es6.js 5.7 MB

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  1. var __decorate=this&&this.__decorate||function(e,t,r,c){var o,f=arguments.length,n=f<3?t:null===c?c=Object.getOwnPropertyDescriptor(t,r):c;if("object"==typeof Reflect&&"function"==typeof Reflect.decorate)n=Reflect.decorate(e,t,r,c);else for(var l=e.length-1;l>=0;l--)(o=e[l])&&(n=(f<3?o(n):f>3?o(t,r,n):o(t,r))||n);return f>3&&n&&Object.defineProperty(t,r,n),n};
  2. var __extends=this&&this.__extends||function(){var t=Object.setPrototypeOf||{__proto__:[]}instanceof Array&&function(t,o){t.__proto__=o}||function(t,o){for(var n in o)o.hasOwnProperty(n)&&(t[n]=o[n])};return function(o,n){function r(){this.constructor=o}t(o,n),o.prototype=null===n?Object.create(n):(r.prototype=n.prototype,new r)}}();
  3. var BABYLON;
  4. (function (BABYLON) {
  5. /**
  6. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  7. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  8. */
  9. var EffectFallbacks = /** @class */ (function () {
  10. function EffectFallbacks() {
  11. this._defines = {};
  12. this._currentRank = 32;
  13. this._maxRank = -1;
  14. }
  15. /**
  16. * Removes the fallback from the bound mesh.
  17. */
  18. EffectFallbacks.prototype.unBindMesh = function () {
  19. this._mesh = null;
  20. };
  21. /**
  22. * Adds a fallback on the specified property.
  23. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  24. * @param define The name of the define in the shader
  25. */
  26. EffectFallbacks.prototype.addFallback = function (rank, define) {
  27. if (!this._defines[rank]) {
  28. if (rank < this._currentRank) {
  29. this._currentRank = rank;
  30. }
  31. if (rank > this._maxRank) {
  32. this._maxRank = rank;
  33. }
  34. this._defines[rank] = new Array();
  35. }
  36. this._defines[rank].push(define);
  37. };
  38. /**
  39. * Sets the mesh to use CPU skinning when needing to fallback.
  40. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  41. * @param mesh The mesh to use the fallbacks.
  42. */
  43. EffectFallbacks.prototype.addCPUSkinningFallback = function (rank, mesh) {
  44. this._mesh = mesh;
  45. if (rank < this._currentRank) {
  46. this._currentRank = rank;
  47. }
  48. if (rank > this._maxRank) {
  49. this._maxRank = rank;
  50. }
  51. };
  52. Object.defineProperty(EffectFallbacks.prototype, "isMoreFallbacks", {
  53. /**
  54. * Checks to see if more fallbacks are still availible.
  55. */
  56. get: function () {
  57. return this._currentRank <= this._maxRank;
  58. },
  59. enumerable: true,
  60. configurable: true
  61. });
  62. /**
  63. * Removes the defines that shoould be removed when falling back.
  64. * @param currentDefines defines the current define statements for the shader.
  65. * @param effect defines the current effect we try to compile
  66. * @returns The resulting defines with defines of the current rank removed.
  67. */
  68. EffectFallbacks.prototype.reduce = function (currentDefines, effect) {
  69. // First we try to switch to CPU skinning
  70. if (this._mesh && this._mesh.computeBonesUsingShaders && this._mesh.numBoneInfluencers > 0 && this._mesh.material) {
  71. this._mesh.computeBonesUsingShaders = false;
  72. currentDefines = currentDefines.replace("#define NUM_BONE_INFLUENCERS " + this._mesh.numBoneInfluencers, "#define NUM_BONE_INFLUENCERS 0");
  73. effect._bonesComputationForcedToCPU = true;
  74. var scene = this._mesh.getScene();
  75. for (var index = 0; index < scene.meshes.length; index++) {
  76. var otherMesh = scene.meshes[index];
  77. if (!otherMesh.material) {
  78. continue;
  79. }
  80. if (!otherMesh.computeBonesUsingShaders || otherMesh.numBoneInfluencers === 0) {
  81. continue;
  82. }
  83. if (otherMesh.material.getEffect() === effect) {
  84. otherMesh.computeBonesUsingShaders = false;
  85. }
  86. else if (otherMesh.subMeshes) {
  87. for (var _i = 0, _a = otherMesh.subMeshes; _i < _a.length; _i++) {
  88. var subMesh = _a[_i];
  89. var subMeshEffect = subMesh.effect;
  90. if (subMeshEffect === effect) {
  91. otherMesh.computeBonesUsingShaders = false;
  92. break;
  93. }
  94. }
  95. }
  96. }
  97. }
  98. else {
  99. var currentFallbacks = this._defines[this._currentRank];
  100. if (currentFallbacks) {
  101. for (var index = 0; index < currentFallbacks.length; index++) {
  102. currentDefines = currentDefines.replace("#define " + currentFallbacks[index], "");
  103. }
  104. }
  105. this._currentRank++;
  106. }
  107. return currentDefines;
  108. };
  109. return EffectFallbacks;
  110. }());
  111. BABYLON.EffectFallbacks = EffectFallbacks;
  112. /**
  113. * Options to be used when creating an effect.
  114. */
  115. var EffectCreationOptions = /** @class */ (function () {
  116. function EffectCreationOptions() {
  117. }
  118. return EffectCreationOptions;
  119. }());
  120. BABYLON.EffectCreationOptions = EffectCreationOptions;
  121. /**
  122. * Effect containing vertex and fragment shader that can be executed on an object.
  123. */
  124. var Effect = /** @class */ (function () {
  125. /**
  126. * Instantiates an effect.
  127. * An effect can be used to create/manage/execute vertex and fragment shaders.
  128. * @param baseName Name of the effect.
  129. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  130. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  131. * @param samplers List of sampler variables that will be passed to the shader.
  132. * @param engine Engine to be used to render the effect
  133. * @param defines Define statements to be added to the shader.
  134. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  135. * @param onCompiled Callback that will be called when the shader is compiled.
  136. * @param onError Callback that will be called if an error occurs during shader compilation.
  137. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  138. */
  139. function Effect(baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, engine, defines, fallbacks, onCompiled, onError, indexParameters) {
  140. if (samplers === void 0) { samplers = null; }
  141. if (defines === void 0) { defines = null; }
  142. if (fallbacks === void 0) { fallbacks = null; }
  143. if (onCompiled === void 0) { onCompiled = null; }
  144. if (onError === void 0) { onError = null; }
  145. var _this = this;
  146. /**
  147. * Unique ID of the effect.
  148. */
  149. this.uniqueId = 0;
  150. /**
  151. * Observable that will be called when the shader is compiled.
  152. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  153. */
  154. this.onCompileObservable = new BABYLON.Observable();
  155. /**
  156. * Observable that will be called if an error occurs during shader compilation.
  157. */
  158. this.onErrorObservable = new BABYLON.Observable();
  159. /** @hidden */
  160. this._bonesComputationForcedToCPU = false;
  161. this._uniformBuffersNames = {};
  162. this._isReady = false;
  163. this._compilationError = "";
  164. this.name = baseName;
  165. if (attributesNamesOrOptions.attributes) {
  166. var options = attributesNamesOrOptions;
  167. this._engine = uniformsNamesOrEngine;
  168. this._attributesNames = options.attributes;
  169. this._uniformsNames = options.uniformsNames.concat(options.samplers);
  170. this._samplers = options.samplers.slice();
  171. this.defines = options.defines;
  172. this.onError = options.onError;
  173. this.onCompiled = options.onCompiled;
  174. this._fallbacks = options.fallbacks;
  175. this._indexParameters = options.indexParameters;
  176. this._transformFeedbackVaryings = options.transformFeedbackVaryings;
  177. if (options.uniformBuffersNames) {
  178. for (var i = 0; i < options.uniformBuffersNames.length; i++) {
  179. this._uniformBuffersNames[options.uniformBuffersNames[i]] = i;
  180. }
  181. }
  182. }
  183. else {
  184. this._engine = engine;
  185. this.defines = defines;
  186. this._uniformsNames = uniformsNamesOrEngine.concat(samplers);
  187. this._samplers = samplers ? samplers.slice() : [];
  188. this._attributesNames = attributesNamesOrOptions;
  189. this.onError = onError;
  190. this.onCompiled = onCompiled;
  191. this._indexParameters = indexParameters;
  192. this._fallbacks = fallbacks;
  193. }
  194. this.uniqueId = Effect._uniqueIdSeed++;
  195. var vertexSource;
  196. var fragmentSource;
  197. if (baseName.vertexElement) {
  198. vertexSource = document.getElementById(baseName.vertexElement);
  199. if (!vertexSource) {
  200. vertexSource = baseName.vertexElement;
  201. }
  202. }
  203. else {
  204. vertexSource = baseName.vertex || baseName;
  205. }
  206. if (baseName.fragmentElement) {
  207. fragmentSource = document.getElementById(baseName.fragmentElement);
  208. if (!fragmentSource) {
  209. fragmentSource = baseName.fragmentElement;
  210. }
  211. }
  212. else {
  213. fragmentSource = baseName.fragment || baseName;
  214. }
  215. this._loadVertexShader(vertexSource, function (vertexCode) {
  216. _this._processIncludes(vertexCode, function (vertexCodeWithIncludes) {
  217. _this._processShaderConversion(vertexCodeWithIncludes, false, function (migratedVertexCode) {
  218. _this._loadFragmentShader(fragmentSource, function (fragmentCode) {
  219. _this._processIncludes(fragmentCode, function (fragmentCodeWithIncludes) {
  220. _this._processShaderConversion(fragmentCodeWithIncludes, true, function (migratedFragmentCode) {
  221. if (baseName) {
  222. var vertex = baseName.vertexElement || baseName.vertex || baseName;
  223. var fragment = baseName.fragmentElement || baseName.fragment || baseName;
  224. _this._vertexSourceCode = "#define SHADER_NAME vertex:" + vertex + "\n" + migratedVertexCode;
  225. _this._fragmentSourceCode = "#define SHADER_NAME fragment:" + fragment + "\n" + migratedFragmentCode;
  226. }
  227. else {
  228. _this._vertexSourceCode = migratedVertexCode;
  229. _this._fragmentSourceCode = migratedFragmentCode;
  230. }
  231. _this._prepareEffect();
  232. });
  233. });
  234. });
  235. });
  236. });
  237. });
  238. }
  239. Object.defineProperty(Effect.prototype, "onBindObservable", {
  240. /**
  241. * Observable that will be called when effect is bound.
  242. */
  243. get: function () {
  244. if (!this._onBindObservable) {
  245. this._onBindObservable = new BABYLON.Observable();
  246. }
  247. return this._onBindObservable;
  248. },
  249. enumerable: true,
  250. configurable: true
  251. });
  252. Object.defineProperty(Effect.prototype, "key", {
  253. /**
  254. * Unique key for this effect
  255. */
  256. get: function () {
  257. return this._key;
  258. },
  259. enumerable: true,
  260. configurable: true
  261. });
  262. /**
  263. * If the effect has been compiled and prepared.
  264. * @returns if the effect is compiled and prepared.
  265. */
  266. Effect.prototype.isReady = function () {
  267. if (!this._isReady && this._program && this._program.isParallelCompiled) {
  268. return this._engine._isProgramCompiled(this._program);
  269. }
  270. return this._isReady;
  271. };
  272. /**
  273. * The engine the effect was initialized with.
  274. * @returns the engine.
  275. */
  276. Effect.prototype.getEngine = function () {
  277. return this._engine;
  278. };
  279. /**
  280. * The compiled webGL program for the effect
  281. * @returns the webGL program.
  282. */
  283. Effect.prototype.getProgram = function () {
  284. return this._program;
  285. };
  286. /**
  287. * The set of names of attribute variables for the shader.
  288. * @returns An array of attribute names.
  289. */
  290. Effect.prototype.getAttributesNames = function () {
  291. return this._attributesNames;
  292. };
  293. /**
  294. * Returns the attribute at the given index.
  295. * @param index The index of the attribute.
  296. * @returns The location of the attribute.
  297. */
  298. Effect.prototype.getAttributeLocation = function (index) {
  299. return this._attributes[index];
  300. };
  301. /**
  302. * Returns the attribute based on the name of the variable.
  303. * @param name of the attribute to look up.
  304. * @returns the attribute location.
  305. */
  306. Effect.prototype.getAttributeLocationByName = function (name) {
  307. var index = this._attributesNames.indexOf(name);
  308. return this._attributes[index];
  309. };
  310. /**
  311. * The number of attributes.
  312. * @returns the numnber of attributes.
  313. */
  314. Effect.prototype.getAttributesCount = function () {
  315. return this._attributes.length;
  316. };
  317. /**
  318. * Gets the index of a uniform variable.
  319. * @param uniformName of the uniform to look up.
  320. * @returns the index.
  321. */
  322. Effect.prototype.getUniformIndex = function (uniformName) {
  323. return this._uniformsNames.indexOf(uniformName);
  324. };
  325. /**
  326. * Returns the attribute based on the name of the variable.
  327. * @param uniformName of the uniform to look up.
  328. * @returns the location of the uniform.
  329. */
  330. Effect.prototype.getUniform = function (uniformName) {
  331. return this._uniforms[this._uniformsNames.indexOf(uniformName)];
  332. };
  333. /**
  334. * Returns an array of sampler variable names
  335. * @returns The array of sampler variable neames.
  336. */
  337. Effect.prototype.getSamplers = function () {
  338. return this._samplers;
  339. };
  340. /**
  341. * The error from the last compilation.
  342. * @returns the error string.
  343. */
  344. Effect.prototype.getCompilationError = function () {
  345. return this._compilationError;
  346. };
  347. /**
  348. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  349. * @param func The callback to be used.
  350. */
  351. Effect.prototype.executeWhenCompiled = function (func) {
  352. var _this = this;
  353. if (this.isReady()) {
  354. func(this);
  355. return;
  356. }
  357. this.onCompileObservable.add(function (effect) {
  358. func(effect);
  359. });
  360. if (!this._program || this._program.isParallelCompiled) {
  361. setTimeout(function () {
  362. _this._checkIsReady();
  363. }, 16);
  364. }
  365. };
  366. Effect.prototype._checkIsReady = function () {
  367. var _this = this;
  368. if (this.isReady()) {
  369. return;
  370. }
  371. setTimeout(function () {
  372. _this._checkIsReady();
  373. }, 16);
  374. };
  375. /** @hidden */
  376. Effect.prototype._loadVertexShader = function (vertex, callback) {
  377. if (BABYLON.Tools.IsWindowObjectExist()) {
  378. // DOM element ?
  379. if (vertex instanceof HTMLElement) {
  380. var vertexCode = BABYLON.Tools.GetDOMTextContent(vertex);
  381. callback(vertexCode);
  382. return;
  383. }
  384. }
  385. // Base64 encoded ?
  386. if (vertex.substr(0, 7) === "base64:") {
  387. var vertexBinary = window.atob(vertex.substr(7));
  388. callback(vertexBinary);
  389. return;
  390. }
  391. // Is in local store ?
  392. if (Effect.ShadersStore[vertex + "VertexShader"]) {
  393. callback(Effect.ShadersStore[vertex + "VertexShader"]);
  394. return;
  395. }
  396. var vertexShaderUrl;
  397. if (vertex[0] === "." || vertex[0] === "/" || vertex.indexOf("http") > -1) {
  398. vertexShaderUrl = vertex;
  399. }
  400. else {
  401. vertexShaderUrl = BABYLON.Engine.ShadersRepository + vertex;
  402. }
  403. // Vertex shader
  404. this._engine._loadFile(vertexShaderUrl + ".vertex.fx", callback);
  405. };
  406. /** @hidden */
  407. Effect.prototype._loadFragmentShader = function (fragment, callback) {
  408. if (BABYLON.Tools.IsWindowObjectExist()) {
  409. // DOM element ?
  410. if (fragment instanceof HTMLElement) {
  411. var fragmentCode = BABYLON.Tools.GetDOMTextContent(fragment);
  412. callback(fragmentCode);
  413. return;
  414. }
  415. }
  416. // Base64 encoded ?
  417. if (fragment.substr(0, 7) === "base64:") {
  418. var fragmentBinary = window.atob(fragment.substr(7));
  419. callback(fragmentBinary);
  420. return;
  421. }
  422. // Is in local store ?
  423. if (Effect.ShadersStore[fragment + "PixelShader"]) {
  424. callback(Effect.ShadersStore[fragment + "PixelShader"]);
  425. return;
  426. }
  427. if (Effect.ShadersStore[fragment + "FragmentShader"]) {
  428. callback(Effect.ShadersStore[fragment + "FragmentShader"]);
  429. return;
  430. }
  431. var fragmentShaderUrl;
  432. if (fragment[0] === "." || fragment[0] === "/" || fragment.indexOf("http") > -1) {
  433. fragmentShaderUrl = fragment;
  434. }
  435. else {
  436. fragmentShaderUrl = BABYLON.Engine.ShadersRepository + fragment;
  437. }
  438. // Fragment shader
  439. this._engine._loadFile(fragmentShaderUrl + ".fragment.fx", callback);
  440. };
  441. /** @hidden */
  442. Effect.prototype._dumpShadersSource = function (vertexCode, fragmentCode, defines) {
  443. // Rebuild shaders source code
  444. var shaderVersion = (this._engine.webGLVersion > 1) ? "#version 300 es\n#define WEBGL2 \n" : "";
  445. var prefix = shaderVersion + (defines ? defines + "\n" : "");
  446. vertexCode = prefix + vertexCode;
  447. fragmentCode = prefix + fragmentCode;
  448. // Number lines of shaders source code
  449. var i = 2;
  450. var regex = /\n/gm;
  451. var formattedVertexCode = "\n1\t" + vertexCode.replace(regex, function () { return "\n" + (i++) + "\t"; });
  452. i = 2;
  453. var formattedFragmentCode = "\n1\t" + fragmentCode.replace(regex, function () { return "\n" + (i++) + "\t"; });
  454. // Dump shaders name and formatted source code
  455. if (this.name.vertexElement) {
  456. BABYLON.Tools.Error("Vertex shader: " + this.name.vertexElement + formattedVertexCode);
  457. BABYLON.Tools.Error("Fragment shader: " + this.name.fragmentElement + formattedFragmentCode);
  458. }
  459. else if (this.name.vertex) {
  460. BABYLON.Tools.Error("Vertex shader: " + this.name.vertex + formattedVertexCode);
  461. BABYLON.Tools.Error("Fragment shader: " + this.name.fragment + formattedFragmentCode);
  462. }
  463. else {
  464. BABYLON.Tools.Error("Vertex shader: " + this.name + formattedVertexCode);
  465. BABYLON.Tools.Error("Fragment shader: " + this.name + formattedFragmentCode);
  466. }
  467. };
  468. Effect.prototype._processShaderConversion = function (sourceCode, isFragment, callback) {
  469. var preparedSourceCode = this._processPrecision(sourceCode);
  470. if (this._engine.webGLVersion == 1) {
  471. callback(preparedSourceCode);
  472. return;
  473. }
  474. // Already converted
  475. if (preparedSourceCode.indexOf("#version 3") !== -1) {
  476. callback(preparedSourceCode.replace("#version 300 es", ""));
  477. return;
  478. }
  479. var hasDrawBuffersExtension = preparedSourceCode.search(/#extension.+GL_EXT_draw_buffers.+require/) !== -1;
  480. // Remove extensions
  481. // #extension GL_OES_standard_derivatives : enable
  482. // #extension GL_EXT_shader_texture_lod : enable
  483. // #extension GL_EXT_frag_depth : enable
  484. // #extension GL_EXT_draw_buffers : require
  485. var regex = /#extension.+(GL_OES_standard_derivatives|GL_EXT_shader_texture_lod|GL_EXT_frag_depth|GL_EXT_draw_buffers).+(enable|require)/g;
  486. var result = preparedSourceCode.replace(regex, "");
  487. // Migrate to GLSL v300
  488. result = result.replace(/varying(?![\n\r])\s/g, isFragment ? "in " : "out ");
  489. result = result.replace(/attribute[ \t]/g, "in ");
  490. result = result.replace(/[ \t]attribute/g, " in");
  491. result = result.replace(/texture2D\s*\(/g, "texture(");
  492. if (isFragment) {
  493. result = result.replace(/texture2DLodEXT\s*\(/g, "textureLod(");
  494. result = result.replace(/textureCubeLodEXT\s*\(/g, "textureLod(");
  495. result = result.replace(/textureCube\s*\(/g, "texture(");
  496. result = result.replace(/gl_FragDepthEXT/g, "gl_FragDepth");
  497. result = result.replace(/gl_FragColor/g, "glFragColor");
  498. result = result.replace(/gl_FragData/g, "glFragData");
  499. result = result.replace(/void\s+?main\s*\(/g, (hasDrawBuffersExtension ? "" : "out vec4 glFragColor;\n") + "void main(");
  500. }
  501. callback(result);
  502. };
  503. Effect.prototype._processIncludes = function (sourceCode, callback) {
  504. var _this = this;
  505. var regex = /#include<(.+)>(\((.*)\))*(\[(.*)\])*/g;
  506. var match = regex.exec(sourceCode);
  507. var returnValue = new String(sourceCode);
  508. while (match != null) {
  509. var includeFile = match[1];
  510. // Uniform declaration
  511. if (includeFile.indexOf("__decl__") !== -1) {
  512. includeFile = includeFile.replace(/__decl__/, "");
  513. if (this._engine.supportsUniformBuffers) {
  514. includeFile = includeFile.replace(/Vertex/, "Ubo");
  515. includeFile = includeFile.replace(/Fragment/, "Ubo");
  516. }
  517. includeFile = includeFile + "Declaration";
  518. }
  519. if (Effect.IncludesShadersStore[includeFile]) {
  520. // Substitution
  521. var includeContent = Effect.IncludesShadersStore[includeFile];
  522. if (match[2]) {
  523. var splits = match[3].split(",");
  524. for (var index = 0; index < splits.length; index += 2) {
  525. var source = new RegExp(splits[index], "g");
  526. var dest = splits[index + 1];
  527. includeContent = includeContent.replace(source, dest);
  528. }
  529. }
  530. if (match[4]) {
  531. var indexString = match[5];
  532. if (indexString.indexOf("..") !== -1) {
  533. var indexSplits = indexString.split("..");
  534. var minIndex = parseInt(indexSplits[0]);
  535. var maxIndex = parseInt(indexSplits[1]);
  536. var sourceIncludeContent = includeContent.slice(0);
  537. includeContent = "";
  538. if (isNaN(maxIndex)) {
  539. maxIndex = this._indexParameters[indexSplits[1]];
  540. }
  541. for (var i = minIndex; i < maxIndex; i++) {
  542. if (!this._engine.supportsUniformBuffers) {
  543. // Ubo replacement
  544. sourceIncludeContent = sourceIncludeContent.replace(/light\{X\}.(\w*)/g, function (str, p1) {
  545. return p1 + "{X}";
  546. });
  547. }
  548. includeContent += sourceIncludeContent.replace(/\{X\}/g, i.toString()) + "\n";
  549. }
  550. }
  551. else {
  552. if (!this._engine.supportsUniformBuffers) {
  553. // Ubo replacement
  554. includeContent = includeContent.replace(/light\{X\}.(\w*)/g, function (str, p1) {
  555. return p1 + "{X}";
  556. });
  557. }
  558. includeContent = includeContent.replace(/\{X\}/g, indexString);
  559. }
  560. }
  561. // Replace
  562. returnValue = returnValue.replace(match[0], includeContent);
  563. }
  564. else {
  565. var includeShaderUrl = BABYLON.Engine.ShadersRepository + "ShadersInclude/" + includeFile + ".fx";
  566. this._engine._loadFile(includeShaderUrl, function (fileContent) {
  567. Effect.IncludesShadersStore[includeFile] = fileContent;
  568. _this._processIncludes(returnValue, callback);
  569. });
  570. return;
  571. }
  572. match = regex.exec(sourceCode);
  573. }
  574. callback(returnValue);
  575. };
  576. Effect.prototype._processPrecision = function (source) {
  577. if (source.indexOf("precision highp float") === -1) {
  578. if (!this._engine.getCaps().highPrecisionShaderSupported) {
  579. source = "precision mediump float;\n" + source;
  580. }
  581. else {
  582. source = "precision highp float;\n" + source;
  583. }
  584. }
  585. else {
  586. if (!this._engine.getCaps().highPrecisionShaderSupported) { // Moving highp to mediump
  587. source = source.replace("precision highp float", "precision mediump float");
  588. }
  589. }
  590. return source;
  591. };
  592. /**
  593. * Recompiles the webGL program
  594. * @param vertexSourceCode The source code for the vertex shader.
  595. * @param fragmentSourceCode The source code for the fragment shader.
  596. * @param onCompiled Callback called when completed.
  597. * @param onError Callback called on error.
  598. * @hidden
  599. */
  600. Effect.prototype._rebuildProgram = function (vertexSourceCode, fragmentSourceCode, onCompiled, onError) {
  601. var _this = this;
  602. this._isReady = false;
  603. this._vertexSourceCodeOverride = vertexSourceCode;
  604. this._fragmentSourceCodeOverride = fragmentSourceCode;
  605. this.onError = function (effect, error) {
  606. if (onError) {
  607. onError(error);
  608. }
  609. };
  610. this.onCompiled = function () {
  611. var scenes = _this.getEngine().scenes;
  612. for (var i = 0; i < scenes.length; i++) {
  613. scenes[i].markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  614. }
  615. if (onCompiled) {
  616. onCompiled(_this._program);
  617. }
  618. };
  619. this._fallbacks = null;
  620. this._prepareEffect();
  621. };
  622. /**
  623. * Gets the uniform locations of the the specified variable names
  624. * @param names THe names of the variables to lookup.
  625. * @returns Array of locations in the same order as variable names.
  626. */
  627. Effect.prototype.getSpecificUniformLocations = function (names) {
  628. var engine = this._engine;
  629. return engine.getUniforms(this._program, names);
  630. };
  631. /**
  632. * Prepares the effect
  633. * @hidden
  634. */
  635. Effect.prototype._prepareEffect = function () {
  636. var _this = this;
  637. var attributesNames = this._attributesNames;
  638. var defines = this.defines;
  639. var fallbacks = this._fallbacks;
  640. this._valueCache = {};
  641. var previousProgram = this._program;
  642. try {
  643. var engine_1 = this._engine;
  644. if (this._vertexSourceCodeOverride && this._fragmentSourceCodeOverride) {
  645. this._program = engine_1.createRawShaderProgram(this._vertexSourceCodeOverride, this._fragmentSourceCodeOverride, undefined, this._transformFeedbackVaryings);
  646. }
  647. else {
  648. this._program = engine_1.createShaderProgram(this._vertexSourceCode, this._fragmentSourceCode, defines, undefined, this._transformFeedbackVaryings);
  649. }
  650. this._program.__SPECTOR_rebuildProgram = this._rebuildProgram.bind(this);
  651. engine_1._executeWhenProgramIsCompiled(this._program, function () {
  652. if (engine_1.supportsUniformBuffers) {
  653. for (var name in _this._uniformBuffersNames) {
  654. _this.bindUniformBlock(name, _this._uniformBuffersNames[name]);
  655. }
  656. }
  657. _this._uniforms = engine_1.getUniforms(_this._program, _this._uniformsNames);
  658. _this._attributes = engine_1.getAttributes(_this._program, attributesNames);
  659. var index;
  660. for (index = 0; index < _this._samplers.length; index++) {
  661. var sampler = _this.getUniform(_this._samplers[index]);
  662. if (sampler == null) {
  663. _this._samplers.splice(index, 1);
  664. index--;
  665. }
  666. }
  667. engine_1.bindSamplers(_this);
  668. _this._compilationError = "";
  669. _this._isReady = true;
  670. if (_this.onCompiled) {
  671. _this.onCompiled(_this);
  672. }
  673. _this.onCompileObservable.notifyObservers(_this);
  674. _this.onCompileObservable.clear();
  675. // Unbind mesh reference in fallbacks
  676. if (_this._fallbacks) {
  677. _this._fallbacks.unBindMesh();
  678. }
  679. if (previousProgram) {
  680. _this.getEngine()._deleteProgram(previousProgram);
  681. }
  682. });
  683. if (this._program.isParallelCompiled) {
  684. this._checkIsReady();
  685. }
  686. }
  687. catch (e) {
  688. this._compilationError = e.message;
  689. // Let's go through fallbacks then
  690. BABYLON.Tools.Error("Unable to compile effect:");
  691. BABYLON.Tools.Error("Uniforms: " + this._uniformsNames.map(function (uniform) {
  692. return " " + uniform;
  693. }));
  694. BABYLON.Tools.Error("Attributes: " + attributesNames.map(function (attribute) {
  695. return " " + attribute;
  696. }));
  697. BABYLON.Tools.Error("Error: " + this._compilationError);
  698. if (previousProgram) {
  699. this._program = previousProgram;
  700. this._isReady = true;
  701. if (this.onError) {
  702. this.onError(this, this._compilationError);
  703. }
  704. this.onErrorObservable.notifyObservers(this);
  705. }
  706. if (fallbacks && fallbacks.isMoreFallbacks) {
  707. BABYLON.Tools.Error("Trying next fallback.");
  708. this.defines = fallbacks.reduce(this.defines, this);
  709. this._prepareEffect();
  710. }
  711. else { // Sorry we did everything we can
  712. if (this.onError) {
  713. this.onError(this, this._compilationError);
  714. }
  715. this.onErrorObservable.notifyObservers(this);
  716. this.onErrorObservable.clear();
  717. // Unbind mesh reference in fallbacks
  718. if (this._fallbacks) {
  719. this._fallbacks.unBindMesh();
  720. }
  721. }
  722. }
  723. };
  724. Object.defineProperty(Effect.prototype, "isSupported", {
  725. /**
  726. * Checks if the effect is supported. (Must be called after compilation)
  727. */
  728. get: function () {
  729. return this._compilationError === "";
  730. },
  731. enumerable: true,
  732. configurable: true
  733. });
  734. /**
  735. * Binds a texture to the engine to be used as output of the shader.
  736. * @param channel Name of the output variable.
  737. * @param texture Texture to bind.
  738. * @hidden
  739. */
  740. Effect.prototype._bindTexture = function (channel, texture) {
  741. this._engine._bindTexture(this._samplers.indexOf(channel), texture);
  742. };
  743. /**
  744. * Sets a texture on the engine to be used in the shader.
  745. * @param channel Name of the sampler variable.
  746. * @param texture Texture to set.
  747. */
  748. Effect.prototype.setTexture = function (channel, texture) {
  749. this._engine.setTexture(this._samplers.indexOf(channel), this.getUniform(channel), texture);
  750. };
  751. /**
  752. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  753. * @param channel Name of the sampler variable.
  754. * @param texture Texture to set.
  755. */
  756. Effect.prototype.setDepthStencilTexture = function (channel, texture) {
  757. this._engine.setDepthStencilTexture(this._samplers.indexOf(channel), this.getUniform(channel), texture);
  758. };
  759. /**
  760. * Sets an array of textures on the engine to be used in the shader.
  761. * @param channel Name of the variable.
  762. * @param textures Textures to set.
  763. */
  764. Effect.prototype.setTextureArray = function (channel, textures) {
  765. if (this._samplers.indexOf(channel + "Ex") === -1) {
  766. var initialPos = this._samplers.indexOf(channel);
  767. for (var index = 1; index < textures.length; index++) {
  768. this._samplers.splice(initialPos + index, 0, channel + "Ex");
  769. }
  770. }
  771. this._engine.setTextureArray(this._samplers.indexOf(channel), this.getUniform(channel), textures);
  772. };
  773. /**
  774. * Sets a texture to be the input of the specified post process. (To use the output, pass in the next post process in the pipeline)
  775. * @param channel Name of the sampler variable.
  776. * @param postProcess Post process to get the input texture from.
  777. */
  778. Effect.prototype.setTextureFromPostProcess = function (channel, postProcess) {
  779. this._engine.setTextureFromPostProcess(this._samplers.indexOf(channel), postProcess);
  780. };
  781. /**
  782. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  783. * Sets the input texture of the passed in post process to be input of this effect. (To use the output of the passed in post process use setTextureFromPostProcessOutput)
  784. * @param channel Name of the sampler variable.
  785. * @param postProcess Post process to get the output texture from.
  786. */
  787. Effect.prototype.setTextureFromPostProcessOutput = function (channel, postProcess) {
  788. this._engine.setTextureFromPostProcessOutput(this._samplers.indexOf(channel), postProcess);
  789. };
  790. /** @hidden */
  791. Effect.prototype._cacheMatrix = function (uniformName, matrix) {
  792. var cache = this._valueCache[uniformName];
  793. var flag = matrix.updateFlag;
  794. if (cache !== undefined && cache === flag) {
  795. return false;
  796. }
  797. this._valueCache[uniformName] = flag;
  798. return true;
  799. };
  800. /** @hidden */
  801. Effect.prototype._cacheFloat2 = function (uniformName, x, y) {
  802. var cache = this._valueCache[uniformName];
  803. if (!cache) {
  804. cache = [x, y];
  805. this._valueCache[uniformName] = cache;
  806. return true;
  807. }
  808. var changed = false;
  809. if (cache[0] !== x) {
  810. cache[0] = x;
  811. changed = true;
  812. }
  813. if (cache[1] !== y) {
  814. cache[1] = y;
  815. changed = true;
  816. }
  817. return changed;
  818. };
  819. /** @hidden */
  820. Effect.prototype._cacheFloat3 = function (uniformName, x, y, z) {
  821. var cache = this._valueCache[uniformName];
  822. if (!cache) {
  823. cache = [x, y, z];
  824. this._valueCache[uniformName] = cache;
  825. return true;
  826. }
  827. var changed = false;
  828. if (cache[0] !== x) {
  829. cache[0] = x;
  830. changed = true;
  831. }
  832. if (cache[1] !== y) {
  833. cache[1] = y;
  834. changed = true;
  835. }
  836. if (cache[2] !== z) {
  837. cache[2] = z;
  838. changed = true;
  839. }
  840. return changed;
  841. };
  842. /** @hidden */
  843. Effect.prototype._cacheFloat4 = function (uniformName, x, y, z, w) {
  844. var cache = this._valueCache[uniformName];
  845. if (!cache) {
  846. cache = [x, y, z, w];
  847. this._valueCache[uniformName] = cache;
  848. return true;
  849. }
  850. var changed = false;
  851. if (cache[0] !== x) {
  852. cache[0] = x;
  853. changed = true;
  854. }
  855. if (cache[1] !== y) {
  856. cache[1] = y;
  857. changed = true;
  858. }
  859. if (cache[2] !== z) {
  860. cache[2] = z;
  861. changed = true;
  862. }
  863. if (cache[3] !== w) {
  864. cache[3] = w;
  865. changed = true;
  866. }
  867. return changed;
  868. };
  869. /**
  870. * Binds a buffer to a uniform.
  871. * @param buffer Buffer to bind.
  872. * @param name Name of the uniform variable to bind to.
  873. */
  874. Effect.prototype.bindUniformBuffer = function (buffer, name) {
  875. var bufferName = this._uniformBuffersNames[name];
  876. if (bufferName === undefined || Effect._baseCache[bufferName] === buffer) {
  877. return;
  878. }
  879. Effect._baseCache[bufferName] = buffer;
  880. this._engine.bindUniformBufferBase(buffer, bufferName);
  881. };
  882. /**
  883. * Binds block to a uniform.
  884. * @param blockName Name of the block to bind.
  885. * @param index Index to bind.
  886. */
  887. Effect.prototype.bindUniformBlock = function (blockName, index) {
  888. this._engine.bindUniformBlock(this._program, blockName, index);
  889. };
  890. /**
  891. * Sets an interger value on a uniform variable.
  892. * @param uniformName Name of the variable.
  893. * @param value Value to be set.
  894. * @returns this effect.
  895. */
  896. Effect.prototype.setInt = function (uniformName, value) {
  897. var cache = this._valueCache[uniformName];
  898. if (cache !== undefined && cache === value) {
  899. return this;
  900. }
  901. this._valueCache[uniformName] = value;
  902. this._engine.setInt(this.getUniform(uniformName), value);
  903. return this;
  904. };
  905. /**
  906. * Sets an int array on a uniform variable.
  907. * @param uniformName Name of the variable.
  908. * @param array array to be set.
  909. * @returns this effect.
  910. */
  911. Effect.prototype.setIntArray = function (uniformName, array) {
  912. this._valueCache[uniformName] = null;
  913. this._engine.setIntArray(this.getUniform(uniformName), array);
  914. return this;
  915. };
  916. /**
  917. * Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  918. * @param uniformName Name of the variable.
  919. * @param array array to be set.
  920. * @returns this effect.
  921. */
  922. Effect.prototype.setIntArray2 = function (uniformName, array) {
  923. this._valueCache[uniformName] = null;
  924. this._engine.setIntArray2(this.getUniform(uniformName), array);
  925. return this;
  926. };
  927. /**
  928. * Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  929. * @param uniformName Name of the variable.
  930. * @param array array to be set.
  931. * @returns this effect.
  932. */
  933. Effect.prototype.setIntArray3 = function (uniformName, array) {
  934. this._valueCache[uniformName] = null;
  935. this._engine.setIntArray3(this.getUniform(uniformName), array);
  936. return this;
  937. };
  938. /**
  939. * Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  940. * @param uniformName Name of the variable.
  941. * @param array array to be set.
  942. * @returns this effect.
  943. */
  944. Effect.prototype.setIntArray4 = function (uniformName, array) {
  945. this._valueCache[uniformName] = null;
  946. this._engine.setIntArray4(this.getUniform(uniformName), array);
  947. return this;
  948. };
  949. /**
  950. * Sets an float array on a uniform variable.
  951. * @param uniformName Name of the variable.
  952. * @param array array to be set.
  953. * @returns this effect.
  954. */
  955. Effect.prototype.setFloatArray = function (uniformName, array) {
  956. this._valueCache[uniformName] = null;
  957. this._engine.setFloatArray(this.getUniform(uniformName), array);
  958. return this;
  959. };
  960. /**
  961. * Sets an float array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  962. * @param uniformName Name of the variable.
  963. * @param array array to be set.
  964. * @returns this effect.
  965. */
  966. Effect.prototype.setFloatArray2 = function (uniformName, array) {
  967. this._valueCache[uniformName] = null;
  968. this._engine.setFloatArray2(this.getUniform(uniformName), array);
  969. return this;
  970. };
  971. /**
  972. * Sets an float array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  973. * @param uniformName Name of the variable.
  974. * @param array array to be set.
  975. * @returns this effect.
  976. */
  977. Effect.prototype.setFloatArray3 = function (uniformName, array) {
  978. this._valueCache[uniformName] = null;
  979. this._engine.setFloatArray3(this.getUniform(uniformName), array);
  980. return this;
  981. };
  982. /**
  983. * Sets an float array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  984. * @param uniformName Name of the variable.
  985. * @param array array to be set.
  986. * @returns this effect.
  987. */
  988. Effect.prototype.setFloatArray4 = function (uniformName, array) {
  989. this._valueCache[uniformName] = null;
  990. this._engine.setFloatArray4(this.getUniform(uniformName), array);
  991. return this;
  992. };
  993. /**
  994. * Sets an array on a uniform variable.
  995. * @param uniformName Name of the variable.
  996. * @param array array to be set.
  997. * @returns this effect.
  998. */
  999. Effect.prototype.setArray = function (uniformName, array) {
  1000. this._valueCache[uniformName] = null;
  1001. this._engine.setArray(this.getUniform(uniformName), array);
  1002. return this;
  1003. };
  1004. /**
  1005. * Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  1006. * @param uniformName Name of the variable.
  1007. * @param array array to be set.
  1008. * @returns this effect.
  1009. */
  1010. Effect.prototype.setArray2 = function (uniformName, array) {
  1011. this._valueCache[uniformName] = null;
  1012. this._engine.setArray2(this.getUniform(uniformName), array);
  1013. return this;
  1014. };
  1015. /**
  1016. * Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  1017. * @param uniformName Name of the variable.
  1018. * @param array array to be set.
  1019. * @returns this effect.
  1020. */
  1021. Effect.prototype.setArray3 = function (uniformName, array) {
  1022. this._valueCache[uniformName] = null;
  1023. this._engine.setArray3(this.getUniform(uniformName), array);
  1024. return this;
  1025. };
  1026. /**
  1027. * Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  1028. * @param uniformName Name of the variable.
  1029. * @param array array to be set.
  1030. * @returns this effect.
  1031. */
  1032. Effect.prototype.setArray4 = function (uniformName, array) {
  1033. this._valueCache[uniformName] = null;
  1034. this._engine.setArray4(this.getUniform(uniformName), array);
  1035. return this;
  1036. };
  1037. /**
  1038. * Sets matrices on a uniform variable.
  1039. * @param uniformName Name of the variable.
  1040. * @param matrices matrices to be set.
  1041. * @returns this effect.
  1042. */
  1043. Effect.prototype.setMatrices = function (uniformName, matrices) {
  1044. if (!matrices) {
  1045. return this;
  1046. }
  1047. this._valueCache[uniformName] = null;
  1048. this._engine.setMatrices(this.getUniform(uniformName), matrices);
  1049. return this;
  1050. };
  1051. /**
  1052. * Sets matrix on a uniform variable.
  1053. * @param uniformName Name of the variable.
  1054. * @param matrix matrix to be set.
  1055. * @returns this effect.
  1056. */
  1057. Effect.prototype.setMatrix = function (uniformName, matrix) {
  1058. if (this._cacheMatrix(uniformName, matrix)) {
  1059. this._engine.setMatrix(this.getUniform(uniformName), matrix);
  1060. }
  1061. return this;
  1062. };
  1063. /**
  1064. * Sets a 3x3 matrix on a uniform variable. (Speicified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)
  1065. * @param uniformName Name of the variable.
  1066. * @param matrix matrix to be set.
  1067. * @returns this effect.
  1068. */
  1069. Effect.prototype.setMatrix3x3 = function (uniformName, matrix) {
  1070. this._valueCache[uniformName] = null;
  1071. this._engine.setMatrix3x3(this.getUniform(uniformName), matrix);
  1072. return this;
  1073. };
  1074. /**
  1075. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  1076. * @param uniformName Name of the variable.
  1077. * @param matrix matrix to be set.
  1078. * @returns this effect.
  1079. */
  1080. Effect.prototype.setMatrix2x2 = function (uniformName, matrix) {
  1081. this._valueCache[uniformName] = null;
  1082. this._engine.setMatrix2x2(this.getUniform(uniformName), matrix);
  1083. return this;
  1084. };
  1085. /**
  1086. * Sets a float on a uniform variable.
  1087. * @param uniformName Name of the variable.
  1088. * @param value value to be set.
  1089. * @returns this effect.
  1090. */
  1091. Effect.prototype.setFloat = function (uniformName, value) {
  1092. var cache = this._valueCache[uniformName];
  1093. if (cache !== undefined && cache === value) {
  1094. return this;
  1095. }
  1096. this._valueCache[uniformName] = value;
  1097. this._engine.setFloat(this.getUniform(uniformName), value);
  1098. return this;
  1099. };
  1100. /**
  1101. * Sets a boolean on a uniform variable.
  1102. * @param uniformName Name of the variable.
  1103. * @param bool value to be set.
  1104. * @returns this effect.
  1105. */
  1106. Effect.prototype.setBool = function (uniformName, bool) {
  1107. var cache = this._valueCache[uniformName];
  1108. if (cache !== undefined && cache === bool) {
  1109. return this;
  1110. }
  1111. this._valueCache[uniformName] = bool;
  1112. this._engine.setBool(this.getUniform(uniformName), bool ? 1 : 0);
  1113. return this;
  1114. };
  1115. /**
  1116. * Sets a Vector2 on a uniform variable.
  1117. * @param uniformName Name of the variable.
  1118. * @param vector2 vector2 to be set.
  1119. * @returns this effect.
  1120. */
  1121. Effect.prototype.setVector2 = function (uniformName, vector2) {
  1122. if (this._cacheFloat2(uniformName, vector2.x, vector2.y)) {
  1123. this._engine.setFloat2(this.getUniform(uniformName), vector2.x, vector2.y);
  1124. }
  1125. return this;
  1126. };
  1127. /**
  1128. * Sets a float2 on a uniform variable.
  1129. * @param uniformName Name of the variable.
  1130. * @param x First float in float2.
  1131. * @param y Second float in float2.
  1132. * @returns this effect.
  1133. */
  1134. Effect.prototype.setFloat2 = function (uniformName, x, y) {
  1135. if (this._cacheFloat2(uniformName, x, y)) {
  1136. this._engine.setFloat2(this.getUniform(uniformName), x, y);
  1137. }
  1138. return this;
  1139. };
  1140. /**
  1141. * Sets a Vector3 on a uniform variable.
  1142. * @param uniformName Name of the variable.
  1143. * @param vector3 Value to be set.
  1144. * @returns this effect.
  1145. */
  1146. Effect.prototype.setVector3 = function (uniformName, vector3) {
  1147. if (this._cacheFloat3(uniformName, vector3.x, vector3.y, vector3.z)) {
  1148. this._engine.setFloat3(this.getUniform(uniformName), vector3.x, vector3.y, vector3.z);
  1149. }
  1150. return this;
  1151. };
  1152. /**
  1153. * Sets a float3 on a uniform variable.
  1154. * @param uniformName Name of the variable.
  1155. * @param x First float in float3.
  1156. * @param y Second float in float3.
  1157. * @param z Third float in float3.
  1158. * @returns this effect.
  1159. */
  1160. Effect.prototype.setFloat3 = function (uniformName, x, y, z) {
  1161. if (this._cacheFloat3(uniformName, x, y, z)) {
  1162. this._engine.setFloat3(this.getUniform(uniformName), x, y, z);
  1163. }
  1164. return this;
  1165. };
  1166. /**
  1167. * Sets a Vector4 on a uniform variable.
  1168. * @param uniformName Name of the variable.
  1169. * @param vector4 Value to be set.
  1170. * @returns this effect.
  1171. */
  1172. Effect.prototype.setVector4 = function (uniformName, vector4) {
  1173. if (this._cacheFloat4(uniformName, vector4.x, vector4.y, vector4.z, vector4.w)) {
  1174. this._engine.setFloat4(this.getUniform(uniformName), vector4.x, vector4.y, vector4.z, vector4.w);
  1175. }
  1176. return this;
  1177. };
  1178. /**
  1179. * Sets a float4 on a uniform variable.
  1180. * @param uniformName Name of the variable.
  1181. * @param x First float in float4.
  1182. * @param y Second float in float4.
  1183. * @param z Third float in float4.
  1184. * @param w Fourth float in float4.
  1185. * @returns this effect.
  1186. */
  1187. Effect.prototype.setFloat4 = function (uniformName, x, y, z, w) {
  1188. if (this._cacheFloat4(uniformName, x, y, z, w)) {
  1189. this._engine.setFloat4(this.getUniform(uniformName), x, y, z, w);
  1190. }
  1191. return this;
  1192. };
  1193. /**
  1194. * Sets a Color3 on a uniform variable.
  1195. * @param uniformName Name of the variable.
  1196. * @param color3 Value to be set.
  1197. * @returns this effect.
  1198. */
  1199. Effect.prototype.setColor3 = function (uniformName, color3) {
  1200. if (this._cacheFloat3(uniformName, color3.r, color3.g, color3.b)) {
  1201. this._engine.setColor3(this.getUniform(uniformName), color3);
  1202. }
  1203. return this;
  1204. };
  1205. /**
  1206. * Sets a Color4 on a uniform variable.
  1207. * @param uniformName Name of the variable.
  1208. * @param color3 Value to be set.
  1209. * @param alpha Alpha value to be set.
  1210. * @returns this effect.
  1211. */
  1212. Effect.prototype.setColor4 = function (uniformName, color3, alpha) {
  1213. if (this._cacheFloat4(uniformName, color3.r, color3.g, color3.b, alpha)) {
  1214. this._engine.setColor4(this.getUniform(uniformName), color3, alpha);
  1215. }
  1216. return this;
  1217. };
  1218. /**
  1219. * Sets a Color4 on a uniform variable
  1220. * @param uniformName defines the name of the variable
  1221. * @param color4 defines the value to be set
  1222. * @returns this effect.
  1223. */
  1224. Effect.prototype.setDirectColor4 = function (uniformName, color4) {
  1225. if (this._cacheFloat4(uniformName, color4.r, color4.g, color4.b, color4.a)) {
  1226. this._engine.setDirectColor4(this.getUniform(uniformName), color4);
  1227. }
  1228. return this;
  1229. };
  1230. /**
  1231. * This function will add a new shader to the shader store
  1232. * @param name the name of the shader
  1233. * @param pixelShader optional pixel shader content
  1234. * @param vertexShader optional vertex shader content
  1235. */
  1236. Effect.RegisterShader = function (name, pixelShader, vertexShader) {
  1237. if (pixelShader) {
  1238. Effect.ShadersStore[name + "PixelShader"] = pixelShader;
  1239. }
  1240. if (vertexShader) {
  1241. Effect.ShadersStore[name + "VertexShader"] = vertexShader;
  1242. }
  1243. };
  1244. /**
  1245. * Resets the cache of effects.
  1246. */
  1247. Effect.ResetCache = function () {
  1248. Effect._baseCache = {};
  1249. };
  1250. Effect._uniqueIdSeed = 0;
  1251. Effect._baseCache = {};
  1252. /**
  1253. * Store of each shader (The can be looked up using effect.key)
  1254. */
  1255. Effect.ShadersStore = {};
  1256. /**
  1257. * Store of each included file for a shader (The can be looked up using effect.key)
  1258. */
  1259. Effect.IncludesShadersStore = {};
  1260. return Effect;
  1261. }());
  1262. BABYLON.Effect = Effect;
  1263. })(BABYLON || (BABYLON = {}));
  1264. //# sourceMappingURL=babylon.effect.js.map
  1265. //# sourceMappingURL=babylon.types.js.map
  1266. var BABYLON;
  1267. (function (BABYLON) {
  1268. /**
  1269. * Gather the list of keyboard event types as constants.
  1270. */
  1271. var KeyboardEventTypes = /** @class */ (function () {
  1272. function KeyboardEventTypes() {
  1273. }
  1274. /**
  1275. * The keydown event is fired when a key becomes active (pressed).
  1276. */
  1277. KeyboardEventTypes.KEYDOWN = 0x01;
  1278. /**
  1279. * The keyup event is fired when a key has been released.
  1280. */
  1281. KeyboardEventTypes.KEYUP = 0x02;
  1282. return KeyboardEventTypes;
  1283. }());
  1284. BABYLON.KeyboardEventTypes = KeyboardEventTypes;
  1285. /**
  1286. * This class is used to store keyboard related info for the onKeyboardObservable event.
  1287. */
  1288. var KeyboardInfo = /** @class */ (function () {
  1289. /**
  1290. * Instantiates a new keyboard info.
  1291. * This class is used to store keyboard related info for the onKeyboardObservable event.
  1292. * @param type Defines the type of event (BABYLON.KeyboardEventTypes)
  1293. * @param event Defines the related dom event
  1294. */
  1295. function KeyboardInfo(
  1296. /**
  1297. * Defines the type of event (BABYLON.KeyboardEventTypes)
  1298. */
  1299. type,
  1300. /**
  1301. * Defines the related dom event
  1302. */
  1303. event) {
  1304. this.type = type;
  1305. this.event = event;
  1306. }
  1307. return KeyboardInfo;
  1308. }());
  1309. BABYLON.KeyboardInfo = KeyboardInfo;
  1310. /**
  1311. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  1312. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  1313. */
  1314. var KeyboardInfoPre = /** @class */ (function (_super) {
  1315. __extends(KeyboardInfoPre, _super);
  1316. /**
  1317. * Instantiates a new keyboard pre info.
  1318. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  1319. * @param type Defines the type of event (BABYLON.KeyboardEventTypes)
  1320. * @param event Defines the related dom event
  1321. */
  1322. function KeyboardInfoPre(
  1323. /**
  1324. * Defines the type of event (BABYLON.KeyboardEventTypes)
  1325. */
  1326. type,
  1327. /**
  1328. * Defines the related dom event
  1329. */
  1330. event) {
  1331. var _this = _super.call(this, type, event) || this;
  1332. _this.type = type;
  1333. _this.event = event;
  1334. _this.skipOnPointerObservable = false;
  1335. return _this;
  1336. }
  1337. return KeyboardInfoPre;
  1338. }(KeyboardInfo));
  1339. BABYLON.KeyboardInfoPre = KeyboardInfoPre;
  1340. })(BABYLON || (BABYLON = {}));
  1341. //# sourceMappingURL=babylon.keyboardEvents.js.map
  1342. var BABYLON;
  1343. (function (BABYLON) {
  1344. /**
  1345. * Gather the list of pointer event types as constants.
  1346. */
  1347. var PointerEventTypes = /** @class */ (function () {
  1348. function PointerEventTypes() {
  1349. }
  1350. /**
  1351. * The pointerdown event is fired when a pointer becomes active. For mouse, it is fired when the device transitions from no buttons depressed to at least one button depressed. For touch, it is fired when physical contact is made with the digitizer. For pen, it is fired when the stylus makes physical contact with the digitizer.
  1352. */
  1353. PointerEventTypes.POINTERDOWN = 0x01;
  1354. /**
  1355. * The pointerup event is fired when a pointer is no longer active.
  1356. */
  1357. PointerEventTypes.POINTERUP = 0x02;
  1358. /**
  1359. * The pointermove event is fired when a pointer changes coordinates.
  1360. */
  1361. PointerEventTypes.POINTERMOVE = 0x04;
  1362. /**
  1363. * The pointerwheel event is fired when a mouse wheel has been rotated.
  1364. */
  1365. PointerEventTypes.POINTERWHEEL = 0x08;
  1366. /**
  1367. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  1368. */
  1369. PointerEventTypes.POINTERPICK = 0x10;
  1370. /**
  1371. * The pointertap event is fired when a the object has been touched and released without drag.
  1372. */
  1373. PointerEventTypes.POINTERTAP = 0x20;
  1374. /**
  1375. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  1376. */
  1377. PointerEventTypes.POINTERDOUBLETAP = 0x40;
  1378. return PointerEventTypes;
  1379. }());
  1380. BABYLON.PointerEventTypes = PointerEventTypes;
  1381. /**
  1382. * Base class of pointer info types.
  1383. */
  1384. var PointerInfoBase = /** @class */ (function () {
  1385. /**
  1386. * Instantiates the base class of pointers info.
  1387. * @param type Defines the type of event (BABYLON.PointerEventTypes)
  1388. * @param event Defines the related dom event
  1389. */
  1390. function PointerInfoBase(
  1391. /**
  1392. * Defines the type of event (BABYLON.PointerEventTypes)
  1393. */
  1394. type,
  1395. /**
  1396. * Defines the related dom event
  1397. */
  1398. event) {
  1399. this.type = type;
  1400. this.event = event;
  1401. }
  1402. return PointerInfoBase;
  1403. }());
  1404. BABYLON.PointerInfoBase = PointerInfoBase;
  1405. /**
  1406. * This class is used to store pointer related info for the onPrePointerObservable event.
  1407. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  1408. */
  1409. var PointerInfoPre = /** @class */ (function (_super) {
  1410. __extends(PointerInfoPre, _super);
  1411. /**
  1412. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  1413. * @param type Defines the type of event (BABYLON.PointerEventTypes)
  1414. * @param event Defines the related dom event
  1415. * @param localX Defines the local x coordinates of the pointer when the event occured
  1416. * @param localY Defines the local y coordinates of the pointer when the event occured
  1417. */
  1418. function PointerInfoPre(type, event, localX, localY) {
  1419. var _this = _super.call(this, type, event) || this;
  1420. /**
  1421. * Ray from a pointer if availible (eg. 6dof controller)
  1422. */
  1423. _this.ray = null;
  1424. _this.skipOnPointerObservable = false;
  1425. _this.localPosition = new BABYLON.Vector2(localX, localY);
  1426. return _this;
  1427. }
  1428. return PointerInfoPre;
  1429. }(PointerInfoBase));
  1430. BABYLON.PointerInfoPre = PointerInfoPre;
  1431. /**
  1432. * This type contains all the data related to a pointer event in Babylon.js.
  1433. * The event member is an instance of PointerEvent for all types except PointerWheel and is of type MouseWheelEvent when type equals PointerWheel. The different event types can be found in the PointerEventTypes class.
  1434. */
  1435. var PointerInfo = /** @class */ (function (_super) {
  1436. __extends(PointerInfo, _super);
  1437. /**
  1438. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  1439. * @param type Defines the type of event (BABYLON.PointerEventTypes)
  1440. * @param event Defines the related dom event
  1441. * @param pickInfo Defines the picking info associated to the info (if any)\
  1442. */
  1443. function PointerInfo(type, event,
  1444. /**
  1445. * Defines the picking info associated to the info (if any)\
  1446. */
  1447. pickInfo) {
  1448. var _this = _super.call(this, type, event) || this;
  1449. _this.pickInfo = pickInfo;
  1450. return _this;
  1451. }
  1452. return PointerInfo;
  1453. }(PointerInfoBase));
  1454. BABYLON.PointerInfo = PointerInfo;
  1455. })(BABYLON || (BABYLON = {}));
  1456. //# sourceMappingURL=babylon.pointerEvents.js.map
  1457. var BABYLON;
  1458. (function (BABYLON) {
  1459. /**
  1460. * Gather the list of clipboard event types as constants.
  1461. */
  1462. var ClipboardEventTypes = /** @class */ (function () {
  1463. function ClipboardEventTypes() {
  1464. }
  1465. /**
  1466. * The clipboard event is fired when a copy command is active (pressed).
  1467. */
  1468. ClipboardEventTypes.COPY = 0x01; //
  1469. /**
  1470. * The clipboard event is fired when a cut command is active (pressed).
  1471. */
  1472. ClipboardEventTypes.CUT = 0x02;
  1473. /**
  1474. * The clipboard event is fired when a paste command is active (pressed).
  1475. */
  1476. ClipboardEventTypes.PASTE = 0x03;
  1477. return ClipboardEventTypes;
  1478. }());
  1479. BABYLON.ClipboardEventTypes = ClipboardEventTypes;
  1480. /**
  1481. * This class is used to store clipboard related info for the onClipboardObservable event.
  1482. */
  1483. var ClipboardInfo = /** @class */ (function () {
  1484. /**
  1485. *Creates an instance of ClipboardInfo.
  1486. * @param {number} type
  1487. * @param {ClipboardEvent} event
  1488. */
  1489. function ClipboardInfo(
  1490. /**
  1491. * Defines the type of event (BABYLON.ClipboardEventTypes)
  1492. */
  1493. type,
  1494. /**
  1495. * Defines the related dom event
  1496. */
  1497. event) {
  1498. this.type = type;
  1499. this.event = event;
  1500. }
  1501. /**
  1502. * Get the clipboard event's type from the keycode.
  1503. * @param keyCode Defines the keyCode for the current keyboard event.
  1504. * @return {number}
  1505. */
  1506. ClipboardInfo.GetTypeFromCharacter = function (keyCode) {
  1507. var charCode = keyCode;
  1508. //TODO: add codes for extended ASCII
  1509. switch (charCode) {
  1510. case 67: return ClipboardEventTypes.COPY;
  1511. case 86: return ClipboardEventTypes.PASTE;
  1512. case 88: return ClipboardEventTypes.CUT;
  1513. default: return -1;
  1514. }
  1515. };
  1516. return ClipboardInfo;
  1517. }());
  1518. BABYLON.ClipboardInfo = ClipboardInfo;
  1519. })(BABYLON || (BABYLON = {}));
  1520. //# sourceMappingURL=babylon.clipboardEvents.js.map
  1521. var BABYLON;
  1522. (function (BABYLON) {
  1523. /** Class used to store color4 gradient */
  1524. var ColorGradient = /** @class */ (function () {
  1525. function ColorGradient() {
  1526. }
  1527. /**
  1528. * Will get a color picked randomly between color1 and color2.
  1529. * If color2 is undefined then color1 will be used
  1530. * @param result defines the target Color4 to store the result in
  1531. */
  1532. ColorGradient.prototype.getColorToRef = function (result) {
  1533. if (!this.color2) {
  1534. result.copyFrom(this.color1);
  1535. return;
  1536. }
  1537. BABYLON.Color4.LerpToRef(this.color1, this.color2, Math.random(), result);
  1538. };
  1539. return ColorGradient;
  1540. }());
  1541. BABYLON.ColorGradient = ColorGradient;
  1542. /** Class used to store color 3 gradient */
  1543. var Color3Gradient = /** @class */ (function () {
  1544. function Color3Gradient() {
  1545. }
  1546. return Color3Gradient;
  1547. }());
  1548. BABYLON.Color3Gradient = Color3Gradient;
  1549. /** Class used to store factor gradient */
  1550. var FactorGradient = /** @class */ (function () {
  1551. function FactorGradient() {
  1552. }
  1553. /**
  1554. * Will get a number picked randomly between factor1 and factor2.
  1555. * If factor2 is undefined then factor1 will be used
  1556. * @returns the picked number
  1557. */
  1558. FactorGradient.prototype.getFactor = function () {
  1559. if (this.factor2 === undefined) {
  1560. return this.factor1;
  1561. }
  1562. return BABYLON.Scalar.Lerp(this.factor1, this.factor2, Math.random());
  1563. };
  1564. return FactorGradient;
  1565. }());
  1566. BABYLON.FactorGradient = FactorGradient;
  1567. /**
  1568. * @ignore
  1569. * Application error to support additional information when loading a file
  1570. */
  1571. var LoadFileError = /** @class */ (function (_super) {
  1572. __extends(LoadFileError, _super);
  1573. /**
  1574. * Creates a new LoadFileError
  1575. * @param message defines the message of the error
  1576. * @param request defines the optional XHR request
  1577. */
  1578. function LoadFileError(message,
  1579. /** defines the optional XHR request */
  1580. request) {
  1581. var _this = _super.call(this, message) || this;
  1582. _this.request = request;
  1583. _this.name = "LoadFileError";
  1584. LoadFileError._setPrototypeOf(_this, LoadFileError.prototype);
  1585. return _this;
  1586. }
  1587. // See https://stackoverflow.com/questions/12915412/how-do-i-extend-a-host-object-e-g-error-in-typescript
  1588. // and https://github.com/Microsoft/TypeScript/wiki/Breaking-Changes#extending-built-ins-like-error-array-and-map-may-no-longer-work
  1589. // Polyfill for Object.setPrototypeOf if necessary.
  1590. LoadFileError._setPrototypeOf = Object.setPrototypeOf || (function (o, proto) { o.__proto__ = proto; return o; });
  1591. return LoadFileError;
  1592. }(Error));
  1593. BABYLON.LoadFileError = LoadFileError;
  1594. /**
  1595. * Class used to define a retry strategy when error happens while loading assets
  1596. */
  1597. var RetryStrategy = /** @class */ (function () {
  1598. function RetryStrategy() {
  1599. }
  1600. /**
  1601. * Function used to defines an exponential back off strategy
  1602. * @param maxRetries defines the maximum number of retries (3 by default)
  1603. * @param baseInterval defines the interval between retries
  1604. * @returns the strategy function to use
  1605. */
  1606. RetryStrategy.ExponentialBackoff = function (maxRetries, baseInterval) {
  1607. if (maxRetries === void 0) { maxRetries = 3; }
  1608. if (baseInterval === void 0) { baseInterval = 500; }
  1609. return function (url, request, retryIndex) {
  1610. if (request.status !== 0 || retryIndex >= maxRetries || url.indexOf("file:") !== -1) {
  1611. return -1;
  1612. }
  1613. return Math.pow(2, retryIndex) * baseInterval;
  1614. };
  1615. };
  1616. return RetryStrategy;
  1617. }());
  1618. BABYLON.RetryStrategy = RetryStrategy;
  1619. // Screenshots
  1620. var screenshotCanvas;
  1621. var cloneValue = function (source, destinationObject) {
  1622. if (!source) {
  1623. return null;
  1624. }
  1625. if (source instanceof BABYLON.Mesh) {
  1626. return null;
  1627. }
  1628. if (source instanceof BABYLON.SubMesh) {
  1629. return source.clone(destinationObject);
  1630. }
  1631. else if (source.clone) {
  1632. return source.clone();
  1633. }
  1634. return null;
  1635. };
  1636. /**
  1637. * Class containing a set of static utilities functions
  1638. */
  1639. var Tools = /** @class */ (function () {
  1640. function Tools() {
  1641. }
  1642. /**
  1643. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  1644. * @param u defines the coordinate on X axis
  1645. * @param v defines the coordinate on Y axis
  1646. * @param width defines the width of the source data
  1647. * @param height defines the height of the source data
  1648. * @param pixels defines the source byte array
  1649. * @param color defines the output color
  1650. */
  1651. Tools.FetchToRef = function (u, v, width, height, pixels, color) {
  1652. var wrappedU = ((Math.abs(u) * width) % width) | 0;
  1653. var wrappedV = ((Math.abs(v) * height) % height) | 0;
  1654. var position = (wrappedU + wrappedV * width) * 4;
  1655. color.r = pixels[position] / 255;
  1656. color.g = pixels[position + 1] / 255;
  1657. color.b = pixels[position + 2] / 255;
  1658. color.a = pixels[position + 3] / 255;
  1659. };
  1660. /**
  1661. * Interpolates between a and b via alpha
  1662. * @param a The lower value (returned when alpha = 0)
  1663. * @param b The upper value (returned when alpha = 1)
  1664. * @param alpha The interpolation-factor
  1665. * @return The mixed value
  1666. */
  1667. Tools.Mix = function (a, b, alpha) {
  1668. return a * (1 - alpha) + b * alpha;
  1669. };
  1670. /**
  1671. * Tries to instantiate a new object from a given class name
  1672. * @param className defines the class name to instantiate
  1673. * @returns the new object or null if the system was not able to do the instantiation
  1674. */
  1675. Tools.Instantiate = function (className) {
  1676. if (Tools.RegisteredExternalClasses && Tools.RegisteredExternalClasses[className]) {
  1677. return Tools.RegisteredExternalClasses[className];
  1678. }
  1679. var arr = className.split(".");
  1680. var fn = (window || this);
  1681. for (var i = 0, len = arr.length; i < len; i++) {
  1682. fn = fn[arr[i]];
  1683. }
  1684. if (typeof fn !== "function") {
  1685. return null;
  1686. }
  1687. return fn;
  1688. };
  1689. /**
  1690. * Provides a slice function that will work even on IE
  1691. * @param data defines the array to slice
  1692. * @param start defines the start of the data (optional)
  1693. * @param end defines the end of the data (optional)
  1694. * @returns the new sliced array
  1695. */
  1696. Tools.Slice = function (data, start, end) {
  1697. if (data.slice) {
  1698. return data.slice(start, end);
  1699. }
  1700. return Array.prototype.slice.call(data, start, end);
  1701. };
  1702. /**
  1703. * Polyfill for setImmediate
  1704. * @param action defines the action to execute after the current execution block
  1705. */
  1706. Tools.SetImmediate = function (action) {
  1707. if (Tools.IsWindowObjectExist() && window.setImmediate) {
  1708. window.setImmediate(action);
  1709. }
  1710. else {
  1711. setTimeout(action, 1);
  1712. }
  1713. };
  1714. /**
  1715. * Function indicating if a number is an exponent of 2
  1716. * @param value defines the value to test
  1717. * @returns true if the value is an exponent of 2
  1718. */
  1719. Tools.IsExponentOfTwo = function (value) {
  1720. var count = 1;
  1721. do {
  1722. count *= 2;
  1723. } while (count < value);
  1724. return count === value;
  1725. };
  1726. /**
  1727. * Returns the nearest 32-bit single precision float representation of a Number
  1728. * @param value A Number. If the parameter is of a different type, it will get converted
  1729. * to a number or to NaN if it cannot be converted
  1730. * @returns number
  1731. */
  1732. Tools.FloatRound = function (value) {
  1733. if (Math.fround) {
  1734. return Math.fround(value);
  1735. }
  1736. return (Tools._tmpFloatArray[0] = value);
  1737. };
  1738. /**
  1739. * Find the next highest power of two.
  1740. * @param x Number to start search from.
  1741. * @return Next highest power of two.
  1742. */
  1743. Tools.CeilingPOT = function (x) {
  1744. x--;
  1745. x |= x >> 1;
  1746. x |= x >> 2;
  1747. x |= x >> 4;
  1748. x |= x >> 8;
  1749. x |= x >> 16;
  1750. x++;
  1751. return x;
  1752. };
  1753. /**
  1754. * Find the next lowest power of two.
  1755. * @param x Number to start search from.
  1756. * @return Next lowest power of two.
  1757. */
  1758. Tools.FloorPOT = function (x) {
  1759. x = x | (x >> 1);
  1760. x = x | (x >> 2);
  1761. x = x | (x >> 4);
  1762. x = x | (x >> 8);
  1763. x = x | (x >> 16);
  1764. return x - (x >> 1);
  1765. };
  1766. /**
  1767. * Find the nearest power of two.
  1768. * @param x Number to start search from.
  1769. * @return Next nearest power of two.
  1770. */
  1771. Tools.NearestPOT = function (x) {
  1772. var c = Tools.CeilingPOT(x);
  1773. var f = Tools.FloorPOT(x);
  1774. return (c - x) > (x - f) ? f : c;
  1775. };
  1776. /**
  1777. * Get the closest exponent of two
  1778. * @param value defines the value to approximate
  1779. * @param max defines the maximum value to return
  1780. * @param mode defines how to define the closest value
  1781. * @returns closest exponent of two of the given value
  1782. */
  1783. Tools.GetExponentOfTwo = function (value, max, mode) {
  1784. if (mode === void 0) { mode = BABYLON.Engine.SCALEMODE_NEAREST; }
  1785. var pot;
  1786. switch (mode) {
  1787. case BABYLON.Engine.SCALEMODE_FLOOR:
  1788. pot = Tools.FloorPOT(value);
  1789. break;
  1790. case BABYLON.Engine.SCALEMODE_NEAREST:
  1791. pot = Tools.NearestPOT(value);
  1792. break;
  1793. case BABYLON.Engine.SCALEMODE_CEILING:
  1794. default:
  1795. pot = Tools.CeilingPOT(value);
  1796. break;
  1797. }
  1798. return Math.min(pot, max);
  1799. };
  1800. /**
  1801. * Extracts the filename from a path
  1802. * @param path defines the path to use
  1803. * @returns the filename
  1804. */
  1805. Tools.GetFilename = function (path) {
  1806. var index = path.lastIndexOf("/");
  1807. if (index < 0) {
  1808. return path;
  1809. }
  1810. return path.substring(index + 1);
  1811. };
  1812. /**
  1813. * Extracts the "folder" part of a path (everything before the filename).
  1814. * @param uri The URI to extract the info from
  1815. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  1816. * @returns The "folder" part of the path
  1817. */
  1818. Tools.GetFolderPath = function (uri, returnUnchangedIfNoSlash) {
  1819. if (returnUnchangedIfNoSlash === void 0) { returnUnchangedIfNoSlash = false; }
  1820. var index = uri.lastIndexOf("/");
  1821. if (index < 0) {
  1822. if (returnUnchangedIfNoSlash) {
  1823. return uri;
  1824. }
  1825. return "";
  1826. }
  1827. return uri.substring(0, index + 1);
  1828. };
  1829. /**
  1830. * Extracts text content from a DOM element hierarchy
  1831. * @param element defines the root element
  1832. * @returns a string
  1833. */
  1834. Tools.GetDOMTextContent = function (element) {
  1835. var result = "";
  1836. var child = element.firstChild;
  1837. while (child) {
  1838. if (child.nodeType === 3) {
  1839. result += child.textContent;
  1840. }
  1841. child = (child.nextSibling);
  1842. }
  1843. return result;
  1844. };
  1845. /**
  1846. * Convert an angle in radians to degrees
  1847. * @param angle defines the angle to convert
  1848. * @returns the angle in degrees
  1849. */
  1850. Tools.ToDegrees = function (angle) {
  1851. return angle * 180 / Math.PI;
  1852. };
  1853. /**
  1854. * Convert an angle in degrees to radians
  1855. * @param angle defines the angle to convert
  1856. * @returns the angle in radians
  1857. */
  1858. Tools.ToRadians = function (angle) {
  1859. return angle * Math.PI / 180;
  1860. };
  1861. /**
  1862. * Encode a buffer to a base64 string
  1863. * @param buffer defines the buffer to encode
  1864. * @returns the encoded string
  1865. */
  1866. Tools.EncodeArrayBufferTobase64 = function (buffer) {
  1867. var keyStr = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=";
  1868. var output = "";
  1869. var chr1, chr2, chr3, enc1, enc2, enc3, enc4;
  1870. var i = 0;
  1871. var bytes = new Uint8Array(buffer);
  1872. while (i < bytes.length) {
  1873. chr1 = bytes[i++];
  1874. chr2 = i < bytes.length ? bytes[i++] : Number.NaN; // Not sure if the index
  1875. chr3 = i < bytes.length ? bytes[i++] : Number.NaN; // checks are needed here
  1876. enc1 = chr1 >> 2;
  1877. enc2 = ((chr1 & 3) << 4) | (chr2 >> 4);
  1878. enc3 = ((chr2 & 15) << 2) | (chr3 >> 6);
  1879. enc4 = chr3 & 63;
  1880. if (isNaN(chr2)) {
  1881. enc3 = enc4 = 64;
  1882. }
  1883. else if (isNaN(chr3)) {
  1884. enc4 = 64;
  1885. }
  1886. output += keyStr.charAt(enc1) + keyStr.charAt(enc2) +
  1887. keyStr.charAt(enc3) + keyStr.charAt(enc4);
  1888. }
  1889. return "data:image/png;base64," + output;
  1890. };
  1891. /**
  1892. * Extracts minimum and maximum values from a list of indexed positions
  1893. * @param positions defines the positions to use
  1894. * @param indices defines the indices to the positions
  1895. * @param indexStart defines the start index
  1896. * @param indexCount defines the end index
  1897. * @param bias defines bias value to add to the result
  1898. * @return minimum and maximum values
  1899. */
  1900. Tools.ExtractMinAndMaxIndexed = function (positions, indices, indexStart, indexCount, bias) {
  1901. if (bias === void 0) { bias = null; }
  1902. var minimum = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  1903. var maximum = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  1904. for (var index = indexStart; index < indexStart + indexCount; index++) {
  1905. var offset = indices[index] * 3;
  1906. var x = positions[offset];
  1907. var y = positions[offset + 1];
  1908. var z = positions[offset + 2];
  1909. minimum.minimizeInPlaceFromFloats(x, y, z);
  1910. maximum.maximizeInPlaceFromFloats(x, y, z);
  1911. }
  1912. if (bias) {
  1913. minimum.x -= minimum.x * bias.x + bias.y;
  1914. minimum.y -= minimum.y * bias.x + bias.y;
  1915. minimum.z -= minimum.z * bias.x + bias.y;
  1916. maximum.x += maximum.x * bias.x + bias.y;
  1917. maximum.y += maximum.y * bias.x + bias.y;
  1918. maximum.z += maximum.z * bias.x + bias.y;
  1919. }
  1920. return {
  1921. minimum: minimum,
  1922. maximum: maximum
  1923. };
  1924. };
  1925. /**
  1926. * Extracts minimum and maximum values from a list of positions
  1927. * @param positions defines the positions to use
  1928. * @param start defines the start index in the positions array
  1929. * @param count defines the number of positions to handle
  1930. * @param bias defines bias value to add to the result
  1931. * @param stride defines the stride size to use (distance between two positions in the positions array)
  1932. * @return minimum and maximum values
  1933. */
  1934. Tools.ExtractMinAndMax = function (positions, start, count, bias, stride) {
  1935. if (bias === void 0) { bias = null; }
  1936. var minimum = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  1937. var maximum = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  1938. if (!stride) {
  1939. stride = 3;
  1940. }
  1941. for (var index = start, offset = start * stride; index < start + count; index++, offset += stride) {
  1942. var x = positions[offset];
  1943. var y = positions[offset + 1];
  1944. var z = positions[offset + 2];
  1945. minimum.minimizeInPlaceFromFloats(x, y, z);
  1946. maximum.maximizeInPlaceFromFloats(x, y, z);
  1947. }
  1948. if (bias) {
  1949. minimum.x -= minimum.x * bias.x + bias.y;
  1950. minimum.y -= minimum.y * bias.x + bias.y;
  1951. minimum.z -= minimum.z * bias.x + bias.y;
  1952. maximum.x += maximum.x * bias.x + bias.y;
  1953. maximum.y += maximum.y * bias.x + bias.y;
  1954. maximum.z += maximum.z * bias.x + bias.y;
  1955. }
  1956. return {
  1957. minimum: minimum,
  1958. maximum: maximum
  1959. };
  1960. };
  1961. /**
  1962. * Returns an array if obj is not an array
  1963. * @param obj defines the object to evaluate as an array
  1964. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  1965. * @returns either obj directly if obj is an array or a new array containing obj
  1966. */
  1967. Tools.MakeArray = function (obj, allowsNullUndefined) {
  1968. if (allowsNullUndefined !== true && (obj === undefined || obj == null)) {
  1969. return null;
  1970. }
  1971. return Array.isArray(obj) ? obj : [obj];
  1972. };
  1973. /**
  1974. * Returns an array of the given size filled with element built from the given constructor and the paramters
  1975. * @param size the number of element to construct and put in the array
  1976. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  1977. * @returns a new array filled with new objects
  1978. */
  1979. Tools.BuildArray = function (size, itemBuilder) {
  1980. var a = [];
  1981. for (var i = 0; i < size; ++i) {
  1982. a.push(itemBuilder());
  1983. }
  1984. return a;
  1985. };
  1986. /**
  1987. * Gets the pointer prefix to use
  1988. * @returns "pointer" if touch is enabled. Else returns "mouse"
  1989. */
  1990. Tools.GetPointerPrefix = function () {
  1991. var eventPrefix = "pointer";
  1992. // Check if pointer events are supported
  1993. if (Tools.IsWindowObjectExist() && !window.PointerEvent && !navigator.pointerEnabled) {
  1994. eventPrefix = "mouse";
  1995. }
  1996. return eventPrefix;
  1997. };
  1998. /**
  1999. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  2000. * @param func - the function to be called
  2001. * @param requester - the object that will request the next frame. Falls back to window.
  2002. * @returns frame number
  2003. */
  2004. Tools.QueueNewFrame = function (func, requester) {
  2005. if (!Tools.IsWindowObjectExist()) {
  2006. return setTimeout(func, 16);
  2007. }
  2008. if (!requester) {
  2009. requester = window;
  2010. }
  2011. if (requester.requestAnimationFrame) {
  2012. return requester.requestAnimationFrame(func);
  2013. }
  2014. else if (requester.msRequestAnimationFrame) {
  2015. return requester.msRequestAnimationFrame(func);
  2016. }
  2017. else if (requester.webkitRequestAnimationFrame) {
  2018. return requester.webkitRequestAnimationFrame(func);
  2019. }
  2020. else if (requester.mozRequestAnimationFrame) {
  2021. return requester.mozRequestAnimationFrame(func);
  2022. }
  2023. else if (requester.oRequestAnimationFrame) {
  2024. return requester.oRequestAnimationFrame(func);
  2025. }
  2026. else {
  2027. return window.setTimeout(func, 16);
  2028. }
  2029. };
  2030. /**
  2031. * Ask the browser to promote the current element to fullscreen rendering mode
  2032. * @param element defines the DOM element to promote
  2033. */
  2034. Tools.RequestFullscreen = function (element) {
  2035. var requestFunction = element.requestFullscreen || element.msRequestFullscreen || element.webkitRequestFullscreen || element.mozRequestFullScreen;
  2036. if (!requestFunction) {
  2037. return;
  2038. }
  2039. requestFunction.call(element);
  2040. };
  2041. /**
  2042. * Asks the browser to exit fullscreen mode
  2043. */
  2044. Tools.ExitFullscreen = function () {
  2045. if (document.exitFullscreen) {
  2046. document.exitFullscreen();
  2047. }
  2048. else if (document.mozCancelFullScreen) {
  2049. document.mozCancelFullScreen();
  2050. }
  2051. else if (document.webkitCancelFullScreen) {
  2052. document.webkitCancelFullScreen();
  2053. }
  2054. else if (document.msCancelFullScreen) {
  2055. document.msCancelFullScreen();
  2056. }
  2057. };
  2058. /**
  2059. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  2060. * @param url define the url we are trying
  2061. * @param element define the dom element where to configure the cors policy
  2062. */
  2063. Tools.SetCorsBehavior = function (url, element) {
  2064. if (url && url.indexOf("data:") === 0) {
  2065. return;
  2066. }
  2067. if (Tools.CorsBehavior) {
  2068. if (typeof (Tools.CorsBehavior) === 'string' || Tools.CorsBehavior instanceof String) {
  2069. element.crossOrigin = Tools.CorsBehavior;
  2070. }
  2071. else {
  2072. var result = Tools.CorsBehavior(url);
  2073. if (result) {
  2074. element.crossOrigin = result;
  2075. }
  2076. }
  2077. }
  2078. };
  2079. // External files
  2080. /**
  2081. * Removes unwanted characters from an url
  2082. * @param url defines the url to clean
  2083. * @returns the cleaned url
  2084. */
  2085. Tools.CleanUrl = function (url) {
  2086. url = url.replace(/#/mg, "%23");
  2087. return url;
  2088. };
  2089. /**
  2090. * Loads an image as an HTMLImageElement.
  2091. * @param input url string, ArrayBuffer, or Blob to load
  2092. * @param onLoad callback called when the image successfully loads
  2093. * @param onError callback called when the image fails to load
  2094. * @param offlineProvider offline provider for caching
  2095. * @returns the HTMLImageElement of the loaded image
  2096. */
  2097. Tools.LoadImage = function (input, onLoad, onError, offlineProvider) {
  2098. var url;
  2099. var usingObjectURL = false;
  2100. if (input instanceof ArrayBuffer) {
  2101. url = URL.createObjectURL(new Blob([input]));
  2102. usingObjectURL = true;
  2103. }
  2104. else if (input instanceof Blob) {
  2105. url = URL.createObjectURL(input);
  2106. usingObjectURL = true;
  2107. }
  2108. else {
  2109. url = Tools.CleanUrl(input);
  2110. url = Tools.PreprocessUrl(input);
  2111. }
  2112. var img = new Image();
  2113. Tools.SetCorsBehavior(url, img);
  2114. var loadHandler = function () {
  2115. if (usingObjectURL && img.src) {
  2116. URL.revokeObjectURL(img.src);
  2117. }
  2118. img.removeEventListener("load", loadHandler);
  2119. img.removeEventListener("error", errorHandler);
  2120. onLoad(img);
  2121. };
  2122. var errorHandler = function (err) {
  2123. if (usingObjectURL && img.src) {
  2124. URL.revokeObjectURL(img.src);
  2125. }
  2126. img.removeEventListener("load", loadHandler);
  2127. img.removeEventListener("error", errorHandler);
  2128. Tools.Error("Error while trying to load image: " + input);
  2129. if (onError) {
  2130. onError("Error while trying to load image: " + input, err);
  2131. }
  2132. };
  2133. img.addEventListener("load", loadHandler);
  2134. img.addEventListener("error", errorHandler);
  2135. var noOfflineSupport = function () {
  2136. img.src = url;
  2137. };
  2138. var loadFromOfflineSupport = function () {
  2139. if (offlineProvider) {
  2140. offlineProvider.loadImage(url, img);
  2141. }
  2142. };
  2143. if (url.substr(0, 5) !== "data:" && offlineProvider && offlineProvider.enableTexturesOffline) {
  2144. offlineProvider.open(loadFromOfflineSupport, noOfflineSupport);
  2145. }
  2146. else {
  2147. if (url.indexOf("file:") !== -1) {
  2148. var textureName = decodeURIComponent(url.substring(5).toLowerCase());
  2149. if (BABYLON.FilesInput.FilesToLoad[textureName]) {
  2150. try {
  2151. var blobURL;
  2152. try {
  2153. blobURL = URL.createObjectURL(BABYLON.FilesInput.FilesToLoad[textureName]);
  2154. }
  2155. catch (ex) {
  2156. // Chrome doesn't support oneTimeOnly parameter
  2157. blobURL = URL.createObjectURL(BABYLON.FilesInput.FilesToLoad[textureName]);
  2158. }
  2159. img.src = blobURL;
  2160. usingObjectURL = true;
  2161. }
  2162. catch (e) {
  2163. img.src = "";
  2164. }
  2165. return img;
  2166. }
  2167. }
  2168. noOfflineSupport();
  2169. }
  2170. return img;
  2171. };
  2172. /**
  2173. * Loads a file
  2174. * @param url url string, ArrayBuffer, or Blob to load
  2175. * @param onSuccess callback called when the file successfully loads
  2176. * @param onProgress callback called while file is loading (if the server supports this mode)
  2177. * @param offlineProvider defines the offline provider for caching
  2178. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  2179. * @param onError callback called when the file fails to load
  2180. * @returns a file request object
  2181. */
  2182. Tools.LoadFile = function (url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError) {
  2183. url = Tools.CleanUrl(url);
  2184. url = Tools.PreprocessUrl(url);
  2185. // If file and file input are set
  2186. if (url.indexOf("file:") !== -1) {
  2187. var fileName = decodeURIComponent(url.substring(5).toLowerCase());
  2188. if (BABYLON.FilesInput.FilesToLoad[fileName]) {
  2189. return Tools.ReadFile(BABYLON.FilesInput.FilesToLoad[fileName], onSuccess, onProgress, useArrayBuffer);
  2190. }
  2191. }
  2192. var loadUrl = Tools.BaseUrl + url;
  2193. var aborted = false;
  2194. var fileRequest = {
  2195. onCompleteObservable: new BABYLON.Observable(),
  2196. abort: function () { return aborted = true; },
  2197. };
  2198. var requestFile = function () {
  2199. var request = new XMLHttpRequest();
  2200. var retryHandle = null;
  2201. fileRequest.abort = function () {
  2202. aborted = true;
  2203. if (request.readyState !== (XMLHttpRequest.DONE || 4)) {
  2204. request.abort();
  2205. }
  2206. if (retryHandle !== null) {
  2207. clearTimeout(retryHandle);
  2208. retryHandle = null;
  2209. }
  2210. };
  2211. var retryLoop = function (retryIndex) {
  2212. request.open('GET', loadUrl, true);
  2213. if (useArrayBuffer) {
  2214. request.responseType = "arraybuffer";
  2215. }
  2216. if (onProgress) {
  2217. request.addEventListener("progress", onProgress);
  2218. }
  2219. var onLoadEnd = function () {
  2220. request.removeEventListener("loadend", onLoadEnd);
  2221. fileRequest.onCompleteObservable.notifyObservers(fileRequest);
  2222. fileRequest.onCompleteObservable.clear();
  2223. };
  2224. request.addEventListener("loadend", onLoadEnd);
  2225. var onReadyStateChange = function () {
  2226. if (aborted) {
  2227. return;
  2228. }
  2229. // In case of undefined state in some browsers.
  2230. if (request.readyState === (XMLHttpRequest.DONE || 4)) {
  2231. // Some browsers have issues where onreadystatechange can be called multiple times with the same value.
  2232. request.removeEventListener("readystatechange", onReadyStateChange);
  2233. if ((request.status >= 200 && request.status < 300) || (request.status === 0 && (!Tools.IsWindowObjectExist() || Tools.IsFileURL()))) {
  2234. onSuccess(!useArrayBuffer ? request.responseText : request.response, request.responseURL);
  2235. return;
  2236. }
  2237. var retryStrategy = Tools.DefaultRetryStrategy;
  2238. if (retryStrategy) {
  2239. var waitTime = retryStrategy(loadUrl, request, retryIndex);
  2240. if (waitTime !== -1) {
  2241. // Prevent the request from completing for retry.
  2242. request.removeEventListener("loadend", onLoadEnd);
  2243. request = new XMLHttpRequest();
  2244. retryHandle = setTimeout(function () { return retryLoop(retryIndex + 1); }, waitTime);
  2245. return;
  2246. }
  2247. }
  2248. var e = new LoadFileError("Error status: " + request.status + " " + request.statusText + " - Unable to load " + loadUrl, request);
  2249. if (onError) {
  2250. onError(request, e);
  2251. }
  2252. else {
  2253. throw e;
  2254. }
  2255. }
  2256. };
  2257. request.addEventListener("readystatechange", onReadyStateChange);
  2258. if (Tools.UseCustomRequestHeaders) {
  2259. Tools.InjectCustomRequestHeaders(request);
  2260. }
  2261. request.send();
  2262. };
  2263. retryLoop(0);
  2264. };
  2265. // Caching all files
  2266. if (offlineProvider && offlineProvider.enableSceneOffline) {
  2267. var noOfflineSupport_1 = function (request) {
  2268. if (request && request.status > 400) {
  2269. if (onError) {
  2270. onError(request);
  2271. }
  2272. }
  2273. else {
  2274. if (!aborted) {
  2275. requestFile();
  2276. }
  2277. }
  2278. };
  2279. var loadFromOfflineSupport = function () {
  2280. // TODO: database needs to support aborting and should return a IFileRequest
  2281. if (aborted) {
  2282. return;
  2283. }
  2284. if (offlineProvider) {
  2285. offlineProvider.loadFile(url, function (data) {
  2286. if (!aborted) {
  2287. onSuccess(data);
  2288. }
  2289. fileRequest.onCompleteObservable.notifyObservers(fileRequest);
  2290. }, onProgress ? function (event) {
  2291. if (!aborted) {
  2292. onProgress(event);
  2293. }
  2294. } : undefined, noOfflineSupport_1, useArrayBuffer);
  2295. }
  2296. };
  2297. offlineProvider.open(loadFromOfflineSupport, noOfflineSupport_1);
  2298. }
  2299. else {
  2300. requestFile();
  2301. }
  2302. return fileRequest;
  2303. };
  2304. /**
  2305. * Load a script (identified by an url). When the url returns, the
  2306. * content of this file is added into a new script element, attached to the DOM (body element)
  2307. * @param scriptUrl defines the url of the script to laod
  2308. * @param onSuccess defines the callback called when the script is loaded
  2309. * @param onError defines the callback to call if an error occurs
  2310. */
  2311. Tools.LoadScript = function (scriptUrl, onSuccess, onError) {
  2312. if (!Tools.IsWindowObjectExist()) {
  2313. return;
  2314. }
  2315. var head = document.getElementsByTagName('head')[0];
  2316. var script = document.createElement('script');
  2317. script.type = 'text/javascript';
  2318. script.src = scriptUrl;
  2319. script.onload = function () {
  2320. if (onSuccess) {
  2321. onSuccess();
  2322. }
  2323. };
  2324. script.onerror = function (e) {
  2325. if (onError) {
  2326. onError("Unable to load script '" + scriptUrl + "'", e);
  2327. }
  2328. };
  2329. head.appendChild(script);
  2330. };
  2331. /**
  2332. * Loads a file from a blob
  2333. * @param fileToLoad defines the blob to use
  2334. * @param callback defines the callback to call when data is loaded
  2335. * @param progressCallback defines the callback to call during loading process
  2336. * @returns a file request object
  2337. */
  2338. Tools.ReadFileAsDataURL = function (fileToLoad, callback, progressCallback) {
  2339. var reader = new FileReader();
  2340. var request = {
  2341. onCompleteObservable: new BABYLON.Observable(),
  2342. abort: function () { return reader.abort(); },
  2343. };
  2344. reader.onloadend = function (e) {
  2345. request.onCompleteObservable.notifyObservers(request);
  2346. };
  2347. reader.onload = function (e) {
  2348. //target doesn't have result from ts 1.3
  2349. callback(e.target['result']);
  2350. };
  2351. reader.onprogress = progressCallback;
  2352. reader.readAsDataURL(fileToLoad);
  2353. return request;
  2354. };
  2355. /**
  2356. * Loads a file
  2357. * @param fileToLoad defines the file to load
  2358. * @param callback defines the callback to call when data is loaded
  2359. * @param progressCallBack defines the callback to call during loading process
  2360. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  2361. * @returns a file request object
  2362. */
  2363. Tools.ReadFile = function (fileToLoad, callback, progressCallBack, useArrayBuffer) {
  2364. var reader = new FileReader();
  2365. var request = {
  2366. onCompleteObservable: new BABYLON.Observable(),
  2367. abort: function () { return reader.abort(); },
  2368. };
  2369. reader.onloadend = function (e) { return request.onCompleteObservable.notifyObservers(request); };
  2370. reader.onerror = function (e) {
  2371. Tools.Log("Error while reading file: " + fileToLoad.name);
  2372. callback(JSON.stringify({ autoClear: true, clearColor: [1, 0, 0], ambientColor: [0, 0, 0], gravity: [0, -9.807, 0], meshes: [], cameras: [], lights: [] }));
  2373. };
  2374. reader.onload = function (e) {
  2375. //target doesn't have result from ts 1.3
  2376. callback(e.target['result']);
  2377. };
  2378. if (progressCallBack) {
  2379. reader.onprogress = progressCallBack;
  2380. }
  2381. if (!useArrayBuffer) {
  2382. // Asynchronous read
  2383. reader.readAsText(fileToLoad);
  2384. }
  2385. else {
  2386. reader.readAsArrayBuffer(fileToLoad);
  2387. }
  2388. return request;
  2389. };
  2390. /**
  2391. * Creates a data url from a given string content
  2392. * @param content defines the content to convert
  2393. * @returns the new data url link
  2394. */
  2395. Tools.FileAsURL = function (content) {
  2396. var fileBlob = new Blob([content]);
  2397. var url = window.URL || window.webkitURL;
  2398. var link = url.createObjectURL(fileBlob);
  2399. return link;
  2400. };
  2401. /**
  2402. * Format the given number to a specific decimal format
  2403. * @param value defines the number to format
  2404. * @param decimals defines the number of decimals to use
  2405. * @returns the formatted string
  2406. */
  2407. Tools.Format = function (value, decimals) {
  2408. if (decimals === void 0) { decimals = 2; }
  2409. return value.toFixed(decimals);
  2410. };
  2411. /**
  2412. * Checks if a given vector is inside a specific range
  2413. * @param v defines the vector to test
  2414. * @param min defines the minimum range
  2415. * @param max defines the maximum range
  2416. */
  2417. Tools.CheckExtends = function (v, min, max) {
  2418. min.minimizeInPlace(v);
  2419. max.maximizeInPlace(v);
  2420. };
  2421. /**
  2422. * Tries to copy an object by duplicating every property
  2423. * @param source defines the source object
  2424. * @param destination defines the target object
  2425. * @param doNotCopyList defines a list of properties to avoid
  2426. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  2427. */
  2428. Tools.DeepCopy = function (source, destination, doNotCopyList, mustCopyList) {
  2429. for (var prop in source) {
  2430. if (prop[0] === "_" && (!mustCopyList || mustCopyList.indexOf(prop) === -1)) {
  2431. continue;
  2432. }
  2433. if (doNotCopyList && doNotCopyList.indexOf(prop) !== -1) {
  2434. continue;
  2435. }
  2436. var sourceValue = source[prop];
  2437. var typeOfSourceValue = typeof sourceValue;
  2438. if (typeOfSourceValue === "function") {
  2439. continue;
  2440. }
  2441. try {
  2442. if (typeOfSourceValue === "object") {
  2443. if (sourceValue instanceof Array) {
  2444. destination[prop] = [];
  2445. if (sourceValue.length > 0) {
  2446. if (typeof sourceValue[0] == "object") {
  2447. for (var index = 0; index < sourceValue.length; index++) {
  2448. var clonedValue = cloneValue(sourceValue[index], destination);
  2449. if (destination[prop].indexOf(clonedValue) === -1) { // Test if auto inject was not done
  2450. destination[prop].push(clonedValue);
  2451. }
  2452. }
  2453. }
  2454. else {
  2455. destination[prop] = sourceValue.slice(0);
  2456. }
  2457. }
  2458. }
  2459. else {
  2460. destination[prop] = cloneValue(sourceValue, destination);
  2461. }
  2462. }
  2463. else {
  2464. destination[prop] = sourceValue;
  2465. }
  2466. }
  2467. catch (e) {
  2468. // Just ignore error (it could be because of a read-only property)
  2469. }
  2470. }
  2471. };
  2472. /**
  2473. * Gets a boolean indicating if the given object has no own property
  2474. * @param obj defines the object to test
  2475. * @returns true if object has no own property
  2476. */
  2477. Tools.IsEmpty = function (obj) {
  2478. for (var i in obj) {
  2479. if (obj.hasOwnProperty(i)) {
  2480. return false;
  2481. }
  2482. }
  2483. return true;
  2484. };
  2485. /**
  2486. * Function used to register events at window level
  2487. * @param events defines the events to register
  2488. */
  2489. Tools.RegisterTopRootEvents = function (events) {
  2490. for (var index = 0; index < events.length; index++) {
  2491. var event = events[index];
  2492. window.addEventListener(event.name, event.handler, false);
  2493. try {
  2494. if (window.parent) {
  2495. window.parent.addEventListener(event.name, event.handler, false);
  2496. }
  2497. }
  2498. catch (e) {
  2499. // Silently fails...
  2500. }
  2501. }
  2502. };
  2503. /**
  2504. * Function used to unregister events from window level
  2505. * @param events defines the events to unregister
  2506. */
  2507. Tools.UnregisterTopRootEvents = function (events) {
  2508. for (var index = 0; index < events.length; index++) {
  2509. var event = events[index];
  2510. window.removeEventListener(event.name, event.handler);
  2511. try {
  2512. if (window.parent) {
  2513. window.parent.removeEventListener(event.name, event.handler);
  2514. }
  2515. }
  2516. catch (e) {
  2517. // Silently fails...
  2518. }
  2519. }
  2520. };
  2521. /**
  2522. * Dumps the current bound framebuffer
  2523. * @param width defines the rendering width
  2524. * @param height defines the rendering height
  2525. * @param engine defines the hosting engine
  2526. * @param successCallback defines the callback triggered once the data are available
  2527. * @param mimeType defines the mime type of the result
  2528. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  2529. */
  2530. Tools.DumpFramebuffer = function (width, height, engine, successCallback, mimeType, fileName) {
  2531. if (mimeType === void 0) { mimeType = "image/png"; }
  2532. // Read the contents of the framebuffer
  2533. var numberOfChannelsByLine = width * 4;
  2534. var halfHeight = height / 2;
  2535. //Reading datas from WebGL
  2536. var data = engine.readPixels(0, 0, width, height);
  2537. //To flip image on Y axis.
  2538. for (var i = 0; i < halfHeight; i++) {
  2539. for (var j = 0; j < numberOfChannelsByLine; j++) {
  2540. var currentCell = j + i * numberOfChannelsByLine;
  2541. var targetLine = height - i - 1;
  2542. var targetCell = j + targetLine * numberOfChannelsByLine;
  2543. var temp = data[currentCell];
  2544. data[currentCell] = data[targetCell];
  2545. data[targetCell] = temp;
  2546. }
  2547. }
  2548. // Create a 2D canvas to store the result
  2549. if (!screenshotCanvas) {
  2550. screenshotCanvas = document.createElement('canvas');
  2551. }
  2552. screenshotCanvas.width = width;
  2553. screenshotCanvas.height = height;
  2554. var context = screenshotCanvas.getContext('2d');
  2555. if (context) {
  2556. // Copy the pixels to a 2D canvas
  2557. var imageData = context.createImageData(width, height);
  2558. var castData = (imageData.data);
  2559. castData.set(data);
  2560. context.putImageData(imageData, 0, 0);
  2561. Tools.EncodeScreenshotCanvasData(successCallback, mimeType, fileName);
  2562. }
  2563. };
  2564. /**
  2565. * Converts the canvas data to blob.
  2566. * This acts as a polyfill for browsers not supporting the to blob function.
  2567. * @param canvas Defines the canvas to extract the data from
  2568. * @param successCallback Defines the callback triggered once the data are available
  2569. * @param mimeType Defines the mime type of the result
  2570. */
  2571. Tools.ToBlob = function (canvas, successCallback, mimeType) {
  2572. if (mimeType === void 0) { mimeType = "image/png"; }
  2573. // We need HTMLCanvasElement.toBlob for HD screenshots
  2574. if (!canvas.toBlob) {
  2575. // low performance polyfill based on toDataURL (https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob)
  2576. canvas.toBlob = function (callback, type, quality) {
  2577. var _this = this;
  2578. setTimeout(function () {
  2579. var binStr = atob(_this.toDataURL(type, quality).split(',')[1]), len = binStr.length, arr = new Uint8Array(len);
  2580. for (var i = 0; i < len; i++) {
  2581. arr[i] = binStr.charCodeAt(i);
  2582. }
  2583. callback(new Blob([arr]));
  2584. });
  2585. };
  2586. }
  2587. canvas.toBlob(function (blob) {
  2588. successCallback(blob);
  2589. }, mimeType);
  2590. };
  2591. /**
  2592. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  2593. * @param successCallback defines the callback triggered once the data are available
  2594. * @param mimeType defines the mime type of the result
  2595. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  2596. */
  2597. Tools.EncodeScreenshotCanvasData = function (successCallback, mimeType, fileName) {
  2598. if (mimeType === void 0) { mimeType = "image/png"; }
  2599. if (successCallback) {
  2600. var base64Image = screenshotCanvas.toDataURL(mimeType);
  2601. successCallback(base64Image);
  2602. }
  2603. else {
  2604. this.ToBlob(screenshotCanvas, function (blob) {
  2605. //Creating a link if the browser have the download attribute on the a tag, to automatically start download generated image.
  2606. if (("download" in document.createElement("a"))) {
  2607. if (!fileName) {
  2608. var date = new Date();
  2609. var stringDate = (date.getFullYear() + "-" + (date.getMonth() + 1)).slice(2) + "-" + date.getDate() + "_" + date.getHours() + "-" + ('0' + date.getMinutes()).slice(-2);
  2610. fileName = "screenshot_" + stringDate + ".png";
  2611. }
  2612. Tools.Download(blob, fileName);
  2613. }
  2614. else {
  2615. var url = URL.createObjectURL(blob);
  2616. var newWindow = window.open("");
  2617. if (!newWindow) {
  2618. return;
  2619. }
  2620. var img = newWindow.document.createElement("img");
  2621. img.onload = function () {
  2622. // no longer need to read the blob so it's revoked
  2623. URL.revokeObjectURL(url);
  2624. };
  2625. img.src = url;
  2626. newWindow.document.body.appendChild(img);
  2627. }
  2628. }, mimeType);
  2629. }
  2630. };
  2631. /**
  2632. * Downloads a blob in the browser
  2633. * @param blob defines the blob to download
  2634. * @param fileName defines the name of the downloaded file
  2635. */
  2636. Tools.Download = function (blob, fileName) {
  2637. if (navigator && navigator.msSaveBlob) {
  2638. navigator.msSaveBlob(blob, fileName);
  2639. return;
  2640. }
  2641. var url = window.URL.createObjectURL(blob);
  2642. var a = document.createElement("a");
  2643. document.body.appendChild(a);
  2644. a.style.display = "none";
  2645. a.href = url;
  2646. a.download = fileName;
  2647. a.addEventListener("click", function () {
  2648. if (a.parentElement) {
  2649. a.parentElement.removeChild(a);
  2650. }
  2651. });
  2652. a.click();
  2653. window.URL.revokeObjectURL(url);
  2654. };
  2655. /**
  2656. * Captures a screenshot of the current rendering
  2657. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  2658. * @param engine defines the rendering engine
  2659. * @param camera defines the source camera
  2660. * @param size This parameter can be set to a single number or to an object with the
  2661. * following (optional) properties: precision, width, height. If a single number is passed,
  2662. * it will be used for both width and height. If an object is passed, the screenshot size
  2663. * will be derived from the parameters. The precision property is a multiplier allowing
  2664. * rendering at a higher or lower resolution
  2665. * @param successCallback defines the callback receives a single parameter which contains the
  2666. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  2667. * src parameter of an <img> to display it
  2668. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  2669. * Check your browser for supported MIME types
  2670. */
  2671. Tools.CreateScreenshot = function (engine, camera, size, successCallback, mimeType) {
  2672. if (mimeType === void 0) { mimeType = "image/png"; }
  2673. var width;
  2674. var height;
  2675. // If a precision value is specified
  2676. if (size.precision) {
  2677. width = Math.round(engine.getRenderWidth() * size.precision);
  2678. height = Math.round(width / engine.getAspectRatio(camera));
  2679. }
  2680. else if (size.width && size.height) {
  2681. width = size.width;
  2682. height = size.height;
  2683. }
  2684. //If passing only width, computing height to keep display canvas ratio.
  2685. else if (size.width && !size.height) {
  2686. width = size.width;
  2687. height = Math.round(width / engine.getAspectRatio(camera));
  2688. }
  2689. //If passing only height, computing width to keep display canvas ratio.
  2690. else if (size.height && !size.width) {
  2691. height = size.height;
  2692. width = Math.round(height * engine.getAspectRatio(camera));
  2693. }
  2694. //Assuming here that "size" parameter is a number
  2695. else if (!isNaN(size)) {
  2696. height = size;
  2697. width = size;
  2698. }
  2699. else {
  2700. Tools.Error("Invalid 'size' parameter !");
  2701. return;
  2702. }
  2703. if (!screenshotCanvas) {
  2704. screenshotCanvas = document.createElement('canvas');
  2705. }
  2706. screenshotCanvas.width = width;
  2707. screenshotCanvas.height = height;
  2708. var renderContext = screenshotCanvas.getContext("2d");
  2709. var ratio = engine.getRenderWidth() / engine.getRenderHeight();
  2710. var newWidth = width;
  2711. var newHeight = newWidth / ratio;
  2712. if (newHeight > height) {
  2713. newHeight = height;
  2714. newWidth = newHeight * ratio;
  2715. }
  2716. var offsetX = Math.max(0, width - newWidth) / 2;
  2717. var offsetY = Math.max(0, height - newHeight) / 2;
  2718. var renderingCanvas = engine.getRenderingCanvas();
  2719. if (renderContext && renderingCanvas) {
  2720. renderContext.drawImage(renderingCanvas, offsetX, offsetY, newWidth, newHeight);
  2721. }
  2722. Tools.EncodeScreenshotCanvasData(successCallback, mimeType);
  2723. };
  2724. /**
  2725. * Generates an image screenshot from the specified camera.
  2726. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  2727. * @param engine The engine to use for rendering
  2728. * @param camera The camera to use for rendering
  2729. * @param size This parameter can be set to a single number or to an object with the
  2730. * following (optional) properties: precision, width, height. If a single number is passed,
  2731. * it will be used for both width and height. If an object is passed, the screenshot size
  2732. * will be derived from the parameters. The precision property is a multiplier allowing
  2733. * rendering at a higher or lower resolution
  2734. * @param successCallback The callback receives a single parameter which contains the
  2735. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  2736. * src parameter of an <img> to display it
  2737. * @param mimeType The MIME type of the screenshot image (default: image/png).
  2738. * Check your browser for supported MIME types
  2739. * @param samples Texture samples (default: 1)
  2740. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  2741. * @param fileName A name for for the downloaded file.
  2742. */
  2743. Tools.CreateScreenshotUsingRenderTarget = function (engine, camera, size, successCallback, mimeType, samples, antialiasing, fileName) {
  2744. if (mimeType === void 0) { mimeType = "image/png"; }
  2745. if (samples === void 0) { samples = 1; }
  2746. if (antialiasing === void 0) { antialiasing = false; }
  2747. var width;
  2748. var height;
  2749. //If a precision value is specified
  2750. if (size.precision) {
  2751. width = Math.round(engine.getRenderWidth() * size.precision);
  2752. height = Math.round(width / engine.getAspectRatio(camera));
  2753. size = { width: width, height: height };
  2754. }
  2755. else if (size.width && size.height) {
  2756. width = size.width;
  2757. height = size.height;
  2758. }
  2759. //If passing only width, computing height to keep display canvas ratio.
  2760. else if (size.width && !size.height) {
  2761. width = size.width;
  2762. height = Math.round(width / engine.getAspectRatio(camera));
  2763. size = { width: width, height: height };
  2764. }
  2765. //If passing only height, computing width to keep display canvas ratio.
  2766. else if (size.height && !size.width) {
  2767. height = size.height;
  2768. width = Math.round(height * engine.getAspectRatio(camera));
  2769. size = { width: width, height: height };
  2770. }
  2771. //Assuming here that "size" parameter is a number
  2772. else if (!isNaN(size)) {
  2773. height = size;
  2774. width = size;
  2775. }
  2776. else {
  2777. Tools.Error("Invalid 'size' parameter !");
  2778. return;
  2779. }
  2780. var scene = camera.getScene();
  2781. var previousCamera = null;
  2782. if (scene.activeCamera !== camera) {
  2783. previousCamera = scene.activeCamera;
  2784. scene.activeCamera = camera;
  2785. }
  2786. var renderCanvas = engine.getRenderingCanvas();
  2787. if (!renderCanvas) {
  2788. Tools.Error("No rendering canvas found !");
  2789. return;
  2790. }
  2791. var originalSize = { width: renderCanvas.width, height: renderCanvas.height };
  2792. engine.setSize(width, height);
  2793. scene.render();
  2794. // At this point size can be a number, or an object (according to engine.prototype.createRenderTargetTexture method)
  2795. var texture = new BABYLON.RenderTargetTexture("screenShot", size, scene, false, false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  2796. texture.renderList = null;
  2797. texture.samples = samples;
  2798. if (antialiasing) {
  2799. texture.addPostProcess(new BABYLON.FxaaPostProcess('antialiasing', 1.0, scene.activeCamera));
  2800. }
  2801. texture.onAfterRenderObservable.add(function () {
  2802. Tools.DumpFramebuffer(width, height, engine, successCallback, mimeType, fileName);
  2803. });
  2804. scene.incrementRenderId();
  2805. scene.resetCachedMaterial();
  2806. texture.render(true);
  2807. texture.dispose();
  2808. if (previousCamera) {
  2809. scene.activeCamera = previousCamera;
  2810. }
  2811. engine.setSize(originalSize.width, originalSize.height);
  2812. camera.getProjectionMatrix(true); // Force cache refresh;
  2813. };
  2814. /**
  2815. * Validates if xhr data is correct
  2816. * @param xhr defines the request to validate
  2817. * @param dataType defines the expected data type
  2818. * @returns true if data is correct
  2819. */
  2820. Tools.ValidateXHRData = function (xhr, dataType) {
  2821. // 1 for text (.babylon, manifest and shaders), 2 for TGA, 4 for DDS, 7 for all
  2822. if (dataType === void 0) { dataType = 7; }
  2823. try {
  2824. if (dataType & 1) {
  2825. if (xhr.responseText && xhr.responseText.length > 0) {
  2826. return true;
  2827. }
  2828. else if (dataType === 1) {
  2829. return false;
  2830. }
  2831. }
  2832. if (dataType & 2) {
  2833. // Check header width and height since there is no "TGA" magic number
  2834. var tgaHeader = BABYLON.TGATools.GetTGAHeader(xhr.response);
  2835. if (tgaHeader.width && tgaHeader.height && tgaHeader.width > 0 && tgaHeader.height > 0) {
  2836. return true;
  2837. }
  2838. else if (dataType === 2) {
  2839. return false;
  2840. }
  2841. }
  2842. if (dataType & 4) {
  2843. // Check for the "DDS" magic number
  2844. var ddsHeader = new Uint8Array(xhr.response, 0, 3);
  2845. if (ddsHeader[0] === 68 && ddsHeader[1] === 68 && ddsHeader[2] === 83) {
  2846. return true;
  2847. }
  2848. else {
  2849. return false;
  2850. }
  2851. }
  2852. }
  2853. catch (e) {
  2854. // Global protection
  2855. }
  2856. return false;
  2857. };
  2858. /**
  2859. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  2860. * Be aware Math.random() could cause collisions, but:
  2861. * "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
  2862. * @returns a pseudo random id
  2863. */
  2864. Tools.RandomId = function () {
  2865. return 'xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx'.replace(/[xy]/g, function (c) {
  2866. var r = Math.random() * 16 | 0, v = c === 'x' ? r : (r & 0x3 | 0x8);
  2867. return v.toString(16);
  2868. });
  2869. };
  2870. /**
  2871. * Test if the given uri is a base64 string
  2872. * @param uri The uri to test
  2873. * @return True if the uri is a base64 string or false otherwise
  2874. */
  2875. Tools.IsBase64 = function (uri) {
  2876. return uri.length < 5 ? false : uri.substr(0, 5) === "data:";
  2877. };
  2878. /**
  2879. * Decode the given base64 uri.
  2880. * @param uri The uri to decode
  2881. * @return The decoded base64 data.
  2882. */
  2883. Tools.DecodeBase64 = function (uri) {
  2884. var decodedString = atob(uri.split(",")[1]);
  2885. var bufferLength = decodedString.length;
  2886. var bufferView = new Uint8Array(new ArrayBuffer(bufferLength));
  2887. for (var i = 0; i < bufferLength; i++) {
  2888. bufferView[i] = decodedString.charCodeAt(i);
  2889. }
  2890. return bufferView.buffer;
  2891. };
  2892. Tools._AddLogEntry = function (entry) {
  2893. Tools._LogCache = entry + Tools._LogCache;
  2894. if (Tools.OnNewCacheEntry) {
  2895. Tools.OnNewCacheEntry(entry);
  2896. }
  2897. };
  2898. Tools._FormatMessage = function (message) {
  2899. var padStr = function (i) { return (i < 10) ? "0" + i : "" + i; };
  2900. var date = new Date();
  2901. return "[" + padStr(date.getHours()) + ":" + padStr(date.getMinutes()) + ":" + padStr(date.getSeconds()) + "]: " + message;
  2902. };
  2903. Tools._LogDisabled = function (message) {
  2904. // nothing to do
  2905. };
  2906. Tools._LogEnabled = function (message) {
  2907. var formattedMessage = Tools._FormatMessage(message);
  2908. console.log("BJS - " + formattedMessage);
  2909. var entry = "<div style='color:white'>" + formattedMessage + "</div><br>";
  2910. Tools._AddLogEntry(entry);
  2911. };
  2912. Tools._WarnDisabled = function (message) {
  2913. // nothing to do
  2914. };
  2915. Tools._WarnEnabled = function (message) {
  2916. var formattedMessage = Tools._FormatMessage(message);
  2917. console.warn("BJS - " + formattedMessage);
  2918. var entry = "<div style='color:orange'>" + formattedMessage + "</div><br>";
  2919. Tools._AddLogEntry(entry);
  2920. };
  2921. Tools._ErrorDisabled = function (message) {
  2922. // nothing to do
  2923. };
  2924. Tools._ErrorEnabled = function (message) {
  2925. Tools.errorsCount++;
  2926. var formattedMessage = Tools._FormatMessage(message);
  2927. console.error("BJS - " + formattedMessage);
  2928. var entry = "<div style='color:red'>" + formattedMessage + "</div><br>";
  2929. Tools._AddLogEntry(entry);
  2930. };
  2931. Object.defineProperty(Tools, "LogCache", {
  2932. /**
  2933. * Gets current log cache (list of logs)
  2934. */
  2935. get: function () {
  2936. return Tools._LogCache;
  2937. },
  2938. enumerable: true,
  2939. configurable: true
  2940. });
  2941. /**
  2942. * Clears the log cache
  2943. */
  2944. Tools.ClearLogCache = function () {
  2945. Tools._LogCache = "";
  2946. Tools.errorsCount = 0;
  2947. };
  2948. Object.defineProperty(Tools, "LogLevels", {
  2949. /**
  2950. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  2951. */
  2952. set: function (level) {
  2953. if ((level & Tools.MessageLogLevel) === Tools.MessageLogLevel) {
  2954. Tools.Log = Tools._LogEnabled;
  2955. }
  2956. else {
  2957. Tools.Log = Tools._LogDisabled;
  2958. }
  2959. if ((level & Tools.WarningLogLevel) === Tools.WarningLogLevel) {
  2960. Tools.Warn = Tools._WarnEnabled;
  2961. }
  2962. else {
  2963. Tools.Warn = Tools._WarnDisabled;
  2964. }
  2965. if ((level & Tools.ErrorLogLevel) === Tools.ErrorLogLevel) {
  2966. Tools.Error = Tools._ErrorEnabled;
  2967. }
  2968. else {
  2969. Tools.Error = Tools._ErrorDisabled;
  2970. }
  2971. },
  2972. enumerable: true,
  2973. configurable: true
  2974. });
  2975. /**
  2976. * Checks if the loaded document was accessed via `file:`-Protocol.
  2977. * @returns boolean
  2978. */
  2979. Tools.IsFileURL = function () {
  2980. return location.protocol === "file:";
  2981. };
  2982. /**
  2983. * Checks if the window object exists
  2984. * @returns true if the window object exists
  2985. */
  2986. Tools.IsWindowObjectExist = function () {
  2987. return (typeof window) !== "undefined";
  2988. };
  2989. Object.defineProperty(Tools, "PerformanceLogLevel", {
  2990. /**
  2991. * Sets the current performance log level
  2992. */
  2993. set: function (level) {
  2994. if ((level & Tools.PerformanceUserMarkLogLevel) === Tools.PerformanceUserMarkLogLevel) {
  2995. Tools.StartPerformanceCounter = Tools._StartUserMark;
  2996. Tools.EndPerformanceCounter = Tools._EndUserMark;
  2997. return;
  2998. }
  2999. if ((level & Tools.PerformanceConsoleLogLevel) === Tools.PerformanceConsoleLogLevel) {
  3000. Tools.StartPerformanceCounter = Tools._StartPerformanceConsole;
  3001. Tools.EndPerformanceCounter = Tools._EndPerformanceConsole;
  3002. return;
  3003. }
  3004. Tools.StartPerformanceCounter = Tools._StartPerformanceCounterDisabled;
  3005. Tools.EndPerformanceCounter = Tools._EndPerformanceCounterDisabled;
  3006. },
  3007. enumerable: true,
  3008. configurable: true
  3009. });
  3010. Tools._StartPerformanceCounterDisabled = function (counterName, condition) {
  3011. };
  3012. Tools._EndPerformanceCounterDisabled = function (counterName, condition) {
  3013. };
  3014. Tools._StartUserMark = function (counterName, condition) {
  3015. if (condition === void 0) { condition = true; }
  3016. if (!Tools._performance) {
  3017. if (!Tools.IsWindowObjectExist()) {
  3018. return;
  3019. }
  3020. Tools._performance = window.performance;
  3021. }
  3022. if (!condition || !Tools._performance.mark) {
  3023. return;
  3024. }
  3025. Tools._performance.mark(counterName + "-Begin");
  3026. };
  3027. Tools._EndUserMark = function (counterName, condition) {
  3028. if (condition === void 0) { condition = true; }
  3029. if (!condition || !Tools._performance.mark) {
  3030. return;
  3031. }
  3032. Tools._performance.mark(counterName + "-End");
  3033. Tools._performance.measure(counterName, counterName + "-Begin", counterName + "-End");
  3034. };
  3035. Tools._StartPerformanceConsole = function (counterName, condition) {
  3036. if (condition === void 0) { condition = true; }
  3037. if (!condition) {
  3038. return;
  3039. }
  3040. Tools._StartUserMark(counterName, condition);
  3041. if (console.time) {
  3042. console.time(counterName);
  3043. }
  3044. };
  3045. Tools._EndPerformanceConsole = function (counterName, condition) {
  3046. if (condition === void 0) { condition = true; }
  3047. if (!condition) {
  3048. return;
  3049. }
  3050. Tools._EndUserMark(counterName, condition);
  3051. if (console.time) {
  3052. console.timeEnd(counterName);
  3053. }
  3054. };
  3055. /**
  3056. * Injects the @see CustomRequestHeaders into the given request
  3057. * @param request the request that should be used for injection
  3058. */
  3059. Tools.InjectCustomRequestHeaders = function (request) {
  3060. for (var key in Tools.CustomRequestHeaders) {
  3061. var val = Tools.CustomRequestHeaders[key];
  3062. if (val) {
  3063. request.setRequestHeader(key, val);
  3064. }
  3065. }
  3066. };
  3067. Object.defineProperty(Tools, "Now", {
  3068. /**
  3069. * Gets either window.performance.now() if supported or Date.now() else
  3070. */
  3071. get: function () {
  3072. if (Tools.IsWindowObjectExist() && window.performance && window.performance.now) {
  3073. return window.performance.now();
  3074. }
  3075. return Date.now();
  3076. },
  3077. enumerable: true,
  3078. configurable: true
  3079. });
  3080. /**
  3081. * This method will return the name of the class used to create the instance of the given object.
  3082. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  3083. * @param object the object to get the class name from
  3084. * @param isType defines if the object is actually a type
  3085. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  3086. */
  3087. Tools.GetClassName = function (object, isType) {
  3088. if (isType === void 0) { isType = false; }
  3089. var name = null;
  3090. if (!isType && object.getClassName) {
  3091. name = object.getClassName();
  3092. }
  3093. else {
  3094. if (object instanceof Object) {
  3095. var classObj = isType ? object : Object.getPrototypeOf(object);
  3096. name = classObj.constructor["__bjsclassName__"];
  3097. }
  3098. if (!name) {
  3099. name = typeof object;
  3100. }
  3101. }
  3102. return name;
  3103. };
  3104. /**
  3105. * Gets the first element of an array satisfying a given predicate
  3106. * @param array defines the array to browse
  3107. * @param predicate defines the predicate to use
  3108. * @returns null if not found or the element
  3109. */
  3110. Tools.First = function (array, predicate) {
  3111. for (var _i = 0, array_1 = array; _i < array_1.length; _i++) {
  3112. var el = array_1[_i];
  3113. if (predicate(el)) {
  3114. return el;
  3115. }
  3116. }
  3117. return null;
  3118. };
  3119. /**
  3120. * This method will return the name of the full name of the class, including its owning module (if any).
  3121. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator or implementing a method getClassName():string (in which case the module won't be specified).
  3122. * @param object the object to get the class name from
  3123. * @param isType defines if the object is actually a type
  3124. * @return a string that can have two forms: "moduleName.className" if module was specified when the class' Name was registered or "className" if there was not module specified.
  3125. * @ignorenaming
  3126. */
  3127. Tools.getFullClassName = function (object, isType) {
  3128. if (isType === void 0) { isType = false; }
  3129. var className = null;
  3130. var moduleName = null;
  3131. if (!isType && object.getClassName) {
  3132. className = object.getClassName();
  3133. }
  3134. else {
  3135. if (object instanceof Object) {
  3136. var classObj = isType ? object : Object.getPrototypeOf(object);
  3137. className = classObj.constructor["__bjsclassName__"];
  3138. moduleName = classObj.constructor["__bjsmoduleName__"];
  3139. }
  3140. if (!className) {
  3141. className = typeof object;
  3142. }
  3143. }
  3144. if (!className) {
  3145. return null;
  3146. }
  3147. return ((moduleName != null) ? (moduleName + ".") : "") + className;
  3148. };
  3149. /**
  3150. * Returns a promise that resolves after the given amount of time.
  3151. * @param delay Number of milliseconds to delay
  3152. * @returns Promise that resolves after the given amount of time
  3153. */
  3154. Tools.DelayAsync = function (delay) {
  3155. return new Promise(function (resolve) {
  3156. setTimeout(function () {
  3157. resolve();
  3158. }, delay);
  3159. });
  3160. };
  3161. /**
  3162. * Gets the current gradient from an array of IValueGradient
  3163. * @param ratio defines the current ratio to get
  3164. * @param gradients defines the array of IValueGradient
  3165. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  3166. */
  3167. Tools.GetCurrentGradient = function (ratio, gradients, updateFunc) {
  3168. for (var gradientIndex = 0; gradientIndex < gradients.length - 1; gradientIndex++) {
  3169. var currentGradient = gradients[gradientIndex];
  3170. var nextGradient = gradients[gradientIndex + 1];
  3171. if (ratio >= currentGradient.gradient && ratio <= nextGradient.gradient) {
  3172. var scale = (ratio - currentGradient.gradient) / (nextGradient.gradient - currentGradient.gradient);
  3173. updateFunc(currentGradient, nextGradient, scale);
  3174. return;
  3175. }
  3176. }
  3177. // Use last index if over
  3178. var lastIndex = gradients.length - 1;
  3179. updateFunc(gradients[lastIndex], gradients[lastIndex], 1.0);
  3180. };
  3181. /**
  3182. * Gets or sets the base URL to use to load assets
  3183. */
  3184. Tools.BaseUrl = "";
  3185. /**
  3186. * Enable/Disable Custom HTTP Request Headers globally.
  3187. * default = false
  3188. * @see CustomRequestHeaders
  3189. */
  3190. Tools.UseCustomRequestHeaders = false;
  3191. /**
  3192. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  3193. * i.e. when loading files, where the server/service expects an Authorization header.
  3194. * @see InjectCustomRequestHeaders injects them to an XMLHttpRequest
  3195. */
  3196. Tools.CustomRequestHeaders = {};
  3197. /**
  3198. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  3199. */
  3200. Tools.DefaultRetryStrategy = RetryStrategy.ExponentialBackoff();
  3201. /**
  3202. * Default behaviour for cors in the application.
  3203. * It can be a string if the expected behavior is identical in the entire app.
  3204. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  3205. */
  3206. Tools.CorsBehavior = "anonymous";
  3207. /**
  3208. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  3209. * @ignorenaming
  3210. */
  3211. Tools.UseFallbackTexture = true;
  3212. /**
  3213. * Use this object to register external classes like custom textures or material
  3214. * to allow the laoders to instantiate them
  3215. */
  3216. Tools.RegisteredExternalClasses = {};
  3217. /**
  3218. * Texture content used if a texture cannot loaded
  3219. * @ignorenaming
  3220. */
  3221. Tools.fallbackTexture = "data:image/jpg;base64,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";
  3222. Tools._tmpFloatArray = new Float32Array(1);
  3223. /**
  3224. * Gets or sets a function used to pre-process url before using them to load assets
  3225. */
  3226. Tools.PreprocessUrl = function (url) {
  3227. return url;
  3228. };
  3229. // Logs
  3230. /**
  3231. * No log
  3232. */
  3233. Tools.NoneLogLevel = 0;
  3234. /**
  3235. * Only message logs
  3236. */
  3237. Tools.MessageLogLevel = 1;
  3238. /**
  3239. * Only warning logs
  3240. */
  3241. Tools.WarningLogLevel = 2;
  3242. /**
  3243. * Only error logs
  3244. */
  3245. Tools.ErrorLogLevel = 4;
  3246. /**
  3247. * All logs
  3248. */
  3249. Tools.AllLogLevel = 7;
  3250. Tools._LogCache = "";
  3251. /**
  3252. * Gets a value indicating the number of loading errors
  3253. * @ignorenaming
  3254. */
  3255. Tools.errorsCount = 0;
  3256. /**
  3257. * Log a message to the console
  3258. */
  3259. Tools.Log = Tools._LogEnabled;
  3260. /**
  3261. * Write a warning message to the console
  3262. */
  3263. Tools.Warn = Tools._WarnEnabled;
  3264. /**
  3265. * Write an error message to the console
  3266. */
  3267. Tools.Error = Tools._ErrorEnabled;
  3268. // Performances
  3269. /**
  3270. * No performance log
  3271. */
  3272. Tools.PerformanceNoneLogLevel = 0;
  3273. /**
  3274. * Use user marks to log performance
  3275. */
  3276. Tools.PerformanceUserMarkLogLevel = 1;
  3277. /**
  3278. * Log performance to the console
  3279. */
  3280. Tools.PerformanceConsoleLogLevel = 2;
  3281. /**
  3282. * Starts a performance counter
  3283. */
  3284. Tools.StartPerformanceCounter = Tools._StartPerformanceCounterDisabled;
  3285. /**
  3286. * Ends a specific performance coutner
  3287. */
  3288. Tools.EndPerformanceCounter = Tools._EndPerformanceCounterDisabled;
  3289. return Tools;
  3290. }());
  3291. BABYLON.Tools = Tools;
  3292. /**
  3293. * This class is used to track a performance counter which is number based.
  3294. * The user has access to many properties which give statistics of different nature.
  3295. *
  3296. * The implementer can track two kinds of Performance Counter: time and count.
  3297. * For time you can optionally call fetchNewFrame() to notify the start of a new frame to monitor, then call beginMonitoring() to start and endMonitoring() to record the lapsed time. endMonitoring takes a newFrame parameter for you to specify if the monitored time should be set for a new frame or accumulated to the current frame being monitored.
  3298. * For count you first have to call fetchNewFrame() to notify the start of a new frame to monitor, then call addCount() how many time required to increment the count value you monitor.
  3299. */
  3300. var PerfCounter = /** @class */ (function () {
  3301. /**
  3302. * Creates a new counter
  3303. */
  3304. function PerfCounter() {
  3305. this._startMonitoringTime = 0;
  3306. this._min = 0;
  3307. this._max = 0;
  3308. this._average = 0;
  3309. this._lastSecAverage = 0;
  3310. this._current = 0;
  3311. this._totalValueCount = 0;
  3312. this._totalAccumulated = 0;
  3313. this._lastSecAccumulated = 0;
  3314. this._lastSecTime = 0;
  3315. this._lastSecValueCount = 0;
  3316. }
  3317. Object.defineProperty(PerfCounter.prototype, "min", {
  3318. /**
  3319. * Returns the smallest value ever
  3320. */
  3321. get: function () {
  3322. return this._min;
  3323. },
  3324. enumerable: true,
  3325. configurable: true
  3326. });
  3327. Object.defineProperty(PerfCounter.prototype, "max", {
  3328. /**
  3329. * Returns the biggest value ever
  3330. */
  3331. get: function () {
  3332. return this._max;
  3333. },
  3334. enumerable: true,
  3335. configurable: true
  3336. });
  3337. Object.defineProperty(PerfCounter.prototype, "average", {
  3338. /**
  3339. * Returns the average value since the performance counter is running
  3340. */
  3341. get: function () {
  3342. return this._average;
  3343. },
  3344. enumerable: true,
  3345. configurable: true
  3346. });
  3347. Object.defineProperty(PerfCounter.prototype, "lastSecAverage", {
  3348. /**
  3349. * Returns the average value of the last second the counter was monitored
  3350. */
  3351. get: function () {
  3352. return this._lastSecAverage;
  3353. },
  3354. enumerable: true,
  3355. configurable: true
  3356. });
  3357. Object.defineProperty(PerfCounter.prototype, "current", {
  3358. /**
  3359. * Returns the current value
  3360. */
  3361. get: function () {
  3362. return this._current;
  3363. },
  3364. enumerable: true,
  3365. configurable: true
  3366. });
  3367. Object.defineProperty(PerfCounter.prototype, "total", {
  3368. /**
  3369. * Gets the accumulated total
  3370. */
  3371. get: function () {
  3372. return this._totalAccumulated;
  3373. },
  3374. enumerable: true,
  3375. configurable: true
  3376. });
  3377. Object.defineProperty(PerfCounter.prototype, "count", {
  3378. /**
  3379. * Gets the total value count
  3380. */
  3381. get: function () {
  3382. return this._totalValueCount;
  3383. },
  3384. enumerable: true,
  3385. configurable: true
  3386. });
  3387. /**
  3388. * Call this method to start monitoring a new frame.
  3389. * This scenario is typically used when you accumulate monitoring time many times for a single frame, you call this method at the start of the frame, then beginMonitoring to start recording and endMonitoring(false) to accumulated the recorded time to the PerfCounter or addCount() to accumulate a monitored count.
  3390. */
  3391. PerfCounter.prototype.fetchNewFrame = function () {
  3392. this._totalValueCount++;
  3393. this._current = 0;
  3394. this._lastSecValueCount++;
  3395. };
  3396. /**
  3397. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  3398. * @param newCount the count value to add to the monitored count
  3399. * @param fetchResult true when it's the last time in the frame you add to the counter and you wish to update the statistics properties (min/max/average), false if you only want to update statistics.
  3400. */
  3401. PerfCounter.prototype.addCount = function (newCount, fetchResult) {
  3402. if (!PerfCounter.Enabled) {
  3403. return;
  3404. }
  3405. this._current += newCount;
  3406. if (fetchResult) {
  3407. this._fetchResult();
  3408. }
  3409. };
  3410. /**
  3411. * Start monitoring this performance counter
  3412. */
  3413. PerfCounter.prototype.beginMonitoring = function () {
  3414. if (!PerfCounter.Enabled) {
  3415. return;
  3416. }
  3417. this._startMonitoringTime = Tools.Now;
  3418. };
  3419. /**
  3420. * Compute the time lapsed since the previous beginMonitoring() call.
  3421. * @param newFrame true by default to fetch the result and monitor a new frame, if false the time monitored will be added to the current frame counter
  3422. */
  3423. PerfCounter.prototype.endMonitoring = function (newFrame) {
  3424. if (newFrame === void 0) { newFrame = true; }
  3425. if (!PerfCounter.Enabled) {
  3426. return;
  3427. }
  3428. if (newFrame) {
  3429. this.fetchNewFrame();
  3430. }
  3431. var currentTime = Tools.Now;
  3432. this._current = currentTime - this._startMonitoringTime;
  3433. if (newFrame) {
  3434. this._fetchResult();
  3435. }
  3436. };
  3437. PerfCounter.prototype._fetchResult = function () {
  3438. this._totalAccumulated += this._current;
  3439. this._lastSecAccumulated += this._current;
  3440. // Min/Max update
  3441. this._min = Math.min(this._min, this._current);
  3442. this._max = Math.max(this._max, this._current);
  3443. this._average = this._totalAccumulated / this._totalValueCount;
  3444. // Reset last sec?
  3445. var now = Tools.Now;
  3446. if ((now - this._lastSecTime) > 1000) {
  3447. this._lastSecAverage = this._lastSecAccumulated / this._lastSecValueCount;
  3448. this._lastSecTime = now;
  3449. this._lastSecAccumulated = 0;
  3450. this._lastSecValueCount = 0;
  3451. }
  3452. };
  3453. /**
  3454. * Gets or sets a global boolean to turn on and off all the counters
  3455. */
  3456. PerfCounter.Enabled = true;
  3457. return PerfCounter;
  3458. }());
  3459. BABYLON.PerfCounter = PerfCounter;
  3460. /**
  3461. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  3462. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  3463. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  3464. * @param name The name of the class, case should be preserved
  3465. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  3466. */
  3467. function className(name, module) {
  3468. return function (target) {
  3469. target["__bjsclassName__"] = name;
  3470. target["__bjsmoduleName__"] = (module != null) ? module : null;
  3471. };
  3472. }
  3473. BABYLON.className = className;
  3474. /**
  3475. * An implementation of a loop for asynchronous functions.
  3476. */
  3477. var AsyncLoop = /** @class */ (function () {
  3478. /**
  3479. * Constructor.
  3480. * @param iterations the number of iterations.
  3481. * @param func the function to run each iteration
  3482. * @param successCallback the callback that will be called upon succesful execution
  3483. * @param offset starting offset.
  3484. */
  3485. function AsyncLoop(
  3486. /**
  3487. * Defines the number of iterations for the loop
  3488. */
  3489. iterations, func, successCallback, offset) {
  3490. if (offset === void 0) { offset = 0; }
  3491. this.iterations = iterations;
  3492. this.index = offset - 1;
  3493. this._done = false;
  3494. this._fn = func;
  3495. this._successCallback = successCallback;
  3496. }
  3497. /**
  3498. * Execute the next iteration. Must be called after the last iteration was finished.
  3499. */
  3500. AsyncLoop.prototype.executeNext = function () {
  3501. if (!this._done) {
  3502. if (this.index + 1 < this.iterations) {
  3503. ++this.index;
  3504. this._fn(this);
  3505. }
  3506. else {
  3507. this.breakLoop();
  3508. }
  3509. }
  3510. };
  3511. /**
  3512. * Break the loop and run the success callback.
  3513. */
  3514. AsyncLoop.prototype.breakLoop = function () {
  3515. this._done = true;
  3516. this._successCallback();
  3517. };
  3518. /**
  3519. * Create and run an async loop.
  3520. * @param iterations the number of iterations.
  3521. * @param fn the function to run each iteration
  3522. * @param successCallback the callback that will be called upon succesful execution
  3523. * @param offset starting offset.
  3524. * @returns the created async loop object
  3525. */
  3526. AsyncLoop.Run = function (iterations, fn, successCallback, offset) {
  3527. if (offset === void 0) { offset = 0; }
  3528. var loop = new AsyncLoop(iterations, fn, successCallback, offset);
  3529. loop.executeNext();
  3530. return loop;
  3531. };
  3532. /**
  3533. * A for-loop that will run a given number of iterations synchronous and the rest async.
  3534. * @param iterations total number of iterations
  3535. * @param syncedIterations number of synchronous iterations in each async iteration.
  3536. * @param fn the function to call each iteration.
  3537. * @param callback a success call back that will be called when iterating stops.
  3538. * @param breakFunction a break condition (optional)
  3539. * @param timeout timeout settings for the setTimeout function. default - 0.
  3540. * @returns the created async loop object
  3541. */
  3542. AsyncLoop.SyncAsyncForLoop = function (iterations, syncedIterations, fn, callback, breakFunction, timeout) {
  3543. if (timeout === void 0) { timeout = 0; }
  3544. return AsyncLoop.Run(Math.ceil(iterations / syncedIterations), function (loop) {
  3545. if (breakFunction && breakFunction()) {
  3546. loop.breakLoop();
  3547. }
  3548. else {
  3549. setTimeout(function () {
  3550. for (var i = 0; i < syncedIterations; ++i) {
  3551. var iteration = (loop.index * syncedIterations) + i;
  3552. if (iteration >= iterations) {
  3553. break;
  3554. }
  3555. fn(iteration);
  3556. if (breakFunction && breakFunction()) {
  3557. loop.breakLoop();
  3558. break;
  3559. }
  3560. }
  3561. loop.executeNext();
  3562. }, timeout);
  3563. }
  3564. }, callback);
  3565. };
  3566. return AsyncLoop;
  3567. }());
  3568. BABYLON.AsyncLoop = AsyncLoop;
  3569. })(BABYLON || (BABYLON = {}));
  3570. //# sourceMappingURL=babylon.tools.js.map
  3571. var BABYLON;
  3572. (function (BABYLON) {
  3573. /**
  3574. * Constant used to convert a value to gamma space
  3575. * @ignorenaming
  3576. */
  3577. BABYLON.ToGammaSpace = 1 / 2.2;
  3578. /**
  3579. * Constant used to convert a value to linear space
  3580. * @ignorenaming
  3581. */
  3582. BABYLON.ToLinearSpace = 2.2;
  3583. /**
  3584. * Constant used to define the minimal number value in Babylon.js
  3585. * @ignorenaming
  3586. */
  3587. BABYLON.Epsilon = 0.001;
  3588. /**
  3589. * Class used to hold a RBG color
  3590. */
  3591. var Color3 = /** @class */ (function () {
  3592. /**
  3593. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  3594. * @param r defines the red component (between 0 and 1, default is 0)
  3595. * @param g defines the green component (between 0 and 1, default is 0)
  3596. * @param b defines the blue component (between 0 and 1, default is 0)
  3597. */
  3598. function Color3(
  3599. /**
  3600. * Defines the red component (between 0 and 1, default is 0)
  3601. */
  3602. r,
  3603. /**
  3604. * Defines the green component (between 0 and 1, default is 0)
  3605. */
  3606. g,
  3607. /**
  3608. * Defines the blue component (between 0 and 1, default is 0)
  3609. */
  3610. b) {
  3611. if (r === void 0) { r = 0; }
  3612. if (g === void 0) { g = 0; }
  3613. if (b === void 0) { b = 0; }
  3614. this.r = r;
  3615. this.g = g;
  3616. this.b = b;
  3617. }
  3618. /**
  3619. * Creates a string with the Color3 current values
  3620. * @returns the string representation of the Color3 object
  3621. */
  3622. Color3.prototype.toString = function () {
  3623. return "{R: " + this.r + " G:" + this.g + " B:" + this.b + "}";
  3624. };
  3625. /**
  3626. * Returns the string "Color3"
  3627. * @returns "Color3"
  3628. */
  3629. Color3.prototype.getClassName = function () {
  3630. return "Color3";
  3631. };
  3632. /**
  3633. * Compute the Color3 hash code
  3634. * @returns an unique number that can be used to hash Color3 objects
  3635. */
  3636. Color3.prototype.getHashCode = function () {
  3637. var hash = this.r || 0;
  3638. hash = (hash * 397) ^ (this.g || 0);
  3639. hash = (hash * 397) ^ (this.b || 0);
  3640. return hash;
  3641. };
  3642. // Operators
  3643. /**
  3644. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  3645. * @param array defines the array where to store the r,g,b components
  3646. * @param index defines an optional index in the target array to define where to start storing values
  3647. * @returns the current Color3 object
  3648. */
  3649. Color3.prototype.toArray = function (array, index) {
  3650. if (index === void 0) { index = 0; }
  3651. array[index] = this.r;
  3652. array[index + 1] = this.g;
  3653. array[index + 2] = this.b;
  3654. return this;
  3655. };
  3656. /**
  3657. * Returns a new Color4 object from the current Color3 and the given alpha
  3658. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  3659. * @returns a new Color4 object
  3660. */
  3661. Color3.prototype.toColor4 = function (alpha) {
  3662. if (alpha === void 0) { alpha = 1; }
  3663. return new Color4(this.r, this.g, this.b, alpha);
  3664. };
  3665. /**
  3666. * Returns a new array populated with 3 numeric elements : red, green and blue values
  3667. * @returns the new array
  3668. */
  3669. Color3.prototype.asArray = function () {
  3670. var result = new Array();
  3671. this.toArray(result, 0);
  3672. return result;
  3673. };
  3674. /**
  3675. * Returns the luminance value
  3676. * @returns a float value
  3677. */
  3678. Color3.prototype.toLuminance = function () {
  3679. return this.r * 0.3 + this.g * 0.59 + this.b * 0.11;
  3680. };
  3681. /**
  3682. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  3683. * @param otherColor defines the second operand
  3684. * @returns the new Color3 object
  3685. */
  3686. Color3.prototype.multiply = function (otherColor) {
  3687. return new Color3(this.r * otherColor.r, this.g * otherColor.g, this.b * otherColor.b);
  3688. };
  3689. /**
  3690. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  3691. * @param otherColor defines the second operand
  3692. * @param result defines the Color3 object where to store the result
  3693. * @returns the current Color3
  3694. */
  3695. Color3.prototype.multiplyToRef = function (otherColor, result) {
  3696. result.r = this.r * otherColor.r;
  3697. result.g = this.g * otherColor.g;
  3698. result.b = this.b * otherColor.b;
  3699. return this;
  3700. };
  3701. /**
  3702. * Determines equality between Color3 objects
  3703. * @param otherColor defines the second operand
  3704. * @returns true if the rgb values are equal to the given ones
  3705. */
  3706. Color3.prototype.equals = function (otherColor) {
  3707. return otherColor && this.r === otherColor.r && this.g === otherColor.g && this.b === otherColor.b;
  3708. };
  3709. /**
  3710. * Determines equality between the current Color3 object and a set of r,b,g values
  3711. * @param r defines the red component to check
  3712. * @param g defines the green component to check
  3713. * @param b defines the blue component to check
  3714. * @returns true if the rgb values are equal to the given ones
  3715. */
  3716. Color3.prototype.equalsFloats = function (r, g, b) {
  3717. return this.r === r && this.g === g && this.b === b;
  3718. };
  3719. /**
  3720. * Multiplies in place each rgb value by scale
  3721. * @param scale defines the scaling factor
  3722. * @returns the updated Color3
  3723. */
  3724. Color3.prototype.scale = function (scale) {
  3725. return new Color3(this.r * scale, this.g * scale, this.b * scale);
  3726. };
  3727. /**
  3728. * Multiplies the rgb values by scale and stores the result into "result"
  3729. * @param scale defines the scaling factor
  3730. * @param result defines the Color3 object where to store the result
  3731. * @returns the unmodified current Color3
  3732. */
  3733. Color3.prototype.scaleToRef = function (scale, result) {
  3734. result.r = this.r * scale;
  3735. result.g = this.g * scale;
  3736. result.b = this.b * scale;
  3737. return this;
  3738. };
  3739. /**
  3740. * Scale the current Color3 values by a factor and add the result to a given Color3
  3741. * @param scale defines the scale factor
  3742. * @param result defines color to store the result into
  3743. * @returns the unmodified current Color3
  3744. */
  3745. Color3.prototype.scaleAndAddToRef = function (scale, result) {
  3746. result.r += this.r * scale;
  3747. result.g += this.g * scale;
  3748. result.b += this.b * scale;
  3749. return this;
  3750. };
  3751. /**
  3752. * Clamps the rgb values by the min and max values and stores the result into "result"
  3753. * @param min defines minimum clamping value (default is 0)
  3754. * @param max defines maximum clamping value (default is 1)
  3755. * @param result defines color to store the result into
  3756. * @returns the original Color3
  3757. */
  3758. Color3.prototype.clampToRef = function (min, max, result) {
  3759. if (min === void 0) { min = 0; }
  3760. if (max === void 0) { max = 1; }
  3761. result.r = BABYLON.Scalar.Clamp(this.r, min, max);
  3762. result.g = BABYLON.Scalar.Clamp(this.g, min, max);
  3763. result.b = BABYLON.Scalar.Clamp(this.b, min, max);
  3764. return this;
  3765. };
  3766. /**
  3767. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  3768. * @param otherColor defines the second operand
  3769. * @returns the new Color3
  3770. */
  3771. Color3.prototype.add = function (otherColor) {
  3772. return new Color3(this.r + otherColor.r, this.g + otherColor.g, this.b + otherColor.b);
  3773. };
  3774. /**
  3775. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  3776. * @param otherColor defines the second operand
  3777. * @param result defines Color3 object to store the result into
  3778. * @returns the unmodified current Color3
  3779. */
  3780. Color3.prototype.addToRef = function (otherColor, result) {
  3781. result.r = this.r + otherColor.r;
  3782. result.g = this.g + otherColor.g;
  3783. result.b = this.b + otherColor.b;
  3784. return this;
  3785. };
  3786. /**
  3787. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  3788. * @param otherColor defines the second operand
  3789. * @returns the new Color3
  3790. */
  3791. Color3.prototype.subtract = function (otherColor) {
  3792. return new Color3(this.r - otherColor.r, this.g - otherColor.g, this.b - otherColor.b);
  3793. };
  3794. /**
  3795. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  3796. * @param otherColor defines the second operand
  3797. * @param result defines Color3 object to store the result into
  3798. * @returns the unmodified current Color3
  3799. */
  3800. Color3.prototype.subtractToRef = function (otherColor, result) {
  3801. result.r = this.r - otherColor.r;
  3802. result.g = this.g - otherColor.g;
  3803. result.b = this.b - otherColor.b;
  3804. return this;
  3805. };
  3806. /**
  3807. * Copy the current object
  3808. * @returns a new Color3 copied the current one
  3809. */
  3810. Color3.prototype.clone = function () {
  3811. return new Color3(this.r, this.g, this.b);
  3812. };
  3813. /**
  3814. * Copies the rgb values from the source in the current Color3
  3815. * @param source defines the source Color3 object
  3816. * @returns the updated Color3 object
  3817. */
  3818. Color3.prototype.copyFrom = function (source) {
  3819. this.r = source.r;
  3820. this.g = source.g;
  3821. this.b = source.b;
  3822. return this;
  3823. };
  3824. /**
  3825. * Updates the Color3 rgb values from the given floats
  3826. * @param r defines the red component to read from
  3827. * @param g defines the green component to read from
  3828. * @param b defines the blue component to read from
  3829. * @returns the current Color3 object
  3830. */
  3831. Color3.prototype.copyFromFloats = function (r, g, b) {
  3832. this.r = r;
  3833. this.g = g;
  3834. this.b = b;
  3835. return this;
  3836. };
  3837. /**
  3838. * Updates the Color3 rgb values from the given floats
  3839. * @param r defines the red component to read from
  3840. * @param g defines the green component to read from
  3841. * @param b defines the blue component to read from
  3842. * @returns the current Color3 object
  3843. */
  3844. Color3.prototype.set = function (r, g, b) {
  3845. return this.copyFromFloats(r, g, b);
  3846. };
  3847. /**
  3848. * Compute the Color3 hexadecimal code as a string
  3849. * @returns a string containing the hexadecimal representation of the Color3 object
  3850. */
  3851. Color3.prototype.toHexString = function () {
  3852. var intR = (this.r * 255) | 0;
  3853. var intG = (this.g * 255) | 0;
  3854. var intB = (this.b * 255) | 0;
  3855. return "#" + BABYLON.Scalar.ToHex(intR) + BABYLON.Scalar.ToHex(intG) + BABYLON.Scalar.ToHex(intB);
  3856. };
  3857. /**
  3858. * Computes a new Color3 converted from the current one to linear space
  3859. * @returns a new Color3 object
  3860. */
  3861. Color3.prototype.toLinearSpace = function () {
  3862. var convertedColor = new Color3();
  3863. this.toLinearSpaceToRef(convertedColor);
  3864. return convertedColor;
  3865. };
  3866. /**
  3867. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  3868. * @param convertedColor defines the Color3 object where to store the linear space version
  3869. * @returns the unmodified Color3
  3870. */
  3871. Color3.prototype.toLinearSpaceToRef = function (convertedColor) {
  3872. convertedColor.r = Math.pow(this.r, BABYLON.ToLinearSpace);
  3873. convertedColor.g = Math.pow(this.g, BABYLON.ToLinearSpace);
  3874. convertedColor.b = Math.pow(this.b, BABYLON.ToLinearSpace);
  3875. return this;
  3876. };
  3877. /**
  3878. * Computes a new Color3 converted from the current one to gamma space
  3879. * @returns a new Color3 object
  3880. */
  3881. Color3.prototype.toGammaSpace = function () {
  3882. var convertedColor = new Color3();
  3883. this.toGammaSpaceToRef(convertedColor);
  3884. return convertedColor;
  3885. };
  3886. /**
  3887. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  3888. * @param convertedColor defines the Color3 object where to store the gamma space version
  3889. * @returns the unmodified Color3
  3890. */
  3891. Color3.prototype.toGammaSpaceToRef = function (convertedColor) {
  3892. convertedColor.r = Math.pow(this.r, BABYLON.ToGammaSpace);
  3893. convertedColor.g = Math.pow(this.g, BABYLON.ToGammaSpace);
  3894. convertedColor.b = Math.pow(this.b, BABYLON.ToGammaSpace);
  3895. return this;
  3896. };
  3897. // Statics
  3898. /**
  3899. * Creates a new Color3 from the string containing valid hexadecimal values
  3900. * @param hex defines a string containing valid hexadecimal values
  3901. * @returns a new Color3 object
  3902. */
  3903. Color3.FromHexString = function (hex) {
  3904. if (hex.substring(0, 1) !== "#" || hex.length !== 7) {
  3905. return new Color3(0, 0, 0);
  3906. }
  3907. var r = parseInt(hex.substring(1, 3), 16);
  3908. var g = parseInt(hex.substring(3, 5), 16);
  3909. var b = parseInt(hex.substring(5, 7), 16);
  3910. return Color3.FromInts(r, g, b);
  3911. };
  3912. /**
  3913. * Creates a new Vector3 from the starting index of the given array
  3914. * @param array defines the source array
  3915. * @param offset defines an offset in the source array
  3916. * @returns a new Color3 object
  3917. */
  3918. Color3.FromArray = function (array, offset) {
  3919. if (offset === void 0) { offset = 0; }
  3920. return new Color3(array[offset], array[offset + 1], array[offset + 2]);
  3921. };
  3922. /**
  3923. * Creates a new Color3 from integer values (< 256)
  3924. * @param r defines the red component to read from (value between 0 and 255)
  3925. * @param g defines the green component to read from (value between 0 and 255)
  3926. * @param b defines the blue component to read from (value between 0 and 255)
  3927. * @returns a new Color3 object
  3928. */
  3929. Color3.FromInts = function (r, g, b) {
  3930. return new Color3(r / 255.0, g / 255.0, b / 255.0);
  3931. };
  3932. /**
  3933. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  3934. * @param start defines the start Color3 value
  3935. * @param end defines the end Color3 value
  3936. * @param amount defines the gradient value between start and end
  3937. * @returns a new Color3 object
  3938. */
  3939. Color3.Lerp = function (start, end, amount) {
  3940. var result = new Color3(0.0, 0.0, 0.0);
  3941. Color3.LerpToRef(start, end, amount, result);
  3942. return result;
  3943. };
  3944. /**
  3945. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  3946. * @param left defines the start value
  3947. * @param right defines the end value
  3948. * @param amount defines the gradient factor
  3949. * @param result defines the Color3 object where to store the result
  3950. */
  3951. Color3.LerpToRef = function (left, right, amount, result) {
  3952. result.r = left.r + ((right.r - left.r) * amount);
  3953. result.g = left.g + ((right.g - left.g) * amount);
  3954. result.b = left.b + ((right.b - left.b) * amount);
  3955. };
  3956. /**
  3957. * Returns a Color3 value containing a red color
  3958. * @returns a new Color3 object
  3959. */
  3960. Color3.Red = function () { return new Color3(1, 0, 0); };
  3961. /**
  3962. * Returns a Color3 value containing a green color
  3963. * @returns a new Color3 object
  3964. */
  3965. Color3.Green = function () { return new Color3(0, 1, 0); };
  3966. /**
  3967. * Returns a Color3 value containing a blue color
  3968. * @returns a new Color3 object
  3969. */
  3970. Color3.Blue = function () { return new Color3(0, 0, 1); };
  3971. /**
  3972. * Returns a Color3 value containing a black color
  3973. * @returns a new Color3 object
  3974. */
  3975. Color3.Black = function () { return new Color3(0, 0, 0); };
  3976. /**
  3977. * Returns a Color3 value containing a white color
  3978. * @returns a new Color3 object
  3979. */
  3980. Color3.White = function () { return new Color3(1, 1, 1); };
  3981. /**
  3982. * Returns a Color3 value containing a purple color
  3983. * @returns a new Color3 object
  3984. */
  3985. Color3.Purple = function () { return new Color3(0.5, 0, 0.5); };
  3986. /**
  3987. * Returns a Color3 value containing a magenta color
  3988. * @returns a new Color3 object
  3989. */
  3990. Color3.Magenta = function () { return new Color3(1, 0, 1); };
  3991. /**
  3992. * Returns a Color3 value containing a yellow color
  3993. * @returns a new Color3 object
  3994. */
  3995. Color3.Yellow = function () { return new Color3(1, 1, 0); };
  3996. /**
  3997. * Returns a Color3 value containing a gray color
  3998. * @returns a new Color3 object
  3999. */
  4000. Color3.Gray = function () { return new Color3(0.5, 0.5, 0.5); };
  4001. /**
  4002. * Returns a Color3 value containing a teal color
  4003. * @returns a new Color3 object
  4004. */
  4005. Color3.Teal = function () { return new Color3(0, 1.0, 1.0); };
  4006. /**
  4007. * Returns a Color3 value containing a random color
  4008. * @returns a new Color3 object
  4009. */
  4010. Color3.Random = function () { return new Color3(Math.random(), Math.random(), Math.random()); };
  4011. return Color3;
  4012. }());
  4013. BABYLON.Color3 = Color3;
  4014. /**
  4015. * Class used to hold a RBGA color
  4016. */
  4017. var Color4 = /** @class */ (function () {
  4018. /**
  4019. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  4020. * @param r defines the red component (between 0 and 1, default is 0)
  4021. * @param g defines the green component (between 0 and 1, default is 0)
  4022. * @param b defines the blue component (between 0 and 1, default is 0)
  4023. * @param a defines the alpha component (between 0 and 1, default is 1)
  4024. */
  4025. function Color4(
  4026. /**
  4027. * Defines the red component (between 0 and 1, default is 0)
  4028. */
  4029. r,
  4030. /**
  4031. * Defines the green component (between 0 and 1, default is 0)
  4032. */
  4033. g,
  4034. /**
  4035. * Defines the blue component (between 0 and 1, default is 0)
  4036. */
  4037. b,
  4038. /**
  4039. * Defines the alpha component (between 0 and 1, default is 1)
  4040. */
  4041. a) {
  4042. if (r === void 0) { r = 0; }
  4043. if (g === void 0) { g = 0; }
  4044. if (b === void 0) { b = 0; }
  4045. if (a === void 0) { a = 1; }
  4046. this.r = r;
  4047. this.g = g;
  4048. this.b = b;
  4049. this.a = a;
  4050. }
  4051. // Operators
  4052. /**
  4053. * Adds in place the given Color4 values to the current Color4 object
  4054. * @param right defines the second operand
  4055. * @returns the current updated Color4 object
  4056. */
  4057. Color4.prototype.addInPlace = function (right) {
  4058. this.r += right.r;
  4059. this.g += right.g;
  4060. this.b += right.b;
  4061. this.a += right.a;
  4062. return this;
  4063. };
  4064. /**
  4065. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  4066. * @returns the new array
  4067. */
  4068. Color4.prototype.asArray = function () {
  4069. var result = new Array();
  4070. this.toArray(result, 0);
  4071. return result;
  4072. };
  4073. /**
  4074. * Stores from the starting index in the given array the Color4 successive values
  4075. * @param array defines the array where to store the r,g,b components
  4076. * @param index defines an optional index in the target array to define where to start storing values
  4077. * @returns the current Color4 object
  4078. */
  4079. Color4.prototype.toArray = function (array, index) {
  4080. if (index === void 0) { index = 0; }
  4081. array[index] = this.r;
  4082. array[index + 1] = this.g;
  4083. array[index + 2] = this.b;
  4084. array[index + 3] = this.a;
  4085. return this;
  4086. };
  4087. /**
  4088. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  4089. * @param right defines the second operand
  4090. * @returns a new Color4 object
  4091. */
  4092. Color4.prototype.add = function (right) {
  4093. return new Color4(this.r + right.r, this.g + right.g, this.b + right.b, this.a + right.a);
  4094. };
  4095. /**
  4096. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  4097. * @param right defines the second operand
  4098. * @returns a new Color4 object
  4099. */
  4100. Color4.prototype.subtract = function (right) {
  4101. return new Color4(this.r - right.r, this.g - right.g, this.b - right.b, this.a - right.a);
  4102. };
  4103. /**
  4104. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  4105. * @param right defines the second operand
  4106. * @param result defines the Color4 object where to store the result
  4107. * @returns the current Color4 object
  4108. */
  4109. Color4.prototype.subtractToRef = function (right, result) {
  4110. result.r = this.r - right.r;
  4111. result.g = this.g - right.g;
  4112. result.b = this.b - right.b;
  4113. result.a = this.a - right.a;
  4114. return this;
  4115. };
  4116. /**
  4117. * Creates a new Color4 with the current Color4 values multiplied by scale
  4118. * @param scale defines the scaling factor to apply
  4119. * @returns a new Color4 object
  4120. */
  4121. Color4.prototype.scale = function (scale) {
  4122. return new Color4(this.r * scale, this.g * scale, this.b * scale, this.a * scale);
  4123. };
  4124. /**
  4125. * Multiplies the current Color4 values by scale and stores the result in "result"
  4126. * @param scale defines the scaling factor to apply
  4127. * @param result defines the Color4 object where to store the result
  4128. * @returns the current unmodified Color4
  4129. */
  4130. Color4.prototype.scaleToRef = function (scale, result) {
  4131. result.r = this.r * scale;
  4132. result.g = this.g * scale;
  4133. result.b = this.b * scale;
  4134. result.a = this.a * scale;
  4135. return this;
  4136. };
  4137. /**
  4138. * Scale the current Color4 values by a factor and add the result to a given Color4
  4139. * @param scale defines the scale factor
  4140. * @param result defines the Color4 object where to store the result
  4141. * @returns the unmodified current Color4
  4142. */
  4143. Color4.prototype.scaleAndAddToRef = function (scale, result) {
  4144. result.r += this.r * scale;
  4145. result.g += this.g * scale;
  4146. result.b += this.b * scale;
  4147. result.a += this.a * scale;
  4148. return this;
  4149. };
  4150. /**
  4151. * Clamps the rgb values by the min and max values and stores the result into "result"
  4152. * @param min defines minimum clamping value (default is 0)
  4153. * @param max defines maximum clamping value (default is 1)
  4154. * @param result defines color to store the result into.
  4155. * @returns the cuurent Color4
  4156. */
  4157. Color4.prototype.clampToRef = function (min, max, result) {
  4158. if (min === void 0) { min = 0; }
  4159. if (max === void 0) { max = 1; }
  4160. result.r = BABYLON.Scalar.Clamp(this.r, min, max);
  4161. result.g = BABYLON.Scalar.Clamp(this.g, min, max);
  4162. result.b = BABYLON.Scalar.Clamp(this.b, min, max);
  4163. result.a = BABYLON.Scalar.Clamp(this.a, min, max);
  4164. return this;
  4165. };
  4166. /**
  4167. * Multipy an Color4 value by another and return a new Color4 object
  4168. * @param color defines the Color4 value to multiply by
  4169. * @returns a new Color4 object
  4170. */
  4171. Color4.prototype.multiply = function (color) {
  4172. return new Color4(this.r * color.r, this.g * color.g, this.b * color.b, this.a * color.a);
  4173. };
  4174. /**
  4175. * Multipy a Color4 value by another and push the result in a reference value
  4176. * @param color defines the Color4 value to multiply by
  4177. * @param result defines the Color4 to fill the result in
  4178. * @returns the result Color4
  4179. */
  4180. Color4.prototype.multiplyToRef = function (color, result) {
  4181. result.r = this.r * color.r;
  4182. result.g = this.g * color.g;
  4183. result.b = this.b * color.b;
  4184. result.a = this.a * color.a;
  4185. return result;
  4186. };
  4187. /**
  4188. * Creates a string with the Color4 current values
  4189. * @returns the string representation of the Color4 object
  4190. */
  4191. Color4.prototype.toString = function () {
  4192. return "{R: " + this.r + " G:" + this.g + " B:" + this.b + " A:" + this.a + "}";
  4193. };
  4194. /**
  4195. * Returns the string "Color4"
  4196. * @returns "Color4"
  4197. */
  4198. Color4.prototype.getClassName = function () {
  4199. return "Color4";
  4200. };
  4201. /**
  4202. * Compute the Color4 hash code
  4203. * @returns an unique number that can be used to hash Color4 objects
  4204. */
  4205. Color4.prototype.getHashCode = function () {
  4206. var hash = this.r || 0;
  4207. hash = (hash * 397) ^ (this.g || 0);
  4208. hash = (hash * 397) ^ (this.b || 0);
  4209. hash = (hash * 397) ^ (this.a || 0);
  4210. return hash;
  4211. };
  4212. /**
  4213. * Creates a new Color4 copied from the current one
  4214. * @returns a new Color4 object
  4215. */
  4216. Color4.prototype.clone = function () {
  4217. return new Color4(this.r, this.g, this.b, this.a);
  4218. };
  4219. /**
  4220. * Copies the given Color4 values into the current one
  4221. * @param source defines the source Color4 object
  4222. * @returns the current updated Color4 object
  4223. */
  4224. Color4.prototype.copyFrom = function (source) {
  4225. this.r = source.r;
  4226. this.g = source.g;
  4227. this.b = source.b;
  4228. this.a = source.a;
  4229. return this;
  4230. };
  4231. /**
  4232. * Copies the given float values into the current one
  4233. * @param r defines the red component to read from
  4234. * @param g defines the green component to read from
  4235. * @param b defines the blue component to read from
  4236. * @param a defines the alpha component to read from
  4237. * @returns the current updated Color4 object
  4238. */
  4239. Color4.prototype.copyFromFloats = function (r, g, b, a) {
  4240. this.r = r;
  4241. this.g = g;
  4242. this.b = b;
  4243. this.a = a;
  4244. return this;
  4245. };
  4246. /**
  4247. * Copies the given float values into the current one
  4248. * @param r defines the red component to read from
  4249. * @param g defines the green component to read from
  4250. * @param b defines the blue component to read from
  4251. * @param a defines the alpha component to read from
  4252. * @returns the current updated Color4 object
  4253. */
  4254. Color4.prototype.set = function (r, g, b, a) {
  4255. return this.copyFromFloats(r, g, b, a);
  4256. };
  4257. /**
  4258. * Compute the Color4 hexadecimal code as a string
  4259. * @returns a string containing the hexadecimal representation of the Color4 object
  4260. */
  4261. Color4.prototype.toHexString = function () {
  4262. var intR = (this.r * 255) | 0;
  4263. var intG = (this.g * 255) | 0;
  4264. var intB = (this.b * 255) | 0;
  4265. var intA = (this.a * 255) | 0;
  4266. return "#" + BABYLON.Scalar.ToHex(intR) + BABYLON.Scalar.ToHex(intG) + BABYLON.Scalar.ToHex(intB) + BABYLON.Scalar.ToHex(intA);
  4267. };
  4268. /**
  4269. * Computes a new Color4 converted from the current one to linear space
  4270. * @returns a new Color4 object
  4271. */
  4272. Color4.prototype.toLinearSpace = function () {
  4273. var convertedColor = new Color4();
  4274. this.toLinearSpaceToRef(convertedColor);
  4275. return convertedColor;
  4276. };
  4277. /**
  4278. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  4279. * @param convertedColor defines the Color4 object where to store the linear space version
  4280. * @returns the unmodified Color4
  4281. */
  4282. Color4.prototype.toLinearSpaceToRef = function (convertedColor) {
  4283. convertedColor.r = Math.pow(this.r, BABYLON.ToLinearSpace);
  4284. convertedColor.g = Math.pow(this.g, BABYLON.ToLinearSpace);
  4285. convertedColor.b = Math.pow(this.b, BABYLON.ToLinearSpace);
  4286. convertedColor.a = this.a;
  4287. return this;
  4288. };
  4289. /**
  4290. * Computes a new Color4 converted from the current one to gamma space
  4291. * @returns a new Color4 object
  4292. */
  4293. Color4.prototype.toGammaSpace = function () {
  4294. var convertedColor = new Color4();
  4295. this.toGammaSpaceToRef(convertedColor);
  4296. return convertedColor;
  4297. };
  4298. /**
  4299. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  4300. * @param convertedColor defines the Color4 object where to store the gamma space version
  4301. * @returns the unmodified Color4
  4302. */
  4303. Color4.prototype.toGammaSpaceToRef = function (convertedColor) {
  4304. convertedColor.r = Math.pow(this.r, BABYLON.ToGammaSpace);
  4305. convertedColor.g = Math.pow(this.g, BABYLON.ToGammaSpace);
  4306. convertedColor.b = Math.pow(this.b, BABYLON.ToGammaSpace);
  4307. convertedColor.a = this.a;
  4308. return this;
  4309. };
  4310. // Statics
  4311. /**
  4312. * Creates a new Color4 from the string containing valid hexadecimal values
  4313. * @param hex defines a string containing valid hexadecimal values
  4314. * @returns a new Color4 object
  4315. */
  4316. Color4.FromHexString = function (hex) {
  4317. if (hex.substring(0, 1) !== "#" || hex.length !== 9) {
  4318. return new Color4(0.0, 0.0, 0.0, 0.0);
  4319. }
  4320. var r = parseInt(hex.substring(1, 3), 16);
  4321. var g = parseInt(hex.substring(3, 5), 16);
  4322. var b = parseInt(hex.substring(5, 7), 16);
  4323. var a = parseInt(hex.substring(7, 9), 16);
  4324. return Color4.FromInts(r, g, b, a);
  4325. };
  4326. /**
  4327. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  4328. * @param left defines the start value
  4329. * @param right defines the end value
  4330. * @param amount defines the gradient factor
  4331. * @returns a new Color4 object
  4332. */
  4333. Color4.Lerp = function (left, right, amount) {
  4334. var result = new Color4(0.0, 0.0, 0.0, 0.0);
  4335. Color4.LerpToRef(left, right, amount, result);
  4336. return result;
  4337. };
  4338. /**
  4339. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  4340. * @param left defines the start value
  4341. * @param right defines the end value
  4342. * @param amount defines the gradient factor
  4343. * @param result defines the Color4 object where to store data
  4344. */
  4345. Color4.LerpToRef = function (left, right, amount, result) {
  4346. result.r = left.r + (right.r - left.r) * amount;
  4347. result.g = left.g + (right.g - left.g) * amount;
  4348. result.b = left.b + (right.b - left.b) * amount;
  4349. result.a = left.a + (right.a - left.a) * amount;
  4350. };
  4351. /**
  4352. * Creates a new Color4 from a Color3 and an alpha value
  4353. * @param color3 defines the source Color3 to read from
  4354. * @param alpha defines the alpha component (1.0 by default)
  4355. * @returns a new Color4 object
  4356. */
  4357. Color4.FromColor3 = function (color3, alpha) {
  4358. if (alpha === void 0) { alpha = 1.0; }
  4359. return new Color4(color3.r, color3.g, color3.b, alpha);
  4360. };
  4361. /**
  4362. * Creates a new Color4 from the starting index element of the given array
  4363. * @param array defines the source array to read from
  4364. * @param offset defines the offset in the source array
  4365. * @returns a new Color4 object
  4366. */
  4367. Color4.FromArray = function (array, offset) {
  4368. if (offset === void 0) { offset = 0; }
  4369. return new Color4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  4370. };
  4371. /**
  4372. * Creates a new Color3 from integer values (< 256)
  4373. * @param r defines the red component to read from (value between 0 and 255)
  4374. * @param g defines the green component to read from (value between 0 and 255)
  4375. * @param b defines the blue component to read from (value between 0 and 255)
  4376. * @param a defines the alpha component to read from (value between 0 and 255)
  4377. * @returns a new Color3 object
  4378. */
  4379. Color4.FromInts = function (r, g, b, a) {
  4380. return new Color4(r / 255.0, g / 255.0, b / 255.0, a / 255.0);
  4381. };
  4382. /**
  4383. * Check the content of a given array and convert it to an array containing RGBA data
  4384. * If the original array was already containing count * 4 values then it is returned directly
  4385. * @param colors defines the array to check
  4386. * @param count defines the number of RGBA data to expect
  4387. * @returns an array containing count * 4 values (RGBA)
  4388. */
  4389. Color4.CheckColors4 = function (colors, count) {
  4390. // Check if color3 was used
  4391. if (colors.length === count * 3) {
  4392. var colors4 = [];
  4393. for (var index = 0; index < colors.length; index += 3) {
  4394. var newIndex = (index / 3) * 4;
  4395. colors4[newIndex] = colors[index];
  4396. colors4[newIndex + 1] = colors[index + 1];
  4397. colors4[newIndex + 2] = colors[index + 2];
  4398. colors4[newIndex + 3] = 1.0;
  4399. }
  4400. return colors4;
  4401. }
  4402. return colors;
  4403. };
  4404. return Color4;
  4405. }());
  4406. BABYLON.Color4 = Color4;
  4407. /**
  4408. * Class representing a vector containing 2 coordinates
  4409. */
  4410. var Vector2 = /** @class */ (function () {
  4411. /**
  4412. * Creates a new Vector2 from the given x and y coordinates
  4413. * @param x defines the first coordinate
  4414. * @param y defines the second coordinate
  4415. */
  4416. function Vector2(
  4417. /** defines the first coordinate */
  4418. x,
  4419. /** defines the second coordinate */
  4420. y) {
  4421. if (x === void 0) { x = 0; }
  4422. if (y === void 0) { y = 0; }
  4423. this.x = x;
  4424. this.y = y;
  4425. }
  4426. /**
  4427. * Gets a string with the Vector2 coordinates
  4428. * @returns a string with the Vector2 coordinates
  4429. */
  4430. Vector2.prototype.toString = function () {
  4431. return "{X: " + this.x + " Y:" + this.y + "}";
  4432. };
  4433. /**
  4434. * Gets class name
  4435. * @returns the string "Vector2"
  4436. */
  4437. Vector2.prototype.getClassName = function () {
  4438. return "Vector2";
  4439. };
  4440. /**
  4441. * Gets current vector hash code
  4442. * @returns the Vector2 hash code as a number
  4443. */
  4444. Vector2.prototype.getHashCode = function () {
  4445. var hash = this.x || 0;
  4446. hash = (hash * 397) ^ (this.y || 0);
  4447. return hash;
  4448. };
  4449. // Operators
  4450. /**
  4451. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  4452. * @param array defines the source array
  4453. * @param index defines the offset in source array
  4454. * @returns the current Vector2
  4455. */
  4456. Vector2.prototype.toArray = function (array, index) {
  4457. if (index === void 0) { index = 0; }
  4458. array[index] = this.x;
  4459. array[index + 1] = this.y;
  4460. return this;
  4461. };
  4462. /**
  4463. * Copy the current vector to an array
  4464. * @returns a new array with 2 elements: the Vector2 coordinates.
  4465. */
  4466. Vector2.prototype.asArray = function () {
  4467. var result = new Array();
  4468. this.toArray(result, 0);
  4469. return result;
  4470. };
  4471. /**
  4472. * Sets the Vector2 coordinates with the given Vector2 coordinates
  4473. * @param source defines the source Vector2
  4474. * @returns the current updated Vector2
  4475. */
  4476. Vector2.prototype.copyFrom = function (source) {
  4477. this.x = source.x;
  4478. this.y = source.y;
  4479. return this;
  4480. };
  4481. /**
  4482. * Sets the Vector2 coordinates with the given floats
  4483. * @param x defines the first coordinate
  4484. * @param y defines the second coordinate
  4485. * @returns the current updated Vector2
  4486. */
  4487. Vector2.prototype.copyFromFloats = function (x, y) {
  4488. this.x = x;
  4489. this.y = y;
  4490. return this;
  4491. };
  4492. /**
  4493. * Sets the Vector2 coordinates with the given floats
  4494. * @param x defines the first coordinate
  4495. * @param y defines the second coordinate
  4496. * @returns the current updated Vector2
  4497. */
  4498. Vector2.prototype.set = function (x, y) {
  4499. return this.copyFromFloats(x, y);
  4500. };
  4501. /**
  4502. * Add another vector with the current one
  4503. * @param otherVector defines the other vector
  4504. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  4505. */
  4506. Vector2.prototype.add = function (otherVector) {
  4507. return new Vector2(this.x + otherVector.x, this.y + otherVector.y);
  4508. };
  4509. /**
  4510. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  4511. * @param otherVector defines the other vector
  4512. * @param result defines the target vector
  4513. * @returns the unmodified current Vector2
  4514. */
  4515. Vector2.prototype.addToRef = function (otherVector, result) {
  4516. result.x = this.x + otherVector.x;
  4517. result.y = this.y + otherVector.y;
  4518. return this;
  4519. };
  4520. /**
  4521. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  4522. * @param otherVector defines the other vector
  4523. * @returns the current updated Vector2
  4524. */
  4525. Vector2.prototype.addInPlace = function (otherVector) {
  4526. this.x += otherVector.x;
  4527. this.y += otherVector.y;
  4528. return this;
  4529. };
  4530. /**
  4531. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  4532. * @param otherVector defines the other vector
  4533. * @returns a new Vector2
  4534. */
  4535. Vector2.prototype.addVector3 = function (otherVector) {
  4536. return new Vector2(this.x + otherVector.x, this.y + otherVector.y);
  4537. };
  4538. /**
  4539. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  4540. * @param otherVector defines the other vector
  4541. * @returns a new Vector2
  4542. */
  4543. Vector2.prototype.subtract = function (otherVector) {
  4544. return new Vector2(this.x - otherVector.x, this.y - otherVector.y);
  4545. };
  4546. /**
  4547. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  4548. * @param otherVector defines the other vector
  4549. * @param result defines the target vector
  4550. * @returns the unmodified current Vector2
  4551. */
  4552. Vector2.prototype.subtractToRef = function (otherVector, result) {
  4553. result.x = this.x - otherVector.x;
  4554. result.y = this.y - otherVector.y;
  4555. return this;
  4556. };
  4557. /**
  4558. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  4559. * @param otherVector defines the other vector
  4560. * @returns the current updated Vector2
  4561. */
  4562. Vector2.prototype.subtractInPlace = function (otherVector) {
  4563. this.x -= otherVector.x;
  4564. this.y -= otherVector.y;
  4565. return this;
  4566. };
  4567. /**
  4568. * Multiplies in place the current Vector2 coordinates by the given ones
  4569. * @param otherVector defines the other vector
  4570. * @returns the current updated Vector2
  4571. */
  4572. Vector2.prototype.multiplyInPlace = function (otherVector) {
  4573. this.x *= otherVector.x;
  4574. this.y *= otherVector.y;
  4575. return this;
  4576. };
  4577. /**
  4578. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  4579. * @param otherVector defines the other vector
  4580. * @returns a new Vector2
  4581. */
  4582. Vector2.prototype.multiply = function (otherVector) {
  4583. return new Vector2(this.x * otherVector.x, this.y * otherVector.y);
  4584. };
  4585. /**
  4586. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  4587. * @param otherVector defines the other vector
  4588. * @param result defines the target vector
  4589. * @returns the unmodified current Vector2
  4590. */
  4591. Vector2.prototype.multiplyToRef = function (otherVector, result) {
  4592. result.x = this.x * otherVector.x;
  4593. result.y = this.y * otherVector.y;
  4594. return this;
  4595. };
  4596. /**
  4597. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  4598. * @param x defines the first coordinate
  4599. * @param y defines the second coordinate
  4600. * @returns a new Vector2
  4601. */
  4602. Vector2.prototype.multiplyByFloats = function (x, y) {
  4603. return new Vector2(this.x * x, this.y * y);
  4604. };
  4605. /**
  4606. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  4607. * @param otherVector defines the other vector
  4608. * @returns a new Vector2
  4609. */
  4610. Vector2.prototype.divide = function (otherVector) {
  4611. return new Vector2(this.x / otherVector.x, this.y / otherVector.y);
  4612. };
  4613. /**
  4614. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  4615. * @param otherVector defines the other vector
  4616. * @param result defines the target vector
  4617. * @returns the unmodified current Vector2
  4618. */
  4619. Vector2.prototype.divideToRef = function (otherVector, result) {
  4620. result.x = this.x / otherVector.x;
  4621. result.y = this.y / otherVector.y;
  4622. return this;
  4623. };
  4624. /**
  4625. * Divides the current Vector2 coordinates by the given ones
  4626. * @param otherVector defines the other vector
  4627. * @returns the current updated Vector2
  4628. */
  4629. Vector2.prototype.divideInPlace = function (otherVector) {
  4630. return this.divideToRef(otherVector, this);
  4631. };
  4632. /**
  4633. * Gets a new Vector2 with current Vector2 negated coordinates
  4634. * @returns a new Vector2
  4635. */
  4636. Vector2.prototype.negate = function () {
  4637. return new Vector2(-this.x, -this.y);
  4638. };
  4639. /**
  4640. * Multiply the Vector2 coordinates by scale
  4641. * @param scale defines the scaling factor
  4642. * @returns the current updated Vector2
  4643. */
  4644. Vector2.prototype.scaleInPlace = function (scale) {
  4645. this.x *= scale;
  4646. this.y *= scale;
  4647. return this;
  4648. };
  4649. /**
  4650. * Returns a new Vector2 scaled by "scale" from the current Vector2
  4651. * @param scale defines the scaling factor
  4652. * @returns a new Vector2
  4653. */
  4654. Vector2.prototype.scale = function (scale) {
  4655. var result = new Vector2(0, 0);
  4656. this.scaleToRef(scale, result);
  4657. return result;
  4658. };
  4659. /**
  4660. * Scale the current Vector2 values by a factor to a given Vector2
  4661. * @param scale defines the scale factor
  4662. * @param result defines the Vector2 object where to store the result
  4663. * @returns the unmodified current Vector2
  4664. */
  4665. Vector2.prototype.scaleToRef = function (scale, result) {
  4666. result.x = this.x * scale;
  4667. result.y = this.y * scale;
  4668. return this;
  4669. };
  4670. /**
  4671. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  4672. * @param scale defines the scale factor
  4673. * @param result defines the Vector2 object where to store the result
  4674. * @returns the unmodified current Vector2
  4675. */
  4676. Vector2.prototype.scaleAndAddToRef = function (scale, result) {
  4677. result.x += this.x * scale;
  4678. result.y += this.y * scale;
  4679. return this;
  4680. };
  4681. /**
  4682. * Gets a boolean if two vectors are equals
  4683. * @param otherVector defines the other vector
  4684. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  4685. */
  4686. Vector2.prototype.equals = function (otherVector) {
  4687. return otherVector && this.x === otherVector.x && this.y === otherVector.y;
  4688. };
  4689. /**
  4690. * Gets a boolean if two vectors are equals (using an epsilon value)
  4691. * @param otherVector defines the other vector
  4692. * @param epsilon defines the minimal distance to consider equality
  4693. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  4694. */
  4695. Vector2.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  4696. if (epsilon === void 0) { epsilon = BABYLON.Epsilon; }
  4697. return otherVector && BABYLON.Scalar.WithinEpsilon(this.x, otherVector.x, epsilon) && BABYLON.Scalar.WithinEpsilon(this.y, otherVector.y, epsilon);
  4698. };
  4699. /**
  4700. * Gets a new Vector2 from current Vector2 floored values
  4701. * @returns a new Vector2
  4702. */
  4703. Vector2.prototype.floor = function () {
  4704. return new Vector2(Math.floor(this.x), Math.floor(this.y));
  4705. };
  4706. /**
  4707. * Gets a new Vector2 from current Vector2 floored values
  4708. * @returns a new Vector2
  4709. */
  4710. Vector2.prototype.fract = function () {
  4711. return new Vector2(this.x - Math.floor(this.x), this.y - Math.floor(this.y));
  4712. };
  4713. // Properties
  4714. /**
  4715. * Gets the length of the vector
  4716. * @returns the vector length (float)
  4717. */
  4718. Vector2.prototype.length = function () {
  4719. return Math.sqrt(this.x * this.x + this.y * this.y);
  4720. };
  4721. /**
  4722. * Gets the vector squared length
  4723. * @returns the vector squared length (float)
  4724. */
  4725. Vector2.prototype.lengthSquared = function () {
  4726. return (this.x * this.x + this.y * this.y);
  4727. };
  4728. // Methods
  4729. /**
  4730. * Normalize the vector
  4731. * @returns the current updated Vector2
  4732. */
  4733. Vector2.prototype.normalize = function () {
  4734. var len = this.length();
  4735. if (len === 0) {
  4736. return this;
  4737. }
  4738. var num = 1.0 / len;
  4739. this.x *= num;
  4740. this.y *= num;
  4741. return this;
  4742. };
  4743. /**
  4744. * Gets a new Vector2 copied from the Vector2
  4745. * @returns a new Vector2
  4746. */
  4747. Vector2.prototype.clone = function () {
  4748. return new Vector2(this.x, this.y);
  4749. };
  4750. // Statics
  4751. /**
  4752. * Gets a new Vector2(0, 0)
  4753. * @returns a new Vector2
  4754. */
  4755. Vector2.Zero = function () {
  4756. return new Vector2(0, 0);
  4757. };
  4758. /**
  4759. * Gets a new Vector2(1, 1)
  4760. * @returns a new Vector2
  4761. */
  4762. Vector2.One = function () {
  4763. return new Vector2(1, 1);
  4764. };
  4765. /**
  4766. * Gets a new Vector2 set from the given index element of the given array
  4767. * @param array defines the data source
  4768. * @param offset defines the offset in the data source
  4769. * @returns a new Vector2
  4770. */
  4771. Vector2.FromArray = function (array, offset) {
  4772. if (offset === void 0) { offset = 0; }
  4773. return new Vector2(array[offset], array[offset + 1]);
  4774. };
  4775. /**
  4776. * Sets "result" from the given index element of the given array
  4777. * @param array defines the data source
  4778. * @param offset defines the offset in the data source
  4779. * @param result defines the target vector
  4780. */
  4781. Vector2.FromArrayToRef = function (array, offset, result) {
  4782. result.x = array[offset];
  4783. result.y = array[offset + 1];
  4784. };
  4785. /**
  4786. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  4787. * @param value1 defines 1st point of control
  4788. * @param value2 defines 2nd point of control
  4789. * @param value3 defines 3rd point of control
  4790. * @param value4 defines 4th point of control
  4791. * @param amount defines the interpolation factor
  4792. * @returns a new Vector2
  4793. */
  4794. Vector2.CatmullRom = function (value1, value2, value3, value4, amount) {
  4795. var squared = amount * amount;
  4796. var cubed = amount * squared;
  4797. var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) +
  4798. (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) +
  4799. ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed));
  4800. var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) +
  4801. (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) +
  4802. ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed));
  4803. return new Vector2(x, y);
  4804. };
  4805. /**
  4806. * Returns a new Vector2 set with same the coordinates than "value" ones if the vector "value" is in the square defined by "min" and "max".
  4807. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  4808. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  4809. * @param value defines the value to clamp
  4810. * @param min defines the lower limit
  4811. * @param max defines the upper limit
  4812. * @returns a new Vector2
  4813. */
  4814. Vector2.Clamp = function (value, min, max) {
  4815. var x = value.x;
  4816. x = (x > max.x) ? max.x : x;
  4817. x = (x < min.x) ? min.x : x;
  4818. var y = value.y;
  4819. y = (y > max.y) ? max.y : y;
  4820. y = (y < min.y) ? min.y : y;
  4821. return new Vector2(x, y);
  4822. };
  4823. /**
  4824. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  4825. * @param value1 defines the 1st control point
  4826. * @param tangent1 defines the outgoing tangent
  4827. * @param value2 defines the 2nd control point
  4828. * @param tangent2 defines the incoming tangent
  4829. * @param amount defines the interpolation factor
  4830. * @returns a new Vector2
  4831. */
  4832. Vector2.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  4833. var squared = amount * amount;
  4834. var cubed = amount * squared;
  4835. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  4836. var part2 = (-2.0 * cubed) + (3.0 * squared);
  4837. var part3 = (cubed - (2.0 * squared)) + amount;
  4838. var part4 = cubed - squared;
  4839. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  4840. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  4841. return new Vector2(x, y);
  4842. };
  4843. /**
  4844. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  4845. * @param start defines the start vector
  4846. * @param end defines the end vector
  4847. * @param amount defines the interpolation factor
  4848. * @returns a new Vector2
  4849. */
  4850. Vector2.Lerp = function (start, end, amount) {
  4851. var x = start.x + ((end.x - start.x) * amount);
  4852. var y = start.y + ((end.y - start.y) * amount);
  4853. return new Vector2(x, y);
  4854. };
  4855. /**
  4856. * Gets the dot product of the vector "left" and the vector "right"
  4857. * @param left defines first vector
  4858. * @param right defines second vector
  4859. * @returns the dot product (float)
  4860. */
  4861. Vector2.Dot = function (left, right) {
  4862. return left.x * right.x + left.y * right.y;
  4863. };
  4864. /**
  4865. * Returns a new Vector2 equal to the normalized given vector
  4866. * @param vector defines the vector to normalize
  4867. * @returns a new Vector2
  4868. */
  4869. Vector2.Normalize = function (vector) {
  4870. var newVector = vector.clone();
  4871. newVector.normalize();
  4872. return newVector;
  4873. };
  4874. /**
  4875. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  4876. * @param left defines 1st vector
  4877. * @param right defines 2nd vector
  4878. * @returns a new Vector2
  4879. */
  4880. Vector2.Minimize = function (left, right) {
  4881. var x = (left.x < right.x) ? left.x : right.x;
  4882. var y = (left.y < right.y) ? left.y : right.y;
  4883. return new Vector2(x, y);
  4884. };
  4885. /**
  4886. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  4887. * @param left defines 1st vector
  4888. * @param right defines 2nd vector
  4889. * @returns a new Vector2
  4890. */
  4891. Vector2.Maximize = function (left, right) {
  4892. var x = (left.x > right.x) ? left.x : right.x;
  4893. var y = (left.y > right.y) ? left.y : right.y;
  4894. return new Vector2(x, y);
  4895. };
  4896. /**
  4897. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  4898. * @param vector defines the vector to transform
  4899. * @param transformation defines the matrix to apply
  4900. * @returns a new Vector2
  4901. */
  4902. Vector2.Transform = function (vector, transformation) {
  4903. var r = Vector2.Zero();
  4904. Vector2.TransformToRef(vector, transformation, r);
  4905. return r;
  4906. };
  4907. /**
  4908. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  4909. * @param vector defines the vector to transform
  4910. * @param transformation defines the matrix to apply
  4911. * @param result defines the target vector
  4912. */
  4913. Vector2.TransformToRef = function (vector, transformation, result) {
  4914. var m = transformation.m;
  4915. var x = (vector.x * m[0]) + (vector.y * m[4]) + m[12];
  4916. var y = (vector.x * m[1]) + (vector.y * m[5]) + m[13];
  4917. result.x = x;
  4918. result.y = y;
  4919. };
  4920. /**
  4921. * Determines if a given vector is included in a triangle
  4922. * @param p defines the vector to test
  4923. * @param p0 defines 1st triangle point
  4924. * @param p1 defines 2nd triangle point
  4925. * @param p2 defines 3rd triangle point
  4926. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  4927. */
  4928. Vector2.PointInTriangle = function (p, p0, p1, p2) {
  4929. var a = 1 / 2 * (-p1.y * p2.x + p0.y * (-p1.x + p2.x) + p0.x * (p1.y - p2.y) + p1.x * p2.y);
  4930. var sign = a < 0 ? -1 : 1;
  4931. var s = (p0.y * p2.x - p0.x * p2.y + (p2.y - p0.y) * p.x + (p0.x - p2.x) * p.y) * sign;
  4932. var t = (p0.x * p1.y - p0.y * p1.x + (p0.y - p1.y) * p.x + (p1.x - p0.x) * p.y) * sign;
  4933. return s > 0 && t > 0 && (s + t) < 2 * a * sign;
  4934. };
  4935. /**
  4936. * Gets the distance between the vectors "value1" and "value2"
  4937. * @param value1 defines first vector
  4938. * @param value2 defines second vector
  4939. * @returns the distance between vectors
  4940. */
  4941. Vector2.Distance = function (value1, value2) {
  4942. return Math.sqrt(Vector2.DistanceSquared(value1, value2));
  4943. };
  4944. /**
  4945. * Returns the squared distance between the vectors "value1" and "value2"
  4946. * @param value1 defines first vector
  4947. * @param value2 defines second vector
  4948. * @returns the squared distance between vectors
  4949. */
  4950. Vector2.DistanceSquared = function (value1, value2) {
  4951. var x = value1.x - value2.x;
  4952. var y = value1.y - value2.y;
  4953. return (x * x) + (y * y);
  4954. };
  4955. /**
  4956. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  4957. * @param value1 defines first vector
  4958. * @param value2 defines second vector
  4959. * @returns a new Vector2
  4960. */
  4961. Vector2.Center = function (value1, value2) {
  4962. var center = value1.add(value2);
  4963. center.scaleInPlace(0.5);
  4964. return center;
  4965. };
  4966. /**
  4967. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  4968. * @param p defines the middle point
  4969. * @param segA defines one point of the segment
  4970. * @param segB defines the other point of the segment
  4971. * @returns the shortest distance
  4972. */
  4973. Vector2.DistanceOfPointFromSegment = function (p, segA, segB) {
  4974. var l2 = Vector2.DistanceSquared(segA, segB);
  4975. if (l2 === 0.0) {
  4976. return Vector2.Distance(p, segA);
  4977. }
  4978. var v = segB.subtract(segA);
  4979. var t = Math.max(0, Math.min(1, Vector2.Dot(p.subtract(segA), v) / l2));
  4980. var proj = segA.add(v.multiplyByFloats(t, t));
  4981. return Vector2.Distance(p, proj);
  4982. };
  4983. return Vector2;
  4984. }());
  4985. BABYLON.Vector2 = Vector2;
  4986. /**
  4987. * Classed used to store (x,y,z) vector representation
  4988. * A Vector3 is the main object used in 3D geometry
  4989. * It can represent etiher the coordinates of a point the space, either a direction
  4990. * Reminder: Babylon.js uses a left handed forward facing system
  4991. */
  4992. var Vector3 = /** @class */ (function () {
  4993. /**
  4994. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  4995. * @param x defines the first coordinates (on X axis)
  4996. * @param y defines the second coordinates (on Y axis)
  4997. * @param z defines the third coordinates (on Z axis)
  4998. */
  4999. function Vector3(
  5000. /**
  5001. * Defines the first coordinates (on X axis)
  5002. */
  5003. x,
  5004. /**
  5005. * Defines the second coordinates (on Y axis)
  5006. */
  5007. y,
  5008. /**
  5009. * Defines the third coordinates (on Z axis)
  5010. */
  5011. z) {
  5012. if (x === void 0) { x = 0; }
  5013. if (y === void 0) { y = 0; }
  5014. if (z === void 0) { z = 0; }
  5015. this.x = x;
  5016. this.y = y;
  5017. this.z = z;
  5018. }
  5019. /**
  5020. * Creates a string representation of the Vector3
  5021. * @returns a string with the Vector3 coordinates.
  5022. */
  5023. Vector3.prototype.toString = function () {
  5024. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + "}";
  5025. };
  5026. /**
  5027. * Gets the class name
  5028. * @returns the string "Vector3"
  5029. */
  5030. Vector3.prototype.getClassName = function () {
  5031. return "Vector3";
  5032. };
  5033. /**
  5034. * Creates the Vector3 hash code
  5035. * @returns a number which tends to be unique between Vector3 instances
  5036. */
  5037. Vector3.prototype.getHashCode = function () {
  5038. var hash = this.x || 0;
  5039. hash = (hash * 397) ^ (this.y || 0);
  5040. hash = (hash * 397) ^ (this.z || 0);
  5041. return hash;
  5042. };
  5043. // Operators
  5044. /**
  5045. * Creates an array containing three elements : the coordinates of the Vector3
  5046. * @returns a new array of numbers
  5047. */
  5048. Vector3.prototype.asArray = function () {
  5049. var result = [];
  5050. this.toArray(result, 0);
  5051. return result;
  5052. };
  5053. /**
  5054. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  5055. * @param array defines the destination array
  5056. * @param index defines the offset in the destination array
  5057. * @returns the current Vector3
  5058. */
  5059. Vector3.prototype.toArray = function (array, index) {
  5060. if (index === void 0) { index = 0; }
  5061. array[index] = this.x;
  5062. array[index + 1] = this.y;
  5063. array[index + 2] = this.z;
  5064. return this;
  5065. };
  5066. /**
  5067. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  5068. * @returns a new Quaternion object, computed from the Vector3 coordinates
  5069. */
  5070. Vector3.prototype.toQuaternion = function () {
  5071. return BABYLON.Quaternion.RotationYawPitchRoll(this.y, this.x, this.z);
  5072. };
  5073. /**
  5074. * Adds the given vector to the current Vector3
  5075. * @param otherVector defines the second operand
  5076. * @returns the current updated Vector3
  5077. */
  5078. Vector3.prototype.addInPlace = function (otherVector) {
  5079. return this.addInPlaceFromFloats(otherVector.x, otherVector.y, otherVector.z);
  5080. };
  5081. /**
  5082. * Adds the given coordinates to the current Vector3
  5083. * @param x defines the x coordinate of the operand
  5084. * @param y defines the y coordinate of the operand
  5085. * @param z defines the z coordinate of the operand
  5086. * @returns the current updated Vector3
  5087. */
  5088. Vector3.prototype.addInPlaceFromFloats = function (x, y, z) {
  5089. this.x += x;
  5090. this.y += y;
  5091. this.z += z;
  5092. return this;
  5093. };
  5094. /**
  5095. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  5096. * @param otherVector defines the second operand
  5097. * @returns the resulting Vector3
  5098. */
  5099. Vector3.prototype.add = function (otherVector) {
  5100. return new Vector3(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z);
  5101. };
  5102. /**
  5103. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  5104. * @param otherVector defines the second operand
  5105. * @param result defines the Vector3 object where to store the result
  5106. * @returns the current Vector3
  5107. */
  5108. Vector3.prototype.addToRef = function (otherVector, result) {
  5109. return result.copyFromFloats(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z);
  5110. };
  5111. /**
  5112. * Subtract the given vector from the current Vector3
  5113. * @param otherVector defines the second operand
  5114. * @returns the current updated Vector3
  5115. */
  5116. Vector3.prototype.subtractInPlace = function (otherVector) {
  5117. this.x -= otherVector.x;
  5118. this.y -= otherVector.y;
  5119. this.z -= otherVector.z;
  5120. return this;
  5121. };
  5122. /**
  5123. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  5124. * @param otherVector defines the second operand
  5125. * @returns the resulting Vector3
  5126. */
  5127. Vector3.prototype.subtract = function (otherVector) {
  5128. return new Vector3(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z);
  5129. };
  5130. /**
  5131. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  5132. * @param otherVector defines the second operand
  5133. * @param result defines the Vector3 object where to store the result
  5134. * @returns the current Vector3
  5135. */
  5136. Vector3.prototype.subtractToRef = function (otherVector, result) {
  5137. return this.subtractFromFloatsToRef(otherVector.x, otherVector.y, otherVector.z, result);
  5138. };
  5139. /**
  5140. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  5141. * @param x defines the x coordinate of the operand
  5142. * @param y defines the y coordinate of the operand
  5143. * @param z defines the z coordinate of the operand
  5144. * @returns the resulting Vector3
  5145. */
  5146. Vector3.prototype.subtractFromFloats = function (x, y, z) {
  5147. return new Vector3(this.x - x, this.y - y, this.z - z);
  5148. };
  5149. /**
  5150. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  5151. * @param x defines the x coordinate of the operand
  5152. * @param y defines the y coordinate of the operand
  5153. * @param z defines the z coordinate of the operand
  5154. * @param result defines the Vector3 object where to store the result
  5155. * @returns the current Vector3
  5156. */
  5157. Vector3.prototype.subtractFromFloatsToRef = function (x, y, z, result) {
  5158. return result.copyFromFloats(this.x - x, this.y - y, this.z - z);
  5159. };
  5160. /**
  5161. * Gets a new Vector3 set with the current Vector3 negated coordinates
  5162. * @returns a new Vector3
  5163. */
  5164. Vector3.prototype.negate = function () {
  5165. return new Vector3(-this.x, -this.y, -this.z);
  5166. };
  5167. /**
  5168. * Multiplies the Vector3 coordinates by the float "scale"
  5169. * @param scale defines the multiplier factor
  5170. * @returns the current updated Vector3
  5171. */
  5172. Vector3.prototype.scaleInPlace = function (scale) {
  5173. this.x *= scale;
  5174. this.y *= scale;
  5175. this.z *= scale;
  5176. return this;
  5177. };
  5178. /**
  5179. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  5180. * @param scale defines the multiplier factor
  5181. * @returns a new Vector3
  5182. */
  5183. Vector3.prototype.scale = function (scale) {
  5184. return new Vector3(this.x * scale, this.y * scale, this.z * scale);
  5185. };
  5186. /**
  5187. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  5188. * @param scale defines the multiplier factor
  5189. * @param result defines the Vector3 object where to store the result
  5190. * @returns the current Vector3
  5191. */
  5192. Vector3.prototype.scaleToRef = function (scale, result) {
  5193. return result.copyFromFloats(this.x * scale, this.y * scale, this.z * scale);
  5194. };
  5195. /**
  5196. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  5197. * @param scale defines the scale factor
  5198. * @param result defines the Vector3 object where to store the result
  5199. * @returns the unmodified current Vector3
  5200. */
  5201. Vector3.prototype.scaleAndAddToRef = function (scale, result) {
  5202. return result.addInPlaceFromFloats(this.x * scale, this.y * scale, this.z * scale);
  5203. };
  5204. /**
  5205. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  5206. * @param otherVector defines the second operand
  5207. * @returns true if both vectors are equals
  5208. */
  5209. Vector3.prototype.equals = function (otherVector) {
  5210. return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z;
  5211. };
  5212. /**
  5213. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  5214. * @param otherVector defines the second operand
  5215. * @param epsilon defines the minimal distance to define values as equals
  5216. * @returns true if both vectors are distant less than epsilon
  5217. */
  5218. Vector3.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  5219. if (epsilon === void 0) { epsilon = BABYLON.Epsilon; }
  5220. return otherVector && BABYLON.Scalar.WithinEpsilon(this.x, otherVector.x, epsilon) && BABYLON.Scalar.WithinEpsilon(this.y, otherVector.y, epsilon) && BABYLON.Scalar.WithinEpsilon(this.z, otherVector.z, epsilon);
  5221. };
  5222. /**
  5223. * Returns true if the current Vector3 coordinates equals the given floats
  5224. * @param x defines the x coordinate of the operand
  5225. * @param y defines the y coordinate of the operand
  5226. * @param z defines the z coordinate of the operand
  5227. * @returns true if both vectors are equals
  5228. */
  5229. Vector3.prototype.equalsToFloats = function (x, y, z) {
  5230. return this.x === x && this.y === y && this.z === z;
  5231. };
  5232. /**
  5233. * Multiplies the current Vector3 coordinates by the given ones
  5234. * @param otherVector defines the second operand
  5235. * @returns the current updated Vector3
  5236. */
  5237. Vector3.prototype.multiplyInPlace = function (otherVector) {
  5238. this.x *= otherVector.x;
  5239. this.y *= otherVector.y;
  5240. this.z *= otherVector.z;
  5241. return this;
  5242. };
  5243. /**
  5244. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  5245. * @param otherVector defines the second operand
  5246. * @returns the new Vector3
  5247. */
  5248. Vector3.prototype.multiply = function (otherVector) {
  5249. return this.multiplyByFloats(otherVector.x, otherVector.y, otherVector.z);
  5250. };
  5251. /**
  5252. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  5253. * @param otherVector defines the second operand
  5254. * @param result defines the Vector3 object where to store the result
  5255. * @returns the current Vector3
  5256. */
  5257. Vector3.prototype.multiplyToRef = function (otherVector, result) {
  5258. return result.copyFromFloats(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z);
  5259. };
  5260. /**
  5261. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  5262. * @param x defines the x coordinate of the operand
  5263. * @param y defines the y coordinate of the operand
  5264. * @param z defines the z coordinate of the operand
  5265. * @returns the new Vector3
  5266. */
  5267. Vector3.prototype.multiplyByFloats = function (x, y, z) {
  5268. return new Vector3(this.x * x, this.y * y, this.z * z);
  5269. };
  5270. /**
  5271. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  5272. * @param otherVector defines the second operand
  5273. * @returns the new Vector3
  5274. */
  5275. Vector3.prototype.divide = function (otherVector) {
  5276. return new Vector3(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z);
  5277. };
  5278. /**
  5279. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  5280. * @param otherVector defines the second operand
  5281. * @param result defines the Vector3 object where to store the result
  5282. * @returns the current Vector3
  5283. */
  5284. Vector3.prototype.divideToRef = function (otherVector, result) {
  5285. return result.copyFromFloats(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z);
  5286. };
  5287. /**
  5288. * Divides the current Vector3 coordinates by the given ones.
  5289. * @param otherVector defines the second operand
  5290. * @returns the current updated Vector3
  5291. */
  5292. Vector3.prototype.divideInPlace = function (otherVector) {
  5293. return this.divideToRef(otherVector, this);
  5294. };
  5295. /**
  5296. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  5297. * @param other defines the second operand
  5298. * @returns the current updated Vector3
  5299. */
  5300. Vector3.prototype.minimizeInPlace = function (other) {
  5301. return this.minimizeInPlaceFromFloats(other.x, other.y, other.z);
  5302. };
  5303. /**
  5304. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  5305. * @param other defines the second operand
  5306. * @returns the current updated Vector3
  5307. */
  5308. Vector3.prototype.maximizeInPlace = function (other) {
  5309. return this.maximizeInPlaceFromFloats(other.x, other.y, other.z);
  5310. };
  5311. /**
  5312. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  5313. * @param x defines the x coordinate of the operand
  5314. * @param y defines the y coordinate of the operand
  5315. * @param z defines the z coordinate of the operand
  5316. * @returns the current updated Vector3
  5317. */
  5318. Vector3.prototype.minimizeInPlaceFromFloats = function (x, y, z) {
  5319. if (x < this.x) {
  5320. this.x = x;
  5321. }
  5322. if (y < this.y) {
  5323. this.y = y;
  5324. }
  5325. if (z < this.z) {
  5326. this.z = z;
  5327. }
  5328. return this;
  5329. };
  5330. /**
  5331. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  5332. * @param x defines the x coordinate of the operand
  5333. * @param y defines the y coordinate of the operand
  5334. * @param z defines the z coordinate of the operand
  5335. * @returns the current updated Vector3
  5336. */
  5337. Vector3.prototype.maximizeInPlaceFromFloats = function (x, y, z) {
  5338. if (x > this.x) {
  5339. this.x = x;
  5340. }
  5341. if (y > this.y) {
  5342. this.y = y;
  5343. }
  5344. if (z > this.z) {
  5345. this.z = z;
  5346. }
  5347. return this;
  5348. };
  5349. Object.defineProperty(Vector3.prototype, "isNonUniform", {
  5350. /**
  5351. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  5352. */
  5353. get: function () {
  5354. var absX = Math.abs(this.x);
  5355. var absY = Math.abs(this.y);
  5356. if (absX !== absY) {
  5357. return true;
  5358. }
  5359. var absZ = Math.abs(this.z);
  5360. if (absX !== absZ) {
  5361. return true;
  5362. }
  5363. if (absY !== absZ) {
  5364. return true;
  5365. }
  5366. return false;
  5367. },
  5368. enumerable: true,
  5369. configurable: true
  5370. });
  5371. /**
  5372. * Gets a new Vector3 from current Vector3 floored values
  5373. * @returns a new Vector3
  5374. */
  5375. Vector3.prototype.floor = function () {
  5376. return new Vector3(Math.floor(this.x), Math.floor(this.y), Math.floor(this.z));
  5377. };
  5378. /**
  5379. * Gets a new Vector3 from current Vector3 floored values
  5380. * @returns a new Vector3
  5381. */
  5382. Vector3.prototype.fract = function () {
  5383. return new Vector3(this.x - Math.floor(this.x), this.y - Math.floor(this.y), this.z - Math.floor(this.z));
  5384. };
  5385. // Properties
  5386. /**
  5387. * Gets the length of the Vector3
  5388. * @returns the length of the Vecto3
  5389. */
  5390. Vector3.prototype.length = function () {
  5391. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
  5392. };
  5393. /**
  5394. * Gets the squared length of the Vector3
  5395. * @returns squared length of the Vector3
  5396. */
  5397. Vector3.prototype.lengthSquared = function () {
  5398. return (this.x * this.x + this.y * this.y + this.z * this.z);
  5399. };
  5400. /**
  5401. * Normalize the current Vector3.
  5402. * Please note that this is an in place operation.
  5403. * @returns the current updated Vector3
  5404. */
  5405. Vector3.prototype.normalize = function () {
  5406. return this.normalizeFromLength(this.length());
  5407. };
  5408. /**
  5409. * Reorders the x y z properties of the vector in place
  5410. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  5411. * @returns the current updated vector
  5412. */
  5413. Vector3.prototype.reorderInPlace = function (order) {
  5414. var _this = this;
  5415. order = order.toLowerCase();
  5416. if (order === "xyz") {
  5417. return this;
  5418. }
  5419. MathTmp.Vector3[0].copyFrom(this);
  5420. ["x", "y", "z"].forEach(function (val, i) {
  5421. _this[val] = MathTmp.Vector3[0][order[i]];
  5422. });
  5423. return this;
  5424. };
  5425. /**
  5426. * Rotates the vector around 0,0,0 by a quaternion
  5427. * @param quaternion the rotation quaternion
  5428. * @param result vector to store the result
  5429. * @returns the resulting vector
  5430. */
  5431. Vector3.prototype.rotateByQuaternionToRef = function (quaternion, result) {
  5432. quaternion.toRotationMatrix(MathTmp.Matrix[0]);
  5433. Vector3.TransformCoordinatesToRef(this, MathTmp.Matrix[0], result);
  5434. return result;
  5435. };
  5436. /**
  5437. * Rotates a vector around a given point
  5438. * @param quaternion the rotation quaternion
  5439. * @param point the point to rotate around
  5440. * @param result vector to store the result
  5441. * @returns the resulting vector
  5442. */
  5443. Vector3.prototype.rotateByQuaternionAroundPointToRef = function (quaternion, point, result) {
  5444. this.subtractToRef(point, MathTmp.Vector3[0]);
  5445. MathTmp.Vector3[0].rotateByQuaternionToRef(quaternion, MathTmp.Vector3[0]);
  5446. point.addToRef(MathTmp.Vector3[0], result);
  5447. return result;
  5448. };
  5449. /**
  5450. * Normalize the current Vector3 with the given input length.
  5451. * Please note that this is an in place operation.
  5452. * @param len the length of the vector
  5453. * @returns the current updated Vector3
  5454. */
  5455. Vector3.prototype.normalizeFromLength = function (len) {
  5456. if (len === 0 || len === 1.0) {
  5457. return this;
  5458. }
  5459. return this.scaleInPlace(1.0 / len);
  5460. };
  5461. /**
  5462. * Normalize the current Vector3 to a new vector
  5463. * @returns the new Vector3
  5464. */
  5465. Vector3.prototype.normalizeToNew = function () {
  5466. var normalized = new Vector3(0, 0, 0);
  5467. this.normalizeToRef(normalized);
  5468. return normalized;
  5469. };
  5470. /**
  5471. * Normalize the current Vector3 to the reference
  5472. * @param reference define the Vector3 to update
  5473. * @returns the updated Vector3
  5474. */
  5475. Vector3.prototype.normalizeToRef = function (reference) {
  5476. var len = this.length();
  5477. if (len === 0 || len === 1.0) {
  5478. return reference.copyFromFloats(this.x, this.y, this.z);
  5479. }
  5480. return this.scaleToRef(1.0 / len, reference);
  5481. };
  5482. /**
  5483. * Creates a new Vector3 copied from the current Vector3
  5484. * @returns the new Vector3
  5485. */
  5486. Vector3.prototype.clone = function () {
  5487. return new Vector3(this.x, this.y, this.z);
  5488. };
  5489. /**
  5490. * Copies the given vector coordinates to the current Vector3 ones
  5491. * @param source defines the source Vector3
  5492. * @returns the current updated Vector3
  5493. */
  5494. Vector3.prototype.copyFrom = function (source) {
  5495. return this.copyFromFloats(source.x, source.y, source.z);
  5496. };
  5497. /**
  5498. * Copies the given floats to the current Vector3 coordinates
  5499. * @param x defines the x coordinate of the operand
  5500. * @param y defines the y coordinate of the operand
  5501. * @param z defines the z coordinate of the operand
  5502. * @returns the current updated Vector3
  5503. */
  5504. Vector3.prototype.copyFromFloats = function (x, y, z) {
  5505. this.x = x;
  5506. this.y = y;
  5507. this.z = z;
  5508. return this;
  5509. };
  5510. /**
  5511. * Copies the given floats to the current Vector3 coordinates
  5512. * @param x defines the x coordinate of the operand
  5513. * @param y defines the y coordinate of the operand
  5514. * @param z defines the z coordinate of the operand
  5515. * @returns the current updated Vector3
  5516. */
  5517. Vector3.prototype.set = function (x, y, z) {
  5518. return this.copyFromFloats(x, y, z);
  5519. };
  5520. /**
  5521. * Copies the given float to the current Vector3 coordinates
  5522. * @param v defines the x, y and z coordinates of the operand
  5523. * @returns the current updated Vector3
  5524. */
  5525. Vector3.prototype.setAll = function (v) {
  5526. this.x = this.y = this.z = v;
  5527. return this;
  5528. };
  5529. // Statics
  5530. /**
  5531. * Get the clip factor between two vectors
  5532. * @param vector0 defines the first operand
  5533. * @param vector1 defines the second operand
  5534. * @param axis defines the axis to use
  5535. * @param size defines the size along the axis
  5536. * @returns the clip factor
  5537. */
  5538. Vector3.GetClipFactor = function (vector0, vector1, axis, size) {
  5539. var d0 = Vector3.Dot(vector0, axis) - size;
  5540. var d1 = Vector3.Dot(vector1, axis) - size;
  5541. var s = d0 / (d0 - d1);
  5542. return s;
  5543. };
  5544. /**
  5545. * Get angle between two vectors
  5546. * @param vector0 angle between vector0 and vector1
  5547. * @param vector1 angle between vector0 and vector1
  5548. * @param normal direction of the normal
  5549. * @return the angle between vector0 and vector1
  5550. */
  5551. Vector3.GetAngleBetweenVectors = function (vector0, vector1, normal) {
  5552. var v0 = vector0.normalizeToRef(MathTmp.Vector3[1]);
  5553. var v1 = vector1.normalizeToRef(MathTmp.Vector3[2]);
  5554. var dot = Vector3.Dot(v0, v1);
  5555. var n = MathTmp.Vector3[3];
  5556. Vector3.CrossToRef(v0, v1, n);
  5557. if (Vector3.Dot(n, normal) > 0) {
  5558. return Math.acos(dot);
  5559. }
  5560. return -Math.acos(dot);
  5561. };
  5562. /**
  5563. * Returns a new Vector3 set from the index "offset" of the given array
  5564. * @param array defines the source array
  5565. * @param offset defines the offset in the source array
  5566. * @returns the new Vector3
  5567. */
  5568. Vector3.FromArray = function (array, offset) {
  5569. if (offset === void 0) { offset = 0; }
  5570. return new Vector3(array[offset], array[offset + 1], array[offset + 2]);
  5571. };
  5572. /**
  5573. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  5574. * This function is deprecated. Use FromArray instead
  5575. * @param array defines the source array
  5576. * @param offset defines the offset in the source array
  5577. * @returns the new Vector3
  5578. */
  5579. Vector3.FromFloatArray = function (array, offset) {
  5580. return Vector3.FromArray(array, offset);
  5581. };
  5582. /**
  5583. * Sets the given vector "result" with the element values from the index "offset" of the given array
  5584. * @param array defines the source array
  5585. * @param offset defines the offset in the source array
  5586. * @param result defines the Vector3 where to store the result
  5587. */
  5588. Vector3.FromArrayToRef = function (array, offset, result) {
  5589. result.x = array[offset];
  5590. result.y = array[offset + 1];
  5591. result.z = array[offset + 2];
  5592. };
  5593. /**
  5594. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  5595. * This function is deprecated. Use FromArrayToRef instead.
  5596. * @param array defines the source array
  5597. * @param offset defines the offset in the source array
  5598. * @param result defines the Vector3 where to store the result
  5599. */
  5600. Vector3.FromFloatArrayToRef = function (array, offset, result) {
  5601. return Vector3.FromArrayToRef(array, offset, result);
  5602. };
  5603. /**
  5604. * Sets the given vector "result" with the given floats.
  5605. * @param x defines the x coordinate of the source
  5606. * @param y defines the y coordinate of the source
  5607. * @param z defines the z coordinate of the source
  5608. * @param result defines the Vector3 where to store the result
  5609. */
  5610. Vector3.FromFloatsToRef = function (x, y, z, result) {
  5611. result.copyFromFloats(x, y, z);
  5612. };
  5613. /**
  5614. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  5615. * @returns a new empty Vector3
  5616. */
  5617. Vector3.Zero = function () {
  5618. return new Vector3(0.0, 0.0, 0.0);
  5619. };
  5620. /**
  5621. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  5622. * @returns a new unit Vector3
  5623. */
  5624. Vector3.One = function () {
  5625. return new Vector3(1.0, 1.0, 1.0);
  5626. };
  5627. /**
  5628. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  5629. * @returns a new up Vector3
  5630. */
  5631. Vector3.Up = function () {
  5632. return new Vector3(0.0, 1.0, 0.0);
  5633. };
  5634. /**
  5635. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  5636. * @returns a new down Vector3
  5637. */
  5638. Vector3.Down = function () {
  5639. return new Vector3(0.0, -1.0, 0.0);
  5640. };
  5641. /**
  5642. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  5643. * @returns a new forward Vector3
  5644. */
  5645. Vector3.Forward = function () {
  5646. return new Vector3(0.0, 0.0, 1.0);
  5647. };
  5648. /**
  5649. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  5650. * @returns a new forward Vector3
  5651. */
  5652. Vector3.Backward = function () {
  5653. return new Vector3(0.0, 0.0, -1.0);
  5654. };
  5655. /**
  5656. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  5657. * @returns a new right Vector3
  5658. */
  5659. Vector3.Right = function () {
  5660. return new Vector3(1.0, 0.0, 0.0);
  5661. };
  5662. /**
  5663. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  5664. * @returns a new left Vector3
  5665. */
  5666. Vector3.Left = function () {
  5667. return new Vector3(-1.0, 0.0, 0.0);
  5668. };
  5669. /**
  5670. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  5671. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  5672. * @param vector defines the Vector3 to transform
  5673. * @param transformation defines the transformation matrix
  5674. * @returns the transformed Vector3
  5675. */
  5676. Vector3.TransformCoordinates = function (vector, transformation) {
  5677. var result = Vector3.Zero();
  5678. Vector3.TransformCoordinatesToRef(vector, transformation, result);
  5679. return result;
  5680. };
  5681. /**
  5682. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  5683. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  5684. * @param vector defines the Vector3 to transform
  5685. * @param transformation defines the transformation matrix
  5686. * @param result defines the Vector3 where to store the result
  5687. */
  5688. Vector3.TransformCoordinatesToRef = function (vector, transformation, result) {
  5689. Vector3.TransformCoordinatesFromFloatsToRef(vector.x, vector.y, vector.z, transformation, result);
  5690. };
  5691. /**
  5692. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  5693. * This method computes tranformed coordinates only, not transformed direction vectors
  5694. * @param x define the x coordinate of the source vector
  5695. * @param y define the y coordinate of the source vector
  5696. * @param z define the z coordinate of the source vector
  5697. * @param transformation defines the transformation matrix
  5698. * @param result defines the Vector3 where to store the result
  5699. */
  5700. Vector3.TransformCoordinatesFromFloatsToRef = function (x, y, z, transformation, result) {
  5701. var m = transformation.m;
  5702. var rx = x * m[0] + y * m[4] + z * m[8] + m[12];
  5703. var ry = x * m[1] + y * m[5] + z * m[9] + m[13];
  5704. var rz = x * m[2] + y * m[6] + z * m[10] + m[14];
  5705. var rw = 1 / (x * m[3] + y * m[7] + z * m[11] + m[15]);
  5706. result.x = rx * rw;
  5707. result.y = ry * rw;
  5708. result.z = rz * rw;
  5709. };
  5710. /**
  5711. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  5712. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  5713. * @param vector defines the Vector3 to transform
  5714. * @param transformation defines the transformation matrix
  5715. * @returns the new Vector3
  5716. */
  5717. Vector3.TransformNormal = function (vector, transformation) {
  5718. var result = Vector3.Zero();
  5719. Vector3.TransformNormalToRef(vector, transformation, result);
  5720. return result;
  5721. };
  5722. /**
  5723. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  5724. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  5725. * @param vector defines the Vector3 to transform
  5726. * @param transformation defines the transformation matrix
  5727. * @param result defines the Vector3 where to store the result
  5728. */
  5729. Vector3.TransformNormalToRef = function (vector, transformation, result) {
  5730. this.TransformNormalFromFloatsToRef(vector.x, vector.y, vector.z, transformation, result);
  5731. };
  5732. /**
  5733. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  5734. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  5735. * @param x define the x coordinate of the source vector
  5736. * @param y define the y coordinate of the source vector
  5737. * @param z define the z coordinate of the source vector
  5738. * @param transformation defines the transformation matrix
  5739. * @param result defines the Vector3 where to store the result
  5740. */
  5741. Vector3.TransformNormalFromFloatsToRef = function (x, y, z, transformation, result) {
  5742. var m = transformation.m;
  5743. result.x = x * m[0] + y * m[4] + z * m[8];
  5744. result.y = x * m[1] + y * m[5] + z * m[9];
  5745. result.z = x * m[2] + y * m[6] + z * m[10];
  5746. };
  5747. /**
  5748. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  5749. * @param value1 defines the first control point
  5750. * @param value2 defines the second control point
  5751. * @param value3 defines the third control point
  5752. * @param value4 defines the fourth control point
  5753. * @param amount defines the amount on the spline to use
  5754. * @returns the new Vector3
  5755. */
  5756. Vector3.CatmullRom = function (value1, value2, value3, value4, amount) {
  5757. var squared = amount * amount;
  5758. var cubed = amount * squared;
  5759. var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) +
  5760. (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) +
  5761. ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed));
  5762. var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) +
  5763. (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) +
  5764. ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed));
  5765. var z = 0.5 * ((((2.0 * value2.z) + ((-value1.z + value3.z) * amount)) +
  5766. (((((2.0 * value1.z) - (5.0 * value2.z)) + (4.0 * value3.z)) - value4.z) * squared)) +
  5767. ((((-value1.z + (3.0 * value2.z)) - (3.0 * value3.z)) + value4.z) * cubed));
  5768. return new Vector3(x, y, z);
  5769. };
  5770. /**
  5771. * Returns a new Vector3 set with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max"
  5772. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  5773. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  5774. * @param value defines the current value
  5775. * @param min defines the lower range value
  5776. * @param max defines the upper range value
  5777. * @returns the new Vector3
  5778. */
  5779. Vector3.Clamp = function (value, min, max) {
  5780. var v = new Vector3();
  5781. Vector3.ClampToRef(value, min, max, v);
  5782. return v;
  5783. };
  5784. /**
  5785. * Sets the given vector "result" with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max"
  5786. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  5787. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  5788. * @param value defines the current value
  5789. * @param min defines the lower range value
  5790. * @param max defines the upper range value
  5791. * @param result defines the Vector3 where to store the result
  5792. */
  5793. Vector3.ClampToRef = function (value, min, max, result) {
  5794. var x = value.x;
  5795. x = (x > max.x) ? max.x : x;
  5796. x = (x < min.x) ? min.x : x;
  5797. var y = value.y;
  5798. y = (y > max.y) ? max.y : y;
  5799. y = (y < min.y) ? min.y : y;
  5800. var z = value.z;
  5801. z = (z > max.z) ? max.z : z;
  5802. z = (z < min.z) ? min.z : z;
  5803. result.copyFromFloats(x, y, z);
  5804. };
  5805. /**
  5806. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  5807. * @param value1 defines the first control point
  5808. * @param tangent1 defines the first tangent vector
  5809. * @param value2 defines the second control point
  5810. * @param tangent2 defines the second tangent vector
  5811. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  5812. * @returns the new Vector3
  5813. */
  5814. Vector3.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  5815. var squared = amount * amount;
  5816. var cubed = amount * squared;
  5817. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  5818. var part2 = (-2.0 * cubed) + (3.0 * squared);
  5819. var part3 = (cubed - (2.0 * squared)) + amount;
  5820. var part4 = cubed - squared;
  5821. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  5822. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  5823. var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4);
  5824. return new Vector3(x, y, z);
  5825. };
  5826. /**
  5827. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  5828. * @param start defines the start value
  5829. * @param end defines the end value
  5830. * @param amount max defines amount between both (between 0 and 1)
  5831. * @returns the new Vector3
  5832. */
  5833. Vector3.Lerp = function (start, end, amount) {
  5834. var result = new Vector3(0, 0, 0);
  5835. Vector3.LerpToRef(start, end, amount, result);
  5836. return result;
  5837. };
  5838. /**
  5839. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  5840. * @param start defines the start value
  5841. * @param end defines the end value
  5842. * @param amount max defines amount between both (between 0 and 1)
  5843. * @param result defines the Vector3 where to store the result
  5844. */
  5845. Vector3.LerpToRef = function (start, end, amount, result) {
  5846. result.x = start.x + ((end.x - start.x) * amount);
  5847. result.y = start.y + ((end.y - start.y) * amount);
  5848. result.z = start.z + ((end.z - start.z) * amount);
  5849. };
  5850. /**
  5851. * Returns the dot product (float) between the vectors "left" and "right"
  5852. * @param left defines the left operand
  5853. * @param right defines the right operand
  5854. * @returns the dot product
  5855. */
  5856. Vector3.Dot = function (left, right) {
  5857. return (left.x * right.x + left.y * right.y + left.z * right.z);
  5858. };
  5859. /**
  5860. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  5861. * The cross product is then orthogonal to both "left" and "right"
  5862. * @param left defines the left operand
  5863. * @param right defines the right operand
  5864. * @returns the cross product
  5865. */
  5866. Vector3.Cross = function (left, right) {
  5867. var result = Vector3.Zero();
  5868. Vector3.CrossToRef(left, right, result);
  5869. return result;
  5870. };
  5871. /**
  5872. * Sets the given vector "result" with the cross product of "left" and "right"
  5873. * The cross product is then orthogonal to both "left" and "right"
  5874. * @param left defines the left operand
  5875. * @param right defines the right operand
  5876. * @param result defines the Vector3 where to store the result
  5877. */
  5878. Vector3.CrossToRef = function (left, right, result) {
  5879. var x = left.y * right.z - left.z * right.y;
  5880. var y = left.z * right.x - left.x * right.z;
  5881. var z = left.x * right.y - left.y * right.x;
  5882. result.copyFromFloats(x, y, z);
  5883. };
  5884. /**
  5885. * Returns a new Vector3 as the normalization of the given vector
  5886. * @param vector defines the Vector3 to normalize
  5887. * @returns the new Vector3
  5888. */
  5889. Vector3.Normalize = function (vector) {
  5890. var result = Vector3.Zero();
  5891. Vector3.NormalizeToRef(vector, result);
  5892. return result;
  5893. };
  5894. /**
  5895. * Sets the given vector "result" with the normalization of the given first vector
  5896. * @param vector defines the Vector3 to normalize
  5897. * @param result defines the Vector3 where to store the result
  5898. */
  5899. Vector3.NormalizeToRef = function (vector, result) {
  5900. vector.normalizeToRef(result);
  5901. };
  5902. /**
  5903. * Project a Vector3 onto screen space
  5904. * @param vector defines the Vector3 to project
  5905. * @param world defines the world matrix to use
  5906. * @param transform defines the transform (view x projection) matrix to use
  5907. * @param viewport defines the screen viewport to use
  5908. * @returns the new Vector3
  5909. */
  5910. Vector3.Project = function (vector, world, transform, viewport) {
  5911. var cw = viewport.width;
  5912. var ch = viewport.height;
  5913. var cx = viewport.x;
  5914. var cy = viewport.y;
  5915. var viewportMatrix = MathTmp.Matrix[1];
  5916. Matrix.FromValuesToRef(cw / 2.0, 0, 0, 0, 0, -ch / 2.0, 0, 0, 0, 0, 0.5, 0, cx + cw / 2.0, ch / 2.0 + cy, 0.5, 1, viewportMatrix);
  5917. var matrix = MathTmp.Matrix[0];
  5918. world.multiplyToRef(transform, matrix);
  5919. matrix.multiplyToRef(viewportMatrix, matrix);
  5920. return Vector3.TransformCoordinates(vector, matrix);
  5921. };
  5922. /** @hidden */
  5923. Vector3.UnprojectFromInvertedMatrixToRef = function (source, matrix, result) {
  5924. Vector3.TransformCoordinatesToRef(source, matrix, result);
  5925. var m = matrix.m;
  5926. var num = source.x * m[3] + source.y * m[7] + source.z * m[11] + m[15];
  5927. if (BABYLON.Scalar.WithinEpsilon(num, 1.0)) {
  5928. result.scaleInPlace(1.0 / num);
  5929. }
  5930. };
  5931. /**
  5932. * Unproject from screen space to object space
  5933. * @param source defines the screen space Vector3 to use
  5934. * @param viewportWidth defines the current width of the viewport
  5935. * @param viewportHeight defines the current height of the viewport
  5936. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5937. * @param transform defines the transform (view x projection) matrix to use
  5938. * @returns the new Vector3
  5939. */
  5940. Vector3.UnprojectFromTransform = function (source, viewportWidth, viewportHeight, world, transform) {
  5941. var matrix = MathTmp.Matrix[0];
  5942. world.multiplyToRef(transform, matrix);
  5943. matrix.invert();
  5944. source.x = source.x / viewportWidth * 2 - 1;
  5945. source.y = -(source.y / viewportHeight * 2 - 1);
  5946. var vector = new Vector3();
  5947. Vector3.UnprojectFromInvertedMatrixToRef(source, matrix, vector);
  5948. return vector;
  5949. };
  5950. /**
  5951. * Unproject from screen space to object space
  5952. * @param source defines the screen space Vector3 to use
  5953. * @param viewportWidth defines the current width of the viewport
  5954. * @param viewportHeight defines the current height of the viewport
  5955. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5956. * @param view defines the view matrix to use
  5957. * @param projection defines the projection matrix to use
  5958. * @returns the new Vector3
  5959. */
  5960. Vector3.Unproject = function (source, viewportWidth, viewportHeight, world, view, projection) {
  5961. var result = Vector3.Zero();
  5962. Vector3.UnprojectToRef(source, viewportWidth, viewportHeight, world, view, projection, result);
  5963. return result;
  5964. };
  5965. /**
  5966. * Unproject from screen space to object space
  5967. * @param source defines the screen space Vector3 to use
  5968. * @param viewportWidth defines the current width of the viewport
  5969. * @param viewportHeight defines the current height of the viewport
  5970. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5971. * @param view defines the view matrix to use
  5972. * @param projection defines the projection matrix to use
  5973. * @param result defines the Vector3 where to store the result
  5974. */
  5975. Vector3.UnprojectToRef = function (source, viewportWidth, viewportHeight, world, view, projection, result) {
  5976. Vector3.UnprojectFloatsToRef(source.x, source.y, source.z, viewportWidth, viewportHeight, world, view, projection, result);
  5977. };
  5978. /**
  5979. * Unproject from screen space to object space
  5980. * @param sourceX defines the screen space x coordinate to use
  5981. * @param sourceY defines the screen space y coordinate to use
  5982. * @param sourceZ defines the screen space z coordinate to use
  5983. * @param viewportWidth defines the current width of the viewport
  5984. * @param viewportHeight defines the current height of the viewport
  5985. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5986. * @param view defines the view matrix to use
  5987. * @param projection defines the projection matrix to use
  5988. * @param result defines the Vector3 where to store the result
  5989. */
  5990. Vector3.UnprojectFloatsToRef = function (sourceX, sourceY, sourceZ, viewportWidth, viewportHeight, world, view, projection, result) {
  5991. var matrix = MathTmp.Matrix[0];
  5992. world.multiplyToRef(view, matrix);
  5993. matrix.multiplyToRef(projection, matrix);
  5994. matrix.invert();
  5995. var screenSource = MathTmp.Vector3[0];
  5996. screenSource.x = sourceX / viewportWidth * 2 - 1;
  5997. screenSource.y = -(sourceY / viewportHeight * 2 - 1);
  5998. screenSource.z = 2 * sourceZ - 1.0;
  5999. Vector3.UnprojectFromInvertedMatrixToRef(screenSource, matrix, result);
  6000. };
  6001. /**
  6002. * Unproject a ray from screen space to object space
  6003. * @param sourceX defines the screen space x coordinate to use
  6004. * @param sourceY defines the screen space y coordinate to use
  6005. * @param viewportWidth defines the current width of the viewport
  6006. * @param viewportHeight defines the current height of the viewport
  6007. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  6008. * @param view defines the view matrix to use
  6009. * @param projection defines the projection matrix to use
  6010. * @param ray defines the Ray where to store the result
  6011. */
  6012. Vector3.UnprojectRayToRef = function (sourceX, sourceY, viewportWidth, viewportHeight, world, view, projection, ray) {
  6013. var matrix = MathTmp.Matrix[0];
  6014. world.multiplyToRef(view, matrix);
  6015. matrix.multiplyToRef(projection, matrix);
  6016. matrix.invert();
  6017. var nearScreenSource = MathTmp.Vector3[0];
  6018. nearScreenSource.x = sourceX / viewportWidth * 2 - 1;
  6019. nearScreenSource.y = -(sourceY / viewportHeight * 2 - 1);
  6020. nearScreenSource.z = -1.0;
  6021. var farScreenSource = MathTmp.Vector3[1].copyFromFloats(nearScreenSource.x, nearScreenSource.y, 1.0);
  6022. var nearVec3 = MathTmp.Vector3[2];
  6023. var farVec3 = MathTmp.Vector3[3];
  6024. Vector3.UnprojectFromInvertedMatrixToRef(nearScreenSource, matrix, nearVec3);
  6025. Vector3.UnprojectFromInvertedMatrixToRef(farScreenSource, matrix, farVec3);
  6026. ray.origin.copyFrom(nearVec3);
  6027. farVec3.subtractToRef(nearVec3, ray.direction);
  6028. ray.direction.normalize();
  6029. };
  6030. /**
  6031. * Gets the minimal coordinate values between two Vector3
  6032. * @param left defines the first operand
  6033. * @param right defines the second operand
  6034. * @returns the new Vector3
  6035. */
  6036. Vector3.Minimize = function (left, right) {
  6037. var min = left.clone();
  6038. min.minimizeInPlace(right);
  6039. return min;
  6040. };
  6041. /**
  6042. * Gets the maximal coordinate values between two Vector3
  6043. * @param left defines the first operand
  6044. * @param right defines the second operand
  6045. * @returns the new Vector3
  6046. */
  6047. Vector3.Maximize = function (left, right) {
  6048. var max = left.clone();
  6049. max.maximizeInPlace(right);
  6050. return max;
  6051. };
  6052. /**
  6053. * Returns the distance between the vectors "value1" and "value2"
  6054. * @param value1 defines the first operand
  6055. * @param value2 defines the second operand
  6056. * @returns the distance
  6057. */
  6058. Vector3.Distance = function (value1, value2) {
  6059. return Math.sqrt(Vector3.DistanceSquared(value1, value2));
  6060. };
  6061. /**
  6062. * Returns the squared distance between the vectors "value1" and "value2"
  6063. * @param value1 defines the first operand
  6064. * @param value2 defines the second operand
  6065. * @returns the squared distance
  6066. */
  6067. Vector3.DistanceSquared = function (value1, value2) {
  6068. var x = value1.x - value2.x;
  6069. var y = value1.y - value2.y;
  6070. var z = value1.z - value2.z;
  6071. return (x * x) + (y * y) + (z * z);
  6072. };
  6073. /**
  6074. * Returns a new Vector3 located at the center between "value1" and "value2"
  6075. * @param value1 defines the first operand
  6076. * @param value2 defines the second operand
  6077. * @returns the new Vector3
  6078. */
  6079. Vector3.Center = function (value1, value2) {
  6080. var center = value1.add(value2);
  6081. center.scaleInPlace(0.5);
  6082. return center;
  6083. };
  6084. /**
  6085. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  6086. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  6087. * to something in order to rotate it from its local system to the given target system
  6088. * Note: axis1, axis2 and axis3 are normalized during this operation
  6089. * @param axis1 defines the first axis
  6090. * @param axis2 defines the second axis
  6091. * @param axis3 defines the third axis
  6092. * @returns a new Vector3
  6093. */
  6094. Vector3.RotationFromAxis = function (axis1, axis2, axis3) {
  6095. var rotation = Vector3.Zero();
  6096. Vector3.RotationFromAxisToRef(axis1, axis2, axis3, rotation);
  6097. return rotation;
  6098. };
  6099. /**
  6100. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  6101. * @param axis1 defines the first axis
  6102. * @param axis2 defines the second axis
  6103. * @param axis3 defines the third axis
  6104. * @param ref defines the Vector3 where to store the result
  6105. */
  6106. Vector3.RotationFromAxisToRef = function (axis1, axis2, axis3, ref) {
  6107. var quat = MathTmp.Quaternion[0];
  6108. Quaternion.RotationQuaternionFromAxisToRef(axis1, axis2, axis3, quat);
  6109. quat.toEulerAnglesToRef(ref);
  6110. };
  6111. return Vector3;
  6112. }());
  6113. BABYLON.Vector3 = Vector3;
  6114. /**
  6115. * Vector4 class created for EulerAngle class conversion to Quaternion
  6116. */
  6117. var Vector4 = /** @class */ (function () {
  6118. /**
  6119. * Creates a Vector4 object from the given floats.
  6120. * @param x x value of the vector
  6121. * @param y y value of the vector
  6122. * @param z z value of the vector
  6123. * @param w w value of the vector
  6124. */
  6125. function Vector4(
  6126. /** x value of the vector */
  6127. x,
  6128. /** y value of the vector */
  6129. y,
  6130. /** z value of the vector */
  6131. z,
  6132. /** w value of the vector */
  6133. w) {
  6134. this.x = x;
  6135. this.y = y;
  6136. this.z = z;
  6137. this.w = w;
  6138. }
  6139. /**
  6140. * Returns the string with the Vector4 coordinates.
  6141. * @returns a string containing all the vector values
  6142. */
  6143. Vector4.prototype.toString = function () {
  6144. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + " W:" + this.w + "}";
  6145. };
  6146. /**
  6147. * Returns the string "Vector4".
  6148. * @returns "Vector4"
  6149. */
  6150. Vector4.prototype.getClassName = function () {
  6151. return "Vector4";
  6152. };
  6153. /**
  6154. * Returns the Vector4 hash code.
  6155. * @returns a unique hash code
  6156. */
  6157. Vector4.prototype.getHashCode = function () {
  6158. var hash = this.x || 0;
  6159. hash = (hash * 397) ^ (this.y || 0);
  6160. hash = (hash * 397) ^ (this.z || 0);
  6161. hash = (hash * 397) ^ (this.w || 0);
  6162. return hash;
  6163. };
  6164. // Operators
  6165. /**
  6166. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  6167. * @returns the resulting array
  6168. */
  6169. Vector4.prototype.asArray = function () {
  6170. var result = new Array();
  6171. this.toArray(result, 0);
  6172. return result;
  6173. };
  6174. /**
  6175. * Populates the given array from the given index with the Vector4 coordinates.
  6176. * @param array array to populate
  6177. * @param index index of the array to start at (default: 0)
  6178. * @returns the Vector4.
  6179. */
  6180. Vector4.prototype.toArray = function (array, index) {
  6181. if (index === undefined) {
  6182. index = 0;
  6183. }
  6184. array[index] = this.x;
  6185. array[index + 1] = this.y;
  6186. array[index + 2] = this.z;
  6187. array[index + 3] = this.w;
  6188. return this;
  6189. };
  6190. /**
  6191. * Adds the given vector to the current Vector4.
  6192. * @param otherVector the vector to add
  6193. * @returns the updated Vector4.
  6194. */
  6195. Vector4.prototype.addInPlace = function (otherVector) {
  6196. this.x += otherVector.x;
  6197. this.y += otherVector.y;
  6198. this.z += otherVector.z;
  6199. this.w += otherVector.w;
  6200. return this;
  6201. };
  6202. /**
  6203. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  6204. * @param otherVector the vector to add
  6205. * @returns the resulting vector
  6206. */
  6207. Vector4.prototype.add = function (otherVector) {
  6208. return new Vector4(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z, this.w + otherVector.w);
  6209. };
  6210. /**
  6211. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  6212. * @param otherVector the vector to add
  6213. * @param result the vector to store the result
  6214. * @returns the current Vector4.
  6215. */
  6216. Vector4.prototype.addToRef = function (otherVector, result) {
  6217. result.x = this.x + otherVector.x;
  6218. result.y = this.y + otherVector.y;
  6219. result.z = this.z + otherVector.z;
  6220. result.w = this.w + otherVector.w;
  6221. return this;
  6222. };
  6223. /**
  6224. * Subtract in place the given vector from the current Vector4.
  6225. * @param otherVector the vector to subtract
  6226. * @returns the updated Vector4.
  6227. */
  6228. Vector4.prototype.subtractInPlace = function (otherVector) {
  6229. this.x -= otherVector.x;
  6230. this.y -= otherVector.y;
  6231. this.z -= otherVector.z;
  6232. this.w -= otherVector.w;
  6233. return this;
  6234. };
  6235. /**
  6236. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  6237. * @param otherVector the vector to add
  6238. * @returns the new vector with the result
  6239. */
  6240. Vector4.prototype.subtract = function (otherVector) {
  6241. return new Vector4(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z, this.w - otherVector.w);
  6242. };
  6243. /**
  6244. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  6245. * @param otherVector the vector to subtract
  6246. * @param result the vector to store the result
  6247. * @returns the current Vector4.
  6248. */
  6249. Vector4.prototype.subtractToRef = function (otherVector, result) {
  6250. result.x = this.x - otherVector.x;
  6251. result.y = this.y - otherVector.y;
  6252. result.z = this.z - otherVector.z;
  6253. result.w = this.w - otherVector.w;
  6254. return this;
  6255. };
  6256. /**
  6257. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  6258. */
  6259. /**
  6260. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  6261. * @param x value to subtract
  6262. * @param y value to subtract
  6263. * @param z value to subtract
  6264. * @param w value to subtract
  6265. * @returns new vector containing the result
  6266. */
  6267. Vector4.prototype.subtractFromFloats = function (x, y, z, w) {
  6268. return new Vector4(this.x - x, this.y - y, this.z - z, this.w - w);
  6269. };
  6270. /**
  6271. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  6272. * @param x value to subtract
  6273. * @param y value to subtract
  6274. * @param z value to subtract
  6275. * @param w value to subtract
  6276. * @param result the vector to store the result in
  6277. * @returns the current Vector4.
  6278. */
  6279. Vector4.prototype.subtractFromFloatsToRef = function (x, y, z, w, result) {
  6280. result.x = this.x - x;
  6281. result.y = this.y - y;
  6282. result.z = this.z - z;
  6283. result.w = this.w - w;
  6284. return this;
  6285. };
  6286. /**
  6287. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  6288. * @returns a new vector with the negated values
  6289. */
  6290. Vector4.prototype.negate = function () {
  6291. return new Vector4(-this.x, -this.y, -this.z, -this.w);
  6292. };
  6293. /**
  6294. * Multiplies the current Vector4 coordinates by scale (float).
  6295. * @param scale the number to scale with
  6296. * @returns the updated Vector4.
  6297. */
  6298. Vector4.prototype.scaleInPlace = function (scale) {
  6299. this.x *= scale;
  6300. this.y *= scale;
  6301. this.z *= scale;
  6302. this.w *= scale;
  6303. return this;
  6304. };
  6305. /**
  6306. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  6307. * @param scale the number to scale with
  6308. * @returns a new vector with the result
  6309. */
  6310. Vector4.prototype.scale = function (scale) {
  6311. return new Vector4(this.x * scale, this.y * scale, this.z * scale, this.w * scale);
  6312. };
  6313. /**
  6314. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  6315. * @param scale the number to scale with
  6316. * @param result a vector to store the result in
  6317. * @returns the current Vector4.
  6318. */
  6319. Vector4.prototype.scaleToRef = function (scale, result) {
  6320. result.x = this.x * scale;
  6321. result.y = this.y * scale;
  6322. result.z = this.z * scale;
  6323. result.w = this.w * scale;
  6324. return this;
  6325. };
  6326. /**
  6327. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  6328. * @param scale defines the scale factor
  6329. * @param result defines the Vector4 object where to store the result
  6330. * @returns the unmodified current Vector4
  6331. */
  6332. Vector4.prototype.scaleAndAddToRef = function (scale, result) {
  6333. result.x += this.x * scale;
  6334. result.y += this.y * scale;
  6335. result.z += this.z * scale;
  6336. result.w += this.w * scale;
  6337. return this;
  6338. };
  6339. /**
  6340. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  6341. * @param otherVector the vector to compare against
  6342. * @returns true if they are equal
  6343. */
  6344. Vector4.prototype.equals = function (otherVector) {
  6345. return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z && this.w === otherVector.w;
  6346. };
  6347. /**
  6348. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  6349. * @param otherVector vector to compare against
  6350. * @param epsilon (Default: very small number)
  6351. * @returns true if they are equal
  6352. */
  6353. Vector4.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  6354. if (epsilon === void 0) { epsilon = BABYLON.Epsilon; }
  6355. return otherVector
  6356. && BABYLON.Scalar.WithinEpsilon(this.x, otherVector.x, epsilon)
  6357. && BABYLON.Scalar.WithinEpsilon(this.y, otherVector.y, epsilon)
  6358. && BABYLON.Scalar.WithinEpsilon(this.z, otherVector.z, epsilon)
  6359. && BABYLON.Scalar.WithinEpsilon(this.w, otherVector.w, epsilon);
  6360. };
  6361. /**
  6362. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  6363. * @param x x value to compare against
  6364. * @param y y value to compare against
  6365. * @param z z value to compare against
  6366. * @param w w value to compare against
  6367. * @returns true if equal
  6368. */
  6369. Vector4.prototype.equalsToFloats = function (x, y, z, w) {
  6370. return this.x === x && this.y === y && this.z === z && this.w === w;
  6371. };
  6372. /**
  6373. * Multiplies in place the current Vector4 by the given one.
  6374. * @param otherVector vector to multiple with
  6375. * @returns the updated Vector4.
  6376. */
  6377. Vector4.prototype.multiplyInPlace = function (otherVector) {
  6378. this.x *= otherVector.x;
  6379. this.y *= otherVector.y;
  6380. this.z *= otherVector.z;
  6381. this.w *= otherVector.w;
  6382. return this;
  6383. };
  6384. /**
  6385. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  6386. * @param otherVector vector to multiple with
  6387. * @returns resulting new vector
  6388. */
  6389. Vector4.prototype.multiply = function (otherVector) {
  6390. return new Vector4(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z, this.w * otherVector.w);
  6391. };
  6392. /**
  6393. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  6394. * @param otherVector vector to multiple with
  6395. * @param result vector to store the result
  6396. * @returns the current Vector4.
  6397. */
  6398. Vector4.prototype.multiplyToRef = function (otherVector, result) {
  6399. result.x = this.x * otherVector.x;
  6400. result.y = this.y * otherVector.y;
  6401. result.z = this.z * otherVector.z;
  6402. result.w = this.w * otherVector.w;
  6403. return this;
  6404. };
  6405. /**
  6406. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  6407. * @param x x value multiply with
  6408. * @param y y value multiply with
  6409. * @param z z value multiply with
  6410. * @param w w value multiply with
  6411. * @returns resulting new vector
  6412. */
  6413. Vector4.prototype.multiplyByFloats = function (x, y, z, w) {
  6414. return new Vector4(this.x * x, this.y * y, this.z * z, this.w * w);
  6415. };
  6416. /**
  6417. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  6418. * @param otherVector vector to devide with
  6419. * @returns resulting new vector
  6420. */
  6421. Vector4.prototype.divide = function (otherVector) {
  6422. return new Vector4(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z, this.w / otherVector.w);
  6423. };
  6424. /**
  6425. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  6426. * @param otherVector vector to devide with
  6427. * @param result vector to store the result
  6428. * @returns the current Vector4.
  6429. */
  6430. Vector4.prototype.divideToRef = function (otherVector, result) {
  6431. result.x = this.x / otherVector.x;
  6432. result.y = this.y / otherVector.y;
  6433. result.z = this.z / otherVector.z;
  6434. result.w = this.w / otherVector.w;
  6435. return this;
  6436. };
  6437. /**
  6438. * Divides the current Vector3 coordinates by the given ones.
  6439. * @param otherVector vector to devide with
  6440. * @returns the updated Vector3.
  6441. */
  6442. Vector4.prototype.divideInPlace = function (otherVector) {
  6443. return this.divideToRef(otherVector, this);
  6444. };
  6445. /**
  6446. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  6447. * @param other defines the second operand
  6448. * @returns the current updated Vector4
  6449. */
  6450. Vector4.prototype.minimizeInPlace = function (other) {
  6451. if (other.x < this.x) {
  6452. this.x = other.x;
  6453. }
  6454. if (other.y < this.y) {
  6455. this.y = other.y;
  6456. }
  6457. if (other.z < this.z) {
  6458. this.z = other.z;
  6459. }
  6460. if (other.w < this.w) {
  6461. this.w = other.w;
  6462. }
  6463. return this;
  6464. };
  6465. /**
  6466. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  6467. * @param other defines the second operand
  6468. * @returns the current updated Vector4
  6469. */
  6470. Vector4.prototype.maximizeInPlace = function (other) {
  6471. if (other.x > this.x) {
  6472. this.x = other.x;
  6473. }
  6474. if (other.y > this.y) {
  6475. this.y = other.y;
  6476. }
  6477. if (other.z > this.z) {
  6478. this.z = other.z;
  6479. }
  6480. if (other.w > this.w) {
  6481. this.w = other.w;
  6482. }
  6483. return this;
  6484. };
  6485. /**
  6486. * Gets a new Vector4 from current Vector4 floored values
  6487. * @returns a new Vector4
  6488. */
  6489. Vector4.prototype.floor = function () {
  6490. return new Vector4(Math.floor(this.x), Math.floor(this.y), Math.floor(this.z), Math.floor(this.w));
  6491. };
  6492. /**
  6493. * Gets a new Vector4 from current Vector3 floored values
  6494. * @returns a new Vector4
  6495. */
  6496. Vector4.prototype.fract = function () {
  6497. return new Vector4(this.x - Math.floor(this.x), this.y - Math.floor(this.y), this.z - Math.floor(this.z), this.w - Math.floor(this.w));
  6498. };
  6499. // Properties
  6500. /**
  6501. * Returns the Vector4 length (float).
  6502. * @returns the length
  6503. */
  6504. Vector4.prototype.length = function () {
  6505. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
  6506. };
  6507. /**
  6508. * Returns the Vector4 squared length (float).
  6509. * @returns the length squared
  6510. */
  6511. Vector4.prototype.lengthSquared = function () {
  6512. return (this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
  6513. };
  6514. // Methods
  6515. /**
  6516. * Normalizes in place the Vector4.
  6517. * @returns the updated Vector4.
  6518. */
  6519. Vector4.prototype.normalize = function () {
  6520. var len = this.length();
  6521. if (len === 0) {
  6522. return this;
  6523. }
  6524. return this.scaleInPlace(1.0 / len);
  6525. };
  6526. /**
  6527. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  6528. * @returns this converted to a new vector3
  6529. */
  6530. Vector4.prototype.toVector3 = function () {
  6531. return new Vector3(this.x, this.y, this.z);
  6532. };
  6533. /**
  6534. * Returns a new Vector4 copied from the current one.
  6535. * @returns the new cloned vector
  6536. */
  6537. Vector4.prototype.clone = function () {
  6538. return new Vector4(this.x, this.y, this.z, this.w);
  6539. };
  6540. /**
  6541. * Updates the current Vector4 with the given one coordinates.
  6542. * @param source the source vector to copy from
  6543. * @returns the updated Vector4.
  6544. */
  6545. Vector4.prototype.copyFrom = function (source) {
  6546. this.x = source.x;
  6547. this.y = source.y;
  6548. this.z = source.z;
  6549. this.w = source.w;
  6550. return this;
  6551. };
  6552. /**
  6553. * Updates the current Vector4 coordinates with the given floats.
  6554. * @param x float to copy from
  6555. * @param y float to copy from
  6556. * @param z float to copy from
  6557. * @param w float to copy from
  6558. * @returns the updated Vector4.
  6559. */
  6560. Vector4.prototype.copyFromFloats = function (x, y, z, w) {
  6561. this.x = x;
  6562. this.y = y;
  6563. this.z = z;
  6564. this.w = w;
  6565. return this;
  6566. };
  6567. /**
  6568. * Updates the current Vector4 coordinates with the given floats.
  6569. * @param x float to set from
  6570. * @param y float to set from
  6571. * @param z float to set from
  6572. * @param w float to set from
  6573. * @returns the updated Vector4.
  6574. */
  6575. Vector4.prototype.set = function (x, y, z, w) {
  6576. return this.copyFromFloats(x, y, z, w);
  6577. };
  6578. /**
  6579. * Copies the given float to the current Vector3 coordinates
  6580. * @param v defines the x, y, z and w coordinates of the operand
  6581. * @returns the current updated Vector3
  6582. */
  6583. Vector4.prototype.setAll = function (v) {
  6584. this.x = this.y = this.z = this.w = v;
  6585. return this;
  6586. };
  6587. // Statics
  6588. /**
  6589. * Returns a new Vector4 set from the starting index of the given array.
  6590. * @param array the array to pull values from
  6591. * @param offset the offset into the array to start at
  6592. * @returns the new vector
  6593. */
  6594. Vector4.FromArray = function (array, offset) {
  6595. if (!offset) {
  6596. offset = 0;
  6597. }
  6598. return new Vector4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  6599. };
  6600. /**
  6601. * Updates the given vector "result" from the starting index of the given array.
  6602. * @param array the array to pull values from
  6603. * @param offset the offset into the array to start at
  6604. * @param result the vector to store the result in
  6605. */
  6606. Vector4.FromArrayToRef = function (array, offset, result) {
  6607. result.x = array[offset];
  6608. result.y = array[offset + 1];
  6609. result.z = array[offset + 2];
  6610. result.w = array[offset + 3];
  6611. };
  6612. /**
  6613. * Updates the given vector "result" from the starting index of the given Float32Array.
  6614. * @param array the array to pull values from
  6615. * @param offset the offset into the array to start at
  6616. * @param result the vector to store the result in
  6617. */
  6618. Vector4.FromFloatArrayToRef = function (array, offset, result) {
  6619. Vector4.FromArrayToRef(array, offset, result);
  6620. };
  6621. /**
  6622. * Updates the given vector "result" coordinates from the given floats.
  6623. * @param x float to set from
  6624. * @param y float to set from
  6625. * @param z float to set from
  6626. * @param w float to set from
  6627. * @param result the vector to the floats in
  6628. */
  6629. Vector4.FromFloatsToRef = function (x, y, z, w, result) {
  6630. result.x = x;
  6631. result.y = y;
  6632. result.z = z;
  6633. result.w = w;
  6634. };
  6635. /**
  6636. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  6637. * @returns the new vector
  6638. */
  6639. Vector4.Zero = function () {
  6640. return new Vector4(0.0, 0.0, 0.0, 0.0);
  6641. };
  6642. /**
  6643. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  6644. * @returns the new vector
  6645. */
  6646. Vector4.One = function () {
  6647. return new Vector4(1.0, 1.0, 1.0, 1.0);
  6648. };
  6649. /**
  6650. * Returns a new normalized Vector4 from the given one.
  6651. * @param vector the vector to normalize
  6652. * @returns the vector
  6653. */
  6654. Vector4.Normalize = function (vector) {
  6655. var result = Vector4.Zero();
  6656. Vector4.NormalizeToRef(vector, result);
  6657. return result;
  6658. };
  6659. /**
  6660. * Updates the given vector "result" from the normalization of the given one.
  6661. * @param vector the vector to normalize
  6662. * @param result the vector to store the result in
  6663. */
  6664. Vector4.NormalizeToRef = function (vector, result) {
  6665. result.copyFrom(vector);
  6666. result.normalize();
  6667. };
  6668. /**
  6669. * Returns a vector with the minimum values from the left and right vectors
  6670. * @param left left vector to minimize
  6671. * @param right right vector to minimize
  6672. * @returns a new vector with the minimum of the left and right vector values
  6673. */
  6674. Vector4.Minimize = function (left, right) {
  6675. var min = left.clone();
  6676. min.minimizeInPlace(right);
  6677. return min;
  6678. };
  6679. /**
  6680. * Returns a vector with the maximum values from the left and right vectors
  6681. * @param left left vector to maximize
  6682. * @param right right vector to maximize
  6683. * @returns a new vector with the maximum of the left and right vector values
  6684. */
  6685. Vector4.Maximize = function (left, right) {
  6686. var max = left.clone();
  6687. max.maximizeInPlace(right);
  6688. return max;
  6689. };
  6690. /**
  6691. * Returns the distance (float) between the vectors "value1" and "value2".
  6692. * @param value1 value to calulate the distance between
  6693. * @param value2 value to calulate the distance between
  6694. * @return the distance between the two vectors
  6695. */
  6696. Vector4.Distance = function (value1, value2) {
  6697. return Math.sqrt(Vector4.DistanceSquared(value1, value2));
  6698. };
  6699. /**
  6700. * Returns the squared distance (float) between the vectors "value1" and "value2".
  6701. * @param value1 value to calulate the distance between
  6702. * @param value2 value to calulate the distance between
  6703. * @return the distance between the two vectors squared
  6704. */
  6705. Vector4.DistanceSquared = function (value1, value2) {
  6706. var x = value1.x - value2.x;
  6707. var y = value1.y - value2.y;
  6708. var z = value1.z - value2.z;
  6709. var w = value1.w - value2.w;
  6710. return (x * x) + (y * y) + (z * z) + (w * w);
  6711. };
  6712. /**
  6713. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  6714. * @param value1 value to calulate the center between
  6715. * @param value2 value to calulate the center between
  6716. * @return the center between the two vectors
  6717. */
  6718. Vector4.Center = function (value1, value2) {
  6719. var center = value1.add(value2);
  6720. center.scaleInPlace(0.5);
  6721. return center;
  6722. };
  6723. /**
  6724. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  6725. * This methods computes transformed normalized direction vectors only.
  6726. * @param vector the vector to transform
  6727. * @param transformation the transformation matrix to apply
  6728. * @returns the new vector
  6729. */
  6730. Vector4.TransformNormal = function (vector, transformation) {
  6731. var result = Vector4.Zero();
  6732. Vector4.TransformNormalToRef(vector, transformation, result);
  6733. return result;
  6734. };
  6735. /**
  6736. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  6737. * This methods computes transformed normalized direction vectors only.
  6738. * @param vector the vector to transform
  6739. * @param transformation the transformation matrix to apply
  6740. * @param result the vector to store the result in
  6741. */
  6742. Vector4.TransformNormalToRef = function (vector, transformation, result) {
  6743. var m = transformation.m;
  6744. var x = (vector.x * m[0]) + (vector.y * m[4]) + (vector.z * m[8]);
  6745. var y = (vector.x * m[1]) + (vector.y * m[5]) + (vector.z * m[9]);
  6746. var z = (vector.x * m[2]) + (vector.y * m[6]) + (vector.z * m[10]);
  6747. result.x = x;
  6748. result.y = y;
  6749. result.z = z;
  6750. result.w = vector.w;
  6751. };
  6752. /**
  6753. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  6754. * This methods computes transformed normalized direction vectors only.
  6755. * @param x value to transform
  6756. * @param y value to transform
  6757. * @param z value to transform
  6758. * @param w value to transform
  6759. * @param transformation the transformation matrix to apply
  6760. * @param result the vector to store the results in
  6761. */
  6762. Vector4.TransformNormalFromFloatsToRef = function (x, y, z, w, transformation, result) {
  6763. var m = transformation.m;
  6764. result.x = (x * m[0]) + (y * m[4]) + (z * m[8]);
  6765. result.y = (x * m[1]) + (y * m[5]) + (z * m[9]);
  6766. result.z = (x * m[2]) + (y * m[6]) + (z * m[10]);
  6767. result.w = w;
  6768. };
  6769. return Vector4;
  6770. }());
  6771. BABYLON.Vector4 = Vector4;
  6772. /**
  6773. * Size containing widht and height
  6774. */
  6775. var Size = /** @class */ (function () {
  6776. /**
  6777. * Creates a Size object from the given width and height (floats).
  6778. * @param width width of the new size
  6779. * @param height height of the new size
  6780. */
  6781. function Size(width, height) {
  6782. this.width = width;
  6783. this.height = height;
  6784. }
  6785. /**
  6786. * Returns a string with the Size width and height
  6787. * @returns a string with the Size width and height
  6788. */
  6789. Size.prototype.toString = function () {
  6790. return "{W: " + this.width + ", H: " + this.height + "}";
  6791. };
  6792. /**
  6793. * "Size"
  6794. * @returns the string "Size"
  6795. */
  6796. Size.prototype.getClassName = function () {
  6797. return "Size";
  6798. };
  6799. /**
  6800. * Returns the Size hash code.
  6801. * @returns a hash code for a unique width and height
  6802. */
  6803. Size.prototype.getHashCode = function () {
  6804. var hash = this.width || 0;
  6805. hash = (hash * 397) ^ (this.height || 0);
  6806. return hash;
  6807. };
  6808. /**
  6809. * Updates the current size from the given one.
  6810. * @param src the given size
  6811. */
  6812. Size.prototype.copyFrom = function (src) {
  6813. this.width = src.width;
  6814. this.height = src.height;
  6815. };
  6816. /**
  6817. * Updates in place the current Size from the given floats.
  6818. * @param width width of the new size
  6819. * @param height height of the new size
  6820. * @returns the updated Size.
  6821. */
  6822. Size.prototype.copyFromFloats = function (width, height) {
  6823. this.width = width;
  6824. this.height = height;
  6825. return this;
  6826. };
  6827. /**
  6828. * Updates in place the current Size from the given floats.
  6829. * @param width width to set
  6830. * @param height height to set
  6831. * @returns the updated Size.
  6832. */
  6833. Size.prototype.set = function (width, height) {
  6834. return this.copyFromFloats(width, height);
  6835. };
  6836. /**
  6837. * Multiplies the width and height by numbers
  6838. * @param w factor to multiple the width by
  6839. * @param h factor to multiple the height by
  6840. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  6841. */
  6842. Size.prototype.multiplyByFloats = function (w, h) {
  6843. return new Size(this.width * w, this.height * h);
  6844. };
  6845. /**
  6846. * Clones the size
  6847. * @returns a new Size copied from the given one.
  6848. */
  6849. Size.prototype.clone = function () {
  6850. return new Size(this.width, this.height);
  6851. };
  6852. /**
  6853. * True if the current Size and the given one width and height are strictly equal.
  6854. * @param other the other size to compare against
  6855. * @returns True if the current Size and the given one width and height are strictly equal.
  6856. */
  6857. Size.prototype.equals = function (other) {
  6858. if (!other) {
  6859. return false;
  6860. }
  6861. return (this.width === other.width) && (this.height === other.height);
  6862. };
  6863. Object.defineProperty(Size.prototype, "surface", {
  6864. /**
  6865. * The surface of the Size : width * height (float).
  6866. */
  6867. get: function () {
  6868. return this.width * this.height;
  6869. },
  6870. enumerable: true,
  6871. configurable: true
  6872. });
  6873. /**
  6874. * Create a new size of zero
  6875. * @returns a new Size set to (0.0, 0.0)
  6876. */
  6877. Size.Zero = function () {
  6878. return new Size(0.0, 0.0);
  6879. };
  6880. /**
  6881. * Sums the width and height of two sizes
  6882. * @param otherSize size to add to this size
  6883. * @returns a new Size set as the addition result of the current Size and the given one.
  6884. */
  6885. Size.prototype.add = function (otherSize) {
  6886. var r = new Size(this.width + otherSize.width, this.height + otherSize.height);
  6887. return r;
  6888. };
  6889. /**
  6890. * Subtracts the width and height of two
  6891. * @param otherSize size to subtract to this size
  6892. * @returns a new Size set as the subtraction result of the given one from the current Size.
  6893. */
  6894. Size.prototype.subtract = function (otherSize) {
  6895. var r = new Size(this.width - otherSize.width, this.height - otherSize.height);
  6896. return r;
  6897. };
  6898. /**
  6899. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  6900. * @param start starting size to lerp between
  6901. * @param end end size to lerp between
  6902. * @param amount amount to lerp between the start and end values
  6903. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  6904. */
  6905. Size.Lerp = function (start, end, amount) {
  6906. var w = start.width + ((end.width - start.width) * amount);
  6907. var h = start.height + ((end.height - start.height) * amount);
  6908. return new Size(w, h);
  6909. };
  6910. return Size;
  6911. }());
  6912. BABYLON.Size = Size;
  6913. /**
  6914. * Class used to store quaternion data
  6915. * @see https://en.wikipedia.org/wiki/Quaternion
  6916. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  6917. */
  6918. var Quaternion = /** @class */ (function () {
  6919. /**
  6920. * Creates a new Quaternion from the given floats
  6921. * @param x defines the first component (0 by default)
  6922. * @param y defines the second component (0 by default)
  6923. * @param z defines the third component (0 by default)
  6924. * @param w defines the fourth component (1.0 by default)
  6925. */
  6926. function Quaternion(
  6927. /** defines the first component (0 by default) */
  6928. x,
  6929. /** defines the second component (0 by default) */
  6930. y,
  6931. /** defines the third component (0 by default) */
  6932. z,
  6933. /** defines the fourth component (1.0 by default) */
  6934. w) {
  6935. if (x === void 0) { x = 0.0; }
  6936. if (y === void 0) { y = 0.0; }
  6937. if (z === void 0) { z = 0.0; }
  6938. if (w === void 0) { w = 1.0; }
  6939. this.x = x;
  6940. this.y = y;
  6941. this.z = z;
  6942. this.w = w;
  6943. }
  6944. /**
  6945. * Gets a string representation for the current quaternion
  6946. * @returns a string with the Quaternion coordinates
  6947. */
  6948. Quaternion.prototype.toString = function () {
  6949. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + " W:" + this.w + "}";
  6950. };
  6951. /**
  6952. * Gets the class name of the quaternion
  6953. * @returns the string "Quaternion"
  6954. */
  6955. Quaternion.prototype.getClassName = function () {
  6956. return "Quaternion";
  6957. };
  6958. /**
  6959. * Gets a hash code for this quaternion
  6960. * @returns the quaternion hash code
  6961. */
  6962. Quaternion.prototype.getHashCode = function () {
  6963. var hash = this.x || 0;
  6964. hash = (hash * 397) ^ (this.y || 0);
  6965. hash = (hash * 397) ^ (this.z || 0);
  6966. hash = (hash * 397) ^ (this.w || 0);
  6967. return hash;
  6968. };
  6969. /**
  6970. * Copy the quaternion to an array
  6971. * @returns a new array populated with 4 elements from the quaternion coordinates
  6972. */
  6973. Quaternion.prototype.asArray = function () {
  6974. return [this.x, this.y, this.z, this.w];
  6975. };
  6976. /**
  6977. * Check if two quaternions are equals
  6978. * @param otherQuaternion defines the second operand
  6979. * @return true if the current quaternion and the given one coordinates are strictly equals
  6980. */
  6981. Quaternion.prototype.equals = function (otherQuaternion) {
  6982. return otherQuaternion && this.x === otherQuaternion.x && this.y === otherQuaternion.y && this.z === otherQuaternion.z && this.w === otherQuaternion.w;
  6983. };
  6984. /**
  6985. * Clone the current quaternion
  6986. * @returns a new quaternion copied from the current one
  6987. */
  6988. Quaternion.prototype.clone = function () {
  6989. return new Quaternion(this.x, this.y, this.z, this.w);
  6990. };
  6991. /**
  6992. * Copy a quaternion to the current one
  6993. * @param other defines the other quaternion
  6994. * @returns the updated current quaternion
  6995. */
  6996. Quaternion.prototype.copyFrom = function (other) {
  6997. this.x = other.x;
  6998. this.y = other.y;
  6999. this.z = other.z;
  7000. this.w = other.w;
  7001. return this;
  7002. };
  7003. /**
  7004. * Updates the current quaternion with the given float coordinates
  7005. * @param x defines the x coordinate
  7006. * @param y defines the y coordinate
  7007. * @param z defines the z coordinate
  7008. * @param w defines the w coordinate
  7009. * @returns the updated current quaternion
  7010. */
  7011. Quaternion.prototype.copyFromFloats = function (x, y, z, w) {
  7012. this.x = x;
  7013. this.y = y;
  7014. this.z = z;
  7015. this.w = w;
  7016. return this;
  7017. };
  7018. /**
  7019. * Updates the current quaternion from the given float coordinates
  7020. * @param x defines the x coordinate
  7021. * @param y defines the y coordinate
  7022. * @param z defines the z coordinate
  7023. * @param w defines the w coordinate
  7024. * @returns the updated current quaternion
  7025. */
  7026. Quaternion.prototype.set = function (x, y, z, w) {
  7027. return this.copyFromFloats(x, y, z, w);
  7028. };
  7029. /**
  7030. * Adds two quaternions
  7031. * @param other defines the second operand
  7032. * @returns a new quaternion as the addition result of the given one and the current quaternion
  7033. */
  7034. Quaternion.prototype.add = function (other) {
  7035. return new Quaternion(this.x + other.x, this.y + other.y, this.z + other.z, this.w + other.w);
  7036. };
  7037. /**
  7038. * Add a quaternion to the current one
  7039. * @param other defines the quaternion to add
  7040. * @returns the current quaternion
  7041. */
  7042. Quaternion.prototype.addInPlace = function (other) {
  7043. this.x += other.x;
  7044. this.y += other.y;
  7045. this.z += other.z;
  7046. this.w += other.w;
  7047. return this;
  7048. };
  7049. /**
  7050. * Subtract two quaternions
  7051. * @param other defines the second operand
  7052. * @returns a new quaternion as the subtraction result of the given one from the current one
  7053. */
  7054. Quaternion.prototype.subtract = function (other) {
  7055. return new Quaternion(this.x - other.x, this.y - other.y, this.z - other.z, this.w - other.w);
  7056. };
  7057. /**
  7058. * Multiplies the current quaternion by a scale factor
  7059. * @param value defines the scale factor
  7060. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  7061. */
  7062. Quaternion.prototype.scale = function (value) {
  7063. return new Quaternion(this.x * value, this.y * value, this.z * value, this.w * value);
  7064. };
  7065. /**
  7066. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  7067. * @param scale defines the scale factor
  7068. * @param result defines the Quaternion object where to store the result
  7069. * @returns the unmodified current quaternion
  7070. */
  7071. Quaternion.prototype.scaleToRef = function (scale, result) {
  7072. result.x = this.x * scale;
  7073. result.y = this.y * scale;
  7074. result.z = this.z * scale;
  7075. result.w = this.w * scale;
  7076. return this;
  7077. };
  7078. /**
  7079. * Multiplies in place the current quaternion by a scale factor
  7080. * @param value defines the scale factor
  7081. * @returns the current modified quaternion
  7082. */
  7083. Quaternion.prototype.scaleInPlace = function (value) {
  7084. this.x *= value;
  7085. this.y *= value;
  7086. this.z *= value;
  7087. this.w *= value;
  7088. return this;
  7089. };
  7090. /**
  7091. * Scale the current quaternion values by a factor and add the result to a given quaternion
  7092. * @param scale defines the scale factor
  7093. * @param result defines the Quaternion object where to store the result
  7094. * @returns the unmodified current quaternion
  7095. */
  7096. Quaternion.prototype.scaleAndAddToRef = function (scale, result) {
  7097. result.x += this.x * scale;
  7098. result.y += this.y * scale;
  7099. result.z += this.z * scale;
  7100. result.w += this.w * scale;
  7101. return this;
  7102. };
  7103. /**
  7104. * Multiplies two quaternions
  7105. * @param q1 defines the second operand
  7106. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  7107. */
  7108. Quaternion.prototype.multiply = function (q1) {
  7109. var result = new Quaternion(0, 0, 0, 1.0);
  7110. this.multiplyToRef(q1, result);
  7111. return result;
  7112. };
  7113. /**
  7114. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  7115. * @param q1 defines the second operand
  7116. * @param result defines the target quaternion
  7117. * @returns the current quaternion
  7118. */
  7119. Quaternion.prototype.multiplyToRef = function (q1, result) {
  7120. var x = this.x * q1.w + this.y * q1.z - this.z * q1.y + this.w * q1.x;
  7121. var y = -this.x * q1.z + this.y * q1.w + this.z * q1.x + this.w * q1.y;
  7122. var z = this.x * q1.y - this.y * q1.x + this.z * q1.w + this.w * q1.z;
  7123. var w = -this.x * q1.x - this.y * q1.y - this.z * q1.z + this.w * q1.w;
  7124. result.copyFromFloats(x, y, z, w);
  7125. return this;
  7126. };
  7127. /**
  7128. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  7129. * @param q1 defines the second operand
  7130. * @returns the currentupdated quaternion
  7131. */
  7132. Quaternion.prototype.multiplyInPlace = function (q1) {
  7133. this.multiplyToRef(q1, this);
  7134. return this;
  7135. };
  7136. /**
  7137. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  7138. * @param ref defines the target quaternion
  7139. * @returns the current quaternion
  7140. */
  7141. Quaternion.prototype.conjugateToRef = function (ref) {
  7142. ref.copyFromFloats(-this.x, -this.y, -this.z, this.w);
  7143. return this;
  7144. };
  7145. /**
  7146. * Conjugates in place (1-q) the current quaternion
  7147. * @returns the current updated quaternion
  7148. */
  7149. Quaternion.prototype.conjugateInPlace = function () {
  7150. this.x *= -1;
  7151. this.y *= -1;
  7152. this.z *= -1;
  7153. return this;
  7154. };
  7155. /**
  7156. * Conjugates in place (1-q) the current quaternion
  7157. * @returns a new quaternion
  7158. */
  7159. Quaternion.prototype.conjugate = function () {
  7160. var result = new Quaternion(-this.x, -this.y, -this.z, this.w);
  7161. return result;
  7162. };
  7163. /**
  7164. * Gets length of current quaternion
  7165. * @returns the quaternion length (float)
  7166. */
  7167. Quaternion.prototype.length = function () {
  7168. return Math.sqrt((this.x * this.x) + (this.y * this.y) + (this.z * this.z) + (this.w * this.w));
  7169. };
  7170. /**
  7171. * Normalize in place the current quaternion
  7172. * @returns the current updated quaternion
  7173. */
  7174. Quaternion.prototype.normalize = function () {
  7175. var length = 1.0 / this.length();
  7176. this.x *= length;
  7177. this.y *= length;
  7178. this.z *= length;
  7179. this.w *= length;
  7180. return this;
  7181. };
  7182. /**
  7183. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  7184. * @param order is a reserved parameter and is ignore for now
  7185. * @returns a new Vector3 containing the Euler angles
  7186. */
  7187. Quaternion.prototype.toEulerAngles = function (order) {
  7188. if (order === void 0) { order = "YZX"; }
  7189. var result = Vector3.Zero();
  7190. this.toEulerAnglesToRef(result, order);
  7191. return result;
  7192. };
  7193. /**
  7194. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  7195. * @param result defines the vector which will be filled with the Euler angles
  7196. * @param order is a reserved parameter and is ignore for now
  7197. * @returns the current unchanged quaternion
  7198. */
  7199. Quaternion.prototype.toEulerAnglesToRef = function (result, order) {
  7200. if (order === void 0) { order = "YZX"; }
  7201. var qz = this.z;
  7202. var qx = this.x;
  7203. var qy = this.y;
  7204. var qw = this.w;
  7205. var sqw = qw * qw;
  7206. var sqz = qz * qz;
  7207. var sqx = qx * qx;
  7208. var sqy = qy * qy;
  7209. var zAxisY = qy * qz - qx * qw;
  7210. var limit = .4999999;
  7211. if (zAxisY < -limit) {
  7212. result.y = 2 * Math.atan2(qy, qw);
  7213. result.x = Math.PI / 2;
  7214. result.z = 0;
  7215. }
  7216. else if (zAxisY > limit) {
  7217. result.y = 2 * Math.atan2(qy, qw);
  7218. result.x = -Math.PI / 2;
  7219. result.z = 0;
  7220. }
  7221. else {
  7222. result.z = Math.atan2(2.0 * (qx * qy + qz * qw), (-sqz - sqx + sqy + sqw));
  7223. result.x = Math.asin(-2.0 * (qz * qy - qx * qw));
  7224. result.y = Math.atan2(2.0 * (qz * qx + qy * qw), (sqz - sqx - sqy + sqw));
  7225. }
  7226. return this;
  7227. };
  7228. /**
  7229. * Updates the given rotation matrix with the current quaternion values
  7230. * @param result defines the target matrix
  7231. * @returns the current unchanged quaternion
  7232. */
  7233. Quaternion.prototype.toRotationMatrix = function (result) {
  7234. Matrix.FromQuaternionToRef(this, result);
  7235. return this;
  7236. };
  7237. /**
  7238. * Updates the current quaternion from the given rotation matrix values
  7239. * @param matrix defines the source matrix
  7240. * @returns the current updated quaternion
  7241. */
  7242. Quaternion.prototype.fromRotationMatrix = function (matrix) {
  7243. Quaternion.FromRotationMatrixToRef(matrix, this);
  7244. return this;
  7245. };
  7246. // Statics
  7247. /**
  7248. * Creates a new quaternion from a rotation matrix
  7249. * @param matrix defines the source matrix
  7250. * @returns a new quaternion created from the given rotation matrix values
  7251. */
  7252. Quaternion.FromRotationMatrix = function (matrix) {
  7253. var result = new Quaternion();
  7254. Quaternion.FromRotationMatrixToRef(matrix, result);
  7255. return result;
  7256. };
  7257. /**
  7258. * Updates the given quaternion with the given rotation matrix values
  7259. * @param matrix defines the source matrix
  7260. * @param result defines the target quaternion
  7261. */
  7262. Quaternion.FromRotationMatrixToRef = function (matrix, result) {
  7263. var data = matrix.m;
  7264. var m11 = data[0], m12 = data[4], m13 = data[8];
  7265. var m21 = data[1], m22 = data[5], m23 = data[9];
  7266. var m31 = data[2], m32 = data[6], m33 = data[10];
  7267. var trace = m11 + m22 + m33;
  7268. var s;
  7269. if (trace > 0) {
  7270. s = 0.5 / Math.sqrt(trace + 1.0);
  7271. result.w = 0.25 / s;
  7272. result.x = (m32 - m23) * s;
  7273. result.y = (m13 - m31) * s;
  7274. result.z = (m21 - m12) * s;
  7275. }
  7276. else if (m11 > m22 && m11 > m33) {
  7277. s = 2.0 * Math.sqrt(1.0 + m11 - m22 - m33);
  7278. result.w = (m32 - m23) / s;
  7279. result.x = 0.25 * s;
  7280. result.y = (m12 + m21) / s;
  7281. result.z = (m13 + m31) / s;
  7282. }
  7283. else if (m22 > m33) {
  7284. s = 2.0 * Math.sqrt(1.0 + m22 - m11 - m33);
  7285. result.w = (m13 - m31) / s;
  7286. result.x = (m12 + m21) / s;
  7287. result.y = 0.25 * s;
  7288. result.z = (m23 + m32) / s;
  7289. }
  7290. else {
  7291. s = 2.0 * Math.sqrt(1.0 + m33 - m11 - m22);
  7292. result.w = (m21 - m12) / s;
  7293. result.x = (m13 + m31) / s;
  7294. result.y = (m23 + m32) / s;
  7295. result.z = 0.25 * s;
  7296. }
  7297. };
  7298. /**
  7299. * Returns the dot product (float) between the quaternions "left" and "right"
  7300. * @param left defines the left operand
  7301. * @param right defines the right operand
  7302. * @returns the dot product
  7303. */
  7304. Quaternion.Dot = function (left, right) {
  7305. return (left.x * right.x + left.y * right.y + left.z * right.z + left.w * right.w);
  7306. };
  7307. /**
  7308. * Checks if the two quaternions are close to each other
  7309. * @param quat0 defines the first quaternion to check
  7310. * @param quat1 defines the second quaternion to check
  7311. * @returns true if the two quaternions are close to each other
  7312. */
  7313. Quaternion.AreClose = function (quat0, quat1) {
  7314. var dot = Quaternion.Dot(quat0, quat1);
  7315. return dot >= 0;
  7316. };
  7317. /**
  7318. * Creates an empty quaternion
  7319. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  7320. */
  7321. Quaternion.Zero = function () {
  7322. return new Quaternion(0.0, 0.0, 0.0, 0.0);
  7323. };
  7324. /**
  7325. * Inverse a given quaternion
  7326. * @param q defines the source quaternion
  7327. * @returns a new quaternion as the inverted current quaternion
  7328. */
  7329. Quaternion.Inverse = function (q) {
  7330. return new Quaternion(-q.x, -q.y, -q.z, q.w);
  7331. };
  7332. /**
  7333. * Inverse a given quaternion
  7334. * @param q defines the source quaternion
  7335. * @param result the quaternion the result will be stored in
  7336. * @returns the result quaternion
  7337. */
  7338. Quaternion.InverseToRef = function (q, result) {
  7339. result.set(-q.x, -q.y, -q.z, q.w);
  7340. return result;
  7341. };
  7342. /**
  7343. * Creates an identity quaternion
  7344. * @returns the identity quaternion
  7345. */
  7346. Quaternion.Identity = function () {
  7347. return new Quaternion(0.0, 0.0, 0.0, 1.0);
  7348. };
  7349. /**
  7350. * Gets a boolean indicating if the given quaternion is identity
  7351. * @param quaternion defines the quaternion to check
  7352. * @returns true if the quaternion is identity
  7353. */
  7354. Quaternion.IsIdentity = function (quaternion) {
  7355. return quaternion && quaternion.x === 0 && quaternion.y === 0 && quaternion.z === 0 && quaternion.w === 1;
  7356. };
  7357. /**
  7358. * Creates a quaternion from a rotation around an axis
  7359. * @param axis defines the axis to use
  7360. * @param angle defines the angle to use
  7361. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  7362. */
  7363. Quaternion.RotationAxis = function (axis, angle) {
  7364. return Quaternion.RotationAxisToRef(axis, angle, new Quaternion());
  7365. };
  7366. /**
  7367. * Creates a rotation around an axis and stores it into the given quaternion
  7368. * @param axis defines the axis to use
  7369. * @param angle defines the angle to use
  7370. * @param result defines the target quaternion
  7371. * @returns the target quaternion
  7372. */
  7373. Quaternion.RotationAxisToRef = function (axis, angle, result) {
  7374. var sin = Math.sin(angle / 2);
  7375. axis.normalize();
  7376. result.w = Math.cos(angle / 2);
  7377. result.x = axis.x * sin;
  7378. result.y = axis.y * sin;
  7379. result.z = axis.z * sin;
  7380. return result;
  7381. };
  7382. /**
  7383. * Creates a new quaternion from data stored into an array
  7384. * @param array defines the data source
  7385. * @param offset defines the offset in the source array where the data starts
  7386. * @returns a new quaternion
  7387. */
  7388. Quaternion.FromArray = function (array, offset) {
  7389. if (!offset) {
  7390. offset = 0;
  7391. }
  7392. return new Quaternion(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  7393. };
  7394. /**
  7395. * Create a quaternion from Euler rotation angles
  7396. * @param x Pitch
  7397. * @param y Yaw
  7398. * @param z Roll
  7399. * @returns the new Quaternion
  7400. */
  7401. Quaternion.FromEulerAngles = function (x, y, z) {
  7402. var q = new Quaternion();
  7403. Quaternion.RotationYawPitchRollToRef(y, x, z, q);
  7404. return q;
  7405. };
  7406. /**
  7407. * Updates a quaternion from Euler rotation angles
  7408. * @param x Pitch
  7409. * @param y Yaw
  7410. * @param z Roll
  7411. * @param result the quaternion to store the result
  7412. * @returns the updated quaternion
  7413. */
  7414. Quaternion.FromEulerAnglesToRef = function (x, y, z, result) {
  7415. Quaternion.RotationYawPitchRollToRef(y, x, z, result);
  7416. return result;
  7417. };
  7418. /**
  7419. * Create a quaternion from Euler rotation vector
  7420. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  7421. * @returns the new Quaternion
  7422. */
  7423. Quaternion.FromEulerVector = function (vec) {
  7424. var q = new Quaternion();
  7425. Quaternion.RotationYawPitchRollToRef(vec.y, vec.x, vec.z, q);
  7426. return q;
  7427. };
  7428. /**
  7429. * Updates a quaternion from Euler rotation vector
  7430. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  7431. * @param result the quaternion to store the result
  7432. * @returns the updated quaternion
  7433. */
  7434. Quaternion.FromEulerVectorToRef = function (vec, result) {
  7435. Quaternion.RotationYawPitchRollToRef(vec.y, vec.x, vec.z, result);
  7436. return result;
  7437. };
  7438. /**
  7439. * Creates a new quaternion from the given Euler float angles (y, x, z)
  7440. * @param yaw defines the rotation around Y axis
  7441. * @param pitch defines the rotation around X axis
  7442. * @param roll defines the rotation around Z axis
  7443. * @returns the new quaternion
  7444. */
  7445. Quaternion.RotationYawPitchRoll = function (yaw, pitch, roll) {
  7446. var q = new Quaternion();
  7447. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, q);
  7448. return q;
  7449. };
  7450. /**
  7451. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  7452. * @param yaw defines the rotation around Y axis
  7453. * @param pitch defines the rotation around X axis
  7454. * @param roll defines the rotation around Z axis
  7455. * @param result defines the target quaternion
  7456. */
  7457. Quaternion.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {
  7458. // Produces a quaternion from Euler angles in the z-y-x orientation (Tait-Bryan angles)
  7459. var halfRoll = roll * 0.5;
  7460. var halfPitch = pitch * 0.5;
  7461. var halfYaw = yaw * 0.5;
  7462. var sinRoll = Math.sin(halfRoll);
  7463. var cosRoll = Math.cos(halfRoll);
  7464. var sinPitch = Math.sin(halfPitch);
  7465. var cosPitch = Math.cos(halfPitch);
  7466. var sinYaw = Math.sin(halfYaw);
  7467. var cosYaw = Math.cos(halfYaw);
  7468. result.x = (cosYaw * sinPitch * cosRoll) + (sinYaw * cosPitch * sinRoll);
  7469. result.y = (sinYaw * cosPitch * cosRoll) - (cosYaw * sinPitch * sinRoll);
  7470. result.z = (cosYaw * cosPitch * sinRoll) - (sinYaw * sinPitch * cosRoll);
  7471. result.w = (cosYaw * cosPitch * cosRoll) + (sinYaw * sinPitch * sinRoll);
  7472. };
  7473. /**
  7474. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  7475. * @param alpha defines the rotation around first axis
  7476. * @param beta defines the rotation around second axis
  7477. * @param gamma defines the rotation around third axis
  7478. * @returns the new quaternion
  7479. */
  7480. Quaternion.RotationAlphaBetaGamma = function (alpha, beta, gamma) {
  7481. var result = new Quaternion();
  7482. Quaternion.RotationAlphaBetaGammaToRef(alpha, beta, gamma, result);
  7483. return result;
  7484. };
  7485. /**
  7486. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  7487. * @param alpha defines the rotation around first axis
  7488. * @param beta defines the rotation around second axis
  7489. * @param gamma defines the rotation around third axis
  7490. * @param result defines the target quaternion
  7491. */
  7492. Quaternion.RotationAlphaBetaGammaToRef = function (alpha, beta, gamma, result) {
  7493. // Produces a quaternion from Euler angles in the z-x-z orientation
  7494. var halfGammaPlusAlpha = (gamma + alpha) * 0.5;
  7495. var halfGammaMinusAlpha = (gamma - alpha) * 0.5;
  7496. var halfBeta = beta * 0.5;
  7497. result.x = Math.cos(halfGammaMinusAlpha) * Math.sin(halfBeta);
  7498. result.y = Math.sin(halfGammaMinusAlpha) * Math.sin(halfBeta);
  7499. result.z = Math.sin(halfGammaPlusAlpha) * Math.cos(halfBeta);
  7500. result.w = Math.cos(halfGammaPlusAlpha) * Math.cos(halfBeta);
  7501. };
  7502. /**
  7503. * Creates a new quaternion containing the rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation)
  7504. * @param axis1 defines the first axis
  7505. * @param axis2 defines the second axis
  7506. * @param axis3 defines the third axis
  7507. * @returns the new quaternion
  7508. */
  7509. Quaternion.RotationQuaternionFromAxis = function (axis1, axis2, axis3) {
  7510. var quat = new Quaternion(0.0, 0.0, 0.0, 0.0);
  7511. Quaternion.RotationQuaternionFromAxisToRef(axis1, axis2, axis3, quat);
  7512. return quat;
  7513. };
  7514. /**
  7515. * Creates a rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation) and stores it in the target quaternion
  7516. * @param axis1 defines the first axis
  7517. * @param axis2 defines the second axis
  7518. * @param axis3 defines the third axis
  7519. * @param ref defines the target quaternion
  7520. */
  7521. Quaternion.RotationQuaternionFromAxisToRef = function (axis1, axis2, axis3, ref) {
  7522. var rotMat = MathTmp.Matrix[0];
  7523. Matrix.FromXYZAxesToRef(axis1.normalize(), axis2.normalize(), axis3.normalize(), rotMat);
  7524. Quaternion.FromRotationMatrixToRef(rotMat, ref);
  7525. };
  7526. /**
  7527. * Interpolates between two quaternions
  7528. * @param left defines first quaternion
  7529. * @param right defines second quaternion
  7530. * @param amount defines the gradient to use
  7531. * @returns the new interpolated quaternion
  7532. */
  7533. Quaternion.Slerp = function (left, right, amount) {
  7534. var result = Quaternion.Identity();
  7535. Quaternion.SlerpToRef(left, right, amount, result);
  7536. return result;
  7537. };
  7538. /**
  7539. * Interpolates between two quaternions and stores it into a target quaternion
  7540. * @param left defines first quaternion
  7541. * @param right defines second quaternion
  7542. * @param amount defines the gradient to use
  7543. * @param result defines the target quaternion
  7544. */
  7545. Quaternion.SlerpToRef = function (left, right, amount, result) {
  7546. var num2;
  7547. var num3;
  7548. var num4 = (((left.x * right.x) + (left.y * right.y)) + (left.z * right.z)) + (left.w * right.w);
  7549. var flag = false;
  7550. if (num4 < 0) {
  7551. flag = true;
  7552. num4 = -num4;
  7553. }
  7554. if (num4 > 0.999999) {
  7555. num3 = 1 - amount;
  7556. num2 = flag ? -amount : amount;
  7557. }
  7558. else {
  7559. var num5 = Math.acos(num4);
  7560. var num6 = (1.0 / Math.sin(num5));
  7561. num3 = (Math.sin((1.0 - amount) * num5)) * num6;
  7562. num2 = flag ? ((-Math.sin(amount * num5)) * num6) : ((Math.sin(amount * num5)) * num6);
  7563. }
  7564. result.x = (num3 * left.x) + (num2 * right.x);
  7565. result.y = (num3 * left.y) + (num2 * right.y);
  7566. result.z = (num3 * left.z) + (num2 * right.z);
  7567. result.w = (num3 * left.w) + (num2 * right.w);
  7568. };
  7569. /**
  7570. * Interpolate between two quaternions using Hermite interpolation
  7571. * @param value1 defines first quaternion
  7572. * @param tangent1 defines the incoming tangent
  7573. * @param value2 defines second quaternion
  7574. * @param tangent2 defines the outgoing tangent
  7575. * @param amount defines the target quaternion
  7576. * @returns the new interpolated quaternion
  7577. */
  7578. Quaternion.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  7579. var squared = amount * amount;
  7580. var cubed = amount * squared;
  7581. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  7582. var part2 = (-2.0 * cubed) + (3.0 * squared);
  7583. var part3 = (cubed - (2.0 * squared)) + amount;
  7584. var part4 = cubed - squared;
  7585. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  7586. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  7587. var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4);
  7588. var w = (((value1.w * part1) + (value2.w * part2)) + (tangent1.w * part3)) + (tangent2.w * part4);
  7589. return new Quaternion(x, y, z, w);
  7590. };
  7591. return Quaternion;
  7592. }());
  7593. BABYLON.Quaternion = Quaternion;
  7594. /**
  7595. * Class used to store matrix data (4x4)
  7596. */
  7597. var Matrix = /** @class */ (function () {
  7598. /**
  7599. * Creates an empty matrix (filled with zeros)
  7600. */
  7601. function Matrix() {
  7602. this._isIdentity = false;
  7603. this._isIdentityDirty = true;
  7604. this._isIdentity3x2 = true;
  7605. this._isIdentity3x2Dirty = true;
  7606. this._m = new Float32Array(16);
  7607. this._updateIdentityStatus(false);
  7608. }
  7609. Object.defineProperty(Matrix.prototype, "m", {
  7610. /**
  7611. * Gets the internal data of the matrix
  7612. */
  7613. get: function () { return this._m; },
  7614. enumerable: true,
  7615. configurable: true
  7616. });
  7617. /** @hidden */
  7618. Matrix.prototype._markAsUpdated = function () {
  7619. this.updateFlag = Matrix._updateFlagSeed++;
  7620. this._isIdentity = false;
  7621. this._isIdentity3x2 = false;
  7622. this._isIdentityDirty = true;
  7623. this._isIdentity3x2Dirty = true;
  7624. };
  7625. /** @hidden */
  7626. Matrix.prototype._updateIdentityStatus = function (isIdentity, isIdentityDirty, isIdentity3x2, isIdentity3x2Dirty) {
  7627. if (isIdentityDirty === void 0) { isIdentityDirty = false; }
  7628. if (isIdentity3x2 === void 0) { isIdentity3x2 = false; }
  7629. if (isIdentity3x2Dirty === void 0) { isIdentity3x2Dirty = true; }
  7630. this.updateFlag = Matrix._updateFlagSeed++;
  7631. this._isIdentity = isIdentity;
  7632. this._isIdentity3x2 = isIdentity || isIdentity3x2;
  7633. this._isIdentityDirty = this._isIdentity ? false : isIdentityDirty;
  7634. this._isIdentity3x2Dirty = this._isIdentity3x2 ? false : isIdentity3x2Dirty;
  7635. };
  7636. // Properties
  7637. /**
  7638. * Check if the current matrix is identity
  7639. * @returns true is the matrix is the identity matrix
  7640. */
  7641. Matrix.prototype.isIdentity = function () {
  7642. if (this._isIdentityDirty) {
  7643. this._isIdentityDirty = false;
  7644. var m = this._m;
  7645. this._isIdentity = (m[0] === 1.0 && m[1] === 0.0 && m[2] === 0.0 && m[3] === 0.0 &&
  7646. m[4] === 0.0 && m[5] === 1.0 && m[6] === 0.0 && m[7] === 0.0 &&
  7647. m[8] === 0.0 && m[9] === 0.0 && m[10] === 1.0 && m[11] === 0.0 &&
  7648. m[12] === 0.0 && m[13] === 0.0 && m[14] === 0.0 && m[15] === 1.0);
  7649. }
  7650. return this._isIdentity;
  7651. };
  7652. /**
  7653. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  7654. * @returns true is the matrix is the identity matrix
  7655. */
  7656. Matrix.prototype.isIdentityAs3x2 = function () {
  7657. if (this._isIdentity3x2Dirty) {
  7658. this._isIdentity3x2Dirty = false;
  7659. if (this._m[0] !== 1.0 || this._m[5] !== 1.0 || this._m[15] !== 1.0) {
  7660. this._isIdentity3x2 = false;
  7661. }
  7662. else if (this._m[1] !== 0.0 || this._m[2] !== 0.0 || this._m[3] !== 0.0 ||
  7663. this._m[4] !== 0.0 || this._m[6] !== 0.0 || this._m[7] !== 0.0 ||
  7664. this._m[8] !== 0.0 || this._m[9] !== 0.0 || this._m[10] !== 0.0 || this._m[11] !== 0.0 ||
  7665. this._m[12] !== 0.0 || this._m[13] !== 0.0 || this._m[14] !== 0.0) {
  7666. this._isIdentity3x2 = false;
  7667. }
  7668. else {
  7669. this._isIdentity3x2 = true;
  7670. }
  7671. }
  7672. return this._isIdentity3x2;
  7673. };
  7674. /**
  7675. * Gets the determinant of the matrix
  7676. * @returns the matrix determinant
  7677. */
  7678. Matrix.prototype.determinant = function () {
  7679. if (this._isIdentity === true) {
  7680. return 1;
  7681. }
  7682. var m = this._m;
  7683. var m00 = m[0], m01 = m[1], m02 = m[2], m03 = m[3];
  7684. var m10 = m[4], m11 = m[5], m12 = m[6], m13 = m[7];
  7685. var m20 = m[8], m21 = m[9], m22 = m[10], m23 = m[11];
  7686. var m30 = m[12], m31 = m[13], m32 = m[14], m33 = m[15];
  7687. // https://en.wikipedia.org/wiki/Laplace_expansion
  7688. // to compute the deterrminant of a 4x4 Matrix we compute the cofactors of any row or column,
  7689. // then we multiply each Cofactor by its corresponding matrix value and sum them all to get the determinant
  7690. // Cofactor(i, j) = sign(i,j) * det(Minor(i, j))
  7691. // where
  7692. // - sign(i,j) = (i+j) % 2 === 0 ? 1 : -1
  7693. // - Minor(i, j) is the 3x3 matrix we get by removing row i and column j from current Matrix
  7694. //
  7695. // Here we do that for the 1st row.
  7696. var det_22_33 = m22 * m33 - m32 * m23;
  7697. var det_21_33 = m21 * m33 - m31 * m23;
  7698. var det_21_32 = m21 * m32 - m31 * m22;
  7699. var det_20_33 = m20 * m33 - m30 * m23;
  7700. var det_20_32 = m20 * m32 - m22 * m30;
  7701. var det_20_31 = m20 * m31 - m30 * m21;
  7702. var cofact_00 = +(m11 * det_22_33 - m12 * det_21_33 + m13 * det_21_32);
  7703. var cofact_01 = -(m10 * det_22_33 - m12 * det_20_33 + m13 * det_20_32);
  7704. var cofact_02 = +(m10 * det_21_33 - m11 * det_20_33 + m13 * det_20_31);
  7705. var cofact_03 = -(m10 * det_21_32 - m11 * det_20_32 + m12 * det_20_31);
  7706. return m00 * cofact_00 + m01 * cofact_01 + m02 * cofact_02 + m03 * cofact_03;
  7707. };
  7708. // Methods
  7709. /**
  7710. * Returns the matrix as a Float32Array
  7711. * @returns the matrix underlying array
  7712. */
  7713. Matrix.prototype.toArray = function () {
  7714. return this._m;
  7715. };
  7716. /**
  7717. * Returns the matrix as a Float32Array
  7718. * @returns the matrix underlying array.
  7719. */
  7720. Matrix.prototype.asArray = function () {
  7721. return this._m;
  7722. };
  7723. /**
  7724. * Inverts the current matrix in place
  7725. * @returns the current inverted matrix
  7726. */
  7727. Matrix.prototype.invert = function () {
  7728. this.invertToRef(this);
  7729. return this;
  7730. };
  7731. /**
  7732. * Sets all the matrix elements to zero
  7733. * @returns the current matrix
  7734. */
  7735. Matrix.prototype.reset = function () {
  7736. Matrix.FromValuesToRef(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, this);
  7737. this._updateIdentityStatus(false);
  7738. return this;
  7739. };
  7740. /**
  7741. * Adds the current matrix with a second one
  7742. * @param other defines the matrix to add
  7743. * @returns a new matrix as the addition of the current matrix and the given one
  7744. */
  7745. Matrix.prototype.add = function (other) {
  7746. var result = new Matrix();
  7747. this.addToRef(other, result);
  7748. return result;
  7749. };
  7750. /**
  7751. * Sets the given matrix "result" to the addition of the current matrix and the given one
  7752. * @param other defines the matrix to add
  7753. * @param result defines the target matrix
  7754. * @returns the current matrix
  7755. */
  7756. Matrix.prototype.addToRef = function (other, result) {
  7757. var m = this._m;
  7758. var resultM = result._m;
  7759. var otherM = other.m;
  7760. for (var index = 0; index < 16; index++) {
  7761. resultM[index] = m[index] + otherM[index];
  7762. }
  7763. result._markAsUpdated();
  7764. return this;
  7765. };
  7766. /**
  7767. * Adds in place the given matrix to the current matrix
  7768. * @param other defines the second operand
  7769. * @returns the current updated matrix
  7770. */
  7771. Matrix.prototype.addToSelf = function (other) {
  7772. var m = this._m;
  7773. var otherM = other.m;
  7774. for (var index = 0; index < 16; index++) {
  7775. m[index] += otherM[index];
  7776. }
  7777. this._markAsUpdated();
  7778. return this;
  7779. };
  7780. /**
  7781. * Sets the given matrix to the current inverted Matrix
  7782. * @param other defines the target matrix
  7783. * @returns the unmodified current matrix
  7784. */
  7785. Matrix.prototype.invertToRef = function (other) {
  7786. if (this._isIdentity === true) {
  7787. Matrix.IdentityToRef(other);
  7788. return this;
  7789. }
  7790. // the inverse of a Matrix is the transpose of cofactor matrix divided by the determinant
  7791. var m = this._m;
  7792. var m00 = m[0], m01 = m[1], m02 = m[2], m03 = m[3];
  7793. var m10 = m[4], m11 = m[5], m12 = m[6], m13 = m[7];
  7794. var m20 = m[8], m21 = m[9], m22 = m[10], m23 = m[11];
  7795. var m30 = m[12], m31 = m[13], m32 = m[14], m33 = m[15];
  7796. var det_22_33 = m22 * m33 - m32 * m23;
  7797. var det_21_33 = m21 * m33 - m31 * m23;
  7798. var det_21_32 = m21 * m32 - m31 * m22;
  7799. var det_20_33 = m20 * m33 - m30 * m23;
  7800. var det_20_32 = m20 * m32 - m22 * m30;
  7801. var det_20_31 = m20 * m31 - m30 * m21;
  7802. var cofact_00 = +(m11 * det_22_33 - m12 * det_21_33 + m13 * det_21_32);
  7803. var cofact_01 = -(m10 * det_22_33 - m12 * det_20_33 + m13 * det_20_32);
  7804. var cofact_02 = +(m10 * det_21_33 - m11 * det_20_33 + m13 * det_20_31);
  7805. var cofact_03 = -(m10 * det_21_32 - m11 * det_20_32 + m12 * det_20_31);
  7806. var det = m00 * cofact_00 + m01 * cofact_01 + m02 * cofact_02 + m03 * cofact_03;
  7807. if (det === 0) {
  7808. // not invertible
  7809. other.copyFrom(this);
  7810. return this;
  7811. }
  7812. var detInv = 1 / det;
  7813. var det_12_33 = m12 * m33 - m32 * m13;
  7814. var det_11_33 = m11 * m33 - m31 * m13;
  7815. var det_11_32 = m11 * m32 - m31 * m12;
  7816. var det_10_33 = m10 * m33 - m30 * m13;
  7817. var det_10_32 = m10 * m32 - m30 * m12;
  7818. var det_10_31 = m10 * m31 - m30 * m11;
  7819. var det_12_23 = m12 * m23 - m22 * m13;
  7820. var det_11_23 = m11 * m23 - m21 * m13;
  7821. var det_11_22 = m11 * m22 - m21 * m12;
  7822. var det_10_23 = m10 * m23 - m20 * m13;
  7823. var det_10_22 = m10 * m22 - m20 * m12;
  7824. var det_10_21 = m10 * m21 - m20 * m11;
  7825. var cofact_10 = -(m01 * det_22_33 - m02 * det_21_33 + m03 * det_21_32);
  7826. var cofact_11 = +(m00 * det_22_33 - m02 * det_20_33 + m03 * det_20_32);
  7827. var cofact_12 = -(m00 * det_21_33 - m01 * det_20_33 + m03 * det_20_31);
  7828. var cofact_13 = +(m00 * det_21_32 - m01 * det_20_32 + m02 * det_20_31);
  7829. var cofact_20 = +(m01 * det_12_33 - m02 * det_11_33 + m03 * det_11_32);
  7830. var cofact_21 = -(m00 * det_12_33 - m02 * det_10_33 + m03 * det_10_32);
  7831. var cofact_22 = +(m00 * det_11_33 - m01 * det_10_33 + m03 * det_10_31);
  7832. var cofact_23 = -(m00 * det_11_32 - m01 * det_10_32 + m02 * det_10_31);
  7833. var cofact_30 = -(m01 * det_12_23 - m02 * det_11_23 + m03 * det_11_22);
  7834. var cofact_31 = +(m00 * det_12_23 - m02 * det_10_23 + m03 * det_10_22);
  7835. var cofact_32 = -(m00 * det_11_23 - m01 * det_10_23 + m03 * det_10_21);
  7836. var cofact_33 = +(m00 * det_11_22 - m01 * det_10_22 + m02 * det_10_21);
  7837. Matrix.FromValuesToRef(cofact_00 * detInv, cofact_10 * detInv, cofact_20 * detInv, cofact_30 * detInv, cofact_01 * detInv, cofact_11 * detInv, cofact_21 * detInv, cofact_31 * detInv, cofact_02 * detInv, cofact_12 * detInv, cofact_22 * detInv, cofact_32 * detInv, cofact_03 * detInv, cofact_13 * detInv, cofact_23 * detInv, cofact_33 * detInv, other);
  7838. return this;
  7839. };
  7840. /**
  7841. * add a value at the specified position in the current Matrix
  7842. * @param index the index of the value within the matrix. between 0 and 15.
  7843. * @param value the value to be added
  7844. * @returns the current updated matrix
  7845. */
  7846. Matrix.prototype.addAtIndex = function (index, value) {
  7847. this._m[index] += value;
  7848. this._markAsUpdated();
  7849. return this;
  7850. };
  7851. /**
  7852. * mutiply the specified position in the current Matrix by a value
  7853. * @param index the index of the value within the matrix. between 0 and 15.
  7854. * @param value the value to be added
  7855. * @returns the current updated matrix
  7856. */
  7857. Matrix.prototype.multiplyAtIndex = function (index, value) {
  7858. this._m[index] *= value;
  7859. this._markAsUpdated();
  7860. return this;
  7861. };
  7862. /**
  7863. * Inserts the translation vector (using 3 floats) in the current matrix
  7864. * @param x defines the 1st component of the translation
  7865. * @param y defines the 2nd component of the translation
  7866. * @param z defines the 3rd component of the translation
  7867. * @returns the current updated matrix
  7868. */
  7869. Matrix.prototype.setTranslationFromFloats = function (x, y, z) {
  7870. this._m[12] = x;
  7871. this._m[13] = y;
  7872. this._m[14] = z;
  7873. this._markAsUpdated();
  7874. return this;
  7875. };
  7876. /**
  7877. * Inserts the translation vector in the current matrix
  7878. * @param vector3 defines the translation to insert
  7879. * @returns the current updated matrix
  7880. */
  7881. Matrix.prototype.setTranslation = function (vector3) {
  7882. return this.setTranslationFromFloats(vector3.x, vector3.y, vector3.z);
  7883. };
  7884. /**
  7885. * Gets the translation value of the current matrix
  7886. * @returns a new Vector3 as the extracted translation from the matrix
  7887. */
  7888. Matrix.prototype.getTranslation = function () {
  7889. return new Vector3(this._m[12], this._m[13], this._m[14]);
  7890. };
  7891. /**
  7892. * Fill a Vector3 with the extracted translation from the matrix
  7893. * @param result defines the Vector3 where to store the translation
  7894. * @returns the current matrix
  7895. */
  7896. Matrix.prototype.getTranslationToRef = function (result) {
  7897. result.x = this._m[12];
  7898. result.y = this._m[13];
  7899. result.z = this._m[14];
  7900. return this;
  7901. };
  7902. /**
  7903. * Remove rotation and scaling part from the matrix
  7904. * @returns the updated matrix
  7905. */
  7906. Matrix.prototype.removeRotationAndScaling = function () {
  7907. var m = this.m;
  7908. Matrix.FromValuesToRef(1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, m[12], m[13], m[14], m[15], this);
  7909. this._updateIdentityStatus(m[12] === 0 && m[13] === 0 && m[14] === 0 && m[15] === 1);
  7910. return this;
  7911. };
  7912. /**
  7913. * Multiply two matrices
  7914. * @param other defines the second operand
  7915. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  7916. */
  7917. Matrix.prototype.multiply = function (other) {
  7918. var result = new Matrix();
  7919. this.multiplyToRef(other, result);
  7920. return result;
  7921. };
  7922. /**
  7923. * Copy the current matrix from the given one
  7924. * @param other defines the source matrix
  7925. * @returns the current updated matrix
  7926. */
  7927. Matrix.prototype.copyFrom = function (other) {
  7928. other.copyToArray(this._m);
  7929. var o = other;
  7930. this._updateIdentityStatus(o._isIdentity, o._isIdentityDirty, o._isIdentity3x2, o._isIdentity3x2Dirty);
  7931. return this;
  7932. };
  7933. /**
  7934. * Populates the given array from the starting index with the current matrix values
  7935. * @param array defines the target array
  7936. * @param offset defines the offset in the target array where to start storing values
  7937. * @returns the current matrix
  7938. */
  7939. Matrix.prototype.copyToArray = function (array, offset) {
  7940. if (offset === void 0) { offset = 0; }
  7941. for (var index = 0; index < 16; index++) {
  7942. array[offset + index] = this._m[index];
  7943. }
  7944. return this;
  7945. };
  7946. /**
  7947. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  7948. * @param other defines the second operand
  7949. * @param result defines the matrix where to store the multiplication
  7950. * @returns the current matrix
  7951. */
  7952. Matrix.prototype.multiplyToRef = function (other, result) {
  7953. if (this._isIdentity) {
  7954. result.copyFrom(other);
  7955. return this;
  7956. }
  7957. if (other._isIdentity) {
  7958. result.copyFrom(this);
  7959. return this;
  7960. }
  7961. this.multiplyToArray(other, result._m, 0);
  7962. result._markAsUpdated();
  7963. return this;
  7964. };
  7965. /**
  7966. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  7967. * @param other defines the second operand
  7968. * @param result defines the array where to store the multiplication
  7969. * @param offset defines the offset in the target array where to start storing values
  7970. * @returns the current matrix
  7971. */
  7972. Matrix.prototype.multiplyToArray = function (other, result, offset) {
  7973. var m = this._m;
  7974. var otherM = other.m;
  7975. var tm0 = m[0], tm1 = m[1], tm2 = m[2], tm3 = m[3];
  7976. var tm4 = m[4], tm5 = m[5], tm6 = m[6], tm7 = m[7];
  7977. var tm8 = m[8], tm9 = m[9], tm10 = m[10], tm11 = m[11];
  7978. var tm12 = m[12], tm13 = m[13], tm14 = m[14], tm15 = m[15];
  7979. var om0 = otherM[0], om1 = otherM[1], om2 = otherM[2], om3 = otherM[3];
  7980. var om4 = otherM[4], om5 = otherM[5], om6 = otherM[6], om7 = otherM[7];
  7981. var om8 = otherM[8], om9 = otherM[9], om10 = otherM[10], om11 = otherM[11];
  7982. var om12 = otherM[12], om13 = otherM[13], om14 = otherM[14], om15 = otherM[15];
  7983. result[offset] = tm0 * om0 + tm1 * om4 + tm2 * om8 + tm3 * om12;
  7984. result[offset + 1] = tm0 * om1 + tm1 * om5 + tm2 * om9 + tm3 * om13;
  7985. result[offset + 2] = tm0 * om2 + tm1 * om6 + tm2 * om10 + tm3 * om14;
  7986. result[offset + 3] = tm0 * om3 + tm1 * om7 + tm2 * om11 + tm3 * om15;
  7987. result[offset + 4] = tm4 * om0 + tm5 * om4 + tm6 * om8 + tm7 * om12;
  7988. result[offset + 5] = tm4 * om1 + tm5 * om5 + tm6 * om9 + tm7 * om13;
  7989. result[offset + 6] = tm4 * om2 + tm5 * om6 + tm6 * om10 + tm7 * om14;
  7990. result[offset + 7] = tm4 * om3 + tm5 * om7 + tm6 * om11 + tm7 * om15;
  7991. result[offset + 8] = tm8 * om0 + tm9 * om4 + tm10 * om8 + tm11 * om12;
  7992. result[offset + 9] = tm8 * om1 + tm9 * om5 + tm10 * om9 + tm11 * om13;
  7993. result[offset + 10] = tm8 * om2 + tm9 * om6 + tm10 * om10 + tm11 * om14;
  7994. result[offset + 11] = tm8 * om3 + tm9 * om7 + tm10 * om11 + tm11 * om15;
  7995. result[offset + 12] = tm12 * om0 + tm13 * om4 + tm14 * om8 + tm15 * om12;
  7996. result[offset + 13] = tm12 * om1 + tm13 * om5 + tm14 * om9 + tm15 * om13;
  7997. result[offset + 14] = tm12 * om2 + tm13 * om6 + tm14 * om10 + tm15 * om14;
  7998. result[offset + 15] = tm12 * om3 + tm13 * om7 + tm14 * om11 + tm15 * om15;
  7999. return this;
  8000. };
  8001. /**
  8002. * Check equality between this matrix and a second one
  8003. * @param value defines the second matrix to compare
  8004. * @returns true is the current matrix and the given one values are strictly equal
  8005. */
  8006. Matrix.prototype.equals = function (value) {
  8007. var other = value;
  8008. if (!other) {
  8009. return false;
  8010. }
  8011. if (this._isIdentity || other._isIdentity) {
  8012. if (!this._isIdentityDirty && !other._isIdentityDirty) {
  8013. return this._isIdentity && other._isIdentity;
  8014. }
  8015. }
  8016. var m = this.m;
  8017. var om = other.m;
  8018. return (m[0] === om[0] && m[1] === om[1] && m[2] === om[2] && m[3] === om[3] &&
  8019. m[4] === om[4] && m[5] === om[5] && m[6] === om[6] && m[7] === om[7] &&
  8020. m[8] === om[8] && m[9] === om[9] && m[10] === om[10] && m[11] === om[11] &&
  8021. m[12] === om[12] && m[13] === om[13] && m[14] === om[14] && m[15] === om[15]);
  8022. };
  8023. /**
  8024. * Clone the current matrix
  8025. * @returns a new matrix from the current matrix
  8026. */
  8027. Matrix.prototype.clone = function () {
  8028. var matrix = new Matrix();
  8029. matrix.copyFrom(this);
  8030. return matrix;
  8031. };
  8032. /**
  8033. * Returns the name of the current matrix class
  8034. * @returns the string "Matrix"
  8035. */
  8036. Matrix.prototype.getClassName = function () {
  8037. return "Matrix";
  8038. };
  8039. /**
  8040. * Gets the hash code of the current matrix
  8041. * @returns the hash code
  8042. */
  8043. Matrix.prototype.getHashCode = function () {
  8044. var hash = this._m[0] || 0;
  8045. for (var i = 1; i < 16; i++) {
  8046. hash = (hash * 397) ^ (this._m[i] || 0);
  8047. }
  8048. return hash;
  8049. };
  8050. /**
  8051. * Decomposes the current Matrix into a translation, rotation and scaling components
  8052. * @param scale defines the scale vector3 given as a reference to update
  8053. * @param rotation defines the rotation quaternion given as a reference to update
  8054. * @param translation defines the translation vector3 given as a reference to update
  8055. * @returns true if operation was successful
  8056. */
  8057. Matrix.prototype.decompose = function (scale, rotation, translation) {
  8058. if (this._isIdentity) {
  8059. if (translation) {
  8060. translation.setAll(0);
  8061. }
  8062. if (scale) {
  8063. scale.setAll(1);
  8064. }
  8065. if (rotation) {
  8066. rotation.copyFromFloats(0, 0, 0, 1);
  8067. }
  8068. return true;
  8069. }
  8070. var m = this._m;
  8071. if (translation) {
  8072. translation.copyFromFloats(m[12], m[13], m[14]);
  8073. }
  8074. scale = scale || MathTmp.Vector3[0];
  8075. scale.x = Math.sqrt(m[0] * m[0] + m[1] * m[1] + m[2] * m[2]);
  8076. scale.y = Math.sqrt(m[4] * m[4] + m[5] * m[5] + m[6] * m[6]);
  8077. scale.z = Math.sqrt(m[8] * m[8] + m[9] * m[9] + m[10] * m[10]);
  8078. if (this.determinant() <= 0) {
  8079. scale.y *= -1;
  8080. }
  8081. if (scale.x === 0 || scale.y === 0 || scale.z === 0) {
  8082. if (rotation) {
  8083. rotation.copyFromFloats(0.0, 0.0, 0.0, 1.0);
  8084. }
  8085. return false;
  8086. }
  8087. if (rotation) {
  8088. var sx = 1 / scale.x, sy = 1 / scale.y, sz = 1 / scale.z;
  8089. Matrix.FromValuesToRef(m[0] * sx, m[1] * sx, m[2] * sx, 0.0, m[4] * sy, m[5] * sy, m[6] * sy, 0.0, m[8] * sz, m[9] * sz, m[10] * sz, 0.0, 0.0, 0.0, 0.0, 1.0, MathTmp.Matrix[0]);
  8090. Quaternion.FromRotationMatrixToRef(MathTmp.Matrix[0], rotation);
  8091. }
  8092. return true;
  8093. };
  8094. /**
  8095. * Gets specific row of the matrix
  8096. * @param index defines the number of the row to get
  8097. * @returns the index-th row of the current matrix as a new Vector4
  8098. */
  8099. Matrix.prototype.getRow = function (index) {
  8100. if (index < 0 || index > 3) {
  8101. return null;
  8102. }
  8103. var i = index * 4;
  8104. return new Vector4(this._m[i + 0], this._m[i + 1], this._m[i + 2], this._m[i + 3]);
  8105. };
  8106. /**
  8107. * Sets the index-th row of the current matrix to the vector4 values
  8108. * @param index defines the number of the row to set
  8109. * @param row defines the target vector4
  8110. * @returns the updated current matrix
  8111. */
  8112. Matrix.prototype.setRow = function (index, row) {
  8113. return this.setRowFromFloats(index, row.x, row.y, row.z, row.w);
  8114. };
  8115. /**
  8116. * Compute the transpose of the matrix
  8117. * @returns the new transposed matrix
  8118. */
  8119. Matrix.prototype.transpose = function () {
  8120. return Matrix.Transpose(this);
  8121. };
  8122. /**
  8123. * Compute the transpose of the matrix and store it in a given matrix
  8124. * @param result defines the target matrix
  8125. * @returns the current matrix
  8126. */
  8127. Matrix.prototype.transposeToRef = function (result) {
  8128. Matrix.TransposeToRef(this, result);
  8129. return this;
  8130. };
  8131. /**
  8132. * Sets the index-th row of the current matrix with the given 4 x float values
  8133. * @param index defines the row index
  8134. * @param x defines the x component to set
  8135. * @param y defines the y component to set
  8136. * @param z defines the z component to set
  8137. * @param w defines the w component to set
  8138. * @returns the updated current matrix
  8139. */
  8140. Matrix.prototype.setRowFromFloats = function (index, x, y, z, w) {
  8141. if (index < 0 || index > 3) {
  8142. return this;
  8143. }
  8144. var i = index * 4;
  8145. this._m[i + 0] = x;
  8146. this._m[i + 1] = y;
  8147. this._m[i + 2] = z;
  8148. this._m[i + 3] = w;
  8149. this._markAsUpdated();
  8150. return this;
  8151. };
  8152. /**
  8153. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  8154. * @param scale defines the scale factor
  8155. * @returns a new matrix
  8156. */
  8157. Matrix.prototype.scale = function (scale) {
  8158. var result = new Matrix();
  8159. this.scaleToRef(scale, result);
  8160. return result;
  8161. };
  8162. /**
  8163. * Scale the current matrix values by a factor to a given result matrix
  8164. * @param scale defines the scale factor
  8165. * @param result defines the matrix to store the result
  8166. * @returns the current matrix
  8167. */
  8168. Matrix.prototype.scaleToRef = function (scale, result) {
  8169. for (var index = 0; index < 16; index++) {
  8170. result._m[index] = this._m[index] * scale;
  8171. }
  8172. result._markAsUpdated();
  8173. return this;
  8174. };
  8175. /**
  8176. * Scale the current matrix values by a factor and add the result to a given matrix
  8177. * @param scale defines the scale factor
  8178. * @param result defines the Matrix to store the result
  8179. * @returns the current matrix
  8180. */
  8181. Matrix.prototype.scaleAndAddToRef = function (scale, result) {
  8182. for (var index = 0; index < 16; index++) {
  8183. result._m[index] += this._m[index] * scale;
  8184. }
  8185. result._markAsUpdated();
  8186. return this;
  8187. };
  8188. /**
  8189. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  8190. * @param ref matrix to store the result
  8191. */
  8192. Matrix.prototype.toNormalMatrix = function (ref) {
  8193. var tmp = MathTmp.Matrix[0];
  8194. this.invertToRef(tmp);
  8195. tmp.transposeToRef(ref);
  8196. var m = ref._m;
  8197. Matrix.FromValuesToRef(m[0], m[1], m[2], 0.0, m[4], m[5], m[6], 0.0, m[8], m[9], m[10], 0.0, 0.0, 0.0, 0.0, 1.0, ref);
  8198. };
  8199. /**
  8200. * Gets only rotation part of the current matrix
  8201. * @returns a new matrix sets to the extracted rotation matrix from the current one
  8202. */
  8203. Matrix.prototype.getRotationMatrix = function () {
  8204. var result = new Matrix();
  8205. this.getRotationMatrixToRef(result);
  8206. return result;
  8207. };
  8208. /**
  8209. * Extracts the rotation matrix from the current one and sets it as the given "result"
  8210. * @param result defines the target matrix to store data to
  8211. * @returns the current matrix
  8212. */
  8213. Matrix.prototype.getRotationMatrixToRef = function (result) {
  8214. var scale = MathTmp.Vector3[0];
  8215. if (!this.decompose(scale)) {
  8216. Matrix.IdentityToRef(result);
  8217. return this;
  8218. }
  8219. var m = this._m;
  8220. var sx = 1 / scale.x, sy = 1 / scale.y, sz = 1 / scale.z;
  8221. Matrix.FromValuesToRef(m[0] * sx, m[1] * sx, m[2] * sx, 0.0, m[4] * sy, m[5] * sy, m[6] * sy, 0.0, m[8] * sz, m[9] * sz, m[10] * sz, 0.0, 0.0, 0.0, 0.0, 1.0, result);
  8222. return this;
  8223. };
  8224. /**
  8225. * Toggles model matrix from being right handed to left handed in place and vice versa
  8226. */
  8227. Matrix.prototype.toggleModelMatrixHandInPlace = function () {
  8228. var m = this._m;
  8229. m[2] *= -1;
  8230. m[6] *= -1;
  8231. m[8] *= -1;
  8232. m[9] *= -1;
  8233. m[14] *= -1;
  8234. this._markAsUpdated();
  8235. };
  8236. /**
  8237. * Toggles projection matrix from being right handed to left handed in place and vice versa
  8238. */
  8239. Matrix.prototype.toggleProjectionMatrixHandInPlace = function () {
  8240. var m = this._m;
  8241. m[8] *= -1;
  8242. m[9] *= -1;
  8243. m[10] *= -1;
  8244. m[11] *= -1;
  8245. this._markAsUpdated();
  8246. };
  8247. // Statics
  8248. /**
  8249. * Creates a matrix from an array
  8250. * @param array defines the source array
  8251. * @param offset defines an offset in the source array
  8252. * @returns a new Matrix set from the starting index of the given array
  8253. */
  8254. Matrix.FromArray = function (array, offset) {
  8255. if (offset === void 0) { offset = 0; }
  8256. var result = new Matrix();
  8257. Matrix.FromArrayToRef(array, offset, result);
  8258. return result;
  8259. };
  8260. /**
  8261. * Copy the content of an array into a given matrix
  8262. * @param array defines the source array
  8263. * @param offset defines an offset in the source array
  8264. * @param result defines the target matrix
  8265. */
  8266. Matrix.FromArrayToRef = function (array, offset, result) {
  8267. for (var index = 0; index < 16; index++) {
  8268. result._m[index] = array[index + offset];
  8269. }
  8270. result._markAsUpdated();
  8271. };
  8272. /**
  8273. * Stores an array into a matrix after having multiplied each component by a given factor
  8274. * @param array defines the source array
  8275. * @param offset defines the offset in the source array
  8276. * @param scale defines the scaling factor
  8277. * @param result defines the target matrix
  8278. */
  8279. Matrix.FromFloat32ArrayToRefScaled = function (array, offset, scale, result) {
  8280. for (var index = 0; index < 16; index++) {
  8281. result._m[index] = array[index + offset] * scale;
  8282. }
  8283. result._markAsUpdated();
  8284. };
  8285. Object.defineProperty(Matrix, "IdentityReadOnly", {
  8286. /**
  8287. * Gets an identity matrix that must not be updated
  8288. */
  8289. get: function () {
  8290. return Matrix._identityReadOnly;
  8291. },
  8292. enumerable: true,
  8293. configurable: true
  8294. });
  8295. /**
  8296. * Stores a list of values (16) inside a given matrix
  8297. * @param initialM11 defines 1st value of 1st row
  8298. * @param initialM12 defines 2nd value of 1st row
  8299. * @param initialM13 defines 3rd value of 1st row
  8300. * @param initialM14 defines 4th value of 1st row
  8301. * @param initialM21 defines 1st value of 2nd row
  8302. * @param initialM22 defines 2nd value of 2nd row
  8303. * @param initialM23 defines 3rd value of 2nd row
  8304. * @param initialM24 defines 4th value of 2nd row
  8305. * @param initialM31 defines 1st value of 3rd row
  8306. * @param initialM32 defines 2nd value of 3rd row
  8307. * @param initialM33 defines 3rd value of 3rd row
  8308. * @param initialM34 defines 4th value of 3rd row
  8309. * @param initialM41 defines 1st value of 4th row
  8310. * @param initialM42 defines 2nd value of 4th row
  8311. * @param initialM43 defines 3rd value of 4th row
  8312. * @param initialM44 defines 4th value of 4th row
  8313. * @param result defines the target matrix
  8314. */
  8315. Matrix.FromValuesToRef = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44, result) {
  8316. var m = result._m;
  8317. m[0] = initialM11;
  8318. m[1] = initialM12;
  8319. m[2] = initialM13;
  8320. m[3] = initialM14;
  8321. m[4] = initialM21;
  8322. m[5] = initialM22;
  8323. m[6] = initialM23;
  8324. m[7] = initialM24;
  8325. m[8] = initialM31;
  8326. m[9] = initialM32;
  8327. m[10] = initialM33;
  8328. m[11] = initialM34;
  8329. m[12] = initialM41;
  8330. m[13] = initialM42;
  8331. m[14] = initialM43;
  8332. m[15] = initialM44;
  8333. result._markAsUpdated();
  8334. };
  8335. /**
  8336. * Creates new matrix from a list of values (16)
  8337. * @param initialM11 defines 1st value of 1st row
  8338. * @param initialM12 defines 2nd value of 1st row
  8339. * @param initialM13 defines 3rd value of 1st row
  8340. * @param initialM14 defines 4th value of 1st row
  8341. * @param initialM21 defines 1st value of 2nd row
  8342. * @param initialM22 defines 2nd value of 2nd row
  8343. * @param initialM23 defines 3rd value of 2nd row
  8344. * @param initialM24 defines 4th value of 2nd row
  8345. * @param initialM31 defines 1st value of 3rd row
  8346. * @param initialM32 defines 2nd value of 3rd row
  8347. * @param initialM33 defines 3rd value of 3rd row
  8348. * @param initialM34 defines 4th value of 3rd row
  8349. * @param initialM41 defines 1st value of 4th row
  8350. * @param initialM42 defines 2nd value of 4th row
  8351. * @param initialM43 defines 3rd value of 4th row
  8352. * @param initialM44 defines 4th value of 4th row
  8353. * @returns the new matrix
  8354. */
  8355. Matrix.FromValues = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44) {
  8356. var result = new Matrix();
  8357. var m = result._m;
  8358. m[0] = initialM11;
  8359. m[1] = initialM12;
  8360. m[2] = initialM13;
  8361. m[3] = initialM14;
  8362. m[4] = initialM21;
  8363. m[5] = initialM22;
  8364. m[6] = initialM23;
  8365. m[7] = initialM24;
  8366. m[8] = initialM31;
  8367. m[9] = initialM32;
  8368. m[10] = initialM33;
  8369. m[11] = initialM34;
  8370. m[12] = initialM41;
  8371. m[13] = initialM42;
  8372. m[14] = initialM43;
  8373. m[15] = initialM44;
  8374. result._markAsUpdated();
  8375. return result;
  8376. };
  8377. /**
  8378. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  8379. * @param scale defines the scale vector3
  8380. * @param rotation defines the rotation quaternion
  8381. * @param translation defines the translation vector3
  8382. * @returns a new matrix
  8383. */
  8384. Matrix.Compose = function (scale, rotation, translation) {
  8385. var result = new Matrix();
  8386. Matrix.ComposeToRef(scale, rotation, translation, result);
  8387. return result;
  8388. };
  8389. /**
  8390. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  8391. * @param scale defines the scale vector3
  8392. * @param rotation defines the rotation quaternion
  8393. * @param translation defines the translation vector3
  8394. * @param result defines the target matrix
  8395. */
  8396. Matrix.ComposeToRef = function (scale, rotation, translation, result) {
  8397. Matrix.ScalingToRef(scale.x, scale.y, scale.z, MathTmp.Matrix[1]);
  8398. rotation.toRotationMatrix(MathTmp.Matrix[0]);
  8399. MathTmp.Matrix[1].multiplyToRef(MathTmp.Matrix[0], result);
  8400. result.setTranslation(translation);
  8401. };
  8402. /**
  8403. * Creates a new identity matrix
  8404. * @returns a new identity matrix
  8405. */
  8406. Matrix.Identity = function () {
  8407. var identity = Matrix.FromValues(1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0);
  8408. identity._updateIdentityStatus(true);
  8409. return identity;
  8410. };
  8411. /**
  8412. * Creates a new identity matrix and stores the result in a given matrix
  8413. * @param result defines the target matrix
  8414. */
  8415. Matrix.IdentityToRef = function (result) {
  8416. Matrix.FromValuesToRef(1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, result);
  8417. result._updateIdentityStatus(true);
  8418. };
  8419. /**
  8420. * Creates a new zero matrix
  8421. * @returns a new zero matrix
  8422. */
  8423. Matrix.Zero = function () {
  8424. var zero = Matrix.FromValues(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0);
  8425. zero._updateIdentityStatus(false);
  8426. return zero;
  8427. };
  8428. /**
  8429. * Creates a new rotation matrix for "angle" radians around the X axis
  8430. * @param angle defines the angle (in radians) to use
  8431. * @return the new matrix
  8432. */
  8433. Matrix.RotationX = function (angle) {
  8434. var result = new Matrix();
  8435. Matrix.RotationXToRef(angle, result);
  8436. return result;
  8437. };
  8438. /**
  8439. * Creates a new matrix as the invert of a given matrix
  8440. * @param source defines the source matrix
  8441. * @returns the new matrix
  8442. */
  8443. Matrix.Invert = function (source) {
  8444. var result = new Matrix();
  8445. source.invertToRef(result);
  8446. return result;
  8447. };
  8448. /**
  8449. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  8450. * @param angle defines the angle (in radians) to use
  8451. * @param result defines the target matrix
  8452. */
  8453. Matrix.RotationXToRef = function (angle, result) {
  8454. var s = Math.sin(angle);
  8455. var c = Math.cos(angle);
  8456. Matrix.FromValuesToRef(1.0, 0.0, 0.0, 0.0, 0.0, c, s, 0.0, 0.0, -s, c, 0.0, 0.0, 0.0, 0.0, 1.0, result);
  8457. result._updateIdentityStatus(c === 1 && s === 0);
  8458. };
  8459. /**
  8460. * Creates a new rotation matrix for "angle" radians around the Y axis
  8461. * @param angle defines the angle (in radians) to use
  8462. * @return the new matrix
  8463. */
  8464. Matrix.RotationY = function (angle) {
  8465. var result = new Matrix();
  8466. Matrix.RotationYToRef(angle, result);
  8467. return result;
  8468. };
  8469. /**
  8470. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  8471. * @param angle defines the angle (in radians) to use
  8472. * @param result defines the target matrix
  8473. */
  8474. Matrix.RotationYToRef = function (angle, result) {
  8475. var s = Math.sin(angle);
  8476. var c = Math.cos(angle);
  8477. Matrix.FromValuesToRef(c, 0.0, -s, 0.0, 0.0, 1.0, 0.0, 0.0, s, 0.0, c, 0.0, 0.0, 0.0, 0.0, 1.0, result);
  8478. result._updateIdentityStatus(c === 1 && s === 0);
  8479. };
  8480. /**
  8481. * Creates a new rotation matrix for "angle" radians around the Z axis
  8482. * @param angle defines the angle (in radians) to use
  8483. * @return the new matrix
  8484. */
  8485. Matrix.RotationZ = function (angle) {
  8486. var result = new Matrix();
  8487. Matrix.RotationZToRef(angle, result);
  8488. return result;
  8489. };
  8490. /**
  8491. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  8492. * @param angle defines the angle (in radians) to use
  8493. * @param result defines the target matrix
  8494. */
  8495. Matrix.RotationZToRef = function (angle, result) {
  8496. var s = Math.sin(angle);
  8497. var c = Math.cos(angle);
  8498. Matrix.FromValuesToRef(c, s, 0.0, 0.0, -s, c, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, result);
  8499. result._updateIdentityStatus(c === 1 && s === 0);
  8500. };
  8501. /**
  8502. * Creates a new rotation matrix for "angle" radians around the given axis
  8503. * @param axis defines the axis to use
  8504. * @param angle defines the angle (in radians) to use
  8505. * @return the new matrix
  8506. */
  8507. Matrix.RotationAxis = function (axis, angle) {
  8508. var result = new Matrix();
  8509. Matrix.RotationAxisToRef(axis, angle, result);
  8510. return result;
  8511. };
  8512. /**
  8513. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  8514. * @param axis defines the axis to use
  8515. * @param angle defines the angle (in radians) to use
  8516. * @param result defines the target matrix
  8517. */
  8518. Matrix.RotationAxisToRef = function (axis, angle, result) {
  8519. var s = Math.sin(-angle);
  8520. var c = Math.cos(-angle);
  8521. var c1 = 1 - c;
  8522. axis.normalize();
  8523. var m = result._m;
  8524. m[0] = (axis.x * axis.x) * c1 + c;
  8525. m[1] = (axis.x * axis.y) * c1 - (axis.z * s);
  8526. m[2] = (axis.x * axis.z) * c1 + (axis.y * s);
  8527. m[3] = 0.0;
  8528. m[4] = (axis.y * axis.x) * c1 + (axis.z * s);
  8529. m[5] = (axis.y * axis.y) * c1 + c;
  8530. m[6] = (axis.y * axis.z) * c1 - (axis.x * s);
  8531. m[7] = 0.0;
  8532. m[8] = (axis.z * axis.x) * c1 - (axis.y * s);
  8533. m[9] = (axis.z * axis.y) * c1 + (axis.x * s);
  8534. m[10] = (axis.z * axis.z) * c1 + c;
  8535. m[11] = 0.0;
  8536. m[12] = 0.0;
  8537. m[13] = 0.0;
  8538. m[14] = 0.0;
  8539. m[15] = 1.0;
  8540. result._markAsUpdated();
  8541. };
  8542. /**
  8543. * Creates a rotation matrix
  8544. * @param yaw defines the yaw angle in radians (Y axis)
  8545. * @param pitch defines the pitch angle in radians (X axis)
  8546. * @param roll defines the roll angle in radians (X axis)
  8547. * @returns the new rotation matrix
  8548. */
  8549. Matrix.RotationYawPitchRoll = function (yaw, pitch, roll) {
  8550. var result = new Matrix();
  8551. Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, result);
  8552. return result;
  8553. };
  8554. /**
  8555. * Creates a rotation matrix and stores it in a given matrix
  8556. * @param yaw defines the yaw angle in radians (Y axis)
  8557. * @param pitch defines the pitch angle in radians (X axis)
  8558. * @param roll defines the roll angle in radians (X axis)
  8559. * @param result defines the target matrix
  8560. */
  8561. Matrix.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {
  8562. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, MathTmp.Quaternion[0]);
  8563. MathTmp.Quaternion[0].toRotationMatrix(result);
  8564. };
  8565. /**
  8566. * Creates a scaling matrix
  8567. * @param x defines the scale factor on X axis
  8568. * @param y defines the scale factor on Y axis
  8569. * @param z defines the scale factor on Z axis
  8570. * @returns the new matrix
  8571. */
  8572. Matrix.Scaling = function (x, y, z) {
  8573. var result = new Matrix();
  8574. Matrix.ScalingToRef(x, y, z, result);
  8575. return result;
  8576. };
  8577. /**
  8578. * Creates a scaling matrix and stores it in a given matrix
  8579. * @param x defines the scale factor on X axis
  8580. * @param y defines the scale factor on Y axis
  8581. * @param z defines the scale factor on Z axis
  8582. * @param result defines the target matrix
  8583. */
  8584. Matrix.ScalingToRef = function (x, y, z, result) {
  8585. Matrix.FromValuesToRef(x, 0.0, 0.0, 0.0, 0.0, y, 0.0, 0.0, 0.0, 0.0, z, 0.0, 0.0, 0.0, 0.0, 1.0, result);
  8586. result._updateIdentityStatus(x === 1 && y === 1 && z === 1);
  8587. };
  8588. /**
  8589. * Creates a translation matrix
  8590. * @param x defines the translation on X axis
  8591. * @param y defines the translation on Y axis
  8592. * @param z defines the translationon Z axis
  8593. * @returns the new matrix
  8594. */
  8595. Matrix.Translation = function (x, y, z) {
  8596. var result = new Matrix();
  8597. Matrix.TranslationToRef(x, y, z, result);
  8598. return result;
  8599. };
  8600. /**
  8601. * Creates a translation matrix and stores it in a given matrix
  8602. * @param x defines the translation on X axis
  8603. * @param y defines the translation on Y axis
  8604. * @param z defines the translationon Z axis
  8605. * @param result defines the target matrix
  8606. */
  8607. Matrix.TranslationToRef = function (x, y, z, result) {
  8608. Matrix.FromValuesToRef(1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, x, y, z, 1.0, result);
  8609. result._updateIdentityStatus(x === 0 && y === 0 && z === 0);
  8610. };
  8611. /**
  8612. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  8613. * @param startValue defines the start value
  8614. * @param endValue defines the end value
  8615. * @param gradient defines the gradient factor
  8616. * @returns the new matrix
  8617. */
  8618. Matrix.Lerp = function (startValue, endValue, gradient) {
  8619. var result = new Matrix();
  8620. Matrix.LerpToRef(startValue, endValue, gradient, result);
  8621. return result;
  8622. };
  8623. /**
  8624. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  8625. * @param startValue defines the start value
  8626. * @param endValue defines the end value
  8627. * @param gradient defines the gradient factor
  8628. * @param result defines the Matrix object where to store data
  8629. */
  8630. Matrix.LerpToRef = function (startValue, endValue, gradient, result) {
  8631. var resultM = result._m;
  8632. var startM = startValue.m;
  8633. var endM = endValue.m;
  8634. for (var index = 0; index < 16; index++) {
  8635. resultM[index] = startM[index] * (1.0 - gradient) + endM[index] * gradient;
  8636. }
  8637. result._markAsUpdated();
  8638. };
  8639. /**
  8640. * Builds a new matrix whose values are computed by:
  8641. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  8642. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  8643. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  8644. * @param startValue defines the first matrix
  8645. * @param endValue defines the second matrix
  8646. * @param gradient defines the gradient between the two matrices
  8647. * @returns the new matrix
  8648. */
  8649. Matrix.DecomposeLerp = function (startValue, endValue, gradient) {
  8650. var result = new Matrix();
  8651. Matrix.DecomposeLerpToRef(startValue, endValue, gradient, result);
  8652. return result;
  8653. };
  8654. /**
  8655. * Update a matrix to values which are computed by:
  8656. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  8657. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  8658. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  8659. * @param startValue defines the first matrix
  8660. * @param endValue defines the second matrix
  8661. * @param gradient defines the gradient between the two matrices
  8662. * @param result defines the target matrix
  8663. */
  8664. Matrix.DecomposeLerpToRef = function (startValue, endValue, gradient, result) {
  8665. var startScale = MathTmp.Vector3[0];
  8666. var startRotation = MathTmp.Quaternion[0];
  8667. var startTranslation = MathTmp.Vector3[1];
  8668. startValue.decompose(startScale, startRotation, startTranslation);
  8669. var endScale = MathTmp.Vector3[2];
  8670. var endRotation = MathTmp.Quaternion[1];
  8671. var endTranslation = MathTmp.Vector3[3];
  8672. endValue.decompose(endScale, endRotation, endTranslation);
  8673. var resultScale = MathTmp.Vector3[4];
  8674. Vector3.LerpToRef(startScale, endScale, gradient, resultScale);
  8675. var resultRotation = MathTmp.Quaternion[2];
  8676. Quaternion.SlerpToRef(startRotation, endRotation, gradient, resultRotation);
  8677. var resultTranslation = MathTmp.Vector3[5];
  8678. Vector3.LerpToRef(startTranslation, endTranslation, gradient, resultTranslation);
  8679. Matrix.ComposeToRef(resultScale, resultRotation, resultTranslation, result);
  8680. };
  8681. /**
  8682. * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up"
  8683. * This function works in left handed mode
  8684. * @param eye defines the final position of the entity
  8685. * @param target defines where the entity should look at
  8686. * @param up defines the up vector for the entity
  8687. * @returns the new matrix
  8688. */
  8689. Matrix.LookAtLH = function (eye, target, up) {
  8690. var result = new Matrix();
  8691. Matrix.LookAtLHToRef(eye, target, up, result);
  8692. return result;
  8693. };
  8694. /**
  8695. * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up".
  8696. * This function works in left handed mode
  8697. * @param eye defines the final position of the entity
  8698. * @param target defines where the entity should look at
  8699. * @param up defines the up vector for the entity
  8700. * @param result defines the target matrix
  8701. */
  8702. Matrix.LookAtLHToRef = function (eye, target, up, result) {
  8703. var xAxis = MathTmp.Vector3[0];
  8704. var yAxis = MathTmp.Vector3[1];
  8705. var zAxis = MathTmp.Vector3[2];
  8706. // Z axis
  8707. target.subtractToRef(eye, zAxis);
  8708. zAxis.normalize();
  8709. // X axis
  8710. Vector3.CrossToRef(up, zAxis, xAxis);
  8711. var xSquareLength = xAxis.lengthSquared();
  8712. if (xSquareLength === 0) {
  8713. xAxis.x = 1.0;
  8714. }
  8715. else {
  8716. xAxis.normalizeFromLength(Math.sqrt(xSquareLength));
  8717. }
  8718. // Y axis
  8719. Vector3.CrossToRef(zAxis, xAxis, yAxis);
  8720. yAxis.normalize();
  8721. // Eye angles
  8722. var ex = -Vector3.Dot(xAxis, eye);
  8723. var ey = -Vector3.Dot(yAxis, eye);
  8724. var ez = -Vector3.Dot(zAxis, eye);
  8725. Matrix.FromValuesToRef(xAxis.x, yAxis.x, zAxis.x, 0.0, xAxis.y, yAxis.y, zAxis.y, 0.0, xAxis.z, yAxis.z, zAxis.z, 0.0, ex, ey, ez, 1.0, result);
  8726. };
  8727. /**
  8728. * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up"
  8729. * This function works in right handed mode
  8730. * @param eye defines the final position of the entity
  8731. * @param target defines where the entity should look at
  8732. * @param up defines the up vector for the entity
  8733. * @returns the new matrix
  8734. */
  8735. Matrix.LookAtRH = function (eye, target, up) {
  8736. var result = new Matrix();
  8737. Matrix.LookAtRHToRef(eye, target, up, result);
  8738. return result;
  8739. };
  8740. /**
  8741. * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up".
  8742. * This function works in right handed mode
  8743. * @param eye defines the final position of the entity
  8744. * @param target defines where the entity should look at
  8745. * @param up defines the up vector for the entity
  8746. * @param result defines the target matrix
  8747. */
  8748. Matrix.LookAtRHToRef = function (eye, target, up, result) {
  8749. var xAxis = MathTmp.Vector3[0];
  8750. var yAxis = MathTmp.Vector3[1];
  8751. var zAxis = MathTmp.Vector3[2];
  8752. // Z axis
  8753. eye.subtractToRef(target, zAxis);
  8754. zAxis.normalize();
  8755. // X axis
  8756. Vector3.CrossToRef(up, zAxis, xAxis);
  8757. var xSquareLength = xAxis.lengthSquared();
  8758. if (xSquareLength === 0) {
  8759. xAxis.x = 1.0;
  8760. }
  8761. else {
  8762. xAxis.normalizeFromLength(Math.sqrt(xSquareLength));
  8763. }
  8764. // Y axis
  8765. Vector3.CrossToRef(zAxis, xAxis, yAxis);
  8766. yAxis.normalize();
  8767. // Eye angles
  8768. var ex = -Vector3.Dot(xAxis, eye);
  8769. var ey = -Vector3.Dot(yAxis, eye);
  8770. var ez = -Vector3.Dot(zAxis, eye);
  8771. Matrix.FromValuesToRef(xAxis.x, yAxis.x, zAxis.x, 0.0, xAxis.y, yAxis.y, zAxis.y, 0.0, xAxis.z, yAxis.z, zAxis.z, 0.0, ex, ey, ez, 1.0, result);
  8772. };
  8773. /**
  8774. * Create a left-handed orthographic projection matrix
  8775. * @param width defines the viewport width
  8776. * @param height defines the viewport height
  8777. * @param znear defines the near clip plane
  8778. * @param zfar defines the far clip plane
  8779. * @returns a new matrix as a left-handed orthographic projection matrix
  8780. */
  8781. Matrix.OrthoLH = function (width, height, znear, zfar) {
  8782. var matrix = new Matrix();
  8783. Matrix.OrthoLHToRef(width, height, znear, zfar, matrix);
  8784. return matrix;
  8785. };
  8786. /**
  8787. * Store a left-handed orthographic projection to a given matrix
  8788. * @param width defines the viewport width
  8789. * @param height defines the viewport height
  8790. * @param znear defines the near clip plane
  8791. * @param zfar defines the far clip plane
  8792. * @param result defines the target matrix
  8793. */
  8794. Matrix.OrthoLHToRef = function (width, height, znear, zfar, result) {
  8795. var n = znear;
  8796. var f = zfar;
  8797. var a = 2.0 / width;
  8798. var b = 2.0 / height;
  8799. var c = 2.0 / (f - n);
  8800. var d = -(f + n) / (f - n);
  8801. Matrix.FromValuesToRef(a, 0.0, 0.0, 0.0, 0.0, b, 0.0, 0.0, 0.0, 0.0, c, 0.0, 0.0, 0.0, d, 1.0, result);
  8802. result._updateIdentityStatus(a === 1 && b === 1 && c === 1 && d === 0);
  8803. };
  8804. /**
  8805. * Create a left-handed orthographic projection matrix
  8806. * @param left defines the viewport left coordinate
  8807. * @param right defines the viewport right coordinate
  8808. * @param bottom defines the viewport bottom coordinate
  8809. * @param top defines the viewport top coordinate
  8810. * @param znear defines the near clip plane
  8811. * @param zfar defines the far clip plane
  8812. * @returns a new matrix as a left-handed orthographic projection matrix
  8813. */
  8814. Matrix.OrthoOffCenterLH = function (left, right, bottom, top, znear, zfar) {
  8815. var matrix = new Matrix();
  8816. Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, matrix);
  8817. return matrix;
  8818. };
  8819. /**
  8820. * Stores a left-handed orthographic projection into a given matrix
  8821. * @param left defines the viewport left coordinate
  8822. * @param right defines the viewport right coordinate
  8823. * @param bottom defines the viewport bottom coordinate
  8824. * @param top defines the viewport top coordinate
  8825. * @param znear defines the near clip plane
  8826. * @param zfar defines the far clip plane
  8827. * @param result defines the target matrix
  8828. */
  8829. Matrix.OrthoOffCenterLHToRef = function (left, right, bottom, top, znear, zfar, result) {
  8830. var n = znear;
  8831. var f = zfar;
  8832. var a = 2.0 / (right - left);
  8833. var b = 2.0 / (top - bottom);
  8834. var c = 2.0 / (f - n);
  8835. var d = -(f + n) / (f - n);
  8836. var i0 = (left + right) / (left - right);
  8837. var i1 = (top + bottom) / (bottom - top);
  8838. Matrix.FromValuesToRef(a, 0.0, 0.0, 0.0, 0.0, b, 0.0, 0.0, 0.0, 0.0, c, 0.0, i0, i1, d, 1.0, result);
  8839. result._markAsUpdated();
  8840. };
  8841. /**
  8842. * Creates a right-handed orthographic projection matrix
  8843. * @param left defines the viewport left coordinate
  8844. * @param right defines the viewport right coordinate
  8845. * @param bottom defines the viewport bottom coordinate
  8846. * @param top defines the viewport top coordinate
  8847. * @param znear defines the near clip plane
  8848. * @param zfar defines the far clip plane
  8849. * @returns a new matrix as a right-handed orthographic projection matrix
  8850. */
  8851. Matrix.OrthoOffCenterRH = function (left, right, bottom, top, znear, zfar) {
  8852. var matrix = new Matrix();
  8853. Matrix.OrthoOffCenterRHToRef(left, right, bottom, top, znear, zfar, matrix);
  8854. return matrix;
  8855. };
  8856. /**
  8857. * Stores a right-handed orthographic projection into a given matrix
  8858. * @param left defines the viewport left coordinate
  8859. * @param right defines the viewport right coordinate
  8860. * @param bottom defines the viewport bottom coordinate
  8861. * @param top defines the viewport top coordinate
  8862. * @param znear defines the near clip plane
  8863. * @param zfar defines the far clip plane
  8864. * @param result defines the target matrix
  8865. */
  8866. Matrix.OrthoOffCenterRHToRef = function (left, right, bottom, top, znear, zfar, result) {
  8867. Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, result);
  8868. result._m[10] *= -1; // No need to call _markAsUpdated as previous function already called it and let _isIdentityDirty to true
  8869. };
  8870. /**
  8871. * Creates a left-handed perspective projection matrix
  8872. * @param width defines the viewport width
  8873. * @param height defines the viewport height
  8874. * @param znear defines the near clip plane
  8875. * @param zfar defines the far clip plane
  8876. * @returns a new matrix as a left-handed perspective projection matrix
  8877. */
  8878. Matrix.PerspectiveLH = function (width, height, znear, zfar) {
  8879. var matrix = new Matrix();
  8880. var n = znear;
  8881. var f = zfar;
  8882. var a = 2.0 * n / width;
  8883. var b = 2.0 * n / height;
  8884. var c = (f + n) / (f - n);
  8885. var d = -2.0 * f * n / (f - n);
  8886. Matrix.FromValuesToRef(a, 0.0, 0.0, 0.0, 0.0, b, 0.0, 0.0, 0.0, 0.0, c, 1.0, 0.0, 0.0, d, 0.0, matrix);
  8887. matrix._updateIdentityStatus(false);
  8888. return matrix;
  8889. };
  8890. /**
  8891. * Creates a left-handed perspective projection matrix
  8892. * @param fov defines the horizontal field of view
  8893. * @param aspect defines the aspect ratio
  8894. * @param znear defines the near clip plane
  8895. * @param zfar defines the far clip plane
  8896. * @returns a new matrix as a left-handed perspective projection matrix
  8897. */
  8898. Matrix.PerspectiveFovLH = function (fov, aspect, znear, zfar) {
  8899. var matrix = new Matrix();
  8900. Matrix.PerspectiveFovLHToRef(fov, aspect, znear, zfar, matrix);
  8901. return matrix;
  8902. };
  8903. /**
  8904. * Stores a left-handed perspective projection into a given matrix
  8905. * @param fov defines the horizontal field of view
  8906. * @param aspect defines the aspect ratio
  8907. * @param znear defines the near clip plane
  8908. * @param zfar defines the far clip plane
  8909. * @param result defines the target matrix
  8910. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  8911. */
  8912. Matrix.PerspectiveFovLHToRef = function (fov, aspect, znear, zfar, result, isVerticalFovFixed) {
  8913. if (isVerticalFovFixed === void 0) { isVerticalFovFixed = true; }
  8914. var n = znear;
  8915. var f = zfar;
  8916. var t = 1.0 / (Math.tan(fov * 0.5));
  8917. var a = isVerticalFovFixed ? (t / aspect) : t;
  8918. var b = isVerticalFovFixed ? t : (t * aspect);
  8919. var c = (f + n) / (f - n);
  8920. var d = -2.0 * f * n / (f - n);
  8921. Matrix.FromValuesToRef(a, 0.0, 0.0, 0.0, 0.0, b, 0.0, 0.0, 0.0, 0.0, c, 1.0, 0.0, 0.0, d, 0.0, result);
  8922. result._updateIdentityStatus(false);
  8923. };
  8924. /**
  8925. * Creates a right-handed perspective projection matrix
  8926. * @param fov defines the horizontal field of view
  8927. * @param aspect defines the aspect ratio
  8928. * @param znear defines the near clip plane
  8929. * @param zfar defines the far clip plane
  8930. * @returns a new matrix as a right-handed perspective projection matrix
  8931. */
  8932. Matrix.PerspectiveFovRH = function (fov, aspect, znear, zfar) {
  8933. var matrix = new Matrix();
  8934. Matrix.PerspectiveFovRHToRef(fov, aspect, znear, zfar, matrix);
  8935. return matrix;
  8936. };
  8937. /**
  8938. * Stores a right-handed perspective projection into a given matrix
  8939. * @param fov defines the horizontal field of view
  8940. * @param aspect defines the aspect ratio
  8941. * @param znear defines the near clip plane
  8942. * @param zfar defines the far clip plane
  8943. * @param result defines the target matrix
  8944. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  8945. */
  8946. Matrix.PerspectiveFovRHToRef = function (fov, aspect, znear, zfar, result, isVerticalFovFixed) {
  8947. //alternatively this could be expressed as:
  8948. // m = PerspectiveFovLHToRef
  8949. // m[10] *= -1.0;
  8950. // m[11] *= -1.0;
  8951. if (isVerticalFovFixed === void 0) { isVerticalFovFixed = true; }
  8952. var n = znear;
  8953. var f = zfar;
  8954. var t = 1.0 / (Math.tan(fov * 0.5));
  8955. var a = isVerticalFovFixed ? (t / aspect) : t;
  8956. var b = isVerticalFovFixed ? t : (t * aspect);
  8957. var c = -(f + n) / (f - n);
  8958. var d = -2 * f * n / (f - n);
  8959. Matrix.FromValuesToRef(a, 0.0, 0.0, 0.0, 0.0, b, 0.0, 0.0, 0.0, 0.0, c, -1.0, 0.0, 0.0, d, 0.0, result);
  8960. result._updateIdentityStatus(false);
  8961. };
  8962. /**
  8963. * Stores a perspective projection for WebVR info a given matrix
  8964. * @param fov defines the field of view
  8965. * @param znear defines the near clip plane
  8966. * @param zfar defines the far clip plane
  8967. * @param result defines the target matrix
  8968. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  8969. */
  8970. Matrix.PerspectiveFovWebVRToRef = function (fov, znear, zfar, result, rightHanded) {
  8971. if (rightHanded === void 0) { rightHanded = false; }
  8972. var rightHandedFactor = rightHanded ? -1 : 1;
  8973. var upTan = Math.tan(fov.upDegrees * Math.PI / 180.0);
  8974. var downTan = Math.tan(fov.downDegrees * Math.PI / 180.0);
  8975. var leftTan = Math.tan(fov.leftDegrees * Math.PI / 180.0);
  8976. var rightTan = Math.tan(fov.rightDegrees * Math.PI / 180.0);
  8977. var xScale = 2.0 / (leftTan + rightTan);
  8978. var yScale = 2.0 / (upTan + downTan);
  8979. var m = result._m;
  8980. m[0] = xScale;
  8981. m[1] = m[2] = m[3] = m[4] = 0.0;
  8982. m[5] = yScale;
  8983. m[6] = m[7] = 0.0;
  8984. m[8] = ((leftTan - rightTan) * xScale * 0.5);
  8985. m[9] = -((upTan - downTan) * yScale * 0.5);
  8986. m[10] = -zfar / (znear - zfar);
  8987. m[11] = 1.0 * rightHandedFactor;
  8988. m[12] = m[13] = m[15] = 0.0;
  8989. m[14] = -(2.0 * zfar * znear) / (zfar - znear);
  8990. result._markAsUpdated();
  8991. };
  8992. /**
  8993. * Computes a complete transformation matrix
  8994. * @param viewport defines the viewport to use
  8995. * @param world defines the world matrix
  8996. * @param view defines the view matrix
  8997. * @param projection defines the projection matrix
  8998. * @param zmin defines the near clip plane
  8999. * @param zmax defines the far clip plane
  9000. * @returns the transformation matrix
  9001. */
  9002. Matrix.GetFinalMatrix = function (viewport, world, view, projection, zmin, zmax) {
  9003. var cw = viewport.width;
  9004. var ch = viewport.height;
  9005. var cx = viewport.x;
  9006. var cy = viewport.y;
  9007. var viewportMatrix = Matrix.FromValues(cw / 2.0, 0.0, 0.0, 0.0, 0.0, -ch / 2.0, 0.0, 0.0, 0.0, 0.0, zmax - zmin, 0.0, cx + cw / 2.0, ch / 2.0 + cy, zmin, 1.0);
  9008. var matrix = MathTmp.Matrix[0];
  9009. world.multiplyToRef(view, matrix);
  9010. matrix.multiplyToRef(projection, matrix);
  9011. return matrix.multiply(viewportMatrix);
  9012. };
  9013. /**
  9014. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  9015. * @param matrix defines the matrix to use
  9016. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  9017. */
  9018. Matrix.GetAsMatrix2x2 = function (matrix) {
  9019. var m = matrix.m;
  9020. return new Float32Array([m[0], m[1], m[4], m[5]]);
  9021. };
  9022. /**
  9023. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  9024. * @param matrix defines the matrix to use
  9025. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  9026. */
  9027. Matrix.GetAsMatrix3x3 = function (matrix) {
  9028. var m = matrix.m;
  9029. return new Float32Array([
  9030. m[0], m[1], m[2],
  9031. m[4], m[5], m[6],
  9032. m[8], m[9], m[10]
  9033. ]);
  9034. };
  9035. /**
  9036. * Compute the transpose of a given matrix
  9037. * @param matrix defines the matrix to transpose
  9038. * @returns the new matrix
  9039. */
  9040. Matrix.Transpose = function (matrix) {
  9041. var result = new Matrix();
  9042. Matrix.TransposeToRef(matrix, result);
  9043. return result;
  9044. };
  9045. /**
  9046. * Compute the transpose of a matrix and store it in a target matrix
  9047. * @param matrix defines the matrix to transpose
  9048. * @param result defines the target matrix
  9049. */
  9050. Matrix.TransposeToRef = function (matrix, result) {
  9051. var rm = result._m;
  9052. var mm = matrix.m;
  9053. rm[0] = mm[0];
  9054. rm[1] = mm[4];
  9055. rm[2] = mm[8];
  9056. rm[3] = mm[12];
  9057. rm[4] = mm[1];
  9058. rm[5] = mm[5];
  9059. rm[6] = mm[9];
  9060. rm[7] = mm[13];
  9061. rm[8] = mm[2];
  9062. rm[9] = mm[6];
  9063. rm[10] = mm[10];
  9064. rm[11] = mm[14];
  9065. rm[12] = mm[3];
  9066. rm[13] = mm[7];
  9067. rm[14] = mm[11];
  9068. rm[15] = mm[15];
  9069. // identity-ness does not change when transposing
  9070. result._updateIdentityStatus(matrix._isIdentity, matrix._isIdentityDirty);
  9071. };
  9072. /**
  9073. * Computes a reflection matrix from a plane
  9074. * @param plane defines the reflection plane
  9075. * @returns a new matrix
  9076. */
  9077. Matrix.Reflection = function (plane) {
  9078. var matrix = new Matrix();
  9079. Matrix.ReflectionToRef(plane, matrix);
  9080. return matrix;
  9081. };
  9082. /**
  9083. * Computes a reflection matrix from a plane
  9084. * @param plane defines the reflection plane
  9085. * @param result defines the target matrix
  9086. */
  9087. Matrix.ReflectionToRef = function (plane, result) {
  9088. plane.normalize();
  9089. var x = plane.normal.x;
  9090. var y = plane.normal.y;
  9091. var z = plane.normal.z;
  9092. var temp = -2 * x;
  9093. var temp2 = -2 * y;
  9094. var temp3 = -2 * z;
  9095. Matrix.FromValuesToRef(temp * x + 1, temp2 * x, temp3 * x, 0.0, temp * y, temp2 * y + 1, temp3 * y, 0.0, temp * z, temp2 * z, temp3 * z + 1, 0.0, temp * plane.d, temp2 * plane.d, temp3 * plane.d, 1.0, result);
  9096. };
  9097. /**
  9098. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  9099. * @param xaxis defines the value of the 1st axis
  9100. * @param yaxis defines the value of the 2nd axis
  9101. * @param zaxis defines the value of the 3rd axis
  9102. * @param result defines the target matrix
  9103. */
  9104. Matrix.FromXYZAxesToRef = function (xaxis, yaxis, zaxis, result) {
  9105. Matrix.FromValuesToRef(xaxis.x, xaxis.y, xaxis.z, 0.0, yaxis.x, yaxis.y, yaxis.z, 0.0, zaxis.x, zaxis.y, zaxis.z, 0.0, 0.0, 0.0, 0.0, 1.0, result);
  9106. };
  9107. /**
  9108. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  9109. * @param quat defines the quaternion to use
  9110. * @param result defines the target matrix
  9111. */
  9112. Matrix.FromQuaternionToRef = function (quat, result) {
  9113. var xx = quat.x * quat.x;
  9114. var yy = quat.y * quat.y;
  9115. var zz = quat.z * quat.z;
  9116. var xy = quat.x * quat.y;
  9117. var zw = quat.z * quat.w;
  9118. var zx = quat.z * quat.x;
  9119. var yw = quat.y * quat.w;
  9120. var yz = quat.y * quat.z;
  9121. var xw = quat.x * quat.w;
  9122. result._m[0] = 1.0 - (2.0 * (yy + zz));
  9123. result._m[1] = 2.0 * (xy + zw);
  9124. result._m[2] = 2.0 * (zx - yw);
  9125. result._m[3] = 0.0;
  9126. result._m[4] = 2.0 * (xy - zw);
  9127. result._m[5] = 1.0 - (2.0 * (zz + xx));
  9128. result._m[6] = 2.0 * (yz + xw);
  9129. result._m[7] = 0.0;
  9130. result._m[8] = 2.0 * (zx + yw);
  9131. result._m[9] = 2.0 * (yz - xw);
  9132. result._m[10] = 1.0 - (2.0 * (yy + xx));
  9133. result._m[11] = 0.0;
  9134. result._m[12] = 0.0;
  9135. result._m[13] = 0.0;
  9136. result._m[14] = 0.0;
  9137. result._m[15] = 1.0;
  9138. result._markAsUpdated();
  9139. };
  9140. Matrix._updateFlagSeed = 0;
  9141. Matrix._identityReadOnly = Matrix.Identity();
  9142. return Matrix;
  9143. }());
  9144. BABYLON.Matrix = Matrix;
  9145. /**
  9146. * Represens a plane by the equation ax + by + cz + d = 0
  9147. */
  9148. var Plane = /** @class */ (function () {
  9149. /**
  9150. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  9151. * @param a a component of the plane
  9152. * @param b b component of the plane
  9153. * @param c c component of the plane
  9154. * @param d d component of the plane
  9155. */
  9156. function Plane(a, b, c, d) {
  9157. this.normal = new Vector3(a, b, c);
  9158. this.d = d;
  9159. }
  9160. /**
  9161. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  9162. */
  9163. Plane.prototype.asArray = function () {
  9164. return [this.normal.x, this.normal.y, this.normal.z, this.d];
  9165. };
  9166. // Methods
  9167. /**
  9168. * @returns a new plane copied from the current Plane.
  9169. */
  9170. Plane.prototype.clone = function () {
  9171. return new Plane(this.normal.x, this.normal.y, this.normal.z, this.d);
  9172. };
  9173. /**
  9174. * @returns the string "Plane".
  9175. */
  9176. Plane.prototype.getClassName = function () {
  9177. return "Plane";
  9178. };
  9179. /**
  9180. * @returns the Plane hash code.
  9181. */
  9182. Plane.prototype.getHashCode = function () {
  9183. var hash = this.normal.getHashCode();
  9184. hash = (hash * 397) ^ (this.d || 0);
  9185. return hash;
  9186. };
  9187. /**
  9188. * Normalize the current Plane in place.
  9189. * @returns the updated Plane.
  9190. */
  9191. Plane.prototype.normalize = function () {
  9192. var norm = (Math.sqrt((this.normal.x * this.normal.x) + (this.normal.y * this.normal.y) + (this.normal.z * this.normal.z)));
  9193. var magnitude = 0.0;
  9194. if (norm !== 0) {
  9195. magnitude = 1.0 / norm;
  9196. }
  9197. this.normal.x *= magnitude;
  9198. this.normal.y *= magnitude;
  9199. this.normal.z *= magnitude;
  9200. this.d *= magnitude;
  9201. return this;
  9202. };
  9203. /**
  9204. * Applies a transformation the plane and returns the result
  9205. * @param transformation the transformation matrix to be applied to the plane
  9206. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  9207. */
  9208. Plane.prototype.transform = function (transformation) {
  9209. var transposedMatrix = MathTmp.Matrix[0];
  9210. Matrix.TransposeToRef(transformation, transposedMatrix);
  9211. var m = transposedMatrix.m;
  9212. var x = this.normal.x;
  9213. var y = this.normal.y;
  9214. var z = this.normal.z;
  9215. var d = this.d;
  9216. var normalX = x * m[0] + y * m[1] + z * m[2] + d * m[3];
  9217. var normalY = x * m[4] + y * m[5] + z * m[6] + d * m[7];
  9218. var normalZ = x * m[8] + y * m[9] + z * m[10] + d * m[11];
  9219. var finalD = x * m[12] + y * m[13] + z * m[14] + d * m[15];
  9220. return new Plane(normalX, normalY, normalZ, finalD);
  9221. };
  9222. /**
  9223. * Calcualtte the dot product between the point and the plane normal
  9224. * @param point point to calculate the dot product with
  9225. * @returns the dot product (float) of the point coordinates and the plane normal.
  9226. */
  9227. Plane.prototype.dotCoordinate = function (point) {
  9228. return ((((this.normal.x * point.x) + (this.normal.y * point.y)) + (this.normal.z * point.z)) + this.d);
  9229. };
  9230. /**
  9231. * Updates the current Plane from the plane defined by the three given points.
  9232. * @param point1 one of the points used to contruct the plane
  9233. * @param point2 one of the points used to contruct the plane
  9234. * @param point3 one of the points used to contruct the plane
  9235. * @returns the updated Plane.
  9236. */
  9237. Plane.prototype.copyFromPoints = function (point1, point2, point3) {
  9238. var x1 = point2.x - point1.x;
  9239. var y1 = point2.y - point1.y;
  9240. var z1 = point2.z - point1.z;
  9241. var x2 = point3.x - point1.x;
  9242. var y2 = point3.y - point1.y;
  9243. var z2 = point3.z - point1.z;
  9244. var yz = (y1 * z2) - (z1 * y2);
  9245. var xz = (z1 * x2) - (x1 * z2);
  9246. var xy = (x1 * y2) - (y1 * x2);
  9247. var pyth = (Math.sqrt((yz * yz) + (xz * xz) + (xy * xy)));
  9248. var invPyth;
  9249. if (pyth !== 0) {
  9250. invPyth = 1.0 / pyth;
  9251. }
  9252. else {
  9253. invPyth = 0.0;
  9254. }
  9255. this.normal.x = yz * invPyth;
  9256. this.normal.y = xz * invPyth;
  9257. this.normal.z = xy * invPyth;
  9258. this.d = -((this.normal.x * point1.x) + (this.normal.y * point1.y) + (this.normal.z * point1.z));
  9259. return this;
  9260. };
  9261. /**
  9262. * Checks if the plane is facing a given direction
  9263. * @param direction the direction to check if the plane is facing
  9264. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  9265. * @returns True is the vector "direction" is the same side than the plane normal.
  9266. */
  9267. Plane.prototype.isFrontFacingTo = function (direction, epsilon) {
  9268. var dot = Vector3.Dot(this.normal, direction);
  9269. return (dot <= epsilon);
  9270. };
  9271. /**
  9272. * Calculates the distance to a point
  9273. * @param point point to calculate distance to
  9274. * @returns the signed distance (float) from the given point to the Plane.
  9275. */
  9276. Plane.prototype.signedDistanceTo = function (point) {
  9277. return Vector3.Dot(point, this.normal) + this.d;
  9278. };
  9279. // Statics
  9280. /**
  9281. * Creates a plane from an array
  9282. * @param array the array to create a plane from
  9283. * @returns a new Plane from the given array.
  9284. */
  9285. Plane.FromArray = function (array) {
  9286. return new Plane(array[0], array[1], array[2], array[3]);
  9287. };
  9288. /**
  9289. * Creates a plane from three points
  9290. * @param point1 point used to create the plane
  9291. * @param point2 point used to create the plane
  9292. * @param point3 point used to create the plane
  9293. * @returns a new Plane defined by the three given points.
  9294. */
  9295. Plane.FromPoints = function (point1, point2, point3) {
  9296. var result = new Plane(0.0, 0.0, 0.0, 0.0);
  9297. result.copyFromPoints(point1, point2, point3);
  9298. return result;
  9299. };
  9300. /**
  9301. * Creates a plane from an origin point and a normal
  9302. * @param origin origin of the plane to be constructed
  9303. * @param normal normal of the plane to be constructed
  9304. * @returns a new Plane the normal vector to this plane at the given origin point.
  9305. * Note : the vector "normal" is updated because normalized.
  9306. */
  9307. Plane.FromPositionAndNormal = function (origin, normal) {
  9308. var result = new Plane(0.0, 0.0, 0.0, 0.0);
  9309. normal.normalize();
  9310. result.normal = normal;
  9311. result.d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  9312. return result;
  9313. };
  9314. /**
  9315. * Calculates the distance from a plane and a point
  9316. * @param origin origin of the plane to be constructed
  9317. * @param normal normal of the plane to be constructed
  9318. * @param point point to calculate distance to
  9319. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  9320. */
  9321. Plane.SignedDistanceToPlaneFromPositionAndNormal = function (origin, normal, point) {
  9322. var d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  9323. return Vector3.Dot(point, normal) + d;
  9324. };
  9325. return Plane;
  9326. }());
  9327. BABYLON.Plane = Plane;
  9328. /**
  9329. * Class used to represent a viewport on screen
  9330. */
  9331. var Viewport = /** @class */ (function () {
  9332. /**
  9333. * Creates a Viewport object located at (x, y) and sized (width, height)
  9334. * @param x defines viewport left coordinate
  9335. * @param y defines viewport top coordinate
  9336. * @param width defines the viewport width
  9337. * @param height defines the viewport height
  9338. */
  9339. function Viewport(
  9340. /** viewport left coordinate */
  9341. x,
  9342. /** viewport top coordinate */
  9343. y,
  9344. /**viewport width */
  9345. width,
  9346. /** viewport height */
  9347. height) {
  9348. this.x = x;
  9349. this.y = y;
  9350. this.width = width;
  9351. this.height = height;
  9352. }
  9353. /**
  9354. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  9355. * @param renderWidthOrEngine defines either an engine or the rendering width
  9356. * @param renderHeight defines the rendering height
  9357. * @returns a new Viewport
  9358. */
  9359. Viewport.prototype.toGlobal = function (renderWidthOrEngine, renderHeight) {
  9360. if (renderWidthOrEngine.getRenderWidth) {
  9361. var engine = renderWidthOrEngine;
  9362. return this.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  9363. }
  9364. var renderWidth = renderWidthOrEngine;
  9365. return new Viewport(this.x * renderWidth, this.y * renderHeight, this.width * renderWidth, this.height * renderHeight);
  9366. };
  9367. /**
  9368. * Returns a new Viewport copied from the current one
  9369. * @returns a new Viewport
  9370. */
  9371. Viewport.prototype.clone = function () {
  9372. return new Viewport(this.x, this.y, this.width, this.height);
  9373. };
  9374. return Viewport;
  9375. }());
  9376. BABYLON.Viewport = Viewport;
  9377. /**
  9378. * Reprasents a camera frustum
  9379. */
  9380. var Frustum = /** @class */ (function () {
  9381. function Frustum() {
  9382. }
  9383. /**
  9384. * Gets the planes representing the frustum
  9385. * @param transform matrix to be applied to the returned planes
  9386. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  9387. */
  9388. Frustum.GetPlanes = function (transform) {
  9389. var frustumPlanes = [];
  9390. for (var index = 0; index < 6; index++) {
  9391. frustumPlanes.push(new Plane(0.0, 0.0, 0.0, 0.0));
  9392. }
  9393. Frustum.GetPlanesToRef(transform, frustumPlanes);
  9394. return frustumPlanes;
  9395. };
  9396. /**
  9397. * Gets the near frustum plane transformed by the transform matrix
  9398. * @param transform transformation matrix to be applied to the resulting frustum plane
  9399. * @param frustumPlane the resuling frustum plane
  9400. */
  9401. Frustum.GetNearPlaneToRef = function (transform, frustumPlane) {
  9402. var m = transform.m;
  9403. frustumPlane.normal.x = m[3] + m[2];
  9404. frustumPlane.normal.y = m[7] + m[6];
  9405. frustumPlane.normal.z = m[11] + m[10];
  9406. frustumPlane.d = m[15] + m[14];
  9407. frustumPlane.normalize();
  9408. };
  9409. /**
  9410. * Gets the far frustum plane transformed by the transform matrix
  9411. * @param transform transformation matrix to be applied to the resulting frustum plane
  9412. * @param frustumPlane the resuling frustum plane
  9413. */
  9414. Frustum.GetFarPlaneToRef = function (transform, frustumPlane) {
  9415. var m = transform.m;
  9416. frustumPlane.normal.x = m[3] - m[2];
  9417. frustumPlane.normal.y = m[7] - m[6];
  9418. frustumPlane.normal.z = m[11] - m[10];
  9419. frustumPlane.d = m[15] - m[14];
  9420. frustumPlane.normalize();
  9421. };
  9422. /**
  9423. * Gets the left frustum plane transformed by the transform matrix
  9424. * @param transform transformation matrix to be applied to the resulting frustum plane
  9425. * @param frustumPlane the resuling frustum plane
  9426. */
  9427. Frustum.GetLeftPlaneToRef = function (transform, frustumPlane) {
  9428. var m = transform.m;
  9429. frustumPlane.normal.x = m[3] + m[0];
  9430. frustumPlane.normal.y = m[7] + m[4];
  9431. frustumPlane.normal.z = m[11] + m[8];
  9432. frustumPlane.d = m[15] + m[12];
  9433. frustumPlane.normalize();
  9434. };
  9435. /**
  9436. * Gets the right frustum plane transformed by the transform matrix
  9437. * @param transform transformation matrix to be applied to the resulting frustum plane
  9438. * @param frustumPlane the resuling frustum plane
  9439. */
  9440. Frustum.GetRightPlaneToRef = function (transform, frustumPlane) {
  9441. var m = transform.m;
  9442. frustumPlane.normal.x = m[3] - m[0];
  9443. frustumPlane.normal.y = m[7] - m[4];
  9444. frustumPlane.normal.z = m[11] - m[8];
  9445. frustumPlane.d = m[15] - m[12];
  9446. frustumPlane.normalize();
  9447. };
  9448. /**
  9449. * Gets the top frustum plane transformed by the transform matrix
  9450. * @param transform transformation matrix to be applied to the resulting frustum plane
  9451. * @param frustumPlane the resuling frustum plane
  9452. */
  9453. Frustum.GetTopPlaneToRef = function (transform, frustumPlane) {
  9454. var m = transform.m;
  9455. frustumPlane.normal.x = m[3] - m[1];
  9456. frustumPlane.normal.y = m[7] - m[5];
  9457. frustumPlane.normal.z = m[11] - m[9];
  9458. frustumPlane.d = m[15] - m[13];
  9459. frustumPlane.normalize();
  9460. };
  9461. /**
  9462. * Gets the bottom frustum plane transformed by the transform matrix
  9463. * @param transform transformation matrix to be applied to the resulting frustum plane
  9464. * @param frustumPlane the resuling frustum plane
  9465. */
  9466. Frustum.GetBottomPlaneToRef = function (transform, frustumPlane) {
  9467. var m = transform.m;
  9468. frustumPlane.normal.x = m[3] + m[1];
  9469. frustumPlane.normal.y = m[7] + m[5];
  9470. frustumPlane.normal.z = m[11] + m[9];
  9471. frustumPlane.d = m[15] + m[13];
  9472. frustumPlane.normalize();
  9473. };
  9474. /**
  9475. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  9476. * @param transform transformation matrix to be applied to the resulting frustum planes
  9477. * @param frustumPlanes the resuling frustum planes
  9478. */
  9479. Frustum.GetPlanesToRef = function (transform, frustumPlanes) {
  9480. // Near
  9481. Frustum.GetNearPlaneToRef(transform, frustumPlanes[0]);
  9482. // Far
  9483. Frustum.GetFarPlaneToRef(transform, frustumPlanes[1]);
  9484. // Left
  9485. Frustum.GetLeftPlaneToRef(transform, frustumPlanes[2]);
  9486. // Right
  9487. Frustum.GetRightPlaneToRef(transform, frustumPlanes[3]);
  9488. // Top
  9489. Frustum.GetTopPlaneToRef(transform, frustumPlanes[4]);
  9490. // Bottom
  9491. Frustum.GetBottomPlaneToRef(transform, frustumPlanes[5]);
  9492. };
  9493. return Frustum;
  9494. }());
  9495. BABYLON.Frustum = Frustum;
  9496. /** Defines supported spaces */
  9497. var Space;
  9498. (function (Space) {
  9499. /** Local (object) space */
  9500. Space[Space["LOCAL"] = 0] = "LOCAL";
  9501. /** World space */
  9502. Space[Space["WORLD"] = 1] = "WORLD";
  9503. /** Bone space */
  9504. Space[Space["BONE"] = 2] = "BONE";
  9505. })(Space = BABYLON.Space || (BABYLON.Space = {}));
  9506. /** Defines the 3 main axes */
  9507. var Axis = /** @class */ (function () {
  9508. function Axis() {
  9509. }
  9510. /** X axis */
  9511. Axis.X = new Vector3(1.0, 0.0, 0.0);
  9512. /** Y axis */
  9513. Axis.Y = new Vector3(0.0, 1.0, 0.0);
  9514. /** Z axis */
  9515. Axis.Z = new Vector3(0.0, 0.0, 1.0);
  9516. return Axis;
  9517. }());
  9518. BABYLON.Axis = Axis;
  9519. /** Class used to represent a Bezier curve */
  9520. var BezierCurve = /** @class */ (function () {
  9521. function BezierCurve() {
  9522. }
  9523. /**
  9524. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  9525. * @param t defines the time
  9526. * @param x1 defines the left coordinate on X axis
  9527. * @param y1 defines the left coordinate on Y axis
  9528. * @param x2 defines the right coordinate on X axis
  9529. * @param y2 defines the right coordinate on Y axis
  9530. * @returns the interpolated value
  9531. */
  9532. BezierCurve.Interpolate = function (t, x1, y1, x2, y2) {
  9533. // Extract X (which is equal to time here)
  9534. var f0 = 1 - 3 * x2 + 3 * x1;
  9535. var f1 = 3 * x2 - 6 * x1;
  9536. var f2 = 3 * x1;
  9537. var refinedT = t;
  9538. for (var i = 0; i < 5; i++) {
  9539. var refinedT2 = refinedT * refinedT;
  9540. var refinedT3 = refinedT2 * refinedT;
  9541. var x = f0 * refinedT3 + f1 * refinedT2 + f2 * refinedT;
  9542. var slope = 1.0 / (3.0 * f0 * refinedT2 + 2.0 * f1 * refinedT + f2);
  9543. refinedT -= (x - t) * slope;
  9544. refinedT = Math.min(1, Math.max(0, refinedT));
  9545. }
  9546. // Resolve cubic bezier for the given x
  9547. return 3 * Math.pow(1 - refinedT, 2) * refinedT * y1 +
  9548. 3 * (1 - refinedT) * Math.pow(refinedT, 2) * y2 +
  9549. Math.pow(refinedT, 3);
  9550. };
  9551. return BezierCurve;
  9552. }());
  9553. BABYLON.BezierCurve = BezierCurve;
  9554. /**
  9555. * Defines potential orientation for back face culling
  9556. */
  9557. var Orientation;
  9558. (function (Orientation) {
  9559. /**
  9560. * Clockwise
  9561. */
  9562. Orientation[Orientation["CW"] = 0] = "CW";
  9563. /** Counter clockwise */
  9564. Orientation[Orientation["CCW"] = 1] = "CCW";
  9565. })(Orientation = BABYLON.Orientation || (BABYLON.Orientation = {}));
  9566. /**
  9567. * Defines angle representation
  9568. */
  9569. var Angle = /** @class */ (function () {
  9570. /**
  9571. * Creates an Angle object of "radians" radians (float).
  9572. */
  9573. function Angle(radians) {
  9574. this._radians = radians;
  9575. if (this._radians < 0.0) {
  9576. this._radians += (2.0 * Math.PI);
  9577. }
  9578. }
  9579. /**
  9580. * Get value in degrees
  9581. * @returns the Angle value in degrees (float)
  9582. */
  9583. Angle.prototype.degrees = function () {
  9584. return this._radians * 180.0 / Math.PI;
  9585. };
  9586. /**
  9587. * Get value in radians
  9588. * @returns the Angle value in radians (float)
  9589. */
  9590. Angle.prototype.radians = function () {
  9591. return this._radians;
  9592. };
  9593. /**
  9594. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  9595. * @param a defines first vector
  9596. * @param b defines second vector
  9597. * @returns a new Angle
  9598. */
  9599. Angle.BetweenTwoPoints = function (a, b) {
  9600. var delta = b.subtract(a);
  9601. var theta = Math.atan2(delta.y, delta.x);
  9602. return new Angle(theta);
  9603. };
  9604. /**
  9605. * Gets a new Angle object from the given float in radians
  9606. * @param radians defines the angle value in radians
  9607. * @returns a new Angle
  9608. */
  9609. Angle.FromRadians = function (radians) {
  9610. return new Angle(radians);
  9611. };
  9612. /**
  9613. * Gets a new Angle object from the given float in degrees
  9614. * @param degrees defines the angle value in degrees
  9615. * @returns a new Angle
  9616. */
  9617. Angle.FromDegrees = function (degrees) {
  9618. return new Angle(degrees * Math.PI / 180.0);
  9619. };
  9620. return Angle;
  9621. }());
  9622. BABYLON.Angle = Angle;
  9623. /**
  9624. * This represents an arc in a 2d space.
  9625. */
  9626. var Arc2 = /** @class */ (function () {
  9627. /**
  9628. * Creates an Arc object from the three given points : start, middle and end.
  9629. * @param startPoint Defines the start point of the arc
  9630. * @param midPoint Defines the midlle point of the arc
  9631. * @param endPoint Defines the end point of the arc
  9632. */
  9633. function Arc2(
  9634. /** Defines the start point of the arc */
  9635. startPoint,
  9636. /** Defines the mid point of the arc */
  9637. midPoint,
  9638. /** Defines the end point of the arc */
  9639. endPoint) {
  9640. this.startPoint = startPoint;
  9641. this.midPoint = midPoint;
  9642. this.endPoint = endPoint;
  9643. var temp = Math.pow(midPoint.x, 2) + Math.pow(midPoint.y, 2);
  9644. var startToMid = (Math.pow(startPoint.x, 2) + Math.pow(startPoint.y, 2) - temp) / 2.;
  9645. var midToEnd = (temp - Math.pow(endPoint.x, 2) - Math.pow(endPoint.y, 2)) / 2.;
  9646. var det = (startPoint.x - midPoint.x) * (midPoint.y - endPoint.y) - (midPoint.x - endPoint.x) * (startPoint.y - midPoint.y);
  9647. this.centerPoint = new Vector2((startToMid * (midPoint.y - endPoint.y) - midToEnd * (startPoint.y - midPoint.y)) / det, ((startPoint.x - midPoint.x) * midToEnd - (midPoint.x - endPoint.x) * startToMid) / det);
  9648. this.radius = this.centerPoint.subtract(this.startPoint).length();
  9649. this.startAngle = Angle.BetweenTwoPoints(this.centerPoint, this.startPoint);
  9650. var a1 = this.startAngle.degrees();
  9651. var a2 = Angle.BetweenTwoPoints(this.centerPoint, this.midPoint).degrees();
  9652. var a3 = Angle.BetweenTwoPoints(this.centerPoint, this.endPoint).degrees();
  9653. // angles correction
  9654. if (a2 - a1 > +180.0) {
  9655. a2 -= 360.0;
  9656. }
  9657. if (a2 - a1 < -180.0) {
  9658. a2 += 360.0;
  9659. }
  9660. if (a3 - a2 > +180.0) {
  9661. a3 -= 360.0;
  9662. }
  9663. if (a3 - a2 < -180.0) {
  9664. a3 += 360.0;
  9665. }
  9666. this.orientation = (a2 - a1) < 0 ? Orientation.CW : Orientation.CCW;
  9667. this.angle = Angle.FromDegrees(this.orientation === Orientation.CW ? a1 - a3 : a3 - a1);
  9668. }
  9669. return Arc2;
  9670. }());
  9671. BABYLON.Arc2 = Arc2;
  9672. /**
  9673. * Represents a 2D path made up of multiple 2D points
  9674. */
  9675. var Path2 = /** @class */ (function () {
  9676. /**
  9677. * Creates a Path2 object from the starting 2D coordinates x and y.
  9678. * @param x the starting points x value
  9679. * @param y the starting points y value
  9680. */
  9681. function Path2(x, y) {
  9682. this._points = new Array();
  9683. this._length = 0.0;
  9684. /**
  9685. * If the path start and end point are the same
  9686. */
  9687. this.closed = false;
  9688. this._points.push(new Vector2(x, y));
  9689. }
  9690. /**
  9691. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  9692. * @param x the added points x value
  9693. * @param y the added points y value
  9694. * @returns the updated Path2.
  9695. */
  9696. Path2.prototype.addLineTo = function (x, y) {
  9697. if (this.closed) {
  9698. return this;
  9699. }
  9700. var newPoint = new Vector2(x, y);
  9701. var previousPoint = this._points[this._points.length - 1];
  9702. this._points.push(newPoint);
  9703. this._length += newPoint.subtract(previousPoint).length();
  9704. return this;
  9705. };
  9706. /**
  9707. * Adds _numberOfSegments_ segments according to the arc definition (middle point coordinates, end point coordinates, the arc start point being the current Path2 last point) to the current Path2.
  9708. * @param midX middle point x value
  9709. * @param midY middle point y value
  9710. * @param endX end point x value
  9711. * @param endY end point y value
  9712. * @param numberOfSegments (default: 36)
  9713. * @returns the updated Path2.
  9714. */
  9715. Path2.prototype.addArcTo = function (midX, midY, endX, endY, numberOfSegments) {
  9716. if (numberOfSegments === void 0) { numberOfSegments = 36; }
  9717. if (this.closed) {
  9718. return this;
  9719. }
  9720. var startPoint = this._points[this._points.length - 1];
  9721. var midPoint = new Vector2(midX, midY);
  9722. var endPoint = new Vector2(endX, endY);
  9723. var arc = new Arc2(startPoint, midPoint, endPoint);
  9724. var increment = arc.angle.radians() / numberOfSegments;
  9725. if (arc.orientation === Orientation.CW) {
  9726. increment *= -1;
  9727. }
  9728. var currentAngle = arc.startAngle.radians() + increment;
  9729. for (var i = 0; i < numberOfSegments; i++) {
  9730. var x = Math.cos(currentAngle) * arc.radius + arc.centerPoint.x;
  9731. var y = Math.sin(currentAngle) * arc.radius + arc.centerPoint.y;
  9732. this.addLineTo(x, y);
  9733. currentAngle += increment;
  9734. }
  9735. return this;
  9736. };
  9737. /**
  9738. * Closes the Path2.
  9739. * @returns the Path2.
  9740. */
  9741. Path2.prototype.close = function () {
  9742. this.closed = true;
  9743. return this;
  9744. };
  9745. /**
  9746. * Gets the sum of the distance between each sequential point in the path
  9747. * @returns the Path2 total length (float).
  9748. */
  9749. Path2.prototype.length = function () {
  9750. var result = this._length;
  9751. if (!this.closed) {
  9752. var lastPoint = this._points[this._points.length - 1];
  9753. var firstPoint = this._points[0];
  9754. result += (firstPoint.subtract(lastPoint).length());
  9755. }
  9756. return result;
  9757. };
  9758. /**
  9759. * Gets the points which construct the path
  9760. * @returns the Path2 internal array of points.
  9761. */
  9762. Path2.prototype.getPoints = function () {
  9763. return this._points;
  9764. };
  9765. /**
  9766. * Retreives the point at the distance aways from the starting point
  9767. * @param normalizedLengthPosition the length along the path to retreive the point from
  9768. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  9769. */
  9770. Path2.prototype.getPointAtLengthPosition = function (normalizedLengthPosition) {
  9771. if (normalizedLengthPosition < 0 || normalizedLengthPosition > 1) {
  9772. return Vector2.Zero();
  9773. }
  9774. var lengthPosition = normalizedLengthPosition * this.length();
  9775. var previousOffset = 0;
  9776. for (var i = 0; i < this._points.length; i++) {
  9777. var j = (i + 1) % this._points.length;
  9778. var a = this._points[i];
  9779. var b = this._points[j];
  9780. var bToA = b.subtract(a);
  9781. var nextOffset = (bToA.length() + previousOffset);
  9782. if (lengthPosition >= previousOffset && lengthPosition <= nextOffset) {
  9783. var dir = bToA.normalize();
  9784. var localOffset = lengthPosition - previousOffset;
  9785. return new Vector2(a.x + (dir.x * localOffset), a.y + (dir.y * localOffset));
  9786. }
  9787. previousOffset = nextOffset;
  9788. }
  9789. return Vector2.Zero();
  9790. };
  9791. /**
  9792. * Creates a new path starting from an x and y position
  9793. * @param x starting x value
  9794. * @param y starting y value
  9795. * @returns a new Path2 starting at the coordinates (x, y).
  9796. */
  9797. Path2.StartingAt = function (x, y) {
  9798. return new Path2(x, y);
  9799. };
  9800. return Path2;
  9801. }());
  9802. BABYLON.Path2 = Path2;
  9803. /**
  9804. * Represents a 3D path made up of multiple 3D points
  9805. */
  9806. var Path3D = /** @class */ (function () {
  9807. /**
  9808. * new Path3D(path, normal, raw)
  9809. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  9810. * please read the description in the tutorial : http://doc.babylonjs.com/tutorials/How_to_use_Path3D
  9811. * @param path an array of Vector3, the curve axis of the Path3D
  9812. * @param normal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  9813. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  9814. */
  9815. function Path3D(
  9816. /**
  9817. * an array of Vector3, the curve axis of the Path3D
  9818. */
  9819. path, firstNormal, raw) {
  9820. if (firstNormal === void 0) { firstNormal = null; }
  9821. this.path = path;
  9822. this._curve = new Array();
  9823. this._distances = new Array();
  9824. this._tangents = new Array();
  9825. this._normals = new Array();
  9826. this._binormals = new Array();
  9827. for (var p = 0; p < path.length; p++) {
  9828. this._curve[p] = path[p].clone(); // hard copy
  9829. }
  9830. this._raw = raw || false;
  9831. this._compute(firstNormal);
  9832. }
  9833. /**
  9834. * Returns the Path3D array of successive Vector3 designing its curve.
  9835. * @returns the Path3D array of successive Vector3 designing its curve.
  9836. */
  9837. Path3D.prototype.getCurve = function () {
  9838. return this._curve;
  9839. };
  9840. /**
  9841. * Returns an array populated with tangent vectors on each Path3D curve point.
  9842. * @returns an array populated with tangent vectors on each Path3D curve point.
  9843. */
  9844. Path3D.prototype.getTangents = function () {
  9845. return this._tangents;
  9846. };
  9847. /**
  9848. * Returns an array populated with normal vectors on each Path3D curve point.
  9849. * @returns an array populated with normal vectors on each Path3D curve point.
  9850. */
  9851. Path3D.prototype.getNormals = function () {
  9852. return this._normals;
  9853. };
  9854. /**
  9855. * Returns an array populated with binormal vectors on each Path3D curve point.
  9856. * @returns an array populated with binormal vectors on each Path3D curve point.
  9857. */
  9858. Path3D.prototype.getBinormals = function () {
  9859. return this._binormals;
  9860. };
  9861. /**
  9862. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  9863. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  9864. */
  9865. Path3D.prototype.getDistances = function () {
  9866. return this._distances;
  9867. };
  9868. /**
  9869. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  9870. * @param path path which all values are copied into the curves points
  9871. * @param firstNormal which should be projected onto the curve
  9872. * @returns the same object updated.
  9873. */
  9874. Path3D.prototype.update = function (path, firstNormal) {
  9875. if (firstNormal === void 0) { firstNormal = null; }
  9876. for (var p = 0; p < path.length; p++) {
  9877. this._curve[p].x = path[p].x;
  9878. this._curve[p].y = path[p].y;
  9879. this._curve[p].z = path[p].z;
  9880. }
  9881. this._compute(firstNormal);
  9882. return this;
  9883. };
  9884. // private function compute() : computes tangents, normals and binormals
  9885. Path3D.prototype._compute = function (firstNormal) {
  9886. var l = this._curve.length;
  9887. // first and last tangents
  9888. this._tangents[0] = this._getFirstNonNullVector(0);
  9889. if (!this._raw) {
  9890. this._tangents[0].normalize();
  9891. }
  9892. this._tangents[l - 1] = this._curve[l - 1].subtract(this._curve[l - 2]);
  9893. if (!this._raw) {
  9894. this._tangents[l - 1].normalize();
  9895. }
  9896. // normals and binormals at first point : arbitrary vector with _normalVector()
  9897. var tg0 = this._tangents[0];
  9898. var pp0 = this._normalVector(this._curve[0], tg0, firstNormal);
  9899. this._normals[0] = pp0;
  9900. if (!this._raw) {
  9901. this._normals[0].normalize();
  9902. }
  9903. this._binormals[0] = Vector3.Cross(tg0, this._normals[0]);
  9904. if (!this._raw) {
  9905. this._binormals[0].normalize();
  9906. }
  9907. this._distances[0] = 0.0;
  9908. // normals and binormals : next points
  9909. var prev; // previous vector (segment)
  9910. var cur; // current vector (segment)
  9911. var curTang; // current tangent
  9912. // previous normal
  9913. var prevBinor; // previous binormal
  9914. for (var i = 1; i < l; i++) {
  9915. // tangents
  9916. prev = this._getLastNonNullVector(i);
  9917. if (i < l - 1) {
  9918. cur = this._getFirstNonNullVector(i);
  9919. this._tangents[i] = prev.add(cur);
  9920. this._tangents[i].normalize();
  9921. }
  9922. this._distances[i] = this._distances[i - 1] + prev.length();
  9923. // normals and binormals
  9924. // http://www.cs.cmu.edu/afs/andrew/scs/cs/15-462/web/old/asst2camera.html
  9925. curTang = this._tangents[i];
  9926. prevBinor = this._binormals[i - 1];
  9927. this._normals[i] = Vector3.Cross(prevBinor, curTang);
  9928. if (!this._raw) {
  9929. this._normals[i].normalize();
  9930. }
  9931. this._binormals[i] = Vector3.Cross(curTang, this._normals[i]);
  9932. if (!this._raw) {
  9933. this._binormals[i].normalize();
  9934. }
  9935. }
  9936. };
  9937. // private function getFirstNonNullVector(index)
  9938. // returns the first non null vector from index : curve[index + N].subtract(curve[index])
  9939. Path3D.prototype._getFirstNonNullVector = function (index) {
  9940. var i = 1;
  9941. var nNVector = this._curve[index + i].subtract(this._curve[index]);
  9942. while (nNVector.length() === 0 && index + i + 1 < this._curve.length) {
  9943. i++;
  9944. nNVector = this._curve[index + i].subtract(this._curve[index]);
  9945. }
  9946. return nNVector;
  9947. };
  9948. // private function getLastNonNullVector(index)
  9949. // returns the last non null vector from index : curve[index].subtract(curve[index - N])
  9950. Path3D.prototype._getLastNonNullVector = function (index) {
  9951. var i = 1;
  9952. var nLVector = this._curve[index].subtract(this._curve[index - i]);
  9953. while (nLVector.length() === 0 && index > i + 1) {
  9954. i++;
  9955. nLVector = this._curve[index].subtract(this._curve[index - i]);
  9956. }
  9957. return nLVector;
  9958. };
  9959. // private function normalVector(v0, vt, va) :
  9960. // returns an arbitrary point in the plane defined by the point v0 and the vector vt orthogonal to this plane
  9961. // if va is passed, it returns the va projection on the plane orthogonal to vt at the point v0
  9962. Path3D.prototype._normalVector = function (v0, vt, va) {
  9963. var normal0;
  9964. var tgl = vt.length();
  9965. if (tgl === 0.0) {
  9966. tgl = 1.0;
  9967. }
  9968. if (va === undefined || va === null) {
  9969. var point;
  9970. if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.y) / tgl, 1.0, BABYLON.Epsilon)) { // search for a point in the plane
  9971. point = new Vector3(0.0, -1.0, 0.0);
  9972. }
  9973. else if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.x) / tgl, 1.0, BABYLON.Epsilon)) {
  9974. point = new Vector3(1.0, 0.0, 0.0);
  9975. }
  9976. else if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.z) / tgl, 1.0, BABYLON.Epsilon)) {
  9977. point = new Vector3(0.0, 0.0, 1.0);
  9978. }
  9979. else {
  9980. point = Vector3.Zero();
  9981. }
  9982. normal0 = Vector3.Cross(vt, point);
  9983. }
  9984. else {
  9985. normal0 = Vector3.Cross(vt, va);
  9986. Vector3.CrossToRef(normal0, vt, normal0);
  9987. }
  9988. normal0.normalize();
  9989. return normal0;
  9990. };
  9991. return Path3D;
  9992. }());
  9993. BABYLON.Path3D = Path3D;
  9994. /**
  9995. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  9996. * A Curve3 is designed from a series of successive Vector3.
  9997. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  9998. */
  9999. var Curve3 = /** @class */ (function () {
  10000. /**
  10001. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  10002. * A Curve3 is designed from a series of successive Vector3.
  10003. * Tuto : http://doc.babylonjs.com/tutorials/How_to_use_Curve3#curve3-object
  10004. * @param points points which make up the curve
  10005. */
  10006. function Curve3(points) {
  10007. this._length = 0.0;
  10008. this._points = points;
  10009. this._length = this._computeLength(points);
  10010. }
  10011. /**
  10012. * Returns a Curve3 object along a Quadratic Bezier curve : http://doc.babylonjs.com/tutorials/How_to_use_Curve3#quadratic-bezier-curve
  10013. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  10014. * @param v1 (Vector3) the control point
  10015. * @param v2 (Vector3) the end point of the Quadratic Bezier
  10016. * @param nbPoints (integer) the wanted number of points in the curve
  10017. * @returns the created Curve3
  10018. */
  10019. Curve3.CreateQuadraticBezier = function (v0, v1, v2, nbPoints) {
  10020. nbPoints = nbPoints > 2 ? nbPoints : 3;
  10021. var bez = new Array();
  10022. var equation = function (t, val0, val1, val2) {
  10023. var res = (1.0 - t) * (1.0 - t) * val0 + 2.0 * t * (1.0 - t) * val1 + t * t * val2;
  10024. return res;
  10025. };
  10026. for (var i = 0; i <= nbPoints; i++) {
  10027. bez.push(new Vector3(equation(i / nbPoints, v0.x, v1.x, v2.x), equation(i / nbPoints, v0.y, v1.y, v2.y), equation(i / nbPoints, v0.z, v1.z, v2.z)));
  10028. }
  10029. return new Curve3(bez);
  10030. };
  10031. /**
  10032. * Returns a Curve3 object along a Cubic Bezier curve : http://doc.babylonjs.com/tutorials/How_to_use_Curve3#cubic-bezier-curve
  10033. * @param v0 (Vector3) the origin point of the Cubic Bezier
  10034. * @param v1 (Vector3) the first control point
  10035. * @param v2 (Vector3) the second control point
  10036. * @param v3 (Vector3) the end point of the Cubic Bezier
  10037. * @param nbPoints (integer) the wanted number of points in the curve
  10038. * @returns the created Curve3
  10039. */
  10040. Curve3.CreateCubicBezier = function (v0, v1, v2, v3, nbPoints) {
  10041. nbPoints = nbPoints > 3 ? nbPoints : 4;
  10042. var bez = new Array();
  10043. var equation = function (t, val0, val1, val2, val3) {
  10044. var res = (1.0 - t) * (1.0 - t) * (1.0 - t) * val0 + 3.0 * t * (1.0 - t) * (1.0 - t) * val1 + 3.0 * t * t * (1.0 - t) * val2 + t * t * t * val3;
  10045. return res;
  10046. };
  10047. for (var i = 0; i <= nbPoints; i++) {
  10048. bez.push(new Vector3(equation(i / nbPoints, v0.x, v1.x, v2.x, v3.x), equation(i / nbPoints, v0.y, v1.y, v2.y, v3.y), equation(i / nbPoints, v0.z, v1.z, v2.z, v3.z)));
  10049. }
  10050. return new Curve3(bez);
  10051. };
  10052. /**
  10053. * Returns a Curve3 object along a Hermite Spline curve : http://doc.babylonjs.com/tutorials/How_to_use_Curve3#hermite-spline
  10054. * @param p1 (Vector3) the origin point of the Hermite Spline
  10055. * @param t1 (Vector3) the tangent vector at the origin point
  10056. * @param p2 (Vector3) the end point of the Hermite Spline
  10057. * @param t2 (Vector3) the tangent vector at the end point
  10058. * @param nbPoints (integer) the wanted number of points in the curve
  10059. * @returns the created Curve3
  10060. */
  10061. Curve3.CreateHermiteSpline = function (p1, t1, p2, t2, nbPoints) {
  10062. var hermite = new Array();
  10063. var step = 1.0 / nbPoints;
  10064. for (var i = 0; i <= nbPoints; i++) {
  10065. hermite.push(Vector3.Hermite(p1, t1, p2, t2, i * step));
  10066. }
  10067. return new Curve3(hermite);
  10068. };
  10069. /**
  10070. * Returns a Curve3 object along a CatmullRom Spline curve :
  10071. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  10072. * @param nbPoints (integer) the wanted number of points between each curve control points
  10073. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  10074. * @returns the created Curve3
  10075. */
  10076. Curve3.CreateCatmullRomSpline = function (points, nbPoints, closed) {
  10077. var catmullRom = new Array();
  10078. var step = 1.0 / nbPoints;
  10079. var amount = 0.0;
  10080. if (closed) {
  10081. var pointsCount = points.length;
  10082. for (var i = 0; i < pointsCount; i++) {
  10083. amount = 0;
  10084. for (var c = 0; c < nbPoints; c++) {
  10085. catmullRom.push(Vector3.CatmullRom(points[i % pointsCount], points[(i + 1) % pointsCount], points[(i + 2) % pointsCount], points[(i + 3) % pointsCount], amount));
  10086. amount += step;
  10087. }
  10088. }
  10089. catmullRom.push(catmullRom[0]);
  10090. }
  10091. else {
  10092. var totalPoints = new Array();
  10093. totalPoints.push(points[0].clone());
  10094. Array.prototype.push.apply(totalPoints, points);
  10095. totalPoints.push(points[points.length - 1].clone());
  10096. for (var i = 0; i < totalPoints.length - 3; i++) {
  10097. amount = 0;
  10098. for (var c = 0; c < nbPoints; c++) {
  10099. catmullRom.push(Vector3.CatmullRom(totalPoints[i], totalPoints[i + 1], totalPoints[i + 2], totalPoints[i + 3], amount));
  10100. amount += step;
  10101. }
  10102. }
  10103. i--;
  10104. catmullRom.push(Vector3.CatmullRom(totalPoints[i], totalPoints[i + 1], totalPoints[i + 2], totalPoints[i + 3], amount));
  10105. }
  10106. return new Curve3(catmullRom);
  10107. };
  10108. /**
  10109. * @returns the Curve3 stored array of successive Vector3
  10110. */
  10111. Curve3.prototype.getPoints = function () {
  10112. return this._points;
  10113. };
  10114. /**
  10115. * @returns the computed length (float) of the curve.
  10116. */
  10117. Curve3.prototype.length = function () {
  10118. return this._length;
  10119. };
  10120. /**
  10121. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  10122. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  10123. * curveA and curveB keep unchanged.
  10124. * @param curve the curve to continue from this curve
  10125. * @returns the newly constructed curve
  10126. */
  10127. Curve3.prototype.continue = function (curve) {
  10128. var lastPoint = this._points[this._points.length - 1];
  10129. var continuedPoints = this._points.slice();
  10130. var curvePoints = curve.getPoints();
  10131. for (var i = 1; i < curvePoints.length; i++) {
  10132. continuedPoints.push(curvePoints[i].subtract(curvePoints[0]).add(lastPoint));
  10133. }
  10134. var continuedCurve = new Curve3(continuedPoints);
  10135. return continuedCurve;
  10136. };
  10137. Curve3.prototype._computeLength = function (path) {
  10138. var l = 0;
  10139. for (var i = 1; i < path.length; i++) {
  10140. l += (path[i].subtract(path[i - 1])).length();
  10141. }
  10142. return l;
  10143. };
  10144. return Curve3;
  10145. }());
  10146. BABYLON.Curve3 = Curve3;
  10147. // Vertex formats
  10148. /**
  10149. * Contains position and normal vectors for a vertex
  10150. */
  10151. var PositionNormalVertex = /** @class */ (function () {
  10152. /**
  10153. * Creates a PositionNormalVertex
  10154. * @param position the position of the vertex (defaut: 0,0,0)
  10155. * @param normal the normal of the vertex (defaut: 0,1,0)
  10156. */
  10157. function PositionNormalVertex(
  10158. /** the position of the vertex (defaut: 0,0,0) */
  10159. position,
  10160. /** the normal of the vertex (defaut: 0,1,0) */
  10161. normal) {
  10162. if (position === void 0) { position = Vector3.Zero(); }
  10163. if (normal === void 0) { normal = Vector3.Up(); }
  10164. this.position = position;
  10165. this.normal = normal;
  10166. }
  10167. /**
  10168. * Clones the PositionNormalVertex
  10169. * @returns the cloned PositionNormalVertex
  10170. */
  10171. PositionNormalVertex.prototype.clone = function () {
  10172. return new PositionNormalVertex(this.position.clone(), this.normal.clone());
  10173. };
  10174. return PositionNormalVertex;
  10175. }());
  10176. BABYLON.PositionNormalVertex = PositionNormalVertex;
  10177. /**
  10178. * Contains position, normal and uv vectors for a vertex
  10179. */
  10180. var PositionNormalTextureVertex = /** @class */ (function () {
  10181. /**
  10182. * Creates a PositionNormalTextureVertex
  10183. * @param position the position of the vertex (defaut: 0,0,0)
  10184. * @param normal the normal of the vertex (defaut: 0,1,0)
  10185. * @param uv the uv of the vertex (default: 0,0)
  10186. */
  10187. function PositionNormalTextureVertex(
  10188. /** the position of the vertex (defaut: 0,0,0) */
  10189. position,
  10190. /** the normal of the vertex (defaut: 0,1,0) */
  10191. normal,
  10192. /** the uv of the vertex (default: 0,0) */
  10193. uv) {
  10194. if (position === void 0) { position = Vector3.Zero(); }
  10195. if (normal === void 0) { normal = Vector3.Up(); }
  10196. if (uv === void 0) { uv = Vector2.Zero(); }
  10197. this.position = position;
  10198. this.normal = normal;
  10199. this.uv = uv;
  10200. }
  10201. /**
  10202. * Clones the PositionNormalTextureVertex
  10203. * @returns the cloned PositionNormalTextureVertex
  10204. */
  10205. PositionNormalTextureVertex.prototype.clone = function () {
  10206. return new PositionNormalTextureVertex(this.position.clone(), this.normal.clone(), this.uv.clone());
  10207. };
  10208. return PositionNormalTextureVertex;
  10209. }());
  10210. BABYLON.PositionNormalTextureVertex = PositionNormalTextureVertex;
  10211. // Temporary pre-allocated objects for engine internal use
  10212. // usage in any internal function :
  10213. // var tmp = Tmp.Vector3[0]; <= gets access to the first pre-created Vector3
  10214. // There's a Tmp array per object type : int, float, Vector2, Vector3, Vector4, Quaternion, Matrix
  10215. /**
  10216. * @hidden
  10217. */
  10218. var Tmp = /** @class */ (function () {
  10219. function Tmp() {
  10220. }
  10221. Tmp.Color3 = BABYLON.Tools.BuildArray(3, Color3.Black);
  10222. Tmp.Color4 = BABYLON.Tools.BuildArray(3, function () { return new Color4(0, 0, 0, 0); });
  10223. Tmp.Vector2 = BABYLON.Tools.BuildArray(3, Vector2.Zero); // 3 temp Vector2 at once should be enough
  10224. Tmp.Vector3 = BABYLON.Tools.BuildArray(13, Vector3.Zero); // 13 temp Vector3 at once should be enough
  10225. Tmp.Vector4 = BABYLON.Tools.BuildArray(3, Vector4.Zero); // 3 temp Vector4 at once should be enough
  10226. Tmp.Quaternion = BABYLON.Tools.BuildArray(2, Quaternion.Zero); // 2 temp Quaternion at once should be enough
  10227. Tmp.Matrix = BABYLON.Tools.BuildArray(8, Matrix.Identity); // 8 temp Matrices at once should be enough
  10228. return Tmp;
  10229. }());
  10230. BABYLON.Tmp = Tmp;
  10231. /**
  10232. * @hidden
  10233. * Same as Tmp but not exported to keep it only for math functions to avoid conflicts
  10234. */
  10235. var MathTmp = /** @class */ (function () {
  10236. function MathTmp() {
  10237. }
  10238. MathTmp.Vector3 = BABYLON.Tools.BuildArray(6, Vector3.Zero);
  10239. MathTmp.Matrix = BABYLON.Tools.BuildArray(2, Matrix.Identity);
  10240. MathTmp.Quaternion = BABYLON.Tools.BuildArray(3, Quaternion.Zero);
  10241. return MathTmp;
  10242. }());
  10243. })(BABYLON || (BABYLON = {}));
  10244. //# sourceMappingURL=babylon.math.js.map
  10245. var BABYLON;
  10246. (function (BABYLON) {
  10247. /**
  10248. * Scalar computation library
  10249. */
  10250. var Scalar = /** @class */ (function () {
  10251. function Scalar() {
  10252. }
  10253. /**
  10254. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  10255. * @param a number
  10256. * @param b number
  10257. * @param epsilon (default = 1.401298E-45)
  10258. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  10259. */
  10260. Scalar.WithinEpsilon = function (a, b, epsilon) {
  10261. if (epsilon === void 0) { epsilon = 1.401298E-45; }
  10262. var num = a - b;
  10263. return -epsilon <= num && num <= epsilon;
  10264. };
  10265. /**
  10266. * Returns a string : the upper case translation of the number i to hexadecimal.
  10267. * @param i number
  10268. * @returns the upper case translation of the number i to hexadecimal.
  10269. */
  10270. Scalar.ToHex = function (i) {
  10271. var str = i.toString(16);
  10272. if (i <= 15) {
  10273. return ("0" + str).toUpperCase();
  10274. }
  10275. return str.toUpperCase();
  10276. };
  10277. /**
  10278. * Returns -1 if value is negative and +1 is value is positive.
  10279. * @param value the value
  10280. * @returns the value itself if it's equal to zero.
  10281. */
  10282. Scalar.Sign = function (value) {
  10283. value = +value; // convert to a number
  10284. if (value === 0 || isNaN(value)) {
  10285. return value;
  10286. }
  10287. return value > 0 ? 1 : -1;
  10288. };
  10289. /**
  10290. * Returns the value itself if it's between min and max.
  10291. * Returns min if the value is lower than min.
  10292. * Returns max if the value is greater than max.
  10293. * @param value the value to clmap
  10294. * @param min the min value to clamp to (default: 0)
  10295. * @param max the max value to clamp to (default: 1)
  10296. * @returns the clamped value
  10297. */
  10298. Scalar.Clamp = function (value, min, max) {
  10299. if (min === void 0) { min = 0; }
  10300. if (max === void 0) { max = 1; }
  10301. return Math.min(max, Math.max(min, value));
  10302. };
  10303. /**
  10304. * the log2 of value.
  10305. * @param value the value to compute log2 of
  10306. * @returns the log2 of value.
  10307. */
  10308. Scalar.Log2 = function (value) {
  10309. return Math.log(value) * Math.LOG2E;
  10310. };
  10311. /**
  10312. * Loops the value, so that it is never larger than length and never smaller than 0.
  10313. *
  10314. * This is similar to the modulo operator but it works with floating point numbers.
  10315. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  10316. * With t = 5 and length = 2.5, the result would be 0.0.
  10317. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  10318. * @param value the value
  10319. * @param length the length
  10320. * @returns the looped value
  10321. */
  10322. Scalar.Repeat = function (value, length) {
  10323. return value - Math.floor(value / length) * length;
  10324. };
  10325. /**
  10326. * Normalize the value between 0.0 and 1.0 using min and max values
  10327. * @param value value to normalize
  10328. * @param min max to normalize between
  10329. * @param max min to normalize between
  10330. * @returns the normalized value
  10331. */
  10332. Scalar.Normalize = function (value, min, max) {
  10333. return (value - min) / (max - min);
  10334. };
  10335. /**
  10336. * Denormalize the value from 0.0 and 1.0 using min and max values
  10337. * @param normalized value to denormalize
  10338. * @param min max to denormalize between
  10339. * @param max min to denormalize between
  10340. * @returns the denormalized value
  10341. */
  10342. Scalar.Denormalize = function (normalized, min, max) {
  10343. return (normalized * (max - min) + min);
  10344. };
  10345. /**
  10346. * Calculates the shortest difference between two given angles given in degrees.
  10347. * @param current current angle in degrees
  10348. * @param target target angle in degrees
  10349. * @returns the delta
  10350. */
  10351. Scalar.DeltaAngle = function (current, target) {
  10352. var num = Scalar.Repeat(target - current, 360.0);
  10353. if (num > 180.0) {
  10354. num -= 360.0;
  10355. }
  10356. return num;
  10357. };
  10358. /**
  10359. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  10360. * @param tx value
  10361. * @param length length
  10362. * @returns The returned value will move back and forth between 0 and length
  10363. */
  10364. Scalar.PingPong = function (tx, length) {
  10365. var t = Scalar.Repeat(tx, length * 2.0);
  10366. return length - Math.abs(t - length);
  10367. };
  10368. /**
  10369. * Interpolates between min and max with smoothing at the limits.
  10370. *
  10371. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  10372. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  10373. * @param from from
  10374. * @param to to
  10375. * @param tx value
  10376. * @returns the smooth stepped value
  10377. */
  10378. Scalar.SmoothStep = function (from, to, tx) {
  10379. var t = Scalar.Clamp(tx);
  10380. t = -2.0 * t * t * t + 3.0 * t * t;
  10381. return to * t + from * (1.0 - t);
  10382. };
  10383. /**
  10384. * Moves a value current towards target.
  10385. *
  10386. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  10387. * Negative values of maxDelta pushes the value away from target.
  10388. * @param current current value
  10389. * @param target target value
  10390. * @param maxDelta max distance to move
  10391. * @returns resulting value
  10392. */
  10393. Scalar.MoveTowards = function (current, target, maxDelta) {
  10394. var result = 0;
  10395. if (Math.abs(target - current) <= maxDelta) {
  10396. result = target;
  10397. }
  10398. else {
  10399. result = current + Scalar.Sign(target - current) * maxDelta;
  10400. }
  10401. return result;
  10402. };
  10403. /**
  10404. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  10405. *
  10406. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  10407. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  10408. * @param current current value
  10409. * @param target target value
  10410. * @param maxDelta max distance to move
  10411. * @returns resulting angle
  10412. */
  10413. Scalar.MoveTowardsAngle = function (current, target, maxDelta) {
  10414. var num = Scalar.DeltaAngle(current, target);
  10415. var result = 0;
  10416. if (-maxDelta < num && num < maxDelta) {
  10417. result = target;
  10418. }
  10419. else {
  10420. target = current + num;
  10421. result = Scalar.MoveTowards(current, target, maxDelta);
  10422. }
  10423. return result;
  10424. };
  10425. /**
  10426. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  10427. * @param start start value
  10428. * @param end target value
  10429. * @param amount amount to lerp between
  10430. * @returns the lerped value
  10431. */
  10432. Scalar.Lerp = function (start, end, amount) {
  10433. return start + ((end - start) * amount);
  10434. };
  10435. /**
  10436. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  10437. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  10438. * @param start start value
  10439. * @param end target value
  10440. * @param amount amount to lerp between
  10441. * @returns the lerped value
  10442. */
  10443. Scalar.LerpAngle = function (start, end, amount) {
  10444. var num = Scalar.Repeat(end - start, 360.0);
  10445. if (num > 180.0) {
  10446. num -= 360.0;
  10447. }
  10448. return start + num * Scalar.Clamp(amount);
  10449. };
  10450. /**
  10451. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  10452. * @param a start value
  10453. * @param b target value
  10454. * @param value value between a and b
  10455. * @returns the inverseLerp value
  10456. */
  10457. Scalar.InverseLerp = function (a, b, value) {
  10458. var result = 0;
  10459. if (a != b) {
  10460. result = Scalar.Clamp((value - a) / (b - a));
  10461. }
  10462. else {
  10463. result = 0.0;
  10464. }
  10465. return result;
  10466. };
  10467. /**
  10468. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  10469. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  10470. * @param value1 spline value
  10471. * @param tangent1 spline value
  10472. * @param value2 spline value
  10473. * @param tangent2 spline value
  10474. * @param amount input value
  10475. * @returns hermite result
  10476. */
  10477. Scalar.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  10478. var squared = amount * amount;
  10479. var cubed = amount * squared;
  10480. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  10481. var part2 = (-2.0 * cubed) + (3.0 * squared);
  10482. var part3 = (cubed - (2.0 * squared)) + amount;
  10483. var part4 = cubed - squared;
  10484. return (((value1 * part1) + (value2 * part2)) + (tangent1 * part3)) + (tangent2 * part4);
  10485. };
  10486. /**
  10487. * Returns a random float number between and min and max values
  10488. * @param min min value of random
  10489. * @param max max value of random
  10490. * @returns random value
  10491. */
  10492. Scalar.RandomRange = function (min, max) {
  10493. if (min === max) {
  10494. return min;
  10495. }
  10496. return ((Math.random() * (max - min)) + min);
  10497. };
  10498. /**
  10499. * This function returns percentage of a number in a given range.
  10500. *
  10501. * RangeToPercent(40,20,60) will return 0.5 (50%)
  10502. * RangeToPercent(34,0,100) will return 0.34 (34%)
  10503. * @param number to convert to percentage
  10504. * @param min min range
  10505. * @param max max range
  10506. * @returns the percentage
  10507. */
  10508. Scalar.RangeToPercent = function (number, min, max) {
  10509. return ((number - min) / (max - min));
  10510. };
  10511. /**
  10512. * This function returns number that corresponds to the percentage in a given range.
  10513. *
  10514. * PercentToRange(0.34,0,100) will return 34.
  10515. * @param percent to convert to number
  10516. * @param min min range
  10517. * @param max max range
  10518. * @returns the number
  10519. */
  10520. Scalar.PercentToRange = function (percent, min, max) {
  10521. return ((max - min) * percent + min);
  10522. };
  10523. /**
  10524. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  10525. * @param angle The angle to normalize in radian.
  10526. * @return The converted angle.
  10527. */
  10528. Scalar.NormalizeRadians = function (angle) {
  10529. // More precise but slower version kept for reference.
  10530. // angle = angle % Tools.TwoPi;
  10531. // angle = (angle + Tools.TwoPi) % Tools.TwoPi;
  10532. //if (angle > Math.PI) {
  10533. // angle -= Tools.TwoPi;
  10534. //}
  10535. angle -= (Scalar.TwoPi * Math.floor((angle + Math.PI) / Scalar.TwoPi));
  10536. return angle;
  10537. };
  10538. /**
  10539. * Two pi constants convenient for computation.
  10540. */
  10541. Scalar.TwoPi = Math.PI * 2;
  10542. return Scalar;
  10543. }());
  10544. BABYLON.Scalar = Scalar;
  10545. })(BABYLON || (BABYLON = {}));
  10546. //# sourceMappingURL=babylon.math.scalar.js.map
  10547. //# sourceMappingURL=babylon.mixins.js.map
  10548. // Type definitions for WebGL 2, Editor's Draft Fri Feb 24 16:10:18 2017 -0800
  10549. // Project: https://www.khronos.org/registry/webgl/specs/latest/2.0/
  10550. // Definitions by: Nico Kemnitz <https://github.com/nkemnitz/>
  10551. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  10552. //# sourceMappingURL=babylon.webgl2.js.map
  10553. var BABYLON;
  10554. (function (BABYLON) {
  10555. var __decoratorInitialStore = {};
  10556. var __mergedStore = {};
  10557. var _copySource = function (creationFunction, source, instanciate) {
  10558. var destination = creationFunction();
  10559. // Tags
  10560. if (BABYLON.Tags) {
  10561. BABYLON.Tags.AddTagsTo(destination, source.tags);
  10562. }
  10563. var classStore = getMergedStore(destination);
  10564. // Properties
  10565. for (var property in classStore) {
  10566. var propertyDescriptor = classStore[property];
  10567. var sourceProperty = source[property];
  10568. var propertyType = propertyDescriptor.type;
  10569. if (sourceProperty !== undefined && sourceProperty !== null) {
  10570. switch (propertyType) {
  10571. case 0: // Value
  10572. case 6: // Mesh reference
  10573. case 11: // Camera reference
  10574. destination[property] = sourceProperty;
  10575. break;
  10576. case 1: // Texture
  10577. destination[property] = (instanciate || sourceProperty.isRenderTarget) ? sourceProperty : sourceProperty.clone();
  10578. break;
  10579. case 2: // Color3
  10580. case 3: // FresnelParameters
  10581. case 4: // Vector2
  10582. case 5: // Vector3
  10583. case 7: // Color Curves
  10584. case 10: // Quaternion
  10585. destination[property] = instanciate ? sourceProperty : sourceProperty.clone();
  10586. break;
  10587. }
  10588. }
  10589. }
  10590. return destination;
  10591. };
  10592. function getDirectStore(target) {
  10593. var classKey = target.getClassName();
  10594. if (!__decoratorInitialStore[classKey]) {
  10595. __decoratorInitialStore[classKey] = {};
  10596. }
  10597. return __decoratorInitialStore[classKey];
  10598. }
  10599. /**
  10600. * Return the list of properties flagged as serializable
  10601. * @param target: host object
  10602. */
  10603. function getMergedStore(target) {
  10604. var classKey = target.getClassName();
  10605. if (__mergedStore[classKey]) {
  10606. return __mergedStore[classKey];
  10607. }
  10608. __mergedStore[classKey] = {};
  10609. var store = __mergedStore[classKey];
  10610. var currentTarget = target;
  10611. var currentKey = classKey;
  10612. while (currentKey) {
  10613. var initialStore = __decoratorInitialStore[currentKey];
  10614. for (var property in initialStore) {
  10615. store[property] = initialStore[property];
  10616. }
  10617. var parent_1 = void 0;
  10618. var done = false;
  10619. do {
  10620. parent_1 = Object.getPrototypeOf(currentTarget);
  10621. if (!parent_1.getClassName) {
  10622. done = true;
  10623. break;
  10624. }
  10625. if (parent_1.getClassName() !== currentKey) {
  10626. break;
  10627. }
  10628. currentTarget = parent_1;
  10629. } while (parent_1);
  10630. if (done) {
  10631. break;
  10632. }
  10633. currentKey = parent_1.getClassName();
  10634. currentTarget = parent_1;
  10635. }
  10636. return store;
  10637. }
  10638. function generateSerializableMember(type, sourceName) {
  10639. return function (target, propertyKey) {
  10640. var classStore = getDirectStore(target);
  10641. if (!classStore[propertyKey]) {
  10642. classStore[propertyKey] = { type: type, sourceName: sourceName };
  10643. }
  10644. };
  10645. }
  10646. function generateExpandMember(setCallback, targetKey) {
  10647. if (targetKey === void 0) { targetKey = null; }
  10648. return function (target, propertyKey) {
  10649. var key = targetKey || ("_" + propertyKey);
  10650. Object.defineProperty(target, propertyKey, {
  10651. get: function () {
  10652. return this[key];
  10653. },
  10654. set: function (value) {
  10655. if (this[key] === value) {
  10656. return;
  10657. }
  10658. this[key] = value;
  10659. target[setCallback].apply(this);
  10660. },
  10661. enumerable: true,
  10662. configurable: true
  10663. });
  10664. };
  10665. }
  10666. function expandToProperty(callback, targetKey) {
  10667. if (targetKey === void 0) { targetKey = null; }
  10668. return generateExpandMember(callback, targetKey);
  10669. }
  10670. BABYLON.expandToProperty = expandToProperty;
  10671. function serialize(sourceName) {
  10672. return generateSerializableMember(0, sourceName); // value member
  10673. }
  10674. BABYLON.serialize = serialize;
  10675. function serializeAsTexture(sourceName) {
  10676. return generateSerializableMember(1, sourceName); // texture member
  10677. }
  10678. BABYLON.serializeAsTexture = serializeAsTexture;
  10679. function serializeAsColor3(sourceName) {
  10680. return generateSerializableMember(2, sourceName); // color3 member
  10681. }
  10682. BABYLON.serializeAsColor3 = serializeAsColor3;
  10683. function serializeAsFresnelParameters(sourceName) {
  10684. return generateSerializableMember(3, sourceName); // fresnel parameters member
  10685. }
  10686. BABYLON.serializeAsFresnelParameters = serializeAsFresnelParameters;
  10687. function serializeAsVector2(sourceName) {
  10688. return generateSerializableMember(4, sourceName); // vector2 member
  10689. }
  10690. BABYLON.serializeAsVector2 = serializeAsVector2;
  10691. function serializeAsVector3(sourceName) {
  10692. return generateSerializableMember(5, sourceName); // vector3 member
  10693. }
  10694. BABYLON.serializeAsVector3 = serializeAsVector3;
  10695. function serializeAsMeshReference(sourceName) {
  10696. return generateSerializableMember(6, sourceName); // mesh reference member
  10697. }
  10698. BABYLON.serializeAsMeshReference = serializeAsMeshReference;
  10699. function serializeAsColorCurves(sourceName) {
  10700. return generateSerializableMember(7, sourceName); // color curves
  10701. }
  10702. BABYLON.serializeAsColorCurves = serializeAsColorCurves;
  10703. function serializeAsColor4(sourceName) {
  10704. return generateSerializableMember(8, sourceName); // color 4
  10705. }
  10706. BABYLON.serializeAsColor4 = serializeAsColor4;
  10707. function serializeAsImageProcessingConfiguration(sourceName) {
  10708. return generateSerializableMember(9, sourceName); // image processing
  10709. }
  10710. BABYLON.serializeAsImageProcessingConfiguration = serializeAsImageProcessingConfiguration;
  10711. function serializeAsQuaternion(sourceName) {
  10712. return generateSerializableMember(10, sourceName); // quaternion member
  10713. }
  10714. BABYLON.serializeAsQuaternion = serializeAsQuaternion;
  10715. /**
  10716. * Decorator used to define property that can be serialized as reference to a camera
  10717. * @param sourceName defines the name of the property to decorate
  10718. */
  10719. function serializeAsCameraReference(sourceName) {
  10720. return generateSerializableMember(11, sourceName); // camera reference member
  10721. }
  10722. BABYLON.serializeAsCameraReference = serializeAsCameraReference;
  10723. /**
  10724. * Class used to help serialization objects
  10725. */
  10726. var SerializationHelper = /** @class */ (function () {
  10727. function SerializationHelper() {
  10728. }
  10729. /**
  10730. * Static function used to serialized a specific entity
  10731. * @param entity defines the entity to serialize
  10732. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  10733. * @returns a JSON compatible object representing the serialization of the entity
  10734. */
  10735. SerializationHelper.Serialize = function (entity, serializationObject) {
  10736. if (!serializationObject) {
  10737. serializationObject = {};
  10738. }
  10739. // Tags
  10740. if (BABYLON.Tags) {
  10741. serializationObject.tags = BABYLON.Tags.GetTags(entity);
  10742. }
  10743. var serializedProperties = getMergedStore(entity);
  10744. // Properties
  10745. for (var property in serializedProperties) {
  10746. var propertyDescriptor = serializedProperties[property];
  10747. var targetPropertyName = propertyDescriptor.sourceName || property;
  10748. var propertyType = propertyDescriptor.type;
  10749. var sourceProperty = entity[property];
  10750. if (sourceProperty !== undefined && sourceProperty !== null) {
  10751. switch (propertyType) {
  10752. case 0: // Value
  10753. serializationObject[targetPropertyName] = sourceProperty;
  10754. break;
  10755. case 1: // Texture
  10756. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10757. break;
  10758. case 2: // Color3
  10759. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10760. break;
  10761. case 3: // FresnelParameters
  10762. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10763. break;
  10764. case 4: // Vector2
  10765. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10766. break;
  10767. case 5: // Vector3
  10768. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10769. break;
  10770. case 6: // Mesh reference
  10771. serializationObject[targetPropertyName] = sourceProperty.id;
  10772. break;
  10773. case 7: // Color Curves
  10774. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10775. break;
  10776. case 8: // Color 4
  10777. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10778. break;
  10779. case 9: // Image Processing
  10780. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10781. break;
  10782. case 10: // Quaternion
  10783. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10784. break;
  10785. case 11: // Camera reference
  10786. serializationObject[targetPropertyName] = sourceProperty.id;
  10787. break;
  10788. }
  10789. }
  10790. }
  10791. return serializationObject;
  10792. };
  10793. /**
  10794. * Creates a new entity from a serialization data object
  10795. * @param creationFunction defines a function used to instanciated the new entity
  10796. * @param source defines the source serialization data
  10797. * @param scene defines the hosting scene
  10798. * @param rootUrl defines the root url for resources
  10799. * @returns a new entity
  10800. */
  10801. SerializationHelper.Parse = function (creationFunction, source, scene, rootUrl) {
  10802. if (rootUrl === void 0) { rootUrl = null; }
  10803. var destination = creationFunction();
  10804. if (!rootUrl) {
  10805. rootUrl = "";
  10806. }
  10807. // Tags
  10808. if (BABYLON.Tags) {
  10809. BABYLON.Tags.AddTagsTo(destination, source.tags);
  10810. }
  10811. var classStore = getMergedStore(destination);
  10812. // Properties
  10813. for (var property in classStore) {
  10814. var propertyDescriptor = classStore[property];
  10815. var sourceProperty = source[propertyDescriptor.sourceName || property];
  10816. var propertyType = propertyDescriptor.type;
  10817. if (sourceProperty !== undefined && sourceProperty !== null) {
  10818. var dest = destination;
  10819. switch (propertyType) {
  10820. case 0: // Value
  10821. dest[property] = sourceProperty;
  10822. break;
  10823. case 1: // Texture
  10824. if (scene) {
  10825. dest[property] = BABYLON.Texture.Parse(sourceProperty, scene, rootUrl);
  10826. }
  10827. break;
  10828. case 2: // Color3
  10829. dest[property] = BABYLON.Color3.FromArray(sourceProperty);
  10830. break;
  10831. case 3: // FresnelParameters
  10832. dest[property] = BABYLON.FresnelParameters.Parse(sourceProperty);
  10833. break;
  10834. case 4: // Vector2
  10835. dest[property] = BABYLON.Vector2.FromArray(sourceProperty);
  10836. break;
  10837. case 5: // Vector3
  10838. dest[property] = BABYLON.Vector3.FromArray(sourceProperty);
  10839. break;
  10840. case 6: // Mesh reference
  10841. if (scene) {
  10842. dest[property] = scene.getLastMeshByID(sourceProperty);
  10843. }
  10844. break;
  10845. case 7: // Color Curves
  10846. dest[property] = BABYLON.ColorCurves.Parse(sourceProperty);
  10847. break;
  10848. case 8: // Color 4
  10849. dest[property] = BABYLON.Color4.FromArray(sourceProperty);
  10850. break;
  10851. case 9: // Image Processing
  10852. dest[property] = BABYLON.ImageProcessingConfiguration.Parse(sourceProperty);
  10853. break;
  10854. case 10: // Quaternion
  10855. dest[property] = BABYLON.Quaternion.FromArray(sourceProperty);
  10856. break;
  10857. case 11: // Camera reference
  10858. if (scene) {
  10859. dest[property] = scene.getCameraByID(sourceProperty);
  10860. }
  10861. break;
  10862. }
  10863. }
  10864. }
  10865. return destination;
  10866. };
  10867. /**
  10868. * Clones an object
  10869. * @param creationFunction defines the function used to instanciate the new object
  10870. * @param source defines the source object
  10871. * @returns the cloned object
  10872. */
  10873. SerializationHelper.Clone = function (creationFunction, source) {
  10874. return _copySource(creationFunction, source, false);
  10875. };
  10876. /**
  10877. * Instanciates a new object based on a source one (some data will be shared between both object)
  10878. * @param creationFunction defines the function used to instanciate the new object
  10879. * @param source defines the source object
  10880. * @returns the new object
  10881. */
  10882. SerializationHelper.Instanciate = function (creationFunction, source) {
  10883. return _copySource(creationFunction, source, true);
  10884. };
  10885. return SerializationHelper;
  10886. }());
  10887. BABYLON.SerializationHelper = SerializationHelper;
  10888. })(BABYLON || (BABYLON = {}));
  10889. //# sourceMappingURL=babylon.decorators.js.map
  10890. var BABYLON;
  10891. (function (BABYLON) {
  10892. /**
  10893. * Wrapper class for promise with external resolve and reject.
  10894. */
  10895. var Deferred = /** @class */ (function () {
  10896. /**
  10897. * Constructor for this deferred object.
  10898. */
  10899. function Deferred() {
  10900. var _this = this;
  10901. this.promise = new Promise(function (resolve, reject) {
  10902. _this._resolve = resolve;
  10903. _this._reject = reject;
  10904. });
  10905. }
  10906. Object.defineProperty(Deferred.prototype, "resolve", {
  10907. /**
  10908. * The resolve method of the promise associated with this deferred object.
  10909. */
  10910. get: function () {
  10911. return this._resolve;
  10912. },
  10913. enumerable: true,
  10914. configurable: true
  10915. });
  10916. Object.defineProperty(Deferred.prototype, "reject", {
  10917. /**
  10918. * The reject method of the promise associated with this deferred object.
  10919. */
  10920. get: function () {
  10921. return this._reject;
  10922. },
  10923. enumerable: true,
  10924. configurable: true
  10925. });
  10926. return Deferred;
  10927. }());
  10928. BABYLON.Deferred = Deferred;
  10929. })(BABYLON || (BABYLON = {}));
  10930. //# sourceMappingURL=babylon.deferred.js.map
  10931. var BABYLON;
  10932. (function (BABYLON) {
  10933. /**
  10934. * A class serves as a medium between the observable and its observers
  10935. */
  10936. var EventState = /** @class */ (function () {
  10937. /**
  10938. * Create a new EventState
  10939. * @param mask defines the mask associated with this state
  10940. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  10941. * @param target defines the original target of the state
  10942. * @param currentTarget defines the current target of the state
  10943. */
  10944. function EventState(mask, skipNextObservers, target, currentTarget) {
  10945. if (skipNextObservers === void 0) { skipNextObservers = false; }
  10946. this.initalize(mask, skipNextObservers, target, currentTarget);
  10947. }
  10948. /**
  10949. * Initialize the current event state
  10950. * @param mask defines the mask associated with this state
  10951. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  10952. * @param target defines the original target of the state
  10953. * @param currentTarget defines the current target of the state
  10954. * @returns the current event state
  10955. */
  10956. EventState.prototype.initalize = function (mask, skipNextObservers, target, currentTarget) {
  10957. if (skipNextObservers === void 0) { skipNextObservers = false; }
  10958. this.mask = mask;
  10959. this.skipNextObservers = skipNextObservers;
  10960. this.target = target;
  10961. this.currentTarget = currentTarget;
  10962. return this;
  10963. };
  10964. return EventState;
  10965. }());
  10966. BABYLON.EventState = EventState;
  10967. /**
  10968. * Represent an Observer registered to a given Observable object.
  10969. */
  10970. var Observer = /** @class */ (function () {
  10971. /**
  10972. * Creates a new observer
  10973. * @param callback defines the callback to call when the observer is notified
  10974. * @param mask defines the mask of the observer (used to filter notifications)
  10975. * @param scope defines the current scope used to restore the JS context
  10976. */
  10977. function Observer(
  10978. /**
  10979. * Defines the callback to call when the observer is notified
  10980. */
  10981. callback,
  10982. /**
  10983. * Defines the mask of the observer (used to filter notifications)
  10984. */
  10985. mask,
  10986. /**
  10987. * Defines the current scope used to restore the JS context
  10988. */
  10989. scope) {
  10990. if (scope === void 0) { scope = null; }
  10991. this.callback = callback;
  10992. this.mask = mask;
  10993. this.scope = scope;
  10994. /** @hidden */
  10995. this._willBeUnregistered = false;
  10996. /**
  10997. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  10998. */
  10999. this.unregisterOnNextCall = false;
  11000. }
  11001. return Observer;
  11002. }());
  11003. BABYLON.Observer = Observer;
  11004. /**
  11005. * Represent a list of observers registered to multiple Observables object.
  11006. */
  11007. var MultiObserver = /** @class */ (function () {
  11008. function MultiObserver() {
  11009. }
  11010. /**
  11011. * Release associated resources
  11012. */
  11013. MultiObserver.prototype.dispose = function () {
  11014. if (this._observers && this._observables) {
  11015. for (var index = 0; index < this._observers.length; index++) {
  11016. this._observables[index].remove(this._observers[index]);
  11017. }
  11018. }
  11019. this._observers = null;
  11020. this._observables = null;
  11021. };
  11022. /**
  11023. * Raise a callback when one of the observable will notify
  11024. * @param observables defines a list of observables to watch
  11025. * @param callback defines the callback to call on notification
  11026. * @param mask defines the mask used to filter notifications
  11027. * @param scope defines the current scope used to restore the JS context
  11028. * @returns the new MultiObserver
  11029. */
  11030. MultiObserver.Watch = function (observables, callback, mask, scope) {
  11031. if (mask === void 0) { mask = -1; }
  11032. if (scope === void 0) { scope = null; }
  11033. var result = new MultiObserver();
  11034. result._observers = new Array();
  11035. result._observables = observables;
  11036. for (var _i = 0, observables_1 = observables; _i < observables_1.length; _i++) {
  11037. var observable = observables_1[_i];
  11038. var observer = observable.add(callback, mask, false, scope);
  11039. if (observer) {
  11040. result._observers.push(observer);
  11041. }
  11042. }
  11043. return result;
  11044. };
  11045. return MultiObserver;
  11046. }());
  11047. BABYLON.MultiObserver = MultiObserver;
  11048. /**
  11049. * The Observable class is a simple implementation of the Observable pattern.
  11050. *
  11051. * There's one slight particularity though: a given Observable can notify its observer using a particular mask value, only the Observers registered with this mask value will be notified.
  11052. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  11053. * For instance you may have a given Observable that have four different types of notifications: Move (mask = 0x01), Stop (mask = 0x02), Turn Right (mask = 0X04), Turn Left (mask = 0X08).
  11054. * A given observer can register itself with only Move and Stop (mask = 0x03), then it will only be notified when one of these two occurs and will never be for Turn Left/Right.
  11055. */
  11056. var Observable = /** @class */ (function () {
  11057. /**
  11058. * Creates a new observable
  11059. * @param onObserverAdded defines a callback to call when a new observer is added
  11060. */
  11061. function Observable(onObserverAdded) {
  11062. this._observers = new Array();
  11063. this._eventState = new EventState(0);
  11064. if (onObserverAdded) {
  11065. this._onObserverAdded = onObserverAdded;
  11066. }
  11067. }
  11068. /**
  11069. * Create a new Observer with the specified callback
  11070. * @param callback the callback that will be executed for that Observer
  11071. * @param mask the mask used to filter observers
  11072. * @param insertFirst if true the callback will be inserted at the first position, hence executed before the others ones. If false (default behavior) the callback will be inserted at the last position, executed after all the others already present.
  11073. * @param scope optional scope for the callback to be called from
  11074. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  11075. * @returns the new observer created for the callback
  11076. */
  11077. Observable.prototype.add = function (callback, mask, insertFirst, scope, unregisterOnFirstCall) {
  11078. if (mask === void 0) { mask = -1; }
  11079. if (insertFirst === void 0) { insertFirst = false; }
  11080. if (scope === void 0) { scope = null; }
  11081. if (unregisterOnFirstCall === void 0) { unregisterOnFirstCall = false; }
  11082. if (!callback) {
  11083. return null;
  11084. }
  11085. var observer = new Observer(callback, mask, scope);
  11086. observer.unregisterOnNextCall = unregisterOnFirstCall;
  11087. if (insertFirst) {
  11088. this._observers.unshift(observer);
  11089. }
  11090. else {
  11091. this._observers.push(observer);
  11092. }
  11093. if (this._onObserverAdded) {
  11094. this._onObserverAdded(observer);
  11095. }
  11096. return observer;
  11097. };
  11098. /**
  11099. * Create a new Observer with the specified callback and unregisters after the next notification
  11100. * @param callback the callback that will be executed for that Observer
  11101. * @returns the new observer created for the callback
  11102. */
  11103. Observable.prototype.addOnce = function (callback) {
  11104. return this.add(callback, undefined, undefined, undefined, true);
  11105. };
  11106. /**
  11107. * Remove an Observer from the Observable object
  11108. * @param observer the instance of the Observer to remove
  11109. * @returns false if it doesn't belong to this Observable
  11110. */
  11111. Observable.prototype.remove = function (observer) {
  11112. if (!observer) {
  11113. return false;
  11114. }
  11115. var index = this._observers.indexOf(observer);
  11116. if (index !== -1) {
  11117. this._deferUnregister(observer);
  11118. return true;
  11119. }
  11120. return false;
  11121. };
  11122. /**
  11123. * Remove a callback from the Observable object
  11124. * @param callback the callback to remove
  11125. * @param scope optional scope. If used only the callbacks with this scope will be removed
  11126. * @returns false if it doesn't belong to this Observable
  11127. */
  11128. Observable.prototype.removeCallback = function (callback, scope) {
  11129. for (var index = 0; index < this._observers.length; index++) {
  11130. if (this._observers[index].callback === callback && (!scope || scope === this._observers[index].scope)) {
  11131. this._deferUnregister(this._observers[index]);
  11132. return true;
  11133. }
  11134. }
  11135. return false;
  11136. };
  11137. Observable.prototype._deferUnregister = function (observer) {
  11138. var _this = this;
  11139. observer.unregisterOnNextCall = false;
  11140. observer._willBeUnregistered = true;
  11141. BABYLON.Tools.SetImmediate(function () {
  11142. _this._remove(observer);
  11143. });
  11144. };
  11145. // This should only be called when not iterating over _observers to avoid callback skipping.
  11146. // Removes an observer from the _observer Array.
  11147. Observable.prototype._remove = function (observer) {
  11148. if (!observer) {
  11149. return false;
  11150. }
  11151. var index = this._observers.indexOf(observer);
  11152. if (index !== -1) {
  11153. this._observers.splice(index, 1);
  11154. return true;
  11155. }
  11156. return false;
  11157. };
  11158. /**
  11159. * Notify all Observers by calling their respective callback with the given data
  11160. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  11161. * @param eventData defines the data to send to all observers
  11162. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  11163. * @param target defines the original target of the state
  11164. * @param currentTarget defines the current target of the state
  11165. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  11166. */
  11167. Observable.prototype.notifyObservers = function (eventData, mask, target, currentTarget) {
  11168. if (mask === void 0) { mask = -1; }
  11169. if (!this._observers.length) {
  11170. return true;
  11171. }
  11172. var state = this._eventState;
  11173. state.mask = mask;
  11174. state.target = target;
  11175. state.currentTarget = currentTarget;
  11176. state.skipNextObservers = false;
  11177. state.lastReturnValue = eventData;
  11178. for (var _i = 0, _a = this._observers; _i < _a.length; _i++) {
  11179. var obs = _a[_i];
  11180. if (obs._willBeUnregistered) {
  11181. continue;
  11182. }
  11183. if (obs.mask & mask) {
  11184. if (obs.scope) {
  11185. state.lastReturnValue = obs.callback.apply(obs.scope, [eventData, state]);
  11186. }
  11187. else {
  11188. state.lastReturnValue = obs.callback(eventData, state);
  11189. }
  11190. if (obs.unregisterOnNextCall) {
  11191. this._deferUnregister(obs);
  11192. }
  11193. }
  11194. if (state.skipNextObservers) {
  11195. return false;
  11196. }
  11197. }
  11198. return true;
  11199. };
  11200. /**
  11201. * Calling this will execute each callback, expecting it to be a promise or return a value.
  11202. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  11203. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  11204. * and it is crucial that all callbacks will be executed.
  11205. * The order of the callbacks is kept, callbacks are not executed parallel.
  11206. *
  11207. * @param eventData The data to be sent to each callback
  11208. * @param mask is used to filter observers defaults to -1
  11209. * @param target defines the callback target (see EventState)
  11210. * @param currentTarget defines he current object in the bubbling phase
  11211. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  11212. */
  11213. Observable.prototype.notifyObserversWithPromise = function (eventData, mask, target, currentTarget) {
  11214. var _this = this;
  11215. if (mask === void 0) { mask = -1; }
  11216. // create an empty promise
  11217. var p = Promise.resolve(eventData);
  11218. // no observers? return this promise.
  11219. if (!this._observers.length) {
  11220. return p;
  11221. }
  11222. var state = this._eventState;
  11223. state.mask = mask;
  11224. state.target = target;
  11225. state.currentTarget = currentTarget;
  11226. state.skipNextObservers = false;
  11227. // execute one callback after another (not using Promise.all, the order is important)
  11228. this._observers.forEach(function (obs) {
  11229. if (state.skipNextObservers) {
  11230. return;
  11231. }
  11232. if (obs._willBeUnregistered) {
  11233. return;
  11234. }
  11235. if (obs.mask & mask) {
  11236. if (obs.scope) {
  11237. p = p.then(function (lastReturnedValue) {
  11238. state.lastReturnValue = lastReturnedValue;
  11239. return obs.callback.apply(obs.scope, [eventData, state]);
  11240. });
  11241. }
  11242. else {
  11243. p = p.then(function (lastReturnedValue) {
  11244. state.lastReturnValue = lastReturnedValue;
  11245. return obs.callback(eventData, state);
  11246. });
  11247. }
  11248. if (obs.unregisterOnNextCall) {
  11249. _this._deferUnregister(obs);
  11250. }
  11251. }
  11252. });
  11253. // return the eventData
  11254. return p.then(function () { return eventData; });
  11255. };
  11256. /**
  11257. * Notify a specific observer
  11258. * @param observer defines the observer to notify
  11259. * @param eventData defines the data to be sent to each callback
  11260. * @param mask is used to filter observers defaults to -1
  11261. */
  11262. Observable.prototype.notifyObserver = function (observer, eventData, mask) {
  11263. if (mask === void 0) { mask = -1; }
  11264. var state = this._eventState;
  11265. state.mask = mask;
  11266. state.skipNextObservers = false;
  11267. observer.callback(eventData, state);
  11268. };
  11269. /**
  11270. * Gets a boolean indicating if the observable has at least one observer
  11271. * @returns true is the Observable has at least one Observer registered
  11272. */
  11273. Observable.prototype.hasObservers = function () {
  11274. return this._observers.length > 0;
  11275. };
  11276. /**
  11277. * Clear the list of observers
  11278. */
  11279. Observable.prototype.clear = function () {
  11280. this._observers = new Array();
  11281. this._onObserverAdded = null;
  11282. };
  11283. /**
  11284. * Clone the current observable
  11285. * @returns a new observable
  11286. */
  11287. Observable.prototype.clone = function () {
  11288. var result = new Observable();
  11289. result._observers = this._observers.slice(0);
  11290. return result;
  11291. };
  11292. /**
  11293. * Does this observable handles observer registered with a given mask
  11294. * @param mask defines the mask to be tested
  11295. * @return whether or not one observer registered with the given mask is handeled
  11296. **/
  11297. Observable.prototype.hasSpecificMask = function (mask) {
  11298. if (mask === void 0) { mask = -1; }
  11299. for (var _i = 0, _a = this._observers; _i < _a.length; _i++) {
  11300. var obs = _a[_i];
  11301. if (obs.mask & mask || obs.mask === mask) {
  11302. return true;
  11303. }
  11304. }
  11305. return false;
  11306. };
  11307. return Observable;
  11308. }());
  11309. BABYLON.Observable = Observable;
  11310. })(BABYLON || (BABYLON = {}));
  11311. //# sourceMappingURL=babylon.observable.js.map
  11312. var BABYLON;
  11313. (function (BABYLON) {
  11314. /**
  11315. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  11316. */
  11317. var SmartArray = /** @class */ (function () {
  11318. /**
  11319. * Instantiates a Smart Array.
  11320. * @param capacity defines the default capacity of the array.
  11321. */
  11322. function SmartArray(capacity) {
  11323. /**
  11324. * The active length of the array.
  11325. */
  11326. this.length = 0;
  11327. this.data = new Array(capacity);
  11328. this._id = SmartArray._GlobalId++;
  11329. }
  11330. /**
  11331. * Pushes a value at the end of the active data.
  11332. * @param value defines the object to push in the array.
  11333. */
  11334. SmartArray.prototype.push = function (value) {
  11335. this.data[this.length++] = value;
  11336. if (this.length > this.data.length) {
  11337. this.data.length *= 2;
  11338. }
  11339. };
  11340. /**
  11341. * Iterates over the active data and apply the lambda to them.
  11342. * @param func defines the action to apply on each value.
  11343. */
  11344. SmartArray.prototype.forEach = function (func) {
  11345. for (var index = 0; index < this.length; index++) {
  11346. func(this.data[index]);
  11347. }
  11348. };
  11349. /**
  11350. * Sorts the full sets of data.
  11351. * @param compareFn defines the comparison function to apply.
  11352. */
  11353. SmartArray.prototype.sort = function (compareFn) {
  11354. this.data.sort(compareFn);
  11355. };
  11356. /**
  11357. * Resets the active data to an empty array.
  11358. */
  11359. SmartArray.prototype.reset = function () {
  11360. this.length = 0;
  11361. };
  11362. /**
  11363. * Releases all the data from the array as well as the array.
  11364. */
  11365. SmartArray.prototype.dispose = function () {
  11366. this.reset();
  11367. if (this.data) {
  11368. this.data.length = 0;
  11369. this.data = [];
  11370. }
  11371. };
  11372. /**
  11373. * Concats the active data with a given array.
  11374. * @param array defines the data to concatenate with.
  11375. */
  11376. SmartArray.prototype.concat = function (array) {
  11377. if (array.length === 0) {
  11378. return;
  11379. }
  11380. if (this.length + array.length > this.data.length) {
  11381. this.data.length = (this.length + array.length) * 2;
  11382. }
  11383. for (var index = 0; index < array.length; index++) {
  11384. this.data[this.length++] = (array.data || array)[index];
  11385. }
  11386. };
  11387. /**
  11388. * Returns the position of a value in the active data.
  11389. * @param value defines the value to find the index for
  11390. * @returns the index if found in the active data otherwise -1
  11391. */
  11392. SmartArray.prototype.indexOf = function (value) {
  11393. var position = this.data.indexOf(value);
  11394. if (position >= this.length) {
  11395. return -1;
  11396. }
  11397. return position;
  11398. };
  11399. /**
  11400. * Returns whether an element is part of the active data.
  11401. * @param value defines the value to look for
  11402. * @returns true if found in the active data otherwise false
  11403. */
  11404. SmartArray.prototype.contains = function (value) {
  11405. return this.indexOf(value) !== -1;
  11406. };
  11407. // Statics
  11408. SmartArray._GlobalId = 0;
  11409. return SmartArray;
  11410. }());
  11411. BABYLON.SmartArray = SmartArray;
  11412. /**
  11413. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  11414. * The data in this array can only be present once
  11415. */
  11416. var SmartArrayNoDuplicate = /** @class */ (function (_super) {
  11417. __extends(SmartArrayNoDuplicate, _super);
  11418. function SmartArrayNoDuplicate() {
  11419. var _this = _super !== null && _super.apply(this, arguments) || this;
  11420. _this._duplicateId = 0;
  11421. return _this;
  11422. }
  11423. /**
  11424. * Pushes a value at the end of the active data.
  11425. * THIS DOES NOT PREVENT DUPPLICATE DATA
  11426. * @param value defines the object to push in the array.
  11427. */
  11428. SmartArrayNoDuplicate.prototype.push = function (value) {
  11429. _super.prototype.push.call(this, value);
  11430. if (!value.__smartArrayFlags) {
  11431. value.__smartArrayFlags = {};
  11432. }
  11433. value.__smartArrayFlags[this._id] = this._duplicateId;
  11434. };
  11435. /**
  11436. * Pushes a value at the end of the active data.
  11437. * If the data is already present, it won t be added again
  11438. * @param value defines the object to push in the array.
  11439. * @returns true if added false if it was already present
  11440. */
  11441. SmartArrayNoDuplicate.prototype.pushNoDuplicate = function (value) {
  11442. if (value.__smartArrayFlags && value.__smartArrayFlags[this._id] === this._duplicateId) {
  11443. return false;
  11444. }
  11445. this.push(value);
  11446. return true;
  11447. };
  11448. /**
  11449. * Resets the active data to an empty array.
  11450. */
  11451. SmartArrayNoDuplicate.prototype.reset = function () {
  11452. _super.prototype.reset.call(this);
  11453. this._duplicateId++;
  11454. };
  11455. /**
  11456. * Concats the active data with a given array.
  11457. * This ensures no dupplicate will be present in the result.
  11458. * @param array defines the data to concatenate with.
  11459. */
  11460. SmartArrayNoDuplicate.prototype.concatWithNoDuplicate = function (array) {
  11461. if (array.length === 0) {
  11462. return;
  11463. }
  11464. if (this.length + array.length > this.data.length) {
  11465. this.data.length = (this.length + array.length) * 2;
  11466. }
  11467. for (var index = 0; index < array.length; index++) {
  11468. var item = (array.data || array)[index];
  11469. this.pushNoDuplicate(item);
  11470. }
  11471. };
  11472. return SmartArrayNoDuplicate;
  11473. }(SmartArray));
  11474. BABYLON.SmartArrayNoDuplicate = SmartArrayNoDuplicate;
  11475. })(BABYLON || (BABYLON = {}));
  11476. //# sourceMappingURL=babylon.smartArray.js.map
  11477. var BABYLON;
  11478. (function (BABYLON) {
  11479. var PromiseStates;
  11480. (function (PromiseStates) {
  11481. PromiseStates[PromiseStates["Pending"] = 0] = "Pending";
  11482. PromiseStates[PromiseStates["Fulfilled"] = 1] = "Fulfilled";
  11483. PromiseStates[PromiseStates["Rejected"] = 2] = "Rejected";
  11484. })(PromiseStates || (PromiseStates = {}));
  11485. var FulFillmentAgregator = /** @class */ (function () {
  11486. function FulFillmentAgregator() {
  11487. this.count = 0;
  11488. this.target = 0;
  11489. this.results = [];
  11490. }
  11491. return FulFillmentAgregator;
  11492. }());
  11493. var InternalPromise = /** @class */ (function () {
  11494. function InternalPromise(resolver) {
  11495. var _this = this;
  11496. this._state = PromiseStates.Pending;
  11497. this._children = new Array();
  11498. this._rejectWasConsumed = false;
  11499. if (!resolver) {
  11500. return;
  11501. }
  11502. try {
  11503. resolver(function (value) {
  11504. _this._resolve(value);
  11505. }, function (reason) {
  11506. _this._reject(reason);
  11507. });
  11508. }
  11509. catch (e) {
  11510. this._reject(e);
  11511. }
  11512. }
  11513. Object.defineProperty(InternalPromise.prototype, "_result", {
  11514. get: function () {
  11515. return this._resultValue;
  11516. },
  11517. set: function (value) {
  11518. this._resultValue = value;
  11519. if (this._parent && this._parent._result === undefined) {
  11520. this._parent._result = value;
  11521. }
  11522. },
  11523. enumerable: true,
  11524. configurable: true
  11525. });
  11526. InternalPromise.prototype.catch = function (onRejected) {
  11527. return this.then(undefined, onRejected);
  11528. };
  11529. InternalPromise.prototype.then = function (onFulfilled, onRejected) {
  11530. var _this = this;
  11531. var newPromise = new InternalPromise();
  11532. newPromise._onFulfilled = onFulfilled;
  11533. newPromise._onRejected = onRejected;
  11534. // Composition
  11535. this._children.push(newPromise);
  11536. newPromise._parent = this;
  11537. if (this._state !== PromiseStates.Pending) {
  11538. BABYLON.Tools.SetImmediate(function () {
  11539. if (_this._state === PromiseStates.Fulfilled || _this._rejectWasConsumed) {
  11540. var returnedValue = newPromise._resolve(_this._result);
  11541. if (returnedValue !== undefined && returnedValue !== null) {
  11542. if (returnedValue._state !== undefined) {
  11543. var returnedPromise = returnedValue;
  11544. newPromise._children.push(returnedPromise);
  11545. returnedPromise._parent = newPromise;
  11546. newPromise = returnedPromise;
  11547. }
  11548. else {
  11549. newPromise._result = returnedValue;
  11550. }
  11551. }
  11552. }
  11553. else {
  11554. newPromise._reject(_this._reason);
  11555. }
  11556. });
  11557. }
  11558. return newPromise;
  11559. };
  11560. InternalPromise.prototype._moveChildren = function (children) {
  11561. var _this = this;
  11562. var _a;
  11563. (_a = this._children).push.apply(_a, children.splice(0, children.length));
  11564. this._children.forEach(function (child) {
  11565. child._parent = _this;
  11566. });
  11567. if (this._state === PromiseStates.Fulfilled) {
  11568. for (var _i = 0, _b = this._children; _i < _b.length; _i++) {
  11569. var child = _b[_i];
  11570. child._resolve(this._result);
  11571. }
  11572. }
  11573. else if (this._state === PromiseStates.Rejected) {
  11574. for (var _c = 0, _d = this._children; _c < _d.length; _c++) {
  11575. var child = _d[_c];
  11576. child._reject(this._reason);
  11577. }
  11578. }
  11579. };
  11580. InternalPromise.prototype._resolve = function (value) {
  11581. try {
  11582. this._state = PromiseStates.Fulfilled;
  11583. var returnedValue = null;
  11584. if (this._onFulfilled) {
  11585. returnedValue = this._onFulfilled(value);
  11586. }
  11587. if (returnedValue !== undefined && returnedValue !== null) {
  11588. if (returnedValue._state !== undefined) {
  11589. // Transmit children
  11590. var returnedPromise = returnedValue;
  11591. returnedPromise._parent = this;
  11592. returnedPromise._moveChildren(this._children);
  11593. value = returnedPromise._result;
  11594. }
  11595. else {
  11596. value = returnedValue;
  11597. }
  11598. }
  11599. this._result = value;
  11600. for (var _i = 0, _a = this._children; _i < _a.length; _i++) {
  11601. var child = _a[_i];
  11602. child._resolve(value);
  11603. }
  11604. this._children.length = 0;
  11605. delete this._onFulfilled;
  11606. delete this._onRejected;
  11607. }
  11608. catch (e) {
  11609. this._reject(e, true);
  11610. }
  11611. };
  11612. InternalPromise.prototype._reject = function (reason, onLocalThrow) {
  11613. if (onLocalThrow === void 0) { onLocalThrow = false; }
  11614. this._state = PromiseStates.Rejected;
  11615. this._reason = reason;
  11616. if (this._onRejected && !onLocalThrow) {
  11617. try {
  11618. this._onRejected(reason);
  11619. this._rejectWasConsumed = true;
  11620. }
  11621. catch (e) {
  11622. reason = e;
  11623. }
  11624. }
  11625. for (var _i = 0, _a = this._children; _i < _a.length; _i++) {
  11626. var child = _a[_i];
  11627. if (this._rejectWasConsumed) {
  11628. child._resolve(null);
  11629. }
  11630. else {
  11631. child._reject(reason);
  11632. }
  11633. }
  11634. this._children.length = 0;
  11635. delete this._onFulfilled;
  11636. delete this._onRejected;
  11637. };
  11638. InternalPromise.resolve = function (value) {
  11639. var newPromise = new InternalPromise();
  11640. newPromise._resolve(value);
  11641. return newPromise;
  11642. };
  11643. InternalPromise._RegisterForFulfillment = function (promise, agregator, index) {
  11644. promise.then(function (value) {
  11645. agregator.results[index] = value;
  11646. agregator.count++;
  11647. if (agregator.count === agregator.target) {
  11648. agregator.rootPromise._resolve(agregator.results);
  11649. }
  11650. return null;
  11651. }, function (reason) {
  11652. if (agregator.rootPromise._state !== PromiseStates.Rejected) {
  11653. agregator.rootPromise._reject(reason);
  11654. }
  11655. });
  11656. };
  11657. InternalPromise.all = function (promises) {
  11658. var newPromise = new InternalPromise();
  11659. var agregator = new FulFillmentAgregator();
  11660. agregator.target = promises.length;
  11661. agregator.rootPromise = newPromise;
  11662. if (promises.length) {
  11663. for (var index = 0; index < promises.length; index++) {
  11664. InternalPromise._RegisterForFulfillment(promises[index], agregator, index);
  11665. }
  11666. }
  11667. else {
  11668. newPromise._resolve([]);
  11669. }
  11670. return newPromise;
  11671. };
  11672. InternalPromise.race = function (promises) {
  11673. var newPromise = new InternalPromise();
  11674. if (promises.length) {
  11675. for (var _i = 0, promises_1 = promises; _i < promises_1.length; _i++) {
  11676. var promise = promises_1[_i];
  11677. promise.then(function (value) {
  11678. if (newPromise) {
  11679. newPromise._resolve(value);
  11680. newPromise = null;
  11681. }
  11682. return null;
  11683. }, function (reason) {
  11684. if (newPromise) {
  11685. newPromise._reject(reason);
  11686. newPromise = null;
  11687. }
  11688. });
  11689. }
  11690. }
  11691. return newPromise;
  11692. };
  11693. return InternalPromise;
  11694. }());
  11695. /**
  11696. * Helper class that provides a small promise polyfill
  11697. */
  11698. var PromisePolyfill = /** @class */ (function () {
  11699. function PromisePolyfill() {
  11700. }
  11701. /**
  11702. * Static function used to check if the polyfill is required
  11703. * If this is the case then the function will inject the polyfill to window.Promise
  11704. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  11705. */
  11706. PromisePolyfill.Apply = function (force) {
  11707. if (force === void 0) { force = false; }
  11708. if (force || typeof Promise === 'undefined') {
  11709. var root = window;
  11710. root.Promise = InternalPromise;
  11711. }
  11712. };
  11713. return PromisePolyfill;
  11714. }());
  11715. BABYLON.PromisePolyfill = PromisePolyfill;
  11716. })(BABYLON || (BABYLON = {}));
  11717. //# sourceMappingURL=babylon.promise.js.map
  11718. /// <reference path="../../../dist/preview release/babylon.d.ts" />
  11719. var BABYLON;
  11720. (function (BABYLON) {
  11721. /**
  11722. * Helper class to push actions to a pool of workers.
  11723. */
  11724. var WorkerPool = /** @class */ (function () {
  11725. /**
  11726. * Constructor
  11727. * @param workers Array of workers to use for actions
  11728. */
  11729. function WorkerPool(workers) {
  11730. this._pendingActions = new Array();
  11731. this._workerInfos = workers.map(function (worker) { return ({
  11732. worker: worker,
  11733. active: false
  11734. }); });
  11735. }
  11736. /**
  11737. * Terminates all workers and clears any pending actions.
  11738. */
  11739. WorkerPool.prototype.dispose = function () {
  11740. for (var _i = 0, _a = this._workerInfos; _i < _a.length; _i++) {
  11741. var workerInfo = _a[_i];
  11742. workerInfo.worker.terminate();
  11743. }
  11744. delete this._workerInfos;
  11745. delete this._pendingActions;
  11746. };
  11747. /**
  11748. * Pushes an action to the worker pool. If all the workers are active, the action will be
  11749. * pended until a worker has completed its action.
  11750. * @param action The action to perform. Call onComplete when the action is complete.
  11751. */
  11752. WorkerPool.prototype.push = function (action) {
  11753. for (var _i = 0, _a = this._workerInfos; _i < _a.length; _i++) {
  11754. var workerInfo = _a[_i];
  11755. if (!workerInfo.active) {
  11756. this._execute(workerInfo, action);
  11757. return;
  11758. }
  11759. }
  11760. this._pendingActions.push(action);
  11761. };
  11762. WorkerPool.prototype._execute = function (workerInfo, action) {
  11763. var _this = this;
  11764. workerInfo.active = true;
  11765. action(workerInfo.worker, function () {
  11766. workerInfo.active = false;
  11767. var nextAction = _this._pendingActions.shift();
  11768. if (nextAction) {
  11769. _this._execute(workerInfo, nextAction);
  11770. }
  11771. });
  11772. };
  11773. return WorkerPool;
  11774. }());
  11775. BABYLON.WorkerPool = WorkerPool;
  11776. })(BABYLON || (BABYLON = {}));
  11777. //# sourceMappingURL=babylon.workerPool.js.map
  11778. var BABYLON;
  11779. (function (BABYLON) {
  11780. /**
  11781. * @hidden
  11782. **/
  11783. var _AlphaState = /** @class */ (function () {
  11784. /**
  11785. * Initializes the state.
  11786. */
  11787. function _AlphaState() {
  11788. this._isAlphaBlendDirty = false;
  11789. this._isBlendFunctionParametersDirty = false;
  11790. this._isBlendEquationParametersDirty = false;
  11791. this._isBlendConstantsDirty = false;
  11792. this._alphaBlend = false;
  11793. this._blendFunctionParameters = new Array(4);
  11794. this._blendEquationParameters = new Array(2);
  11795. this._blendConstants = new Array(4);
  11796. this.reset();
  11797. }
  11798. Object.defineProperty(_AlphaState.prototype, "isDirty", {
  11799. get: function () {
  11800. return this._isAlphaBlendDirty || this._isBlendFunctionParametersDirty;
  11801. },
  11802. enumerable: true,
  11803. configurable: true
  11804. });
  11805. Object.defineProperty(_AlphaState.prototype, "alphaBlend", {
  11806. get: function () {
  11807. return this._alphaBlend;
  11808. },
  11809. set: function (value) {
  11810. if (this._alphaBlend === value) {
  11811. return;
  11812. }
  11813. this._alphaBlend = value;
  11814. this._isAlphaBlendDirty = true;
  11815. },
  11816. enumerable: true,
  11817. configurable: true
  11818. });
  11819. _AlphaState.prototype.setAlphaBlendConstants = function (r, g, b, a) {
  11820. if (this._blendConstants[0] === r &&
  11821. this._blendConstants[1] === g &&
  11822. this._blendConstants[2] === b &&
  11823. this._blendConstants[3] === a) {
  11824. return;
  11825. }
  11826. this._blendConstants[0] = r;
  11827. this._blendConstants[1] = g;
  11828. this._blendConstants[2] = b;
  11829. this._blendConstants[3] = a;
  11830. this._isBlendConstantsDirty = true;
  11831. };
  11832. _AlphaState.prototype.setAlphaBlendFunctionParameters = function (value0, value1, value2, value3) {
  11833. if (this._blendFunctionParameters[0] === value0 &&
  11834. this._blendFunctionParameters[1] === value1 &&
  11835. this._blendFunctionParameters[2] === value2 &&
  11836. this._blendFunctionParameters[3] === value3) {
  11837. return;
  11838. }
  11839. this._blendFunctionParameters[0] = value0;
  11840. this._blendFunctionParameters[1] = value1;
  11841. this._blendFunctionParameters[2] = value2;
  11842. this._blendFunctionParameters[3] = value3;
  11843. this._isBlendFunctionParametersDirty = true;
  11844. };
  11845. _AlphaState.prototype.setAlphaEquationParameters = function (rgb, alpha) {
  11846. if (this._blendEquationParameters[0] === rgb &&
  11847. this._blendEquationParameters[1] === alpha) {
  11848. return;
  11849. }
  11850. this._blendEquationParameters[0] = rgb;
  11851. this._blendEquationParameters[1] = alpha;
  11852. this._isBlendEquationParametersDirty = true;
  11853. };
  11854. _AlphaState.prototype.reset = function () {
  11855. this._alphaBlend = false;
  11856. this._blendFunctionParameters[0] = null;
  11857. this._blendFunctionParameters[1] = null;
  11858. this._blendFunctionParameters[2] = null;
  11859. this._blendFunctionParameters[3] = null;
  11860. this._blendEquationParameters[0] = null;
  11861. this._blendEquationParameters[1] = null;
  11862. this._blendConstants[0] = null;
  11863. this._blendConstants[1] = null;
  11864. this._blendConstants[2] = null;
  11865. this._blendConstants[3] = null;
  11866. this._isAlphaBlendDirty = true;
  11867. this._isBlendFunctionParametersDirty = false;
  11868. this._isBlendEquationParametersDirty = false;
  11869. this._isBlendConstantsDirty = false;
  11870. };
  11871. _AlphaState.prototype.apply = function (gl) {
  11872. if (!this.isDirty) {
  11873. return;
  11874. }
  11875. // Alpha blend
  11876. if (this._isAlphaBlendDirty) {
  11877. if (this._alphaBlend) {
  11878. gl.enable(gl.BLEND);
  11879. }
  11880. else {
  11881. gl.disable(gl.BLEND);
  11882. }
  11883. this._isAlphaBlendDirty = false;
  11884. }
  11885. // Alpha function
  11886. if (this._isBlendFunctionParametersDirty) {
  11887. gl.blendFuncSeparate(this._blendFunctionParameters[0], this._blendFunctionParameters[1], this._blendFunctionParameters[2], this._blendFunctionParameters[3]);
  11888. this._isBlendFunctionParametersDirty = false;
  11889. }
  11890. // Alpha equation
  11891. if (this._isBlendEquationParametersDirty) {
  11892. gl.blendEquationSeparate(this._blendEquationParameters[0], this._blendEquationParameters[1]);
  11893. this._isBlendEquationParametersDirty = false;
  11894. }
  11895. // Constants
  11896. if (this._isBlendConstantsDirty) {
  11897. gl.blendColor(this._blendConstants[0], this._blendConstants[1], this._blendConstants[2], this._blendConstants[3]);
  11898. this._isBlendConstantsDirty = false;
  11899. }
  11900. };
  11901. return _AlphaState;
  11902. }());
  11903. BABYLON._AlphaState = _AlphaState;
  11904. })(BABYLON || (BABYLON = {}));
  11905. //# sourceMappingURL=babylon.alphaCullingState.js.map
  11906. var BABYLON;
  11907. (function (BABYLON) {
  11908. /**
  11909. * @hidden
  11910. **/
  11911. var _DepthCullingState = /** @class */ (function () {
  11912. /**
  11913. * Initializes the state.
  11914. */
  11915. function _DepthCullingState() {
  11916. this._isDepthTestDirty = false;
  11917. this._isDepthMaskDirty = false;
  11918. this._isDepthFuncDirty = false;
  11919. this._isCullFaceDirty = false;
  11920. this._isCullDirty = false;
  11921. this._isZOffsetDirty = false;
  11922. this._isFrontFaceDirty = false;
  11923. this.reset();
  11924. }
  11925. Object.defineProperty(_DepthCullingState.prototype, "isDirty", {
  11926. get: function () {
  11927. return this._isDepthFuncDirty || this._isDepthTestDirty || this._isDepthMaskDirty || this._isCullFaceDirty || this._isCullDirty || this._isZOffsetDirty || this._isFrontFaceDirty;
  11928. },
  11929. enumerable: true,
  11930. configurable: true
  11931. });
  11932. Object.defineProperty(_DepthCullingState.prototype, "zOffset", {
  11933. get: function () {
  11934. return this._zOffset;
  11935. },
  11936. set: function (value) {
  11937. if (this._zOffset === value) {
  11938. return;
  11939. }
  11940. this._zOffset = value;
  11941. this._isZOffsetDirty = true;
  11942. },
  11943. enumerable: true,
  11944. configurable: true
  11945. });
  11946. Object.defineProperty(_DepthCullingState.prototype, "cullFace", {
  11947. get: function () {
  11948. return this._cullFace;
  11949. },
  11950. set: function (value) {
  11951. if (this._cullFace === value) {
  11952. return;
  11953. }
  11954. this._cullFace = value;
  11955. this._isCullFaceDirty = true;
  11956. },
  11957. enumerable: true,
  11958. configurable: true
  11959. });
  11960. Object.defineProperty(_DepthCullingState.prototype, "cull", {
  11961. get: function () {
  11962. return this._cull;
  11963. },
  11964. set: function (value) {
  11965. if (this._cull === value) {
  11966. return;
  11967. }
  11968. this._cull = value;
  11969. this._isCullDirty = true;
  11970. },
  11971. enumerable: true,
  11972. configurable: true
  11973. });
  11974. Object.defineProperty(_DepthCullingState.prototype, "depthFunc", {
  11975. get: function () {
  11976. return this._depthFunc;
  11977. },
  11978. set: function (value) {
  11979. if (this._depthFunc === value) {
  11980. return;
  11981. }
  11982. this._depthFunc = value;
  11983. this._isDepthFuncDirty = true;
  11984. },
  11985. enumerable: true,
  11986. configurable: true
  11987. });
  11988. Object.defineProperty(_DepthCullingState.prototype, "depthMask", {
  11989. get: function () {
  11990. return this._depthMask;
  11991. },
  11992. set: function (value) {
  11993. if (this._depthMask === value) {
  11994. return;
  11995. }
  11996. this._depthMask = value;
  11997. this._isDepthMaskDirty = true;
  11998. },
  11999. enumerable: true,
  12000. configurable: true
  12001. });
  12002. Object.defineProperty(_DepthCullingState.prototype, "depthTest", {
  12003. get: function () {
  12004. return this._depthTest;
  12005. },
  12006. set: function (value) {
  12007. if (this._depthTest === value) {
  12008. return;
  12009. }
  12010. this._depthTest = value;
  12011. this._isDepthTestDirty = true;
  12012. },
  12013. enumerable: true,
  12014. configurable: true
  12015. });
  12016. Object.defineProperty(_DepthCullingState.prototype, "frontFace", {
  12017. get: function () {
  12018. return this._frontFace;
  12019. },
  12020. set: function (value) {
  12021. if (this._frontFace === value) {
  12022. return;
  12023. }
  12024. this._frontFace = value;
  12025. this._isFrontFaceDirty = true;
  12026. },
  12027. enumerable: true,
  12028. configurable: true
  12029. });
  12030. _DepthCullingState.prototype.reset = function () {
  12031. this._depthMask = true;
  12032. this._depthTest = true;
  12033. this._depthFunc = null;
  12034. this._cullFace = null;
  12035. this._cull = null;
  12036. this._zOffset = 0;
  12037. this._frontFace = null;
  12038. this._isDepthTestDirty = true;
  12039. this._isDepthMaskDirty = true;
  12040. this._isDepthFuncDirty = false;
  12041. this._isCullFaceDirty = false;
  12042. this._isCullDirty = false;
  12043. this._isZOffsetDirty = false;
  12044. this._isFrontFaceDirty = false;
  12045. };
  12046. _DepthCullingState.prototype.apply = function (gl) {
  12047. if (!this.isDirty) {
  12048. return;
  12049. }
  12050. // Cull
  12051. if (this._isCullDirty) {
  12052. if (this.cull) {
  12053. gl.enable(gl.CULL_FACE);
  12054. }
  12055. else {
  12056. gl.disable(gl.CULL_FACE);
  12057. }
  12058. this._isCullDirty = false;
  12059. }
  12060. // Cull face
  12061. if (this._isCullFaceDirty) {
  12062. gl.cullFace(this.cullFace);
  12063. this._isCullFaceDirty = false;
  12064. }
  12065. // Depth mask
  12066. if (this._isDepthMaskDirty) {
  12067. gl.depthMask(this.depthMask);
  12068. this._isDepthMaskDirty = false;
  12069. }
  12070. // Depth test
  12071. if (this._isDepthTestDirty) {
  12072. if (this.depthTest) {
  12073. gl.enable(gl.DEPTH_TEST);
  12074. }
  12075. else {
  12076. gl.disable(gl.DEPTH_TEST);
  12077. }
  12078. this._isDepthTestDirty = false;
  12079. }
  12080. // Depth func
  12081. if (this._isDepthFuncDirty) {
  12082. gl.depthFunc(this.depthFunc);
  12083. this._isDepthFuncDirty = false;
  12084. }
  12085. // zOffset
  12086. if (this._isZOffsetDirty) {
  12087. if (this.zOffset) {
  12088. gl.enable(gl.POLYGON_OFFSET_FILL);
  12089. gl.polygonOffset(this.zOffset, 0);
  12090. }
  12091. else {
  12092. gl.disable(gl.POLYGON_OFFSET_FILL);
  12093. }
  12094. this._isZOffsetDirty = false;
  12095. }
  12096. // Front face
  12097. if (this._isFrontFaceDirty) {
  12098. gl.frontFace(this.frontFace);
  12099. this._isFrontFaceDirty = false;
  12100. }
  12101. };
  12102. return _DepthCullingState;
  12103. }());
  12104. BABYLON._DepthCullingState = _DepthCullingState;
  12105. })(BABYLON || (BABYLON = {}));
  12106. //# sourceMappingURL=babylon.depthCullingState.js.map
  12107. var BABYLON;
  12108. (function (BABYLON) {
  12109. /**
  12110. * @hidden
  12111. **/
  12112. var _StencilState = /** @class */ (function () {
  12113. function _StencilState() {
  12114. this._isStencilTestDirty = false;
  12115. this._isStencilMaskDirty = false;
  12116. this._isStencilFuncDirty = false;
  12117. this._isStencilOpDirty = false;
  12118. this.reset();
  12119. }
  12120. Object.defineProperty(_StencilState.prototype, "isDirty", {
  12121. get: function () {
  12122. return this._isStencilTestDirty || this._isStencilMaskDirty || this._isStencilFuncDirty || this._isStencilOpDirty;
  12123. },
  12124. enumerable: true,
  12125. configurable: true
  12126. });
  12127. Object.defineProperty(_StencilState.prototype, "stencilFunc", {
  12128. get: function () {
  12129. return this._stencilFunc;
  12130. },
  12131. set: function (value) {
  12132. if (this._stencilFunc === value) {
  12133. return;
  12134. }
  12135. this._stencilFunc = value;
  12136. this._isStencilFuncDirty = true;
  12137. },
  12138. enumerable: true,
  12139. configurable: true
  12140. });
  12141. Object.defineProperty(_StencilState.prototype, "stencilFuncRef", {
  12142. get: function () {
  12143. return this._stencilFuncRef;
  12144. },
  12145. set: function (value) {
  12146. if (this._stencilFuncRef === value) {
  12147. return;
  12148. }
  12149. this._stencilFuncRef = value;
  12150. this._isStencilFuncDirty = true;
  12151. },
  12152. enumerable: true,
  12153. configurable: true
  12154. });
  12155. Object.defineProperty(_StencilState.prototype, "stencilFuncMask", {
  12156. get: function () {
  12157. return this._stencilFuncMask;
  12158. },
  12159. set: function (value) {
  12160. if (this._stencilFuncMask === value) {
  12161. return;
  12162. }
  12163. this._stencilFuncMask = value;
  12164. this._isStencilFuncDirty = true;
  12165. },
  12166. enumerable: true,
  12167. configurable: true
  12168. });
  12169. Object.defineProperty(_StencilState.prototype, "stencilOpStencilFail", {
  12170. get: function () {
  12171. return this._stencilOpStencilFail;
  12172. },
  12173. set: function (value) {
  12174. if (this._stencilOpStencilFail === value) {
  12175. return;
  12176. }
  12177. this._stencilOpStencilFail = value;
  12178. this._isStencilOpDirty = true;
  12179. },
  12180. enumerable: true,
  12181. configurable: true
  12182. });
  12183. Object.defineProperty(_StencilState.prototype, "stencilOpDepthFail", {
  12184. get: function () {
  12185. return this._stencilOpDepthFail;
  12186. },
  12187. set: function (value) {
  12188. if (this._stencilOpDepthFail === value) {
  12189. return;
  12190. }
  12191. this._stencilOpDepthFail = value;
  12192. this._isStencilOpDirty = true;
  12193. },
  12194. enumerable: true,
  12195. configurable: true
  12196. });
  12197. Object.defineProperty(_StencilState.prototype, "stencilOpStencilDepthPass", {
  12198. get: function () {
  12199. return this._stencilOpStencilDepthPass;
  12200. },
  12201. set: function (value) {
  12202. if (this._stencilOpStencilDepthPass === value) {
  12203. return;
  12204. }
  12205. this._stencilOpStencilDepthPass = value;
  12206. this._isStencilOpDirty = true;
  12207. },
  12208. enumerable: true,
  12209. configurable: true
  12210. });
  12211. Object.defineProperty(_StencilState.prototype, "stencilMask", {
  12212. get: function () {
  12213. return this._stencilMask;
  12214. },
  12215. set: function (value) {
  12216. if (this._stencilMask === value) {
  12217. return;
  12218. }
  12219. this._stencilMask = value;
  12220. this._isStencilMaskDirty = true;
  12221. },
  12222. enumerable: true,
  12223. configurable: true
  12224. });
  12225. Object.defineProperty(_StencilState.prototype, "stencilTest", {
  12226. get: function () {
  12227. return this._stencilTest;
  12228. },
  12229. set: function (value) {
  12230. if (this._stencilTest === value) {
  12231. return;
  12232. }
  12233. this._stencilTest = value;
  12234. this._isStencilTestDirty = true;
  12235. },
  12236. enumerable: true,
  12237. configurable: true
  12238. });
  12239. _StencilState.prototype.reset = function () {
  12240. this._stencilTest = false;
  12241. this._stencilMask = 0xFF;
  12242. this._stencilFunc = BABYLON.Engine.ALWAYS;
  12243. this._stencilFuncRef = 1;
  12244. this._stencilFuncMask = 0xFF;
  12245. this._stencilOpStencilFail = BABYLON.Engine.KEEP;
  12246. this._stencilOpDepthFail = BABYLON.Engine.KEEP;
  12247. this._stencilOpStencilDepthPass = BABYLON.Engine.REPLACE;
  12248. this._isStencilTestDirty = true;
  12249. this._isStencilMaskDirty = true;
  12250. this._isStencilFuncDirty = true;
  12251. this._isStencilOpDirty = true;
  12252. };
  12253. _StencilState.prototype.apply = function (gl) {
  12254. if (!this.isDirty) {
  12255. return;
  12256. }
  12257. // Stencil test
  12258. if (this._isStencilTestDirty) {
  12259. if (this.stencilTest) {
  12260. gl.enable(gl.STENCIL_TEST);
  12261. }
  12262. else {
  12263. gl.disable(gl.STENCIL_TEST);
  12264. }
  12265. this._isStencilTestDirty = false;
  12266. }
  12267. // Stencil mask
  12268. if (this._isStencilMaskDirty) {
  12269. gl.stencilMask(this.stencilMask);
  12270. this._isStencilMaskDirty = false;
  12271. }
  12272. // Stencil func
  12273. if (this._isStencilFuncDirty) {
  12274. gl.stencilFunc(this.stencilFunc, this.stencilFuncRef, this.stencilFuncMask);
  12275. this._isStencilFuncDirty = false;
  12276. }
  12277. // Stencil op
  12278. if (this._isStencilOpDirty) {
  12279. gl.stencilOp(this.stencilOpStencilFail, this.stencilOpDepthFail, this.stencilOpStencilDepthPass);
  12280. this._isStencilOpDirty = false;
  12281. }
  12282. };
  12283. return _StencilState;
  12284. }());
  12285. BABYLON._StencilState = _StencilState;
  12286. })(BABYLON || (BABYLON = {}));
  12287. //# sourceMappingURL=babylon.stencilState.js.map
  12288. var __assign = (this && this.__assign) || function () {
  12289. __assign = Object.assign || function(t) {
  12290. for (var s, i = 1, n = arguments.length; i < n; i++) {
  12291. s = arguments[i];
  12292. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  12293. t[p] = s[p];
  12294. }
  12295. return t;
  12296. };
  12297. return __assign.apply(this, arguments);
  12298. };
  12299. var BABYLON;
  12300. (function (BABYLON) {
  12301. /**
  12302. * Keeps track of all the buffer info used in engine.
  12303. */
  12304. var BufferPointer = /** @class */ (function () {
  12305. function BufferPointer() {
  12306. }
  12307. return BufferPointer;
  12308. }());
  12309. /**
  12310. * Interface for attribute information associated with buffer instanciation
  12311. */
  12312. var InstancingAttributeInfo = /** @class */ (function () {
  12313. function InstancingAttributeInfo() {
  12314. }
  12315. return InstancingAttributeInfo;
  12316. }());
  12317. BABYLON.InstancingAttributeInfo = InstancingAttributeInfo;
  12318. /**
  12319. * Define options used to create a render target texture
  12320. */
  12321. var RenderTargetCreationOptions = /** @class */ (function () {
  12322. function RenderTargetCreationOptions() {
  12323. }
  12324. return RenderTargetCreationOptions;
  12325. }());
  12326. BABYLON.RenderTargetCreationOptions = RenderTargetCreationOptions;
  12327. /**
  12328. * Define options used to create a depth texture
  12329. */
  12330. var DepthTextureCreationOptions = /** @class */ (function () {
  12331. function DepthTextureCreationOptions() {
  12332. }
  12333. return DepthTextureCreationOptions;
  12334. }());
  12335. BABYLON.DepthTextureCreationOptions = DepthTextureCreationOptions;
  12336. /**
  12337. * Class used to describe the capabilities of the engine relatively to the current browser
  12338. */
  12339. var EngineCapabilities = /** @class */ (function () {
  12340. function EngineCapabilities() {
  12341. }
  12342. return EngineCapabilities;
  12343. }());
  12344. BABYLON.EngineCapabilities = EngineCapabilities;
  12345. /**
  12346. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  12347. */
  12348. var Engine = /** @class */ (function () {
  12349. /**
  12350. * Creates a new engine
  12351. * @param canvasOrContext defines the canvas or WebGL context to use for rendering. If you provide a WebGL context, Babylon.js will not hook events on the canvas (like pointers, keyboards, etc...) so no event observables will be available. This is mostly used when Babylon.js is used as a plugin on a system which alreay used the WebGL context
  12352. * @param antialias defines enable antialiasing (default: false)
  12353. * @param options defines further options to be sent to the getContext() function
  12354. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  12355. */
  12356. function Engine(canvasOrContext, antialias, options, adaptToDeviceRatio) {
  12357. if (adaptToDeviceRatio === void 0) { adaptToDeviceRatio = false; }
  12358. var _this = this;
  12359. // Public members
  12360. /**
  12361. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  12362. */
  12363. this.forcePOTTextures = false;
  12364. /**
  12365. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  12366. */
  12367. this.isFullscreen = false;
  12368. /**
  12369. * Gets a boolean indicating if the pointer is currently locked
  12370. */
  12371. this.isPointerLock = false;
  12372. /**
  12373. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  12374. */
  12375. this.cullBackFaces = true;
  12376. /**
  12377. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  12378. */
  12379. this.renderEvenInBackground = true;
  12380. /**
  12381. * Gets or sets a boolean indicating that cache can be kept between frames
  12382. */
  12383. this.preventCacheWipeBetweenFrames = false;
  12384. /**
  12385. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  12386. **/
  12387. this.enableOfflineSupport = false;
  12388. /**
  12389. * Gets or sets a boolean to enable/disable checking manifest if IndexedDB support is enabled (Babylon.js will always consider the database is up to date)
  12390. **/
  12391. this.disableManifestCheck = false;
  12392. /**
  12393. * Gets the list of created scenes
  12394. */
  12395. this.scenes = new Array();
  12396. /**
  12397. * Event raised when a new scene is created
  12398. */
  12399. this.onNewSceneAddedObservable = new BABYLON.Observable();
  12400. /**
  12401. * Gets the list of created postprocesses
  12402. */
  12403. this.postProcesses = new Array();
  12404. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  12405. this.validateShaderPrograms = false;
  12406. // Observables
  12407. /**
  12408. * Observable event triggered each time the rendering canvas is resized
  12409. */
  12410. this.onResizeObservable = new BABYLON.Observable();
  12411. /**
  12412. * Observable event triggered each time the canvas loses focus
  12413. */
  12414. this.onCanvasBlurObservable = new BABYLON.Observable();
  12415. /**
  12416. * Observable event triggered each time the canvas gains focus
  12417. */
  12418. this.onCanvasFocusObservable = new BABYLON.Observable();
  12419. /**
  12420. * Observable event triggered each time the canvas receives pointerout event
  12421. */
  12422. this.onCanvasPointerOutObservable = new BABYLON.Observable();
  12423. /**
  12424. * Observable event triggered before each texture is initialized
  12425. */
  12426. this.onBeforeTextureInitObservable = new BABYLON.Observable();
  12427. //WebVR
  12428. this._vrDisplay = undefined;
  12429. this._vrSupported = false;
  12430. this._vrExclusivePointerMode = false;
  12431. // Uniform buffers list
  12432. /**
  12433. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  12434. */
  12435. this.disableUniformBuffers = false;
  12436. /** @hidden */
  12437. this._uniformBuffers = new Array();
  12438. // Observables
  12439. /**
  12440. * Observable raised when the engine begins a new frame
  12441. */
  12442. this.onBeginFrameObservable = new BABYLON.Observable();
  12443. /**
  12444. * If set, will be used to request the next animation frame for the render loop
  12445. */
  12446. this.customAnimationFrameRequester = null;
  12447. /**
  12448. * Observable raised when the engine ends the current frame
  12449. */
  12450. this.onEndFrameObservable = new BABYLON.Observable();
  12451. /**
  12452. * Observable raised when the engine is about to compile a shader
  12453. */
  12454. this.onBeforeShaderCompilationObservable = new BABYLON.Observable();
  12455. /**
  12456. * Observable raised when the engine has jsut compiled a shader
  12457. */
  12458. this.onAfterShaderCompilationObservable = new BABYLON.Observable();
  12459. this._windowIsBackground = false;
  12460. this._webGLVersion = 1.0;
  12461. /** @hidden */
  12462. this._badOS = false;
  12463. /** @hidden */
  12464. this._badDesktopOS = false;
  12465. /**
  12466. * Gets or sets a value indicating if we want to disable texture binding optimization.
  12467. * This could be required on some buggy drivers which wants to have textures bound in a progressive order.
  12468. * By default Babylon.js will try to let textures bound where they are and only update the samplers to point where the texture is
  12469. */
  12470. this.disableTextureBindingOptimization = false;
  12471. /**
  12472. * Observable signaled when VR display mode changes
  12473. */
  12474. this.onVRDisplayChangedObservable = new BABYLON.Observable();
  12475. /**
  12476. * Observable signaled when VR request present is complete
  12477. */
  12478. this.onVRRequestPresentComplete = new BABYLON.Observable();
  12479. /**
  12480. * Observable signaled when VR request present starts
  12481. */
  12482. this.onVRRequestPresentStart = new BABYLON.Observable();
  12483. this._colorWrite = true;
  12484. /** @hidden */
  12485. this._drawCalls = new BABYLON.PerfCounter();
  12486. /** @hidden */
  12487. this._textureCollisions = new BABYLON.PerfCounter();
  12488. this._renderingQueueLaunched = false;
  12489. this._activeRenderLoops = new Array();
  12490. // Deterministic lockstepMaxSteps
  12491. this._deterministicLockstep = false;
  12492. this._lockstepMaxSteps = 4;
  12493. // Lost context
  12494. /**
  12495. * Observable signaled when a context lost event is raised
  12496. */
  12497. this.onContextLostObservable = new BABYLON.Observable();
  12498. /**
  12499. * Observable signaled when a context restored event is raised
  12500. */
  12501. this.onContextRestoredObservable = new BABYLON.Observable();
  12502. this._contextWasLost = false;
  12503. this._doNotHandleContextLost = false;
  12504. // FPS
  12505. this._performanceMonitor = new BABYLON.PerformanceMonitor();
  12506. this._fps = 60;
  12507. this._deltaTime = 0;
  12508. /**
  12509. * Turn this value on if you want to pause FPS computation when in background
  12510. */
  12511. this.disablePerformanceMonitorInBackground = false;
  12512. // States
  12513. /** @hidden */
  12514. this._depthCullingState = new BABYLON._DepthCullingState();
  12515. /** @hidden */
  12516. this._stencilState = new BABYLON._StencilState();
  12517. /** @hidden */
  12518. this._alphaState = new BABYLON._AlphaState();
  12519. /** @hidden */
  12520. this._alphaMode = Engine.ALPHA_DISABLE;
  12521. // Cache
  12522. this._internalTexturesCache = new Array();
  12523. /** @hidden */
  12524. this._activeChannel = 0;
  12525. this._currentTextureChannel = -1;
  12526. /** @hidden */
  12527. this._boundTexturesCache = {};
  12528. this._compiledEffects = {};
  12529. this._vertexAttribArraysEnabled = [];
  12530. this._uintIndicesCurrentlySet = false;
  12531. this._currentBoundBuffer = new Array();
  12532. /** @hidden */
  12533. this._currentFramebuffer = null;
  12534. this._currentBufferPointers = new Array();
  12535. this._currentInstanceLocations = new Array();
  12536. this._currentInstanceBuffers = new Array();
  12537. this._firstBoundInternalTextureTracker = new BABYLON.DummyInternalTextureTracker();
  12538. this._lastBoundInternalTextureTracker = new BABYLON.DummyInternalTextureTracker();
  12539. this._vaoRecordInProgress = false;
  12540. this._mustWipeVertexAttributes = false;
  12541. this._nextFreeTextureSlots = new Array();
  12542. this._maxSimultaneousTextures = 0;
  12543. this._activeRequests = new Array();
  12544. // Hardware supported Compressed Textures
  12545. this._texturesSupported = new Array();
  12546. /**
  12547. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  12548. */
  12549. this.premultipliedAlpha = true;
  12550. this._viewportCached = new BABYLON.Vector4(0, 0, 0, 0);
  12551. this._onVRFullScreenTriggered = function () {
  12552. if (_this._vrDisplay && _this._vrDisplay.isPresenting) {
  12553. //get the old size before we change
  12554. _this._oldSize = new BABYLON.Size(_this.getRenderWidth(), _this.getRenderHeight());
  12555. _this._oldHardwareScaleFactor = _this.getHardwareScalingLevel();
  12556. //get the width and height, change the render size
  12557. var leftEye = _this._vrDisplay.getEyeParameters('left');
  12558. _this.setHardwareScalingLevel(1);
  12559. _this.setSize(leftEye.renderWidth * 2, leftEye.renderHeight);
  12560. }
  12561. else {
  12562. _this.setHardwareScalingLevel(_this._oldHardwareScaleFactor);
  12563. _this.setSize(_this._oldSize.width, _this._oldSize.height);
  12564. }
  12565. };
  12566. this._unpackFlipYCached = null;
  12567. /**
  12568. * In case you are sharing the context with other applications, it might
  12569. * be interested to not cache the unpack flip y state to ensure a consistent
  12570. * value would be set.
  12571. */
  12572. this.enableUnpackFlipYCached = true;
  12573. this._boundUniforms = {};
  12574. // Register promises
  12575. BABYLON.PromisePolyfill.Apply();
  12576. var canvas = null;
  12577. Engine.Instances.push(this);
  12578. if (!canvasOrContext) {
  12579. return;
  12580. }
  12581. options = options || {};
  12582. if (canvasOrContext.getContext) {
  12583. canvas = canvasOrContext;
  12584. this._renderingCanvas = canvas;
  12585. if (antialias != null) {
  12586. options.antialias = antialias;
  12587. }
  12588. if (options.deterministicLockstep === undefined) {
  12589. options.deterministicLockstep = false;
  12590. }
  12591. if (options.lockstepMaxSteps === undefined) {
  12592. options.lockstepMaxSteps = 4;
  12593. }
  12594. if (options.preserveDrawingBuffer === undefined) {
  12595. options.preserveDrawingBuffer = false;
  12596. }
  12597. if (options.audioEngine === undefined) {
  12598. options.audioEngine = true;
  12599. }
  12600. if (options.stencil === undefined) {
  12601. options.stencil = true;
  12602. }
  12603. if (options.premultipliedAlpha === false) {
  12604. this.premultipliedAlpha = false;
  12605. }
  12606. this._deterministicLockstep = options.deterministicLockstep;
  12607. this._lockstepMaxSteps = options.lockstepMaxSteps;
  12608. this._doNotHandleContextLost = options.doNotHandleContextLost ? true : false;
  12609. // Exceptions
  12610. if (navigator && navigator.userAgent) {
  12611. var ua = navigator.userAgent;
  12612. for (var _i = 0, _a = Engine.ExceptionList; _i < _a.length; _i++) {
  12613. var exception = _a[_i];
  12614. var key = exception.key;
  12615. var targets = exception.targets;
  12616. if (ua.indexOf(key) > -1) {
  12617. if (exception.capture && exception.captureConstraint) {
  12618. var capture = exception.capture;
  12619. var constraint = exception.captureConstraint;
  12620. var regex = new RegExp(capture);
  12621. var matches = regex.exec(ua);
  12622. if (matches && matches.length > 0) {
  12623. var capturedValue = parseInt(matches[matches.length - 1]);
  12624. if (capturedValue >= constraint) {
  12625. continue;
  12626. }
  12627. }
  12628. }
  12629. for (var _b = 0, targets_1 = targets; _b < targets_1.length; _b++) {
  12630. var target = targets_1[_b];
  12631. switch (target) {
  12632. case "uniformBuffer":
  12633. this.disableUniformBuffers = true;
  12634. break;
  12635. case "textureBindingOptimization":
  12636. this.disableTextureBindingOptimization = true;
  12637. break;
  12638. }
  12639. }
  12640. }
  12641. }
  12642. }
  12643. // GL
  12644. if (!options.disableWebGL2Support) {
  12645. try {
  12646. this._gl = (canvas.getContext("webgl2", options) || canvas.getContext("experimental-webgl2", options));
  12647. if (this._gl) {
  12648. this._webGLVersion = 2.0;
  12649. // Prevent weird browsers to lie :-)
  12650. if (!this._gl.deleteQuery) {
  12651. this._webGLVersion = 1.0;
  12652. }
  12653. }
  12654. }
  12655. catch (e) {
  12656. // Do nothing
  12657. }
  12658. }
  12659. if (!this._gl) {
  12660. if (!canvas) {
  12661. throw new Error("The provided canvas is null or undefined.");
  12662. }
  12663. try {
  12664. this._gl = (canvas.getContext("webgl", options) || canvas.getContext("experimental-webgl", options));
  12665. }
  12666. catch (e) {
  12667. throw new Error("WebGL not supported");
  12668. }
  12669. }
  12670. if (!this._gl) {
  12671. throw new Error("WebGL not supported");
  12672. }
  12673. this._onCanvasFocus = function () {
  12674. _this.onCanvasFocusObservable.notifyObservers(_this);
  12675. };
  12676. this._onCanvasBlur = function () {
  12677. _this.onCanvasBlurObservable.notifyObservers(_this);
  12678. };
  12679. canvas.addEventListener("focus", this._onCanvasFocus);
  12680. canvas.addEventListener("blur", this._onCanvasBlur);
  12681. this._onBlur = function () {
  12682. if (_this.disablePerformanceMonitorInBackground) {
  12683. _this._performanceMonitor.disable();
  12684. }
  12685. _this._windowIsBackground = true;
  12686. };
  12687. this._onFocus = function () {
  12688. if (_this.disablePerformanceMonitorInBackground) {
  12689. _this._performanceMonitor.enable();
  12690. }
  12691. _this._windowIsBackground = false;
  12692. };
  12693. this._onCanvasPointerOut = function (ev) {
  12694. _this.onCanvasPointerOutObservable.notifyObservers(ev);
  12695. };
  12696. if (BABYLON.Tools.IsWindowObjectExist()) {
  12697. window.addEventListener("blur", this._onBlur);
  12698. window.addEventListener("focus", this._onFocus);
  12699. }
  12700. canvas.addEventListener("pointerout", this._onCanvasPointerOut);
  12701. // Context lost
  12702. if (!this._doNotHandleContextLost) {
  12703. this._onContextLost = function (evt) {
  12704. evt.preventDefault();
  12705. _this._contextWasLost = true;
  12706. BABYLON.Tools.Warn("WebGL context lost.");
  12707. _this.onContextLostObservable.notifyObservers(_this);
  12708. };
  12709. this._onContextRestored = function (evt) {
  12710. // Adding a timeout to avoid race condition at browser level
  12711. setTimeout(function () {
  12712. // Rebuild gl context
  12713. _this._initGLContext();
  12714. // Rebuild effects
  12715. _this._rebuildEffects();
  12716. // Rebuild textures
  12717. _this._rebuildInternalTextures();
  12718. // Rebuild buffers
  12719. _this._rebuildBuffers();
  12720. // Cache
  12721. _this.wipeCaches(true);
  12722. BABYLON.Tools.Warn("WebGL context successfully restored.");
  12723. _this.onContextRestoredObservable.notifyObservers(_this);
  12724. _this._contextWasLost = false;
  12725. }, 0);
  12726. };
  12727. canvas.addEventListener("webglcontextlost", this._onContextLost, false);
  12728. canvas.addEventListener("webglcontextrestored", this._onContextRestored, false);
  12729. }
  12730. }
  12731. else {
  12732. this._gl = canvasOrContext;
  12733. this._renderingCanvas = this._gl.canvas;
  12734. if (this._gl.renderbufferStorageMultisample) {
  12735. this._webGLVersion = 2.0;
  12736. }
  12737. var attributes = this._gl.getContextAttributes();
  12738. if (attributes) {
  12739. options.stencil = attributes.stencil;
  12740. }
  12741. }
  12742. // Viewport
  12743. var devicePixelRatio = BABYLON.Tools.IsWindowObjectExist() ? (window.devicePixelRatio || 1.0) : 1.0;
  12744. var limitDeviceRatio = options.limitDeviceRatio || devicePixelRatio;
  12745. this._hardwareScalingLevel = adaptToDeviceRatio ? 1.0 / Math.min(limitDeviceRatio, devicePixelRatio) : 1.0;
  12746. this.resize();
  12747. this._isStencilEnable = options.stencil ? true : false;
  12748. this._initGLContext();
  12749. if (canvas) {
  12750. // Fullscreen
  12751. this._onFullscreenChange = function () {
  12752. if (document.fullscreen !== undefined) {
  12753. _this.isFullscreen = document.fullscreen;
  12754. }
  12755. else if (document.mozFullScreen !== undefined) {
  12756. _this.isFullscreen = document.mozFullScreen;
  12757. }
  12758. else if (document.webkitIsFullScreen !== undefined) {
  12759. _this.isFullscreen = document.webkitIsFullScreen;
  12760. }
  12761. else if (document.msIsFullScreen !== undefined) {
  12762. _this.isFullscreen = document.msIsFullScreen;
  12763. }
  12764. // Pointer lock
  12765. if (_this.isFullscreen && _this._pointerLockRequested && canvas) {
  12766. canvas.requestPointerLock = canvas.requestPointerLock ||
  12767. canvas.msRequestPointerLock ||
  12768. canvas.mozRequestPointerLock ||
  12769. canvas.webkitRequestPointerLock;
  12770. if (canvas.requestPointerLock) {
  12771. canvas.requestPointerLock();
  12772. }
  12773. }
  12774. };
  12775. document.addEventListener("fullscreenchange", this._onFullscreenChange, false);
  12776. document.addEventListener("mozfullscreenchange", this._onFullscreenChange, false);
  12777. document.addEventListener("webkitfullscreenchange", this._onFullscreenChange, false);
  12778. document.addEventListener("msfullscreenchange", this._onFullscreenChange, false);
  12779. // Pointer lock
  12780. this._onPointerLockChange = function () {
  12781. _this.isPointerLock = (document.mozPointerLockElement === canvas ||
  12782. document.webkitPointerLockElement === canvas ||
  12783. document.msPointerLockElement === canvas ||
  12784. document.pointerLockElement === canvas);
  12785. };
  12786. document.addEventListener("pointerlockchange", this._onPointerLockChange, false);
  12787. document.addEventListener("mspointerlockchange", this._onPointerLockChange, false);
  12788. document.addEventListener("mozpointerlockchange", this._onPointerLockChange, false);
  12789. document.addEventListener("webkitpointerlockchange", this._onPointerLockChange, false);
  12790. this._onVRDisplayPointerRestricted = function () {
  12791. if (canvas) {
  12792. canvas.requestPointerLock();
  12793. }
  12794. };
  12795. this._onVRDisplayPointerUnrestricted = function () {
  12796. document.exitPointerLock();
  12797. };
  12798. if (BABYLON.Tools.IsWindowObjectExist()) {
  12799. window.addEventListener('vrdisplaypointerrestricted', this._onVRDisplayPointerRestricted, false);
  12800. window.addEventListener('vrdisplaypointerunrestricted', this._onVRDisplayPointerUnrestricted, false);
  12801. }
  12802. }
  12803. // Create Audio Engine if needed.
  12804. if (!Engine.audioEngine && options.audioEngine && Engine.AudioEngineFactory) {
  12805. Engine.audioEngine = Engine.AudioEngineFactory(this.getRenderingCanvas());
  12806. }
  12807. // Prepare buffer pointers
  12808. for (var i = 0; i < this._caps.maxVertexAttribs; i++) {
  12809. this._currentBufferPointers[i] = new BufferPointer();
  12810. }
  12811. this._linkTrackers(this._firstBoundInternalTextureTracker, this._lastBoundInternalTextureTracker);
  12812. // Load WebVR Devices
  12813. if (options.autoEnableWebVR) {
  12814. this.initWebVR();
  12815. }
  12816. // Detect if we are running on a faulty buggy OS.
  12817. this._badOS = /iPad/i.test(navigator.userAgent) || /iPhone/i.test(navigator.userAgent);
  12818. // Detect if we are running on a faulty buggy desktop OS.
  12819. this._badDesktopOS = /^((?!chrome|android).)*safari/i.test(navigator.userAgent);
  12820. console.log("Babylon.js v" + Engine.Version + " - " + this.description);
  12821. this.enableOfflineSupport = Engine.OfflineProviderFactory !== undefined;
  12822. }
  12823. Object.defineProperty(Engine, "LastCreatedEngine", {
  12824. /**
  12825. * Gets the latest created engine
  12826. */
  12827. get: function () {
  12828. if (Engine.Instances.length === 0) {
  12829. return null;
  12830. }
  12831. return Engine.Instances[Engine.Instances.length - 1];
  12832. },
  12833. enumerable: true,
  12834. configurable: true
  12835. });
  12836. Object.defineProperty(Engine, "LastCreatedScene", {
  12837. /**
  12838. * Gets the latest created scene
  12839. */
  12840. get: function () {
  12841. var lastCreatedEngine = Engine.LastCreatedEngine;
  12842. if (!lastCreatedEngine) {
  12843. return null;
  12844. }
  12845. if (lastCreatedEngine.scenes.length === 0) {
  12846. return null;
  12847. }
  12848. return lastCreatedEngine.scenes[lastCreatedEngine.scenes.length - 1];
  12849. },
  12850. enumerable: true,
  12851. configurable: true
  12852. });
  12853. /**
  12854. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  12855. * @param flag defines which part of the materials must be marked as dirty
  12856. * @param predicate defines a predicate used to filter which materials should be affected
  12857. */
  12858. Engine.MarkAllMaterialsAsDirty = function (flag, predicate) {
  12859. for (var engineIndex = 0; engineIndex < Engine.Instances.length; engineIndex++) {
  12860. var engine = Engine.Instances[engineIndex];
  12861. for (var sceneIndex = 0; sceneIndex < engine.scenes.length; sceneIndex++) {
  12862. engine.scenes[sceneIndex].markAllMaterialsAsDirty(flag, predicate);
  12863. }
  12864. }
  12865. };
  12866. Object.defineProperty(Engine, "Version", {
  12867. /**
  12868. * Returns the current version of the framework
  12869. */
  12870. get: function () {
  12871. return "4.0.0-alpha.7";
  12872. },
  12873. enumerable: true,
  12874. configurable: true
  12875. });
  12876. Object.defineProperty(Engine.prototype, "description", {
  12877. /**
  12878. * Returns a string describing the current engine
  12879. */
  12880. get: function () {
  12881. var description = "WebGL" + this.webGLVersion;
  12882. if (this._caps.parallelShaderCompile) {
  12883. description += " - Parallel shader compilation";
  12884. }
  12885. return description;
  12886. },
  12887. enumerable: true,
  12888. configurable: true
  12889. });
  12890. Object.defineProperty(Engine.prototype, "isInVRExclusivePointerMode", {
  12891. /**
  12892. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  12893. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  12894. */
  12895. get: function () {
  12896. return this._vrExclusivePointerMode;
  12897. },
  12898. enumerable: true,
  12899. configurable: true
  12900. });
  12901. Object.defineProperty(Engine.prototype, "supportsUniformBuffers", {
  12902. /**
  12903. * Gets a boolean indicating that the engine supports uniform buffers
  12904. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  12905. */
  12906. get: function () {
  12907. return this.webGLVersion > 1 && !this.disableUniformBuffers;
  12908. },
  12909. enumerable: true,
  12910. configurable: true
  12911. });
  12912. Object.defineProperty(Engine.prototype, "needPOTTextures", {
  12913. /**
  12914. * Gets a boolean indicating that only power of 2 textures are supported
  12915. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  12916. */
  12917. get: function () {
  12918. return this._webGLVersion < 2 || this.forcePOTTextures;
  12919. },
  12920. enumerable: true,
  12921. configurable: true
  12922. });
  12923. Object.defineProperty(Engine.prototype, "doNotHandleContextLost", {
  12924. /**
  12925. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  12926. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  12927. */
  12928. get: function () {
  12929. return this._doNotHandleContextLost;
  12930. },
  12931. set: function (value) {
  12932. this._doNotHandleContextLost = value;
  12933. },
  12934. enumerable: true,
  12935. configurable: true
  12936. });
  12937. Object.defineProperty(Engine.prototype, "performanceMonitor", {
  12938. /**
  12939. * Gets the performance monitor attached to this engine
  12940. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  12941. */
  12942. get: function () {
  12943. return this._performanceMonitor;
  12944. },
  12945. enumerable: true,
  12946. configurable: true
  12947. });
  12948. Object.defineProperty(Engine.prototype, "texturesSupported", {
  12949. /**
  12950. * Gets the list of texture formats supported
  12951. */
  12952. get: function () {
  12953. return this._texturesSupported;
  12954. },
  12955. enumerable: true,
  12956. configurable: true
  12957. });
  12958. Object.defineProperty(Engine.prototype, "textureFormatInUse", {
  12959. /**
  12960. * Gets the list of texture formats in use
  12961. */
  12962. get: function () {
  12963. return this._textureFormatInUse;
  12964. },
  12965. enumerable: true,
  12966. configurable: true
  12967. });
  12968. Object.defineProperty(Engine.prototype, "currentViewport", {
  12969. /**
  12970. * Gets the current viewport
  12971. */
  12972. get: function () {
  12973. return this._cachedViewport;
  12974. },
  12975. enumerable: true,
  12976. configurable: true
  12977. });
  12978. Object.defineProperty(Engine.prototype, "emptyTexture", {
  12979. /**
  12980. * Gets the default empty texture
  12981. */
  12982. get: function () {
  12983. if (!this._emptyTexture) {
  12984. this._emptyTexture = this.createRawTexture(new Uint8Array(4), 1, 1, Engine.TEXTUREFORMAT_RGBA, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  12985. }
  12986. return this._emptyTexture;
  12987. },
  12988. enumerable: true,
  12989. configurable: true
  12990. });
  12991. Object.defineProperty(Engine.prototype, "emptyTexture3D", {
  12992. /**
  12993. * Gets the default empty 3D texture
  12994. */
  12995. get: function () {
  12996. if (!this._emptyTexture3D) {
  12997. this._emptyTexture3D = this.createRawTexture3D(new Uint8Array(4), 1, 1, 1, Engine.TEXTUREFORMAT_RGBA, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  12998. }
  12999. return this._emptyTexture3D;
  13000. },
  13001. enumerable: true,
  13002. configurable: true
  13003. });
  13004. Object.defineProperty(Engine.prototype, "emptyCubeTexture", {
  13005. /**
  13006. * Gets the default empty cube texture
  13007. */
  13008. get: function () {
  13009. if (!this._emptyCubeTexture) {
  13010. var faceData = new Uint8Array(4);
  13011. var cubeData = [faceData, faceData, faceData, faceData, faceData, faceData];
  13012. this._emptyCubeTexture = this.createRawCubeTexture(cubeData, 1, Engine.TEXTUREFORMAT_RGBA, Engine.TEXTURETYPE_UNSIGNED_INT, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  13013. }
  13014. return this._emptyCubeTexture;
  13015. },
  13016. enumerable: true,
  13017. configurable: true
  13018. });
  13019. Engine.prototype._rebuildInternalTextures = function () {
  13020. var currentState = this._internalTexturesCache.slice(); // Do a copy because the rebuild will add proxies
  13021. for (var _i = 0, currentState_1 = currentState; _i < currentState_1.length; _i++) {
  13022. var internalTexture = currentState_1[_i];
  13023. internalTexture._rebuild();
  13024. }
  13025. };
  13026. Engine.prototype._rebuildEffects = function () {
  13027. for (var key in this._compiledEffects) {
  13028. var effect = this._compiledEffects[key];
  13029. effect._prepareEffect();
  13030. }
  13031. BABYLON.Effect.ResetCache();
  13032. };
  13033. /**
  13034. * Gets a boolean indicating if all created effects are ready
  13035. * @returns true if all effects are ready
  13036. */
  13037. Engine.prototype.areAllEffectsReady = function () {
  13038. for (var key in this._compiledEffects) {
  13039. var effect = this._compiledEffects[key];
  13040. if (!effect.isReady()) {
  13041. return false;
  13042. }
  13043. }
  13044. return true;
  13045. };
  13046. Engine.prototype._rebuildBuffers = function () {
  13047. // Index / Vertex
  13048. for (var _i = 0, _a = this.scenes; _i < _a.length; _i++) {
  13049. var scene = _a[_i];
  13050. scene.resetCachedMaterial();
  13051. scene._rebuildGeometries();
  13052. scene._rebuildTextures();
  13053. }
  13054. // Uniforms
  13055. for (var _b = 0, _c = this._uniformBuffers; _b < _c.length; _b++) {
  13056. var uniformBuffer = _c[_b];
  13057. uniformBuffer._rebuild();
  13058. }
  13059. };
  13060. Engine.prototype._initGLContext = function () {
  13061. // Caps
  13062. this._caps = new EngineCapabilities();
  13063. this._caps.maxTexturesImageUnits = this._gl.getParameter(this._gl.MAX_TEXTURE_IMAGE_UNITS);
  13064. this._caps.maxCombinedTexturesImageUnits = this._gl.getParameter(this._gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS);
  13065. this._caps.maxVertexTextureImageUnits = this._gl.getParameter(this._gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS);
  13066. this._caps.maxTextureSize = this._gl.getParameter(this._gl.MAX_TEXTURE_SIZE);
  13067. this._caps.maxCubemapTextureSize = this._gl.getParameter(this._gl.MAX_CUBE_MAP_TEXTURE_SIZE);
  13068. this._caps.maxRenderTextureSize = this._gl.getParameter(this._gl.MAX_RENDERBUFFER_SIZE);
  13069. this._caps.maxVertexAttribs = this._gl.getParameter(this._gl.MAX_VERTEX_ATTRIBS);
  13070. this._caps.maxVaryingVectors = this._gl.getParameter(this._gl.MAX_VARYING_VECTORS);
  13071. this._caps.maxFragmentUniformVectors = this._gl.getParameter(this._gl.MAX_FRAGMENT_UNIFORM_VECTORS);
  13072. this._caps.maxVertexUniformVectors = this._gl.getParameter(this._gl.MAX_VERTEX_UNIFORM_VECTORS);
  13073. // Infos
  13074. this._glVersion = this._gl.getParameter(this._gl.VERSION);
  13075. var rendererInfo = this._gl.getExtension("WEBGL_debug_renderer_info");
  13076. if (rendererInfo != null) {
  13077. this._glRenderer = this._gl.getParameter(rendererInfo.UNMASKED_RENDERER_WEBGL);
  13078. this._glVendor = this._gl.getParameter(rendererInfo.UNMASKED_VENDOR_WEBGL);
  13079. }
  13080. if (!this._glVendor) {
  13081. this._glVendor = "Unknown vendor";
  13082. }
  13083. if (!this._glRenderer) {
  13084. this._glRenderer = "Unknown renderer";
  13085. }
  13086. // Constants
  13087. this._gl.HALF_FLOAT_OES = 0x8D61; // Half floating-point type (16-bit).
  13088. if (this._gl.RGBA16F !== 0x881A) {
  13089. this._gl.RGBA16F = 0x881A; // RGBA 16-bit floating-point color-renderable internal sized format.
  13090. }
  13091. if (this._gl.RGBA32F !== 0x8814) {
  13092. this._gl.RGBA32F = 0x8814; // RGBA 32-bit floating-point color-renderable internal sized format.
  13093. }
  13094. if (this._gl.DEPTH24_STENCIL8 !== 35056) {
  13095. this._gl.DEPTH24_STENCIL8 = 35056;
  13096. }
  13097. // Extensions
  13098. this._caps.standardDerivatives = this._webGLVersion > 1 || (this._gl.getExtension('OES_standard_derivatives') !== null);
  13099. this._caps.astc = this._gl.getExtension('WEBGL_compressed_texture_astc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_astc');
  13100. this._caps.s3tc = this._gl.getExtension('WEBGL_compressed_texture_s3tc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_s3tc');
  13101. this._caps.pvrtc = this._gl.getExtension('WEBGL_compressed_texture_pvrtc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc');
  13102. this._caps.etc1 = this._gl.getExtension('WEBGL_compressed_texture_etc1') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc1');
  13103. this._caps.etc2 = this._gl.getExtension('WEBGL_compressed_texture_etc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc') ||
  13104. this._gl.getExtension('WEBGL_compressed_texture_es3_0'); // also a requirement of OpenGL ES 3
  13105. this._caps.textureAnisotropicFilterExtension = this._gl.getExtension('EXT_texture_filter_anisotropic') || this._gl.getExtension('WEBKIT_EXT_texture_filter_anisotropic') || this._gl.getExtension('MOZ_EXT_texture_filter_anisotropic');
  13106. this._caps.maxAnisotropy = this._caps.textureAnisotropicFilterExtension ? this._gl.getParameter(this._caps.textureAnisotropicFilterExtension.MAX_TEXTURE_MAX_ANISOTROPY_EXT) : 0;
  13107. this._caps.uintIndices = this._webGLVersion > 1 || this._gl.getExtension('OES_element_index_uint') !== null;
  13108. this._caps.fragmentDepthSupported = this._webGLVersion > 1 || this._gl.getExtension('EXT_frag_depth') !== null;
  13109. this._caps.highPrecisionShaderSupported = false;
  13110. this._caps.timerQuery = this._gl.getExtension('EXT_disjoint_timer_query_webgl2') || this._gl.getExtension("EXT_disjoint_timer_query");
  13111. if (this._caps.timerQuery) {
  13112. if (this._webGLVersion === 1) {
  13113. this._gl.getQuery = this._caps.timerQuery.getQueryEXT.bind(this._caps.timerQuery);
  13114. }
  13115. this._caps.canUseTimestampForTimerQuery = this._gl.getQuery(this._caps.timerQuery.TIMESTAMP_EXT, this._caps.timerQuery.QUERY_COUNTER_BITS_EXT) > 0;
  13116. }
  13117. // Checks if some of the format renders first to allow the use of webgl inspector.
  13118. this._caps.colorBufferFloat = this._webGLVersion > 1 && this._gl.getExtension('EXT_color_buffer_float');
  13119. this._caps.textureFloat = (this._webGLVersion > 1 || this._gl.getExtension('OES_texture_float')) ? true : false;
  13120. this._caps.textureFloatLinearFiltering = this._caps.textureFloat && this._gl.getExtension('OES_texture_float_linear') ? true : false;
  13121. this._caps.textureFloatRender = this._caps.textureFloat && this._canRenderToFloatFramebuffer() ? true : false;
  13122. this._caps.textureHalfFloat = (this._webGLVersion > 1 || this._gl.getExtension('OES_texture_half_float')) ? true : false;
  13123. this._caps.textureHalfFloatLinearFiltering = (this._webGLVersion > 1 || (this._caps.textureHalfFloat && this._gl.getExtension('OES_texture_half_float_linear'))) ? true : false;
  13124. if (this._webGLVersion > 1) {
  13125. this._gl.HALF_FLOAT_OES = 0x140B;
  13126. }
  13127. this._caps.textureHalfFloatRender = this._caps.textureHalfFloat && this._canRenderToHalfFloatFramebuffer();
  13128. this._caps.textureLOD = (this._webGLVersion > 1 || this._gl.getExtension('EXT_shader_texture_lod')) ? true : false;
  13129. // Draw buffers
  13130. if (this._webGLVersion > 1) {
  13131. this._caps.drawBuffersExtension = true;
  13132. }
  13133. else {
  13134. var drawBuffersExtension = this._gl.getExtension('WEBGL_draw_buffers');
  13135. if (drawBuffersExtension !== null) {
  13136. this._caps.drawBuffersExtension = true;
  13137. this._gl.drawBuffers = drawBuffersExtension.drawBuffersWEBGL.bind(drawBuffersExtension);
  13138. this._gl.DRAW_FRAMEBUFFER = this._gl.FRAMEBUFFER;
  13139. for (var i = 0; i < 16; i++) {
  13140. this._gl["COLOR_ATTACHMENT" + i + "_WEBGL"] = drawBuffersExtension["COLOR_ATTACHMENT" + i + "_WEBGL"];
  13141. }
  13142. }
  13143. else {
  13144. this._caps.drawBuffersExtension = false;
  13145. }
  13146. }
  13147. // Shader compiler threads
  13148. this._caps.parallelShaderCompile = this._gl.getExtension('KHR_parallel_shader_compile');
  13149. if (this._caps.parallelShaderCompile) {
  13150. var threads = this._gl.getParameter(this._caps.parallelShaderCompile.MAX_SHADER_COMPILER_THREADS_KHR);
  13151. this._caps.parallelShaderCompile.maxShaderCompilerThreadsKHR(threads);
  13152. }
  13153. // Depth Texture
  13154. if (this._webGLVersion > 1) {
  13155. this._caps.depthTextureExtension = true;
  13156. }
  13157. else {
  13158. var depthTextureExtension = this._gl.getExtension('WEBGL_depth_texture');
  13159. if (depthTextureExtension != null) {
  13160. this._caps.depthTextureExtension = true;
  13161. this._gl.UNSIGNED_INT_24_8 = depthTextureExtension.UNSIGNED_INT_24_8_WEBGL;
  13162. }
  13163. }
  13164. // Vertex array object
  13165. if (this._webGLVersion > 1) {
  13166. this._caps.vertexArrayObject = true;
  13167. }
  13168. else {
  13169. var vertexArrayObjectExtension = this._gl.getExtension('OES_vertex_array_object');
  13170. if (vertexArrayObjectExtension != null) {
  13171. this._caps.vertexArrayObject = true;
  13172. this._gl.createVertexArray = vertexArrayObjectExtension.createVertexArrayOES.bind(vertexArrayObjectExtension);
  13173. this._gl.bindVertexArray = vertexArrayObjectExtension.bindVertexArrayOES.bind(vertexArrayObjectExtension);
  13174. this._gl.deleteVertexArray = vertexArrayObjectExtension.deleteVertexArrayOES.bind(vertexArrayObjectExtension);
  13175. }
  13176. else {
  13177. this._caps.vertexArrayObject = false;
  13178. }
  13179. }
  13180. // Instances count
  13181. if (this._webGLVersion > 1) {
  13182. this._caps.instancedArrays = true;
  13183. }
  13184. else {
  13185. var instanceExtension = this._gl.getExtension('ANGLE_instanced_arrays');
  13186. if (instanceExtension != null) {
  13187. this._caps.instancedArrays = true;
  13188. this._gl.drawArraysInstanced = instanceExtension.drawArraysInstancedANGLE.bind(instanceExtension);
  13189. this._gl.drawElementsInstanced = instanceExtension.drawElementsInstancedANGLE.bind(instanceExtension);
  13190. this._gl.vertexAttribDivisor = instanceExtension.vertexAttribDivisorANGLE.bind(instanceExtension);
  13191. }
  13192. else {
  13193. this._caps.instancedArrays = false;
  13194. }
  13195. }
  13196. // Intelligently add supported compressed formats in order to check for.
  13197. // Check for ASTC support first as it is most powerful and to be very cross platform.
  13198. // Next PVRTC & DXT, which are probably superior to ETC1/2.
  13199. // Likely no hardware which supports both PVR & DXT, so order matters little.
  13200. // ETC2 is newer and handles ETC1 (no alpha capability), so check for first.
  13201. if (this._caps.astc) {
  13202. this.texturesSupported.push('-astc.ktx');
  13203. }
  13204. if (this._caps.s3tc) {
  13205. this.texturesSupported.push('-dxt.ktx');
  13206. }
  13207. if (this._caps.pvrtc) {
  13208. this.texturesSupported.push('-pvrtc.ktx');
  13209. }
  13210. if (this._caps.etc2) {
  13211. this.texturesSupported.push('-etc2.ktx');
  13212. }
  13213. if (this._caps.etc1) {
  13214. this.texturesSupported.push('-etc1.ktx');
  13215. }
  13216. if (this._gl.getShaderPrecisionFormat) {
  13217. var vertex_highp = this._gl.getShaderPrecisionFormat(this._gl.VERTEX_SHADER, this._gl.HIGH_FLOAT);
  13218. var fragment_highp = this._gl.getShaderPrecisionFormat(this._gl.FRAGMENT_SHADER, this._gl.HIGH_FLOAT);
  13219. if (vertex_highp && fragment_highp) {
  13220. this._caps.highPrecisionShaderSupported = vertex_highp.precision !== 0 && fragment_highp.precision !== 0;
  13221. }
  13222. }
  13223. // Depth buffer
  13224. this.setDepthBuffer(true);
  13225. this.setDepthFunctionToLessOrEqual();
  13226. this.setDepthWrite(true);
  13227. // Texture maps
  13228. this._maxSimultaneousTextures = this._caps.maxCombinedTexturesImageUnits;
  13229. for (var slot = 0; slot < this._maxSimultaneousTextures; slot++) {
  13230. this._nextFreeTextureSlots.push(slot);
  13231. }
  13232. };
  13233. Object.defineProperty(Engine.prototype, "webGLVersion", {
  13234. /**
  13235. * Gets version of the current webGL context
  13236. */
  13237. get: function () {
  13238. return this._webGLVersion;
  13239. },
  13240. enumerable: true,
  13241. configurable: true
  13242. });
  13243. Object.defineProperty(Engine.prototype, "isStencilEnable", {
  13244. /**
  13245. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  13246. */
  13247. get: function () {
  13248. return this._isStencilEnable;
  13249. },
  13250. enumerable: true,
  13251. configurable: true
  13252. });
  13253. Engine.prototype._prepareWorkingCanvas = function () {
  13254. if (this._workingCanvas) {
  13255. return;
  13256. }
  13257. this._workingCanvas = document.createElement("canvas");
  13258. var context = this._workingCanvas.getContext("2d");
  13259. if (context) {
  13260. this._workingContext = context;
  13261. }
  13262. };
  13263. /**
  13264. * Reset the texture cache to empty state
  13265. */
  13266. Engine.prototype.resetTextureCache = function () {
  13267. for (var key in this._boundTexturesCache) {
  13268. if (!this._boundTexturesCache.hasOwnProperty(key)) {
  13269. continue;
  13270. }
  13271. var boundTexture = this._boundTexturesCache[key];
  13272. if (boundTexture) {
  13273. this._removeDesignatedSlot(boundTexture);
  13274. }
  13275. this._boundTexturesCache[key] = null;
  13276. }
  13277. if (!this.disableTextureBindingOptimization) {
  13278. this._nextFreeTextureSlots = [];
  13279. for (var slot = 0; slot < this._maxSimultaneousTextures; slot++) {
  13280. this._nextFreeTextureSlots.push(slot);
  13281. }
  13282. }
  13283. this._currentTextureChannel = -1;
  13284. };
  13285. /**
  13286. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  13287. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  13288. * @returns true if engine is in deterministic lock step mode
  13289. */
  13290. Engine.prototype.isDeterministicLockStep = function () {
  13291. return this._deterministicLockstep;
  13292. };
  13293. /**
  13294. * Gets the max steps when engine is running in deterministic lock step
  13295. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  13296. * @returns the max steps
  13297. */
  13298. Engine.prototype.getLockstepMaxSteps = function () {
  13299. return this._lockstepMaxSteps;
  13300. };
  13301. /**
  13302. * Gets an object containing information about the current webGL context
  13303. * @returns an object containing the vender, the renderer and the version of the current webGL context
  13304. */
  13305. Engine.prototype.getGlInfo = function () {
  13306. return {
  13307. vendor: this._glVendor,
  13308. renderer: this._glRenderer,
  13309. version: this._glVersion
  13310. };
  13311. };
  13312. /**
  13313. * Gets current aspect ratio
  13314. * @param camera defines the camera to use to get the aspect ratio
  13315. * @param useScreen defines if screen size must be used (or the current render target if any)
  13316. * @returns a number defining the aspect ratio
  13317. */
  13318. Engine.prototype.getAspectRatio = function (camera, useScreen) {
  13319. if (useScreen === void 0) { useScreen = false; }
  13320. var viewport = camera.viewport;
  13321. return (this.getRenderWidth(useScreen) * viewport.width) / (this.getRenderHeight(useScreen) * viewport.height);
  13322. };
  13323. /**
  13324. * Gets current screen aspect ratio
  13325. * @returns a number defining the aspect ratio
  13326. */
  13327. Engine.prototype.getScreenAspectRatio = function () {
  13328. return (this.getRenderWidth(true)) / (this.getRenderHeight(true));
  13329. };
  13330. /**
  13331. * Gets the current render width
  13332. * @param useScreen defines if screen size must be used (or the current render target if any)
  13333. * @returns a number defining the current render width
  13334. */
  13335. Engine.prototype.getRenderWidth = function (useScreen) {
  13336. if (useScreen === void 0) { useScreen = false; }
  13337. if (!useScreen && this._currentRenderTarget) {
  13338. return this._currentRenderTarget.width;
  13339. }
  13340. return this._gl.drawingBufferWidth;
  13341. };
  13342. /**
  13343. * Gets the current render height
  13344. * @param useScreen defines if screen size must be used (or the current render target if any)
  13345. * @returns a number defining the current render height
  13346. */
  13347. Engine.prototype.getRenderHeight = function (useScreen) {
  13348. if (useScreen === void 0) { useScreen = false; }
  13349. if (!useScreen && this._currentRenderTarget) {
  13350. return this._currentRenderTarget.height;
  13351. }
  13352. return this._gl.drawingBufferHeight;
  13353. };
  13354. /**
  13355. * Gets the HTML canvas attached with the current webGL context
  13356. * @returns a HTML canvas
  13357. */
  13358. Engine.prototype.getRenderingCanvas = function () {
  13359. return this._renderingCanvas;
  13360. };
  13361. /**
  13362. * Gets the client rect of the HTML canvas attached with the current webGL context
  13363. * @returns a client rectanglee
  13364. */
  13365. Engine.prototype.getRenderingCanvasClientRect = function () {
  13366. if (!this._renderingCanvas) {
  13367. return null;
  13368. }
  13369. return this._renderingCanvas.getBoundingClientRect();
  13370. };
  13371. /**
  13372. * Defines the hardware scaling level.
  13373. * By default the hardware scaling level is computed from the window device ratio.
  13374. * if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.
  13375. * @param level defines the level to use
  13376. */
  13377. Engine.prototype.setHardwareScalingLevel = function (level) {
  13378. this._hardwareScalingLevel = level;
  13379. this.resize();
  13380. };
  13381. /**
  13382. * Gets the current hardware scaling level.
  13383. * By default the hardware scaling level is computed from the window device ratio.
  13384. * if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.
  13385. * @returns a number indicating the current hardware scaling level
  13386. */
  13387. Engine.prototype.getHardwareScalingLevel = function () {
  13388. return this._hardwareScalingLevel;
  13389. };
  13390. /**
  13391. * Gets the list of loaded textures
  13392. * @returns an array containing all loaded textures
  13393. */
  13394. Engine.prototype.getLoadedTexturesCache = function () {
  13395. return this._internalTexturesCache;
  13396. };
  13397. /**
  13398. * Gets the object containing all engine capabilities
  13399. * @returns the EngineCapabilities object
  13400. */
  13401. Engine.prototype.getCaps = function () {
  13402. return this._caps;
  13403. };
  13404. /**
  13405. * Gets the current depth function
  13406. * @returns a number defining the depth function
  13407. */
  13408. Engine.prototype.getDepthFunction = function () {
  13409. return this._depthCullingState.depthFunc;
  13410. };
  13411. /**
  13412. * Sets the current depth function
  13413. * @param depthFunc defines the function to use
  13414. */
  13415. Engine.prototype.setDepthFunction = function (depthFunc) {
  13416. this._depthCullingState.depthFunc = depthFunc;
  13417. };
  13418. /**
  13419. * Sets the current depth function to GREATER
  13420. */
  13421. Engine.prototype.setDepthFunctionToGreater = function () {
  13422. this._depthCullingState.depthFunc = this._gl.GREATER;
  13423. };
  13424. /**
  13425. * Sets the current depth function to GEQUAL
  13426. */
  13427. Engine.prototype.setDepthFunctionToGreaterOrEqual = function () {
  13428. this._depthCullingState.depthFunc = this._gl.GEQUAL;
  13429. };
  13430. /**
  13431. * Sets the current depth function to LESS
  13432. */
  13433. Engine.prototype.setDepthFunctionToLess = function () {
  13434. this._depthCullingState.depthFunc = this._gl.LESS;
  13435. };
  13436. /**
  13437. * Sets the current depth function to LEQUAL
  13438. */
  13439. Engine.prototype.setDepthFunctionToLessOrEqual = function () {
  13440. this._depthCullingState.depthFunc = this._gl.LEQUAL;
  13441. };
  13442. /**
  13443. * Gets a boolean indicating if stencil buffer is enabled
  13444. * @returns the current stencil buffer state
  13445. */
  13446. Engine.prototype.getStencilBuffer = function () {
  13447. return this._stencilState.stencilTest;
  13448. };
  13449. /**
  13450. * Enable or disable the stencil buffer
  13451. * @param enable defines if the stencil buffer must be enabled or disabled
  13452. */
  13453. Engine.prototype.setStencilBuffer = function (enable) {
  13454. this._stencilState.stencilTest = enable;
  13455. };
  13456. /**
  13457. * Gets the current stencil mask
  13458. * @returns a number defining the new stencil mask to use
  13459. */
  13460. Engine.prototype.getStencilMask = function () {
  13461. return this._stencilState.stencilMask;
  13462. };
  13463. /**
  13464. * Sets the current stencil mask
  13465. * @param mask defines the new stencil mask to use
  13466. */
  13467. Engine.prototype.setStencilMask = function (mask) {
  13468. this._stencilState.stencilMask = mask;
  13469. };
  13470. /**
  13471. * Gets the current stencil function
  13472. * @returns a number defining the stencil function to use
  13473. */
  13474. Engine.prototype.getStencilFunction = function () {
  13475. return this._stencilState.stencilFunc;
  13476. };
  13477. /**
  13478. * Gets the current stencil reference value
  13479. * @returns a number defining the stencil reference value to use
  13480. */
  13481. Engine.prototype.getStencilFunctionReference = function () {
  13482. return this._stencilState.stencilFuncRef;
  13483. };
  13484. /**
  13485. * Gets the current stencil mask
  13486. * @returns a number defining the stencil mask to use
  13487. */
  13488. Engine.prototype.getStencilFunctionMask = function () {
  13489. return this._stencilState.stencilFuncMask;
  13490. };
  13491. /**
  13492. * Sets the current stencil function
  13493. * @param stencilFunc defines the new stencil function to use
  13494. */
  13495. Engine.prototype.setStencilFunction = function (stencilFunc) {
  13496. this._stencilState.stencilFunc = stencilFunc;
  13497. };
  13498. /**
  13499. * Sets the current stencil reference
  13500. * @param reference defines the new stencil reference to use
  13501. */
  13502. Engine.prototype.setStencilFunctionReference = function (reference) {
  13503. this._stencilState.stencilFuncRef = reference;
  13504. };
  13505. /**
  13506. * Sets the current stencil mask
  13507. * @param mask defines the new stencil mask to use
  13508. */
  13509. Engine.prototype.setStencilFunctionMask = function (mask) {
  13510. this._stencilState.stencilFuncMask = mask;
  13511. };
  13512. /**
  13513. * Gets the current stencil operation when stencil fails
  13514. * @returns a number defining stencil operation to use when stencil fails
  13515. */
  13516. Engine.prototype.getStencilOperationFail = function () {
  13517. return this._stencilState.stencilOpStencilFail;
  13518. };
  13519. /**
  13520. * Gets the current stencil operation when depth fails
  13521. * @returns a number defining stencil operation to use when depth fails
  13522. */
  13523. Engine.prototype.getStencilOperationDepthFail = function () {
  13524. return this._stencilState.stencilOpDepthFail;
  13525. };
  13526. /**
  13527. * Gets the current stencil operation when stencil passes
  13528. * @returns a number defining stencil operation to use when stencil passes
  13529. */
  13530. Engine.prototype.getStencilOperationPass = function () {
  13531. return this._stencilState.stencilOpStencilDepthPass;
  13532. };
  13533. /**
  13534. * Sets the stencil operation to use when stencil fails
  13535. * @param operation defines the stencil operation to use when stencil fails
  13536. */
  13537. Engine.prototype.setStencilOperationFail = function (operation) {
  13538. this._stencilState.stencilOpStencilFail = operation;
  13539. };
  13540. /**
  13541. * Sets the stencil operation to use when depth fails
  13542. * @param operation defines the stencil operation to use when depth fails
  13543. */
  13544. Engine.prototype.setStencilOperationDepthFail = function (operation) {
  13545. this._stencilState.stencilOpDepthFail = operation;
  13546. };
  13547. /**
  13548. * Sets the stencil operation to use when stencil passes
  13549. * @param operation defines the stencil operation to use when stencil passes
  13550. */
  13551. Engine.prototype.setStencilOperationPass = function (operation) {
  13552. this._stencilState.stencilOpStencilDepthPass = operation;
  13553. };
  13554. /**
  13555. * Sets a boolean indicating if the dithering state is enabled or disabled
  13556. * @param value defines the dithering state
  13557. */
  13558. Engine.prototype.setDitheringState = function (value) {
  13559. if (value) {
  13560. this._gl.enable(this._gl.DITHER);
  13561. }
  13562. else {
  13563. this._gl.disable(this._gl.DITHER);
  13564. }
  13565. };
  13566. /**
  13567. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  13568. * @param value defines the rasterizer state
  13569. */
  13570. Engine.prototype.setRasterizerState = function (value) {
  13571. if (value) {
  13572. this._gl.disable(this._gl.RASTERIZER_DISCARD);
  13573. }
  13574. else {
  13575. this._gl.enable(this._gl.RASTERIZER_DISCARD);
  13576. }
  13577. };
  13578. /**
  13579. * stop executing a render loop function and remove it from the execution array
  13580. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  13581. */
  13582. Engine.prototype.stopRenderLoop = function (renderFunction) {
  13583. if (!renderFunction) {
  13584. this._activeRenderLoops = [];
  13585. return;
  13586. }
  13587. var index = this._activeRenderLoops.indexOf(renderFunction);
  13588. if (index >= 0) {
  13589. this._activeRenderLoops.splice(index, 1);
  13590. }
  13591. };
  13592. /** @hidden */
  13593. Engine.prototype._renderLoop = function () {
  13594. if (!this._contextWasLost) {
  13595. var shouldRender = true;
  13596. if (!this.renderEvenInBackground && this._windowIsBackground) {
  13597. shouldRender = false;
  13598. }
  13599. if (shouldRender) {
  13600. // Start new frame
  13601. this.beginFrame();
  13602. for (var index = 0; index < this._activeRenderLoops.length; index++) {
  13603. var renderFunction = this._activeRenderLoops[index];
  13604. renderFunction();
  13605. }
  13606. // Present
  13607. this.endFrame();
  13608. }
  13609. }
  13610. if (this._activeRenderLoops.length > 0) {
  13611. // Register new frame
  13612. if (this.customAnimationFrameRequester) {
  13613. this.customAnimationFrameRequester.requestID = BABYLON.Tools.QueueNewFrame(this.customAnimationFrameRequester.renderFunction || this._bindedRenderFunction, this.customAnimationFrameRequester);
  13614. this._frameHandler = this.customAnimationFrameRequester.requestID;
  13615. }
  13616. else if (this._vrDisplay && this._vrDisplay.isPresenting) {
  13617. this._frameHandler = BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction, this._vrDisplay);
  13618. }
  13619. else {
  13620. this._frameHandler = BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction);
  13621. }
  13622. }
  13623. else {
  13624. this._renderingQueueLaunched = false;
  13625. }
  13626. };
  13627. /**
  13628. * Register and execute a render loop. The engine can have more than one render function
  13629. * @param renderFunction defines the function to continuously execute
  13630. */
  13631. Engine.prototype.runRenderLoop = function (renderFunction) {
  13632. if (this._activeRenderLoops.indexOf(renderFunction) !== -1) {
  13633. return;
  13634. }
  13635. this._activeRenderLoops.push(renderFunction);
  13636. if (!this._renderingQueueLaunched) {
  13637. this._renderingQueueLaunched = true;
  13638. this._bindedRenderFunction = this._renderLoop.bind(this);
  13639. this._frameHandler = BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction);
  13640. }
  13641. };
  13642. /**
  13643. * Toggle full screen mode
  13644. * @param requestPointerLock defines if a pointer lock should be requested from the user
  13645. */
  13646. Engine.prototype.switchFullscreen = function (requestPointerLock) {
  13647. if (this.isFullscreen) {
  13648. BABYLON.Tools.ExitFullscreen();
  13649. }
  13650. else {
  13651. this._pointerLockRequested = requestPointerLock;
  13652. if (this._renderingCanvas) {
  13653. BABYLON.Tools.RequestFullscreen(this._renderingCanvas);
  13654. }
  13655. }
  13656. };
  13657. /**
  13658. * Clear the current render buffer or the current render target (if any is set up)
  13659. * @param color defines the color to use
  13660. * @param backBuffer defines if the back buffer must be cleared
  13661. * @param depth defines if the depth buffer must be cleared
  13662. * @param stencil defines if the stencil buffer must be cleared
  13663. */
  13664. Engine.prototype.clear = function (color, backBuffer, depth, stencil) {
  13665. if (stencil === void 0) { stencil = false; }
  13666. this.applyStates();
  13667. var mode = 0;
  13668. if (backBuffer && color) {
  13669. this._gl.clearColor(color.r, color.g, color.b, color.a !== undefined ? color.a : 1.0);
  13670. mode |= this._gl.COLOR_BUFFER_BIT;
  13671. }
  13672. if (depth) {
  13673. this._gl.clearDepth(1.0);
  13674. mode |= this._gl.DEPTH_BUFFER_BIT;
  13675. }
  13676. if (stencil) {
  13677. this._gl.clearStencil(0);
  13678. mode |= this._gl.STENCIL_BUFFER_BIT;
  13679. }
  13680. this._gl.clear(mode);
  13681. };
  13682. /**
  13683. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  13684. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  13685. * @param y defines the y-coordinate of the corner of the clear rectangle
  13686. * @param width defines the width of the clear rectangle
  13687. * @param height defines the height of the clear rectangle
  13688. * @param clearColor defines the clear color
  13689. */
  13690. Engine.prototype.scissorClear = function (x, y, width, height, clearColor) {
  13691. var gl = this._gl;
  13692. // Save state
  13693. var curScissor = gl.getParameter(gl.SCISSOR_TEST);
  13694. var curScissorBox = gl.getParameter(gl.SCISSOR_BOX);
  13695. // Change state
  13696. gl.enable(gl.SCISSOR_TEST);
  13697. gl.scissor(x, y, width, height);
  13698. // Clear
  13699. this.clear(clearColor, true, true, true);
  13700. // Restore state
  13701. gl.scissor(curScissorBox[0], curScissorBox[1], curScissorBox[2], curScissorBox[3]);
  13702. if (curScissor === true) {
  13703. gl.enable(gl.SCISSOR_TEST);
  13704. }
  13705. else {
  13706. gl.disable(gl.SCISSOR_TEST);
  13707. }
  13708. };
  13709. /** @hidden */
  13710. Engine.prototype._viewport = function (x, y, width, height) {
  13711. if (x !== this._viewportCached.x ||
  13712. y !== this._viewportCached.y ||
  13713. width !== this._viewportCached.z ||
  13714. height !== this._viewportCached.w) {
  13715. this._viewportCached.x = x;
  13716. this._viewportCached.y = y;
  13717. this._viewportCached.z = width;
  13718. this._viewportCached.w = height;
  13719. this._gl.viewport(x, y, width, height);
  13720. }
  13721. };
  13722. /**
  13723. * Set the WebGL's viewport
  13724. * @param viewport defines the viewport element to be used
  13725. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  13726. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  13727. */
  13728. Engine.prototype.setViewport = function (viewport, requiredWidth, requiredHeight) {
  13729. var width = requiredWidth || this.getRenderWidth();
  13730. var height = requiredHeight || this.getRenderHeight();
  13731. var x = viewport.x || 0;
  13732. var y = viewport.y || 0;
  13733. this._cachedViewport = viewport;
  13734. this._viewport(x * width, y * height, width * viewport.width, height * viewport.height);
  13735. };
  13736. /**
  13737. * Directly set the WebGL Viewport
  13738. * @param x defines the x coordinate of the viewport (in screen space)
  13739. * @param y defines the y coordinate of the viewport (in screen space)
  13740. * @param width defines the width of the viewport (in screen space)
  13741. * @param height defines the height of the viewport (in screen space)
  13742. * @return the current viewport Object (if any) that is being replaced by this call. You can restore this viewport later on to go back to the original state
  13743. */
  13744. Engine.prototype.setDirectViewport = function (x, y, width, height) {
  13745. var currentViewport = this._cachedViewport;
  13746. this._cachedViewport = null;
  13747. this._viewport(x, y, width, height);
  13748. return currentViewport;
  13749. };
  13750. /**
  13751. * Begin a new frame
  13752. */
  13753. Engine.prototype.beginFrame = function () {
  13754. this.onBeginFrameObservable.notifyObservers(this);
  13755. this._measureFps();
  13756. };
  13757. /**
  13758. * Enf the current frame
  13759. */
  13760. Engine.prototype.endFrame = function () {
  13761. // Force a flush in case we are using a bad OS.
  13762. if (this._badOS) {
  13763. this.flushFramebuffer();
  13764. }
  13765. // Submit frame to the vr device, if enabled
  13766. if (this._vrDisplay && this._vrDisplay.isPresenting) {
  13767. // TODO: We should only submit the frame if we read frameData successfully.
  13768. this._vrDisplay.submitFrame();
  13769. }
  13770. this.onEndFrameObservable.notifyObservers(this);
  13771. };
  13772. /**
  13773. * Resize the view according to the canvas' size
  13774. */
  13775. Engine.prototype.resize = function () {
  13776. // We're not resizing the size of the canvas while in VR mode & presenting
  13777. if (!(this._vrDisplay && this._vrDisplay.isPresenting)) {
  13778. var width = this._renderingCanvas ? this._renderingCanvas.clientWidth : window.innerWidth;
  13779. var height = this._renderingCanvas ? this._renderingCanvas.clientHeight : window.innerHeight;
  13780. this.setSize(width / this._hardwareScalingLevel, height / this._hardwareScalingLevel);
  13781. }
  13782. };
  13783. /**
  13784. * Force a specific size of the canvas
  13785. * @param width defines the new canvas' width
  13786. * @param height defines the new canvas' height
  13787. */
  13788. Engine.prototype.setSize = function (width, height) {
  13789. if (!this._renderingCanvas) {
  13790. return;
  13791. }
  13792. if (this._renderingCanvas.width === width && this._renderingCanvas.height === height) {
  13793. return;
  13794. }
  13795. this._renderingCanvas.width = width;
  13796. this._renderingCanvas.height = height;
  13797. for (var index = 0; index < this.scenes.length; index++) {
  13798. var scene = this.scenes[index];
  13799. for (var camIndex = 0; camIndex < scene.cameras.length; camIndex++) {
  13800. var cam = scene.cameras[camIndex];
  13801. cam._currentRenderId = 0;
  13802. }
  13803. }
  13804. if (this.onResizeObservable.hasObservers) {
  13805. this.onResizeObservable.notifyObservers(this);
  13806. }
  13807. };
  13808. // WebVR functions
  13809. /**
  13810. * Gets a boolean indicating if a webVR device was detected
  13811. * @returns true if a webVR device was detected
  13812. */
  13813. Engine.prototype.isVRDevicePresent = function () {
  13814. return !!this._vrDisplay;
  13815. };
  13816. /**
  13817. * Gets the current webVR device
  13818. * @returns the current webVR device (or null)
  13819. */
  13820. Engine.prototype.getVRDevice = function () {
  13821. return this._vrDisplay;
  13822. };
  13823. /**
  13824. * Initializes a webVR display and starts listening to display change events
  13825. * The onVRDisplayChangedObservable will be notified upon these changes
  13826. * @returns The onVRDisplayChangedObservable
  13827. */
  13828. Engine.prototype.initWebVR = function () {
  13829. this.initWebVRAsync();
  13830. return this.onVRDisplayChangedObservable;
  13831. };
  13832. /**
  13833. * Initializes a webVR display and starts listening to display change events
  13834. * The onVRDisplayChangedObservable will be notified upon these changes
  13835. * @returns A promise containing a VRDisplay and if vr is supported
  13836. */
  13837. Engine.prototype.initWebVRAsync = function () {
  13838. var _this = this;
  13839. var notifyObservers = function () {
  13840. var eventArgs = {
  13841. vrDisplay: _this._vrDisplay,
  13842. vrSupported: _this._vrSupported
  13843. };
  13844. _this.onVRDisplayChangedObservable.notifyObservers(eventArgs);
  13845. _this._webVRInitPromise = new Promise(function (res) { res(eventArgs); });
  13846. };
  13847. if (!this._onVrDisplayConnect) {
  13848. this._onVrDisplayConnect = function (event) {
  13849. _this._vrDisplay = event.display;
  13850. notifyObservers();
  13851. };
  13852. this._onVrDisplayDisconnect = function () {
  13853. _this._vrDisplay.cancelAnimationFrame(_this._frameHandler);
  13854. _this._vrDisplay = undefined;
  13855. _this._frameHandler = BABYLON.Tools.QueueNewFrame(_this._bindedRenderFunction);
  13856. notifyObservers();
  13857. };
  13858. this._onVrDisplayPresentChange = function () {
  13859. _this._vrExclusivePointerMode = _this._vrDisplay && _this._vrDisplay.isPresenting;
  13860. };
  13861. window.addEventListener('vrdisplayconnect', this._onVrDisplayConnect);
  13862. window.addEventListener('vrdisplaydisconnect', this._onVrDisplayDisconnect);
  13863. window.addEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  13864. }
  13865. this._webVRInitPromise = this._webVRInitPromise || this._getVRDisplaysAsync();
  13866. this._webVRInitPromise.then(notifyObservers);
  13867. return this._webVRInitPromise;
  13868. };
  13869. /**
  13870. * Call this function to switch to webVR mode
  13871. * Will do nothing if webVR is not supported or if there is no webVR device
  13872. * @see http://doc.babylonjs.com/how_to/webvr_camera
  13873. */
  13874. Engine.prototype.enableVR = function () {
  13875. var _this = this;
  13876. if (this._vrDisplay && !this._vrDisplay.isPresenting) {
  13877. var onResolved = function () {
  13878. _this.onVRRequestPresentComplete.notifyObservers(true);
  13879. _this._onVRFullScreenTriggered();
  13880. };
  13881. var onRejected = function () {
  13882. _this.onVRRequestPresentComplete.notifyObservers(false);
  13883. };
  13884. this.onVRRequestPresentStart.notifyObservers(this);
  13885. this._vrDisplay.requestPresent([{ source: this.getRenderingCanvas() }]).then(onResolved).catch(onRejected);
  13886. }
  13887. };
  13888. /**
  13889. * Call this function to leave webVR mode
  13890. * Will do nothing if webVR is not supported or if there is no webVR device
  13891. * @see http://doc.babylonjs.com/how_to/webvr_camera
  13892. */
  13893. Engine.prototype.disableVR = function () {
  13894. if (this._vrDisplay && this._vrDisplay.isPresenting) {
  13895. this._vrDisplay.exitPresent().then(this._onVRFullScreenTriggered).catch(this._onVRFullScreenTriggered);
  13896. }
  13897. };
  13898. Engine.prototype._getVRDisplaysAsync = function () {
  13899. var _this = this;
  13900. return new Promise(function (res, rej) {
  13901. if (navigator.getVRDisplays) {
  13902. navigator.getVRDisplays().then(function (devices) {
  13903. _this._vrSupported = true;
  13904. // note that devices may actually be an empty array. This is fine;
  13905. // we expect this._vrDisplay to be undefined in this case.
  13906. _this._vrDisplay = devices[0];
  13907. res({
  13908. vrDisplay: _this._vrDisplay,
  13909. vrSupported: _this._vrSupported
  13910. });
  13911. });
  13912. }
  13913. else {
  13914. _this._vrDisplay = undefined;
  13915. _this._vrSupported = false;
  13916. res({
  13917. vrDisplay: _this._vrDisplay,
  13918. vrSupported: _this._vrSupported
  13919. });
  13920. }
  13921. });
  13922. };
  13923. /**
  13924. * Binds the frame buffer to the specified texture.
  13925. * @param texture The texture to render to or null for the default canvas
  13926. * @param faceIndex The face of the texture to render to in case of cube texture
  13927. * @param requiredWidth The width of the target to render to
  13928. * @param requiredHeight The height of the target to render to
  13929. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  13930. * @param depthStencilTexture The depth stencil texture to use to render
  13931. * @param lodLevel defines le lod level to bind to the frame buffer
  13932. */
  13933. Engine.prototype.bindFramebuffer = function (texture, faceIndex, requiredWidth, requiredHeight, forceFullscreenViewport, depthStencilTexture, lodLevel) {
  13934. if (lodLevel === void 0) { lodLevel = 0; }
  13935. if (this._currentRenderTarget) {
  13936. this.unBindFramebuffer(this._currentRenderTarget);
  13937. }
  13938. this._currentRenderTarget = texture;
  13939. this.bindUnboundFramebuffer(texture._MSAAFramebuffer ? texture._MSAAFramebuffer : texture._framebuffer);
  13940. var gl = this._gl;
  13941. if (texture.isCube) {
  13942. if (faceIndex === undefined) {
  13943. faceIndex = 0;
  13944. }
  13945. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, texture._webGLTexture, lodLevel);
  13946. if (depthStencilTexture) {
  13947. if (depthStencilTexture._generateStencilBuffer) {
  13948. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, depthStencilTexture._webGLTexture, lodLevel);
  13949. }
  13950. else {
  13951. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, depthStencilTexture._webGLTexture, lodLevel);
  13952. }
  13953. }
  13954. }
  13955. if (this._cachedViewport && !forceFullscreenViewport) {
  13956. this.setViewport(this._cachedViewport, requiredWidth, requiredHeight);
  13957. }
  13958. else {
  13959. if (!requiredWidth) {
  13960. requiredWidth = texture.width;
  13961. if (lodLevel) {
  13962. requiredWidth = requiredWidth / Math.pow(2, lodLevel);
  13963. }
  13964. }
  13965. if (!requiredHeight) {
  13966. requiredHeight = texture.height;
  13967. if (lodLevel) {
  13968. requiredHeight = requiredHeight / Math.pow(2, lodLevel);
  13969. }
  13970. }
  13971. this._viewport(0, 0, requiredWidth, requiredHeight);
  13972. }
  13973. this.wipeCaches();
  13974. };
  13975. Engine.prototype.bindUnboundFramebuffer = function (framebuffer) {
  13976. if (this._currentFramebuffer !== framebuffer) {
  13977. this._gl.bindFramebuffer(this._gl.FRAMEBUFFER, framebuffer);
  13978. this._currentFramebuffer = framebuffer;
  13979. }
  13980. };
  13981. /**
  13982. * Unbind the current render target texture from the webGL context
  13983. * @param texture defines the render target texture to unbind
  13984. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  13985. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  13986. */
  13987. Engine.prototype.unBindFramebuffer = function (texture, disableGenerateMipMaps, onBeforeUnbind) {
  13988. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  13989. this._currentRenderTarget = null;
  13990. // If MSAA, we need to bitblt back to main texture
  13991. var gl = this._gl;
  13992. if (texture._MSAAFramebuffer) {
  13993. gl.bindFramebuffer(gl.READ_FRAMEBUFFER, texture._MSAAFramebuffer);
  13994. gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, texture._framebuffer);
  13995. gl.blitFramebuffer(0, 0, texture.width, texture.height, 0, 0, texture.width, texture.height, gl.COLOR_BUFFER_BIT, gl.NEAREST);
  13996. }
  13997. if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {
  13998. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  13999. gl.generateMipmap(gl.TEXTURE_2D);
  14000. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  14001. }
  14002. if (onBeforeUnbind) {
  14003. if (texture._MSAAFramebuffer) {
  14004. // Bind the correct framebuffer
  14005. this.bindUnboundFramebuffer(texture._framebuffer);
  14006. }
  14007. onBeforeUnbind();
  14008. }
  14009. this.bindUnboundFramebuffer(null);
  14010. };
  14011. /**
  14012. * Unbind a list of render target textures from the webGL context
  14013. * This is used only when drawBuffer extension or webGL2 are active
  14014. * @param textures defines the render target textures to unbind
  14015. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  14016. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  14017. */
  14018. Engine.prototype.unBindMultiColorAttachmentFramebuffer = function (textures, disableGenerateMipMaps, onBeforeUnbind) {
  14019. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  14020. this._currentRenderTarget = null;
  14021. // If MSAA, we need to bitblt back to main texture
  14022. var gl = this._gl;
  14023. if (textures[0]._MSAAFramebuffer) {
  14024. gl.bindFramebuffer(gl.READ_FRAMEBUFFER, textures[0]._MSAAFramebuffer);
  14025. gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, textures[0]._framebuffer);
  14026. var attachments = textures[0]._attachments;
  14027. if (!attachments) {
  14028. attachments = new Array(textures.length);
  14029. textures[0]._attachments = attachments;
  14030. }
  14031. for (var i = 0; i < textures.length; i++) {
  14032. var texture = textures[i];
  14033. for (var j = 0; j < attachments.length; j++) {
  14034. attachments[j] = gl.NONE;
  14035. }
  14036. attachments[i] = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  14037. gl.readBuffer(attachments[i]);
  14038. gl.drawBuffers(attachments);
  14039. gl.blitFramebuffer(0, 0, texture.width, texture.height, 0, 0, texture.width, texture.height, gl.COLOR_BUFFER_BIT, gl.NEAREST);
  14040. }
  14041. for (var i = 0; i < attachments.length; i++) {
  14042. attachments[i] = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  14043. }
  14044. gl.drawBuffers(attachments);
  14045. }
  14046. for (var i = 0; i < textures.length; i++) {
  14047. var texture = textures[i];
  14048. if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {
  14049. this._bindTextureDirectly(gl.TEXTURE_2D, texture);
  14050. gl.generateMipmap(gl.TEXTURE_2D);
  14051. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  14052. }
  14053. }
  14054. if (onBeforeUnbind) {
  14055. if (textures[0]._MSAAFramebuffer) {
  14056. // Bind the correct framebuffer
  14057. this.bindUnboundFramebuffer(textures[0]._framebuffer);
  14058. }
  14059. onBeforeUnbind();
  14060. }
  14061. this.bindUnboundFramebuffer(null);
  14062. };
  14063. /**
  14064. * Force the mipmap generation for the given render target texture
  14065. * @param texture defines the render target texture to use
  14066. */
  14067. Engine.prototype.generateMipMapsForCubemap = function (texture) {
  14068. if (texture.generateMipMaps) {
  14069. var gl = this._gl;
  14070. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  14071. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  14072. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  14073. }
  14074. };
  14075. /**
  14076. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  14077. */
  14078. Engine.prototype.flushFramebuffer = function () {
  14079. this._gl.flush();
  14080. };
  14081. /**
  14082. * Unbind the current render target and bind the default framebuffer
  14083. */
  14084. Engine.prototype.restoreDefaultFramebuffer = function () {
  14085. if (this._currentRenderTarget) {
  14086. this.unBindFramebuffer(this._currentRenderTarget);
  14087. }
  14088. else {
  14089. this.bindUnboundFramebuffer(null);
  14090. }
  14091. if (this._cachedViewport) {
  14092. this.setViewport(this._cachedViewport);
  14093. }
  14094. this.wipeCaches();
  14095. };
  14096. // UBOs
  14097. /**
  14098. * Create an uniform buffer
  14099. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  14100. * @param elements defines the content of the uniform buffer
  14101. * @returns the webGL uniform buffer
  14102. */
  14103. Engine.prototype.createUniformBuffer = function (elements) {
  14104. var ubo = this._gl.createBuffer();
  14105. if (!ubo) {
  14106. throw new Error("Unable to create uniform buffer");
  14107. }
  14108. this.bindUniformBuffer(ubo);
  14109. if (elements instanceof Float32Array) {
  14110. this._gl.bufferData(this._gl.UNIFORM_BUFFER, elements, this._gl.STATIC_DRAW);
  14111. }
  14112. else {
  14113. this._gl.bufferData(this._gl.UNIFORM_BUFFER, new Float32Array(elements), this._gl.STATIC_DRAW);
  14114. }
  14115. this.bindUniformBuffer(null);
  14116. ubo.references = 1;
  14117. return ubo;
  14118. };
  14119. /**
  14120. * Create a dynamic uniform buffer
  14121. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  14122. * @param elements defines the content of the uniform buffer
  14123. * @returns the webGL uniform buffer
  14124. */
  14125. Engine.prototype.createDynamicUniformBuffer = function (elements) {
  14126. var ubo = this._gl.createBuffer();
  14127. if (!ubo) {
  14128. throw new Error("Unable to create dynamic uniform buffer");
  14129. }
  14130. this.bindUniformBuffer(ubo);
  14131. if (elements instanceof Float32Array) {
  14132. this._gl.bufferData(this._gl.UNIFORM_BUFFER, elements, this._gl.DYNAMIC_DRAW);
  14133. }
  14134. else {
  14135. this._gl.bufferData(this._gl.UNIFORM_BUFFER, new Float32Array(elements), this._gl.DYNAMIC_DRAW);
  14136. }
  14137. this.bindUniformBuffer(null);
  14138. ubo.references = 1;
  14139. return ubo;
  14140. };
  14141. /**
  14142. * Update an existing uniform buffer
  14143. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  14144. * @param uniformBuffer defines the target uniform buffer
  14145. * @param elements defines the content to update
  14146. * @param offset defines the offset in the uniform buffer where update should start
  14147. * @param count defines the size of the data to update
  14148. */
  14149. Engine.prototype.updateUniformBuffer = function (uniformBuffer, elements, offset, count) {
  14150. this.bindUniformBuffer(uniformBuffer);
  14151. if (offset === undefined) {
  14152. offset = 0;
  14153. }
  14154. if (count === undefined) {
  14155. if (elements instanceof Float32Array) {
  14156. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, offset, elements);
  14157. }
  14158. else {
  14159. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, offset, new Float32Array(elements));
  14160. }
  14161. }
  14162. else {
  14163. if (elements instanceof Float32Array) {
  14164. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, 0, elements.subarray(offset, offset + count));
  14165. }
  14166. else {
  14167. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, 0, new Float32Array(elements).subarray(offset, offset + count));
  14168. }
  14169. }
  14170. this.bindUniformBuffer(null);
  14171. };
  14172. // VBOs
  14173. Engine.prototype._resetVertexBufferBinding = function () {
  14174. this.bindArrayBuffer(null);
  14175. this._cachedVertexBuffers = null;
  14176. };
  14177. /**
  14178. * Creates a vertex buffer
  14179. * @param data the data for the vertex buffer
  14180. * @returns the new WebGL static buffer
  14181. */
  14182. Engine.prototype.createVertexBuffer = function (data) {
  14183. var vbo = this._gl.createBuffer();
  14184. if (!vbo) {
  14185. throw new Error("Unable to create vertex buffer");
  14186. }
  14187. this.bindArrayBuffer(vbo);
  14188. if (data instanceof Array) {
  14189. this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(data), this._gl.STATIC_DRAW);
  14190. }
  14191. else {
  14192. this._gl.bufferData(this._gl.ARRAY_BUFFER, data, this._gl.STATIC_DRAW);
  14193. }
  14194. this._resetVertexBufferBinding();
  14195. vbo.references = 1;
  14196. return vbo;
  14197. };
  14198. /**
  14199. * Creates a dynamic vertex buffer
  14200. * @param data the data for the dynamic vertex buffer
  14201. * @returns the new WebGL dynamic buffer
  14202. */
  14203. Engine.prototype.createDynamicVertexBuffer = function (data) {
  14204. var vbo = this._gl.createBuffer();
  14205. if (!vbo) {
  14206. throw new Error("Unable to create dynamic vertex buffer");
  14207. }
  14208. this.bindArrayBuffer(vbo);
  14209. if (data instanceof Array) {
  14210. this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(data), this._gl.DYNAMIC_DRAW);
  14211. }
  14212. else {
  14213. this._gl.bufferData(this._gl.ARRAY_BUFFER, data, this._gl.DYNAMIC_DRAW);
  14214. }
  14215. this._resetVertexBufferBinding();
  14216. vbo.references = 1;
  14217. return vbo;
  14218. };
  14219. /**
  14220. * Update a dynamic index buffer
  14221. * @param indexBuffer defines the target index buffer
  14222. * @param indices defines the data to update
  14223. * @param offset defines the offset in the target index buffer where update should start
  14224. */
  14225. Engine.prototype.updateDynamicIndexBuffer = function (indexBuffer, indices, offset) {
  14226. if (offset === void 0) { offset = 0; }
  14227. // Force cache update
  14228. this._currentBoundBuffer[this._gl.ELEMENT_ARRAY_BUFFER] = null;
  14229. this.bindIndexBuffer(indexBuffer);
  14230. var arrayBuffer;
  14231. if (indices instanceof Uint16Array || indices instanceof Uint32Array) {
  14232. arrayBuffer = indices;
  14233. }
  14234. else {
  14235. arrayBuffer = indexBuffer.is32Bits ? new Uint32Array(indices) : new Uint16Array(indices);
  14236. }
  14237. this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, arrayBuffer, this._gl.DYNAMIC_DRAW);
  14238. this._resetIndexBufferBinding();
  14239. };
  14240. /**
  14241. * Updates a dynamic vertex buffer.
  14242. * @param vertexBuffer the vertex buffer to update
  14243. * @param data the data used to update the vertex buffer
  14244. * @param byteOffset the byte offset of the data
  14245. * @param byteLength the byte length of the data
  14246. */
  14247. Engine.prototype.updateDynamicVertexBuffer = function (vertexBuffer, data, byteOffset, byteLength) {
  14248. this.bindArrayBuffer(vertexBuffer);
  14249. if (byteOffset === undefined) {
  14250. byteOffset = 0;
  14251. }
  14252. if (byteLength === undefined) {
  14253. if (data instanceof Array) {
  14254. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, byteOffset, new Float32Array(data));
  14255. }
  14256. else {
  14257. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, byteOffset, data);
  14258. }
  14259. }
  14260. else {
  14261. if (data instanceof Array) {
  14262. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, new Float32Array(data).subarray(byteOffset, byteOffset + byteLength));
  14263. }
  14264. else {
  14265. if (data instanceof ArrayBuffer) {
  14266. data = new Uint8Array(data, byteOffset, byteLength);
  14267. }
  14268. else {
  14269. data = new Uint8Array(data.buffer, data.byteOffset + byteOffset, byteLength);
  14270. }
  14271. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  14272. }
  14273. }
  14274. this._resetVertexBufferBinding();
  14275. };
  14276. Engine.prototype._resetIndexBufferBinding = function () {
  14277. this.bindIndexBuffer(null);
  14278. this._cachedIndexBuffer = null;
  14279. };
  14280. /**
  14281. * Creates a new index buffer
  14282. * @param indices defines the content of the index buffer
  14283. * @param updatable defines if the index buffer must be updatable
  14284. * @returns a new webGL buffer
  14285. */
  14286. Engine.prototype.createIndexBuffer = function (indices, updatable) {
  14287. var vbo = this._gl.createBuffer();
  14288. if (!vbo) {
  14289. throw new Error("Unable to create index buffer");
  14290. }
  14291. this.bindIndexBuffer(vbo);
  14292. // Check for 32 bits indices
  14293. var arrayBuffer;
  14294. var need32Bits = false;
  14295. if (indices instanceof Uint16Array) {
  14296. arrayBuffer = indices;
  14297. }
  14298. else {
  14299. //check 32 bit support
  14300. if (this._caps.uintIndices) {
  14301. if (indices instanceof Uint32Array) {
  14302. arrayBuffer = indices;
  14303. need32Bits = true;
  14304. }
  14305. else {
  14306. //number[] or Int32Array, check if 32 bit is necessary
  14307. for (var index = 0; index < indices.length; index++) {
  14308. if (indices[index] > 65535) {
  14309. need32Bits = true;
  14310. break;
  14311. }
  14312. }
  14313. arrayBuffer = need32Bits ? new Uint32Array(indices) : new Uint16Array(indices);
  14314. }
  14315. }
  14316. else {
  14317. //no 32 bit support, force conversion to 16 bit (values greater 16 bit are lost)
  14318. arrayBuffer = new Uint16Array(indices);
  14319. }
  14320. }
  14321. this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, arrayBuffer, updatable ? this._gl.DYNAMIC_DRAW : this._gl.STATIC_DRAW);
  14322. this._resetIndexBufferBinding();
  14323. vbo.references = 1;
  14324. vbo.is32Bits = need32Bits;
  14325. return vbo;
  14326. };
  14327. /**
  14328. * Bind a webGL buffer to the webGL context
  14329. * @param buffer defines the buffer to bind
  14330. */
  14331. Engine.prototype.bindArrayBuffer = function (buffer) {
  14332. if (!this._vaoRecordInProgress) {
  14333. this._unbindVertexArrayObject();
  14334. }
  14335. this.bindBuffer(buffer, this._gl.ARRAY_BUFFER);
  14336. };
  14337. /**
  14338. * Bind an uniform buffer to the current webGL context
  14339. * @param buffer defines the buffer to bind
  14340. */
  14341. Engine.prototype.bindUniformBuffer = function (buffer) {
  14342. this._gl.bindBuffer(this._gl.UNIFORM_BUFFER, buffer);
  14343. };
  14344. /**
  14345. * Bind a buffer to the current webGL context at a given location
  14346. * @param buffer defines the buffer to bind
  14347. * @param location defines the index where to bind the buffer
  14348. */
  14349. Engine.prototype.bindUniformBufferBase = function (buffer, location) {
  14350. this._gl.bindBufferBase(this._gl.UNIFORM_BUFFER, location, buffer);
  14351. };
  14352. /**
  14353. * Bind a specific block at a given index in a specific shader program
  14354. * @param shaderProgram defines the shader program
  14355. * @param blockName defines the block name
  14356. * @param index defines the index where to bind the block
  14357. */
  14358. Engine.prototype.bindUniformBlock = function (shaderProgram, blockName, index) {
  14359. var uniformLocation = this._gl.getUniformBlockIndex(shaderProgram, blockName);
  14360. this._gl.uniformBlockBinding(shaderProgram, uniformLocation, index);
  14361. };
  14362. Engine.prototype.bindIndexBuffer = function (buffer) {
  14363. if (!this._vaoRecordInProgress) {
  14364. this._unbindVertexArrayObject();
  14365. }
  14366. this.bindBuffer(buffer, this._gl.ELEMENT_ARRAY_BUFFER);
  14367. };
  14368. Engine.prototype.bindBuffer = function (buffer, target) {
  14369. if (this._vaoRecordInProgress || this._currentBoundBuffer[target] !== buffer) {
  14370. this._gl.bindBuffer(target, buffer);
  14371. this._currentBoundBuffer[target] = buffer;
  14372. }
  14373. };
  14374. /**
  14375. * update the bound buffer with the given data
  14376. * @param data defines the data to update
  14377. */
  14378. Engine.prototype.updateArrayBuffer = function (data) {
  14379. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  14380. };
  14381. Engine.prototype._vertexAttribPointer = function (buffer, indx, size, type, normalized, stride, offset) {
  14382. var pointer = this._currentBufferPointers[indx];
  14383. var changed = false;
  14384. if (!pointer.active) {
  14385. changed = true;
  14386. pointer.active = true;
  14387. pointer.index = indx;
  14388. pointer.size = size;
  14389. pointer.type = type;
  14390. pointer.normalized = normalized;
  14391. pointer.stride = stride;
  14392. pointer.offset = offset;
  14393. pointer.buffer = buffer;
  14394. }
  14395. else {
  14396. if (pointer.buffer !== buffer) {
  14397. pointer.buffer = buffer;
  14398. changed = true;
  14399. }
  14400. if (pointer.size !== size) {
  14401. pointer.size = size;
  14402. changed = true;
  14403. }
  14404. if (pointer.type !== type) {
  14405. pointer.type = type;
  14406. changed = true;
  14407. }
  14408. if (pointer.normalized !== normalized) {
  14409. pointer.normalized = normalized;
  14410. changed = true;
  14411. }
  14412. if (pointer.stride !== stride) {
  14413. pointer.stride = stride;
  14414. changed = true;
  14415. }
  14416. if (pointer.offset !== offset) {
  14417. pointer.offset = offset;
  14418. changed = true;
  14419. }
  14420. }
  14421. if (changed || this._vaoRecordInProgress) {
  14422. this.bindArrayBuffer(buffer);
  14423. this._gl.vertexAttribPointer(indx, size, type, normalized, stride, offset);
  14424. }
  14425. };
  14426. Engine.prototype._bindIndexBufferWithCache = function (indexBuffer) {
  14427. if (indexBuffer == null) {
  14428. return;
  14429. }
  14430. if (this._cachedIndexBuffer !== indexBuffer) {
  14431. this._cachedIndexBuffer = indexBuffer;
  14432. this.bindIndexBuffer(indexBuffer);
  14433. this._uintIndicesCurrentlySet = indexBuffer.is32Bits;
  14434. }
  14435. };
  14436. Engine.prototype._bindVertexBuffersAttributes = function (vertexBuffers, effect) {
  14437. var attributes = effect.getAttributesNames();
  14438. if (!this._vaoRecordInProgress) {
  14439. this._unbindVertexArrayObject();
  14440. }
  14441. this.unbindAllAttributes();
  14442. for (var index = 0; index < attributes.length; index++) {
  14443. var order = effect.getAttributeLocation(index);
  14444. if (order >= 0) {
  14445. var vertexBuffer = vertexBuffers[attributes[index]];
  14446. if (!vertexBuffer) {
  14447. continue;
  14448. }
  14449. this._gl.enableVertexAttribArray(order);
  14450. if (!this._vaoRecordInProgress) {
  14451. this._vertexAttribArraysEnabled[order] = true;
  14452. }
  14453. var buffer = vertexBuffer.getBuffer();
  14454. if (buffer) {
  14455. this._vertexAttribPointer(buffer, order, vertexBuffer.getSize(), vertexBuffer.type, vertexBuffer.normalized, vertexBuffer.byteStride, vertexBuffer.byteOffset);
  14456. if (vertexBuffer.getIsInstanced()) {
  14457. this._gl.vertexAttribDivisor(order, vertexBuffer.getInstanceDivisor());
  14458. if (!this._vaoRecordInProgress) {
  14459. this._currentInstanceLocations.push(order);
  14460. this._currentInstanceBuffers.push(buffer);
  14461. }
  14462. }
  14463. }
  14464. }
  14465. }
  14466. };
  14467. /**
  14468. * Records a vertex array object
  14469. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  14470. * @param vertexBuffers defines the list of vertex buffers to store
  14471. * @param indexBuffer defines the index buffer to store
  14472. * @param effect defines the effect to store
  14473. * @returns the new vertex array object
  14474. */
  14475. Engine.prototype.recordVertexArrayObject = function (vertexBuffers, indexBuffer, effect) {
  14476. var vao = this._gl.createVertexArray();
  14477. this._vaoRecordInProgress = true;
  14478. this._gl.bindVertexArray(vao);
  14479. this._mustWipeVertexAttributes = true;
  14480. this._bindVertexBuffersAttributes(vertexBuffers, effect);
  14481. this.bindIndexBuffer(indexBuffer);
  14482. this._vaoRecordInProgress = false;
  14483. this._gl.bindVertexArray(null);
  14484. return vao;
  14485. };
  14486. /**
  14487. * Bind a specific vertex array object
  14488. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  14489. * @param vertexArrayObject defines the vertex array object to bind
  14490. * @param indexBuffer defines the index buffer to bind
  14491. */
  14492. Engine.prototype.bindVertexArrayObject = function (vertexArrayObject, indexBuffer) {
  14493. if (this._cachedVertexArrayObject !== vertexArrayObject) {
  14494. this._cachedVertexArrayObject = vertexArrayObject;
  14495. this._gl.bindVertexArray(vertexArrayObject);
  14496. this._cachedVertexBuffers = null;
  14497. this._cachedIndexBuffer = null;
  14498. this._uintIndicesCurrentlySet = indexBuffer != null && indexBuffer.is32Bits;
  14499. this._mustWipeVertexAttributes = true;
  14500. }
  14501. };
  14502. /**
  14503. * Bind webGl buffers directly to the webGL context
  14504. * @param vertexBuffer defines the vertex buffer to bind
  14505. * @param indexBuffer defines the index buffer to bind
  14506. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  14507. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  14508. * @param effect defines the effect associated with the vertex buffer
  14509. */
  14510. Engine.prototype.bindBuffersDirectly = function (vertexBuffer, indexBuffer, vertexDeclaration, vertexStrideSize, effect) {
  14511. if (this._cachedVertexBuffers !== vertexBuffer || this._cachedEffectForVertexBuffers !== effect) {
  14512. this._cachedVertexBuffers = vertexBuffer;
  14513. this._cachedEffectForVertexBuffers = effect;
  14514. var attributesCount = effect.getAttributesCount();
  14515. this._unbindVertexArrayObject();
  14516. this.unbindAllAttributes();
  14517. var offset = 0;
  14518. for (var index = 0; index < attributesCount; index++) {
  14519. if (index < vertexDeclaration.length) {
  14520. var order = effect.getAttributeLocation(index);
  14521. if (order >= 0) {
  14522. this._gl.enableVertexAttribArray(order);
  14523. this._vertexAttribArraysEnabled[order] = true;
  14524. this._vertexAttribPointer(vertexBuffer, order, vertexDeclaration[index], this._gl.FLOAT, false, vertexStrideSize, offset);
  14525. }
  14526. offset += vertexDeclaration[index] * 4;
  14527. }
  14528. }
  14529. }
  14530. this._bindIndexBufferWithCache(indexBuffer);
  14531. };
  14532. Engine.prototype._unbindVertexArrayObject = function () {
  14533. if (!this._cachedVertexArrayObject) {
  14534. return;
  14535. }
  14536. this._cachedVertexArrayObject = null;
  14537. this._gl.bindVertexArray(null);
  14538. };
  14539. /**
  14540. * Bind a list of vertex buffers to the webGL context
  14541. * @param vertexBuffers defines the list of vertex buffers to bind
  14542. * @param indexBuffer defines the index buffer to bind
  14543. * @param effect defines the effect associated with the vertex buffers
  14544. */
  14545. Engine.prototype.bindBuffers = function (vertexBuffers, indexBuffer, effect) {
  14546. if (this._cachedVertexBuffers !== vertexBuffers || this._cachedEffectForVertexBuffers !== effect) {
  14547. this._cachedVertexBuffers = vertexBuffers;
  14548. this._cachedEffectForVertexBuffers = effect;
  14549. this._bindVertexBuffersAttributes(vertexBuffers, effect);
  14550. }
  14551. this._bindIndexBufferWithCache(indexBuffer);
  14552. };
  14553. /**
  14554. * Unbind all instance attributes
  14555. */
  14556. Engine.prototype.unbindInstanceAttributes = function () {
  14557. var boundBuffer;
  14558. for (var i = 0, ul = this._currentInstanceLocations.length; i < ul; i++) {
  14559. var instancesBuffer = this._currentInstanceBuffers[i];
  14560. if (boundBuffer != instancesBuffer && instancesBuffer.references) {
  14561. boundBuffer = instancesBuffer;
  14562. this.bindArrayBuffer(instancesBuffer);
  14563. }
  14564. var offsetLocation = this._currentInstanceLocations[i];
  14565. this._gl.vertexAttribDivisor(offsetLocation, 0);
  14566. }
  14567. this._currentInstanceBuffers.length = 0;
  14568. this._currentInstanceLocations.length = 0;
  14569. };
  14570. /**
  14571. * Release and free the memory of a vertex array object
  14572. * @param vao defines the vertex array object to delete
  14573. */
  14574. Engine.prototype.releaseVertexArrayObject = function (vao) {
  14575. this._gl.deleteVertexArray(vao);
  14576. };
  14577. /** @hidden */
  14578. Engine.prototype._releaseBuffer = function (buffer) {
  14579. buffer.references--;
  14580. if (buffer.references === 0) {
  14581. this._gl.deleteBuffer(buffer);
  14582. return true;
  14583. }
  14584. return false;
  14585. };
  14586. /**
  14587. * Creates a webGL buffer to use with instanciation
  14588. * @param capacity defines the size of the buffer
  14589. * @returns the webGL buffer
  14590. */
  14591. Engine.prototype.createInstancesBuffer = function (capacity) {
  14592. var buffer = this._gl.createBuffer();
  14593. if (!buffer) {
  14594. throw new Error("Unable to create instance buffer");
  14595. }
  14596. buffer.capacity = capacity;
  14597. this.bindArrayBuffer(buffer);
  14598. this._gl.bufferData(this._gl.ARRAY_BUFFER, capacity, this._gl.DYNAMIC_DRAW);
  14599. return buffer;
  14600. };
  14601. /**
  14602. * Delete a webGL buffer used with instanciation
  14603. * @param buffer defines the webGL buffer to delete
  14604. */
  14605. Engine.prototype.deleteInstancesBuffer = function (buffer) {
  14606. this._gl.deleteBuffer(buffer);
  14607. };
  14608. /**
  14609. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  14610. * @param instancesBuffer defines the webGL buffer to update and bind
  14611. * @param data defines the data to store in the buffer
  14612. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  14613. */
  14614. Engine.prototype.updateAndBindInstancesBuffer = function (instancesBuffer, data, offsetLocations) {
  14615. this.bindArrayBuffer(instancesBuffer);
  14616. if (data) {
  14617. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  14618. }
  14619. if (offsetLocations[0].index !== undefined) {
  14620. var stride = 0;
  14621. for (var i = 0; i < offsetLocations.length; i++) {
  14622. var ai = offsetLocations[i];
  14623. stride += ai.attributeSize * 4;
  14624. }
  14625. for (var i = 0; i < offsetLocations.length; i++) {
  14626. var ai = offsetLocations[i];
  14627. if (!this._vertexAttribArraysEnabled[ai.index]) {
  14628. this._gl.enableVertexAttribArray(ai.index);
  14629. this._vertexAttribArraysEnabled[ai.index] = true;
  14630. }
  14631. this._vertexAttribPointer(instancesBuffer, ai.index, ai.attributeSize, ai.attribyteType || this._gl.FLOAT, ai.normalized || false, stride, ai.offset);
  14632. this._gl.vertexAttribDivisor(ai.index, 1);
  14633. this._currentInstanceLocations.push(ai.index);
  14634. this._currentInstanceBuffers.push(instancesBuffer);
  14635. }
  14636. }
  14637. else {
  14638. for (var index = 0; index < 4; index++) {
  14639. var offsetLocation = offsetLocations[index];
  14640. if (!this._vertexAttribArraysEnabled[offsetLocation]) {
  14641. this._gl.enableVertexAttribArray(offsetLocation);
  14642. this._vertexAttribArraysEnabled[offsetLocation] = true;
  14643. }
  14644. this._vertexAttribPointer(instancesBuffer, offsetLocation, 4, this._gl.FLOAT, false, 64, index * 16);
  14645. this._gl.vertexAttribDivisor(offsetLocation, 1);
  14646. this._currentInstanceLocations.push(offsetLocation);
  14647. this._currentInstanceBuffers.push(instancesBuffer);
  14648. }
  14649. }
  14650. };
  14651. /**
  14652. * Apply all cached states (depth, culling, stencil and alpha)
  14653. */
  14654. Engine.prototype.applyStates = function () {
  14655. this._depthCullingState.apply(this._gl);
  14656. this._stencilState.apply(this._gl);
  14657. this._alphaState.apply(this._gl);
  14658. };
  14659. /**
  14660. * Send a draw order
  14661. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  14662. * @param indexStart defines the starting index
  14663. * @param indexCount defines the number of index to draw
  14664. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14665. */
  14666. Engine.prototype.draw = function (useTriangles, indexStart, indexCount, instancesCount) {
  14667. this.drawElementsType(useTriangles ? BABYLON.Material.TriangleFillMode : BABYLON.Material.WireFrameFillMode, indexStart, indexCount, instancesCount);
  14668. };
  14669. /**
  14670. * Draw a list of points
  14671. * @param verticesStart defines the index of first vertex to draw
  14672. * @param verticesCount defines the count of vertices to draw
  14673. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14674. */
  14675. Engine.prototype.drawPointClouds = function (verticesStart, verticesCount, instancesCount) {
  14676. this.drawArraysType(BABYLON.Material.PointFillMode, verticesStart, verticesCount, instancesCount);
  14677. };
  14678. /**
  14679. * Draw a list of unindexed primitives
  14680. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  14681. * @param verticesStart defines the index of first vertex to draw
  14682. * @param verticesCount defines the count of vertices to draw
  14683. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14684. */
  14685. Engine.prototype.drawUnIndexed = function (useTriangles, verticesStart, verticesCount, instancesCount) {
  14686. this.drawArraysType(useTriangles ? BABYLON.Material.TriangleFillMode : BABYLON.Material.WireFrameFillMode, verticesStart, verticesCount, instancesCount);
  14687. };
  14688. /**
  14689. * Draw a list of indexed primitives
  14690. * @param fillMode defines the primitive to use
  14691. * @param indexStart defines the starting index
  14692. * @param indexCount defines the number of index to draw
  14693. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14694. */
  14695. Engine.prototype.drawElementsType = function (fillMode, indexStart, indexCount, instancesCount) {
  14696. // Apply states
  14697. this.applyStates();
  14698. this._drawCalls.addCount(1, false);
  14699. // Render
  14700. var drawMode = this._drawMode(fillMode);
  14701. var indexFormat = this._uintIndicesCurrentlySet ? this._gl.UNSIGNED_INT : this._gl.UNSIGNED_SHORT;
  14702. var mult = this._uintIndicesCurrentlySet ? 4 : 2;
  14703. if (instancesCount) {
  14704. this._gl.drawElementsInstanced(drawMode, indexCount, indexFormat, indexStart * mult, instancesCount);
  14705. }
  14706. else {
  14707. this._gl.drawElements(drawMode, indexCount, indexFormat, indexStart * mult);
  14708. }
  14709. };
  14710. /**
  14711. * Draw a list of unindexed primitives
  14712. * @param fillMode defines the primitive to use
  14713. * @param verticesStart defines the index of first vertex to draw
  14714. * @param verticesCount defines the count of vertices to draw
  14715. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14716. */
  14717. Engine.prototype.drawArraysType = function (fillMode, verticesStart, verticesCount, instancesCount) {
  14718. // Apply states
  14719. this.applyStates();
  14720. this._drawCalls.addCount(1, false);
  14721. var drawMode = this._drawMode(fillMode);
  14722. if (instancesCount) {
  14723. this._gl.drawArraysInstanced(drawMode, verticesStart, verticesCount, instancesCount);
  14724. }
  14725. else {
  14726. this._gl.drawArrays(drawMode, verticesStart, verticesCount);
  14727. }
  14728. };
  14729. Engine.prototype._drawMode = function (fillMode) {
  14730. switch (fillMode) {
  14731. // Triangle views
  14732. case BABYLON.Material.TriangleFillMode:
  14733. return this._gl.TRIANGLES;
  14734. case BABYLON.Material.PointFillMode:
  14735. return this._gl.POINTS;
  14736. case BABYLON.Material.WireFrameFillMode:
  14737. return this._gl.LINES;
  14738. // Draw modes
  14739. case BABYLON.Material.PointListDrawMode:
  14740. return this._gl.POINTS;
  14741. case BABYLON.Material.LineListDrawMode:
  14742. return this._gl.LINES;
  14743. case BABYLON.Material.LineLoopDrawMode:
  14744. return this._gl.LINE_LOOP;
  14745. case BABYLON.Material.LineStripDrawMode:
  14746. return this._gl.LINE_STRIP;
  14747. case BABYLON.Material.TriangleStripDrawMode:
  14748. return this._gl.TRIANGLE_STRIP;
  14749. case BABYLON.Material.TriangleFanDrawMode:
  14750. return this._gl.TRIANGLE_FAN;
  14751. default:
  14752. return this._gl.TRIANGLES;
  14753. }
  14754. };
  14755. // Shaders
  14756. /** @hidden */
  14757. Engine.prototype._releaseEffect = function (effect) {
  14758. if (this._compiledEffects[effect._key]) {
  14759. delete this._compiledEffects[effect._key];
  14760. this._deleteProgram(effect.getProgram());
  14761. }
  14762. };
  14763. /** @hidden */
  14764. Engine.prototype._deleteProgram = function (program) {
  14765. if (program) {
  14766. program.__SPECTOR_rebuildProgram = null;
  14767. if (program.transformFeedback) {
  14768. this.deleteTransformFeedback(program.transformFeedback);
  14769. program.transformFeedback = null;
  14770. }
  14771. this._gl.deleteProgram(program);
  14772. }
  14773. };
  14774. /**
  14775. * Create a new effect (used to store vertex/fragment shaders)
  14776. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  14777. * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
  14778. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  14779. * @param samplers defines an array of string used to represent textures
  14780. * @param defines defines the string containing the defines to use to compile the shaders
  14781. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  14782. * @param onCompiled defines a function to call when the effect creation is successful
  14783. * @param onError defines a function to call when the effect creation has failed
  14784. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  14785. * @returns the new Effect
  14786. */
  14787. Engine.prototype.createEffect = function (baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, defines, fallbacks, onCompiled, onError, indexParameters) {
  14788. var vertex = baseName.vertexElement || baseName.vertex || baseName;
  14789. var fragment = baseName.fragmentElement || baseName.fragment || baseName;
  14790. var name = vertex + "+" + fragment + "@" + (defines ? defines : attributesNamesOrOptions.defines);
  14791. if (this._compiledEffects[name]) {
  14792. var compiledEffect = this._compiledEffects[name];
  14793. if (onCompiled && compiledEffect.isReady()) {
  14794. onCompiled(compiledEffect);
  14795. }
  14796. return compiledEffect;
  14797. }
  14798. var effect = new BABYLON.Effect(baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, this, defines, fallbacks, onCompiled, onError, indexParameters);
  14799. effect._key = name;
  14800. this._compiledEffects[name] = effect;
  14801. return effect;
  14802. };
  14803. Engine.prototype._compileShader = function (source, type, defines, shaderVersion) {
  14804. return this._compileRawShader(shaderVersion + (defines ? defines + "\n" : "") + source, type);
  14805. };
  14806. Engine.prototype._compileRawShader = function (source, type) {
  14807. var gl = this._gl;
  14808. var shader = gl.createShader(type === "vertex" ? gl.VERTEX_SHADER : gl.FRAGMENT_SHADER);
  14809. if (!shader) {
  14810. throw new Error("Something went wrong while compile the shader.");
  14811. }
  14812. gl.shaderSource(shader, source);
  14813. gl.compileShader(shader);
  14814. if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
  14815. var log = gl.getShaderInfoLog(shader);
  14816. if (log) {
  14817. throw new Error(log);
  14818. }
  14819. }
  14820. return shader;
  14821. };
  14822. /**
  14823. * Directly creates a webGL program
  14824. * @param vertexCode defines the vertex shader code to use
  14825. * @param fragmentCode defines the fragment shader code to use
  14826. * @param context defines the webGL context to use (if not set, the current one will be used)
  14827. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  14828. * @returns the new webGL program
  14829. */
  14830. Engine.prototype.createRawShaderProgram = function (vertexCode, fragmentCode, context, transformFeedbackVaryings) {
  14831. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  14832. context = context || this._gl;
  14833. var vertexShader = this._compileRawShader(vertexCode, "vertex");
  14834. var fragmentShader = this._compileRawShader(fragmentCode, "fragment");
  14835. return this._createShaderProgram(vertexShader, fragmentShader, context, transformFeedbackVaryings);
  14836. };
  14837. /**
  14838. * Creates a webGL program
  14839. * @param vertexCode defines the vertex shader code to use
  14840. * @param fragmentCode defines the fragment shader code to use
  14841. * @param defines defines the string containing the defines to use to compile the shaders
  14842. * @param context defines the webGL context to use (if not set, the current one will be used)
  14843. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  14844. * @returns the new webGL program
  14845. */
  14846. Engine.prototype.createShaderProgram = function (vertexCode, fragmentCode, defines, context, transformFeedbackVaryings) {
  14847. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  14848. context = context || this._gl;
  14849. this.onBeforeShaderCompilationObservable.notifyObservers(this);
  14850. var shaderVersion = (this._webGLVersion > 1) ? "#version 300 es\n#define WEBGL2 \n" : "";
  14851. var vertexShader = this._compileShader(vertexCode, "vertex", defines, shaderVersion);
  14852. var fragmentShader = this._compileShader(fragmentCode, "fragment", defines, shaderVersion);
  14853. var program = this._createShaderProgram(vertexShader, fragmentShader, context, transformFeedbackVaryings);
  14854. this.onAfterShaderCompilationObservable.notifyObservers(this);
  14855. return program;
  14856. };
  14857. Engine.prototype._createShaderProgram = function (vertexShader, fragmentShader, context, transformFeedbackVaryings) {
  14858. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  14859. var shaderProgram = context.createProgram();
  14860. if (!shaderProgram) {
  14861. throw new Error("Unable to create program");
  14862. }
  14863. context.attachShader(shaderProgram, vertexShader);
  14864. context.attachShader(shaderProgram, fragmentShader);
  14865. if (this.webGLVersion > 1 && transformFeedbackVaryings) {
  14866. var transformFeedback = this.createTransformFeedback();
  14867. this.bindTransformFeedback(transformFeedback);
  14868. this.setTranformFeedbackVaryings(shaderProgram, transformFeedbackVaryings);
  14869. shaderProgram.transformFeedback = transformFeedback;
  14870. }
  14871. context.linkProgram(shaderProgram);
  14872. if (this.webGLVersion > 1 && transformFeedbackVaryings) {
  14873. this.bindTransformFeedback(null);
  14874. }
  14875. shaderProgram.context = context;
  14876. shaderProgram.vertexShader = vertexShader;
  14877. shaderProgram.fragmentShader = fragmentShader;
  14878. if (!this._caps.parallelShaderCompile) {
  14879. this._finalizeProgram(shaderProgram);
  14880. }
  14881. else {
  14882. shaderProgram.isParallelCompiled = true;
  14883. }
  14884. return shaderProgram;
  14885. };
  14886. Engine.prototype._finalizeProgram = function (shaderProgram) {
  14887. var context = shaderProgram.context;
  14888. var vertexShader = shaderProgram.vertexShader;
  14889. var fragmentShader = shaderProgram.fragmentShader;
  14890. var linked = context.getProgramParameter(shaderProgram, context.LINK_STATUS);
  14891. if (!linked) {
  14892. var error = context.getProgramInfoLog(shaderProgram);
  14893. if (error) {
  14894. throw new Error(error);
  14895. }
  14896. }
  14897. if (this.validateShaderPrograms) {
  14898. context.validateProgram(shaderProgram);
  14899. var validated = context.getProgramParameter(shaderProgram, context.VALIDATE_STATUS);
  14900. if (!validated) {
  14901. var error = context.getProgramInfoLog(shaderProgram);
  14902. if (error) {
  14903. throw new Error(error);
  14904. }
  14905. }
  14906. }
  14907. context.deleteShader(vertexShader);
  14908. context.deleteShader(fragmentShader);
  14909. shaderProgram.context = undefined;
  14910. shaderProgram.vertexShader = undefined;
  14911. shaderProgram.fragmentShader = undefined;
  14912. if (shaderProgram.onCompiled) {
  14913. shaderProgram.onCompiled();
  14914. shaderProgram.onCompiled = undefined;
  14915. }
  14916. };
  14917. /** @hidden */
  14918. Engine.prototype._isProgramCompiled = function (shaderProgram) {
  14919. if (!shaderProgram.isParallelCompiled) {
  14920. return true;
  14921. }
  14922. if (this._gl.getProgramParameter(shaderProgram, this._caps.parallelShaderCompile.COMPLETION_STATUS_KHR)) {
  14923. this._finalizeProgram(shaderProgram);
  14924. return true;
  14925. }
  14926. return false;
  14927. };
  14928. /** @hidden */
  14929. Engine.prototype._executeWhenProgramIsCompiled = function (shaderProgram, action) {
  14930. if (!shaderProgram.isParallelCompiled) {
  14931. action();
  14932. return;
  14933. }
  14934. shaderProgram.onCompiled = action;
  14935. };
  14936. /**
  14937. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  14938. * @param shaderProgram defines the webGL program to use
  14939. * @param uniformsNames defines the list of uniform names
  14940. * @returns an array of webGL uniform locations
  14941. */
  14942. Engine.prototype.getUniforms = function (shaderProgram, uniformsNames) {
  14943. var results = new Array();
  14944. for (var index = 0; index < uniformsNames.length; index++) {
  14945. results.push(this._gl.getUniformLocation(shaderProgram, uniformsNames[index]));
  14946. }
  14947. return results;
  14948. };
  14949. /**
  14950. * Gets the lsit of active attributes for a given webGL program
  14951. * @param shaderProgram defines the webGL program to use
  14952. * @param attributesNames defines the list of attribute names to get
  14953. * @returns an array of indices indicating the offset of each attribute
  14954. */
  14955. Engine.prototype.getAttributes = function (shaderProgram, attributesNames) {
  14956. var results = [];
  14957. for (var index = 0; index < attributesNames.length; index++) {
  14958. try {
  14959. results.push(this._gl.getAttribLocation(shaderProgram, attributesNames[index]));
  14960. }
  14961. catch (e) {
  14962. results.push(-1);
  14963. }
  14964. }
  14965. return results;
  14966. };
  14967. /**
  14968. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  14969. * @param effect defines the effect to activate
  14970. */
  14971. Engine.prototype.enableEffect = function (effect) {
  14972. if (!effect || effect === this._currentEffect) {
  14973. return;
  14974. }
  14975. // Use program
  14976. this.bindSamplers(effect);
  14977. this._currentEffect = effect;
  14978. if (effect.onBind) {
  14979. effect.onBind(effect);
  14980. }
  14981. if (effect._onBindObservable) {
  14982. effect._onBindObservable.notifyObservers(effect);
  14983. }
  14984. };
  14985. /**
  14986. * Set the value of an uniform to an array of int32
  14987. * @param uniform defines the webGL uniform location where to store the value
  14988. * @param array defines the array of int32 to store
  14989. */
  14990. Engine.prototype.setIntArray = function (uniform, array) {
  14991. if (!uniform) {
  14992. return;
  14993. }
  14994. this._gl.uniform1iv(uniform, array);
  14995. };
  14996. /**
  14997. * Set the value of an uniform to an array of int32 (stored as vec2)
  14998. * @param uniform defines the webGL uniform location where to store the value
  14999. * @param array defines the array of int32 to store
  15000. */
  15001. Engine.prototype.setIntArray2 = function (uniform, array) {
  15002. if (!uniform || array.length % 2 !== 0) {
  15003. return;
  15004. }
  15005. this._gl.uniform2iv(uniform, array);
  15006. };
  15007. /**
  15008. * Set the value of an uniform to an array of int32 (stored as vec3)
  15009. * @param uniform defines the webGL uniform location where to store the value
  15010. * @param array defines the array of int32 to store
  15011. */
  15012. Engine.prototype.setIntArray3 = function (uniform, array) {
  15013. if (!uniform || array.length % 3 !== 0) {
  15014. return;
  15015. }
  15016. this._gl.uniform3iv(uniform, array);
  15017. };
  15018. /**
  15019. * Set the value of an uniform to an array of int32 (stored as vec4)
  15020. * @param uniform defines the webGL uniform location where to store the value
  15021. * @param array defines the array of int32 to store
  15022. */
  15023. Engine.prototype.setIntArray4 = function (uniform, array) {
  15024. if (!uniform || array.length % 4 !== 0) {
  15025. return;
  15026. }
  15027. this._gl.uniform4iv(uniform, array);
  15028. };
  15029. /**
  15030. * Set the value of an uniform to an array of float32
  15031. * @param uniform defines the webGL uniform location where to store the value
  15032. * @param array defines the array of float32 to store
  15033. */
  15034. Engine.prototype.setFloatArray = function (uniform, array) {
  15035. if (!uniform) {
  15036. return;
  15037. }
  15038. this._gl.uniform1fv(uniform, array);
  15039. };
  15040. /**
  15041. * Set the value of an uniform to an array of float32 (stored as vec2)
  15042. * @param uniform defines the webGL uniform location where to store the value
  15043. * @param array defines the array of float32 to store
  15044. */
  15045. Engine.prototype.setFloatArray2 = function (uniform, array) {
  15046. if (!uniform || array.length % 2 !== 0) {
  15047. return;
  15048. }
  15049. this._gl.uniform2fv(uniform, array);
  15050. };
  15051. /**
  15052. * Set the value of an uniform to an array of float32 (stored as vec3)
  15053. * @param uniform defines the webGL uniform location where to store the value
  15054. * @param array defines the array of float32 to store
  15055. */
  15056. Engine.prototype.setFloatArray3 = function (uniform, array) {
  15057. if (!uniform || array.length % 3 !== 0) {
  15058. return;
  15059. }
  15060. this._gl.uniform3fv(uniform, array);
  15061. };
  15062. /**
  15063. * Set the value of an uniform to an array of float32 (stored as vec4)
  15064. * @param uniform defines the webGL uniform location where to store the value
  15065. * @param array defines the array of float32 to store
  15066. */
  15067. Engine.prototype.setFloatArray4 = function (uniform, array) {
  15068. if (!uniform || array.length % 4 !== 0) {
  15069. return;
  15070. }
  15071. this._gl.uniform4fv(uniform, array);
  15072. };
  15073. /**
  15074. * Set the value of an uniform to an array of number
  15075. * @param uniform defines the webGL uniform location where to store the value
  15076. * @param array defines the array of number to store
  15077. */
  15078. Engine.prototype.setArray = function (uniform, array) {
  15079. if (!uniform) {
  15080. return;
  15081. }
  15082. this._gl.uniform1fv(uniform, array);
  15083. };
  15084. /**
  15085. * Set the value of an uniform to an array of number (stored as vec2)
  15086. * @param uniform defines the webGL uniform location where to store the value
  15087. * @param array defines the array of number to store
  15088. */
  15089. Engine.prototype.setArray2 = function (uniform, array) {
  15090. if (!uniform || array.length % 2 !== 0) {
  15091. return;
  15092. }
  15093. this._gl.uniform2fv(uniform, array);
  15094. };
  15095. /**
  15096. * Set the value of an uniform to an array of number (stored as vec3)
  15097. * @param uniform defines the webGL uniform location where to store the value
  15098. * @param array defines the array of number to store
  15099. */
  15100. Engine.prototype.setArray3 = function (uniform, array) {
  15101. if (!uniform || array.length % 3 !== 0) {
  15102. return;
  15103. }
  15104. this._gl.uniform3fv(uniform, array);
  15105. };
  15106. /**
  15107. * Set the value of an uniform to an array of number (stored as vec4)
  15108. * @param uniform defines the webGL uniform location where to store the value
  15109. * @param array defines the array of number to store
  15110. */
  15111. Engine.prototype.setArray4 = function (uniform, array) {
  15112. if (!uniform || array.length % 4 !== 0) {
  15113. return;
  15114. }
  15115. this._gl.uniform4fv(uniform, array);
  15116. };
  15117. /**
  15118. * Set the value of an uniform to an array of float32 (stored as matrices)
  15119. * @param uniform defines the webGL uniform location where to store the value
  15120. * @param matrices defines the array of float32 to store
  15121. */
  15122. Engine.prototype.setMatrices = function (uniform, matrices) {
  15123. if (!uniform) {
  15124. return;
  15125. }
  15126. this._gl.uniformMatrix4fv(uniform, false, matrices);
  15127. };
  15128. /**
  15129. * Set the value of an uniform to a matrix
  15130. * @param uniform defines the webGL uniform location where to store the value
  15131. * @param matrix defines the matrix to store
  15132. */
  15133. Engine.prototype.setMatrix = function (uniform, matrix) {
  15134. if (!uniform) {
  15135. return;
  15136. }
  15137. this._gl.uniformMatrix4fv(uniform, false, matrix.toArray());
  15138. };
  15139. /**
  15140. * Set the value of an uniform to a matrix (3x3)
  15141. * @param uniform defines the webGL uniform location where to store the value
  15142. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  15143. */
  15144. Engine.prototype.setMatrix3x3 = function (uniform, matrix) {
  15145. if (!uniform) {
  15146. return;
  15147. }
  15148. this._gl.uniformMatrix3fv(uniform, false, matrix);
  15149. };
  15150. /**
  15151. * Set the value of an uniform to a matrix (2x2)
  15152. * @param uniform defines the webGL uniform location where to store the value
  15153. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  15154. */
  15155. Engine.prototype.setMatrix2x2 = function (uniform, matrix) {
  15156. if (!uniform) {
  15157. return;
  15158. }
  15159. this._gl.uniformMatrix2fv(uniform, false, matrix);
  15160. };
  15161. /**
  15162. * Set the value of an uniform to a number (int)
  15163. * @param uniform defines the webGL uniform location where to store the value
  15164. * @param value defines the int number to store
  15165. */
  15166. Engine.prototype.setInt = function (uniform, value) {
  15167. if (!uniform) {
  15168. return;
  15169. }
  15170. this._gl.uniform1i(uniform, value);
  15171. };
  15172. /**
  15173. * Set the value of an uniform to a number (float)
  15174. * @param uniform defines the webGL uniform location where to store the value
  15175. * @param value defines the float number to store
  15176. */
  15177. Engine.prototype.setFloat = function (uniform, value) {
  15178. if (!uniform) {
  15179. return;
  15180. }
  15181. this._gl.uniform1f(uniform, value);
  15182. };
  15183. /**
  15184. * Set the value of an uniform to a vec2
  15185. * @param uniform defines the webGL uniform location where to store the value
  15186. * @param x defines the 1st component of the value
  15187. * @param y defines the 2nd component of the value
  15188. */
  15189. Engine.prototype.setFloat2 = function (uniform, x, y) {
  15190. if (!uniform) {
  15191. return;
  15192. }
  15193. this._gl.uniform2f(uniform, x, y);
  15194. };
  15195. /**
  15196. * Set the value of an uniform to a vec3
  15197. * @param uniform defines the webGL uniform location where to store the value
  15198. * @param x defines the 1st component of the value
  15199. * @param y defines the 2nd component of the value
  15200. * @param z defines the 3rd component of the value
  15201. */
  15202. Engine.prototype.setFloat3 = function (uniform, x, y, z) {
  15203. if (!uniform) {
  15204. return;
  15205. }
  15206. this._gl.uniform3f(uniform, x, y, z);
  15207. };
  15208. /**
  15209. * Set the value of an uniform to a boolean
  15210. * @param uniform defines the webGL uniform location where to store the value
  15211. * @param bool defines the boolean to store
  15212. */
  15213. Engine.prototype.setBool = function (uniform, bool) {
  15214. if (!uniform) {
  15215. return;
  15216. }
  15217. this._gl.uniform1i(uniform, bool);
  15218. };
  15219. /**
  15220. * Set the value of an uniform to a vec4
  15221. * @param uniform defines the webGL uniform location where to store the value
  15222. * @param x defines the 1st component of the value
  15223. * @param y defines the 2nd component of the value
  15224. * @param z defines the 3rd component of the value
  15225. * @param w defines the 4th component of the value
  15226. */
  15227. Engine.prototype.setFloat4 = function (uniform, x, y, z, w) {
  15228. if (!uniform) {
  15229. return;
  15230. }
  15231. this._gl.uniform4f(uniform, x, y, z, w);
  15232. };
  15233. /**
  15234. * Set the value of an uniform to a Color3
  15235. * @param uniform defines the webGL uniform location where to store the value
  15236. * @param color3 defines the color to store
  15237. */
  15238. Engine.prototype.setColor3 = function (uniform, color3) {
  15239. if (!uniform) {
  15240. return;
  15241. }
  15242. this._gl.uniform3f(uniform, color3.r, color3.g, color3.b);
  15243. };
  15244. /**
  15245. * Set the value of an uniform to a Color3 and an alpha value
  15246. * @param uniform defines the webGL uniform location where to store the value
  15247. * @param color3 defines the color to store
  15248. * @param alpha defines the alpha component to store
  15249. */
  15250. Engine.prototype.setColor4 = function (uniform, color3, alpha) {
  15251. if (!uniform) {
  15252. return;
  15253. }
  15254. this._gl.uniform4f(uniform, color3.r, color3.g, color3.b, alpha);
  15255. };
  15256. /**
  15257. * Sets a Color4 on a uniform variable
  15258. * @param uniform defines the uniform location
  15259. * @param color4 defines the value to be set
  15260. */
  15261. Engine.prototype.setDirectColor4 = function (uniform, color4) {
  15262. if (!uniform) {
  15263. return;
  15264. }
  15265. this._gl.uniform4f(uniform, color4.r, color4.g, color4.b, color4.a);
  15266. };
  15267. // States
  15268. /**
  15269. * Set various states to the webGL context
  15270. * @param culling defines backface culling state
  15271. * @param zOffset defines the value to apply to zOffset (0 by default)
  15272. * @param force defines if states must be applied even if cache is up to date
  15273. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  15274. */
  15275. Engine.prototype.setState = function (culling, zOffset, force, reverseSide) {
  15276. if (zOffset === void 0) { zOffset = 0; }
  15277. if (reverseSide === void 0) { reverseSide = false; }
  15278. // Culling
  15279. if (this._depthCullingState.cull !== culling || force) {
  15280. this._depthCullingState.cull = culling;
  15281. }
  15282. // Cull face
  15283. var cullFace = this.cullBackFaces ? this._gl.BACK : this._gl.FRONT;
  15284. if (this._depthCullingState.cullFace !== cullFace || force) {
  15285. this._depthCullingState.cullFace = cullFace;
  15286. }
  15287. // Z offset
  15288. this.setZOffset(zOffset);
  15289. // Front face
  15290. var frontFace = reverseSide ? this._gl.CW : this._gl.CCW;
  15291. if (this._depthCullingState.frontFace !== frontFace || force) {
  15292. this._depthCullingState.frontFace = frontFace;
  15293. }
  15294. };
  15295. /**
  15296. * Set the z offset to apply to current rendering
  15297. * @param value defines the offset to apply
  15298. */
  15299. Engine.prototype.setZOffset = function (value) {
  15300. this._depthCullingState.zOffset = value;
  15301. };
  15302. /**
  15303. * Gets the current value of the zOffset
  15304. * @returns the current zOffset state
  15305. */
  15306. Engine.prototype.getZOffset = function () {
  15307. return this._depthCullingState.zOffset;
  15308. };
  15309. /**
  15310. * Enable or disable depth buffering
  15311. * @param enable defines the state to set
  15312. */
  15313. Engine.prototype.setDepthBuffer = function (enable) {
  15314. this._depthCullingState.depthTest = enable;
  15315. };
  15316. /**
  15317. * Gets a boolean indicating if depth writing is enabled
  15318. * @returns the current depth writing state
  15319. */
  15320. Engine.prototype.getDepthWrite = function () {
  15321. return this._depthCullingState.depthMask;
  15322. };
  15323. /**
  15324. * Enable or disable depth writing
  15325. * @param enable defines the state to set
  15326. */
  15327. Engine.prototype.setDepthWrite = function (enable) {
  15328. this._depthCullingState.depthMask = enable;
  15329. };
  15330. /**
  15331. * Enable or disable color writing
  15332. * @param enable defines the state to set
  15333. */
  15334. Engine.prototype.setColorWrite = function (enable) {
  15335. this._gl.colorMask(enable, enable, enable, enable);
  15336. this._colorWrite = enable;
  15337. };
  15338. /**
  15339. * Gets a boolean indicating if color writing is enabled
  15340. * @returns the current color writing state
  15341. */
  15342. Engine.prototype.getColorWrite = function () {
  15343. return this._colorWrite;
  15344. };
  15345. /**
  15346. * Sets alpha constants used by some alpha blending modes
  15347. * @param r defines the red component
  15348. * @param g defines the green component
  15349. * @param b defines the blue component
  15350. * @param a defines the alpha component
  15351. */
  15352. Engine.prototype.setAlphaConstants = function (r, g, b, a) {
  15353. this._alphaState.setAlphaBlendConstants(r, g, b, a);
  15354. };
  15355. /**
  15356. * Sets the current alpha mode
  15357. * @param mode defines the mode to use (one of the BABYLON.Engine.ALPHA_XXX)
  15358. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  15359. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  15360. */
  15361. Engine.prototype.setAlphaMode = function (mode, noDepthWriteChange) {
  15362. if (noDepthWriteChange === void 0) { noDepthWriteChange = false; }
  15363. if (this._alphaMode === mode) {
  15364. return;
  15365. }
  15366. switch (mode) {
  15367. case Engine.ALPHA_DISABLE:
  15368. this._alphaState.alphaBlend = false;
  15369. break;
  15370. case Engine.ALPHA_PREMULTIPLIED:
  15371. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);
  15372. this._alphaState.alphaBlend = true;
  15373. break;
  15374. case Engine.ALPHA_PREMULTIPLIED_PORTERDUFF:
  15375. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);
  15376. this._alphaState.alphaBlend = true;
  15377. break;
  15378. case Engine.ALPHA_COMBINE:
  15379. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);
  15380. this._alphaState.alphaBlend = true;
  15381. break;
  15382. case Engine.ALPHA_ONEONE:
  15383. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE, this._gl.ZERO, this._gl.ONE);
  15384. this._alphaState.alphaBlend = true;
  15385. break;
  15386. case Engine.ALPHA_ADD:
  15387. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE, this._gl.ZERO, this._gl.ONE);
  15388. this._alphaState.alphaBlend = true;
  15389. break;
  15390. case Engine.ALPHA_SUBTRACT:
  15391. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ZERO, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE);
  15392. this._alphaState.alphaBlend = true;
  15393. break;
  15394. case Engine.ALPHA_MULTIPLY:
  15395. this._alphaState.setAlphaBlendFunctionParameters(this._gl.DST_COLOR, this._gl.ZERO, this._gl.ONE, this._gl.ONE);
  15396. this._alphaState.alphaBlend = true;
  15397. break;
  15398. case Engine.ALPHA_MAXIMIZED:
  15399. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE);
  15400. this._alphaState.alphaBlend = true;
  15401. break;
  15402. case Engine.ALPHA_INTERPOLATE:
  15403. this._alphaState.setAlphaBlendFunctionParameters(this._gl.CONSTANT_COLOR, this._gl.ONE_MINUS_CONSTANT_COLOR, this._gl.CONSTANT_ALPHA, this._gl.ONE_MINUS_CONSTANT_ALPHA);
  15404. this._alphaState.alphaBlend = true;
  15405. break;
  15406. case Engine.ALPHA_SCREENMODE:
  15407. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);
  15408. this._alphaState.alphaBlend = true;
  15409. break;
  15410. }
  15411. if (!noDepthWriteChange) {
  15412. this.setDepthWrite(mode === Engine.ALPHA_DISABLE);
  15413. }
  15414. this._alphaMode = mode;
  15415. };
  15416. /**
  15417. * Gets the current alpha mode
  15418. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  15419. * @returns the current alpha mode
  15420. */
  15421. Engine.prototype.getAlphaMode = function () {
  15422. return this._alphaMode;
  15423. };
  15424. // Textures
  15425. /**
  15426. * Clears the list of texture accessible through engine.
  15427. * This can help preventing texture load conflict due to name collision.
  15428. */
  15429. Engine.prototype.clearInternalTexturesCache = function () {
  15430. this._internalTexturesCache = [];
  15431. };
  15432. /**
  15433. * Force the entire cache to be cleared
  15434. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  15435. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  15436. */
  15437. Engine.prototype.wipeCaches = function (bruteForce) {
  15438. if (this.preventCacheWipeBetweenFrames && !bruteForce) {
  15439. return;
  15440. }
  15441. this._currentEffect = null;
  15442. this._viewportCached.x = 0;
  15443. this._viewportCached.y = 0;
  15444. this._viewportCached.z = 0;
  15445. this._viewportCached.w = 0;
  15446. if (bruteForce) {
  15447. this.resetTextureCache();
  15448. this._currentProgram = null;
  15449. this._stencilState.reset();
  15450. this._depthCullingState.reset();
  15451. this.setDepthFunctionToLessOrEqual();
  15452. this._alphaState.reset();
  15453. this._unpackFlipYCached = null;
  15454. }
  15455. this._resetVertexBufferBinding();
  15456. this._cachedIndexBuffer = null;
  15457. this._cachedEffectForVertexBuffers = null;
  15458. this._unbindVertexArrayObject();
  15459. this.bindIndexBuffer(null);
  15460. };
  15461. /**
  15462. * Set the compressed texture format to use, based on the formats you have, and the formats
  15463. * supported by the hardware / browser.
  15464. *
  15465. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  15466. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  15467. * to API arguments needed to compressed textures. This puts the burden on the container
  15468. * generator to house the arcane code for determining these for current & future formats.
  15469. *
  15470. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  15471. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  15472. *
  15473. * Note: The result of this call is not taken into account when a texture is base64.
  15474. *
  15475. * @param formatsAvailable defines the list of those format families you have created
  15476. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  15477. *
  15478. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  15479. * @returns The extension selected.
  15480. */
  15481. Engine.prototype.setTextureFormatToUse = function (formatsAvailable) {
  15482. for (var i = 0, len1 = this.texturesSupported.length; i < len1; i++) {
  15483. for (var j = 0, len2 = formatsAvailable.length; j < len2; j++) {
  15484. if (this._texturesSupported[i] === formatsAvailable[j].toLowerCase()) {
  15485. return this._textureFormatInUse = this._texturesSupported[i];
  15486. }
  15487. }
  15488. }
  15489. // actively set format to nothing, to allow this to be called more than once
  15490. // and possibly fail the 2nd time
  15491. this._textureFormatInUse = null;
  15492. return null;
  15493. };
  15494. Engine.prototype._getSamplingParameters = function (samplingMode, generateMipMaps) {
  15495. var gl = this._gl;
  15496. var magFilter = gl.NEAREST;
  15497. var minFilter = gl.NEAREST;
  15498. switch (samplingMode) {
  15499. case Engine.TEXTURE_BILINEAR_SAMPLINGMODE:
  15500. magFilter = gl.LINEAR;
  15501. if (generateMipMaps) {
  15502. minFilter = gl.LINEAR_MIPMAP_NEAREST;
  15503. }
  15504. else {
  15505. minFilter = gl.LINEAR;
  15506. }
  15507. break;
  15508. case Engine.TEXTURE_TRILINEAR_SAMPLINGMODE:
  15509. magFilter = gl.LINEAR;
  15510. if (generateMipMaps) {
  15511. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  15512. }
  15513. else {
  15514. minFilter = gl.LINEAR;
  15515. }
  15516. break;
  15517. case Engine.TEXTURE_NEAREST_SAMPLINGMODE:
  15518. magFilter = gl.NEAREST;
  15519. if (generateMipMaps) {
  15520. minFilter = gl.NEAREST_MIPMAP_LINEAR;
  15521. }
  15522. else {
  15523. minFilter = gl.NEAREST;
  15524. }
  15525. break;
  15526. case Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST:
  15527. magFilter = gl.NEAREST;
  15528. if (generateMipMaps) {
  15529. minFilter = gl.NEAREST_MIPMAP_NEAREST;
  15530. }
  15531. else {
  15532. minFilter = gl.NEAREST;
  15533. }
  15534. break;
  15535. case Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST:
  15536. magFilter = gl.NEAREST;
  15537. if (generateMipMaps) {
  15538. minFilter = gl.LINEAR_MIPMAP_NEAREST;
  15539. }
  15540. else {
  15541. minFilter = gl.LINEAR;
  15542. }
  15543. break;
  15544. case Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR:
  15545. magFilter = gl.NEAREST;
  15546. if (generateMipMaps) {
  15547. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  15548. }
  15549. else {
  15550. minFilter = gl.LINEAR;
  15551. }
  15552. break;
  15553. case Engine.TEXTURE_NEAREST_LINEAR:
  15554. magFilter = gl.NEAREST;
  15555. minFilter = gl.LINEAR;
  15556. break;
  15557. case Engine.TEXTURE_NEAREST_NEAREST:
  15558. magFilter = gl.NEAREST;
  15559. minFilter = gl.NEAREST;
  15560. break;
  15561. case Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST:
  15562. magFilter = gl.LINEAR;
  15563. if (generateMipMaps) {
  15564. minFilter = gl.NEAREST_MIPMAP_NEAREST;
  15565. }
  15566. else {
  15567. minFilter = gl.NEAREST;
  15568. }
  15569. break;
  15570. case Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR:
  15571. magFilter = gl.LINEAR;
  15572. if (generateMipMaps) {
  15573. minFilter = gl.NEAREST_MIPMAP_LINEAR;
  15574. }
  15575. else {
  15576. minFilter = gl.NEAREST;
  15577. }
  15578. break;
  15579. case Engine.TEXTURE_LINEAR_LINEAR:
  15580. magFilter = gl.LINEAR;
  15581. minFilter = gl.LINEAR;
  15582. break;
  15583. case Engine.TEXTURE_LINEAR_NEAREST:
  15584. magFilter = gl.LINEAR;
  15585. minFilter = gl.NEAREST;
  15586. break;
  15587. }
  15588. return {
  15589. min: minFilter,
  15590. mag: magFilter
  15591. };
  15592. };
  15593. Engine.prototype._partialLoadImg = function (url, index, loadedImages, scene, onfinish, onErrorCallBack) {
  15594. if (onErrorCallBack === void 0) { onErrorCallBack = null; }
  15595. var img;
  15596. var onload = function () {
  15597. loadedImages[index] = img;
  15598. loadedImages._internalCount++;
  15599. if (scene) {
  15600. scene._removePendingData(img);
  15601. }
  15602. if (loadedImages._internalCount === 6) {
  15603. onfinish(loadedImages);
  15604. }
  15605. };
  15606. var onerror = function (message, exception) {
  15607. if (scene) {
  15608. scene._removePendingData(img);
  15609. }
  15610. if (onErrorCallBack) {
  15611. onErrorCallBack(message, exception);
  15612. }
  15613. };
  15614. img = BABYLON.Tools.LoadImage(url, onload, onerror, scene ? scene.offlineProvider : null);
  15615. if (scene) {
  15616. scene._addPendingData(img);
  15617. }
  15618. };
  15619. Engine.prototype._cascadeLoadImgs = function (rootUrl, scene, onfinish, files, onError) {
  15620. if (onError === void 0) { onError = null; }
  15621. var loadedImages = [];
  15622. loadedImages._internalCount = 0;
  15623. for (var index = 0; index < 6; index++) {
  15624. this._partialLoadImg(files[index], index, loadedImages, scene, onfinish, onError);
  15625. }
  15626. };
  15627. /** @hidden */
  15628. Engine.prototype._createTexture = function () {
  15629. var texture = this._gl.createTexture();
  15630. if (!texture) {
  15631. throw new Error("Unable to create texture");
  15632. }
  15633. return texture;
  15634. };
  15635. /**
  15636. * Usually called from BABYLON.Texture.ts.
  15637. * Passed information to create a WebGLTexture
  15638. * @param urlArg defines a value which contains one of the following:
  15639. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  15640. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  15641. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  15642. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  15643. * @param invertY when true, image is flipped when loaded. You probably want true. Ignored for compressed textures. Must be flipped in the file
  15644. * @param scene needed for loading to the correct scene
  15645. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  15646. * @param onLoad optional callback to be called upon successful completion
  15647. * @param onError optional callback to be called upon failure
  15648. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), HTMLImageElement (image format), or a Blob
  15649. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  15650. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  15651. * @param forcedExtension defines the extension to use to pick the right loader
  15652. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  15653. * @returns a InternalTexture for assignment back into BABYLON.Texture
  15654. */
  15655. Engine.prototype.createTexture = function (urlArg, noMipmap, invertY, scene, samplingMode, onLoad, onError, buffer, fallback, format, forcedExtension, excludeLoaders) {
  15656. var _this = this;
  15657. if (samplingMode === void 0) { samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE; }
  15658. if (onLoad === void 0) { onLoad = null; }
  15659. if (onError === void 0) { onError = null; }
  15660. if (buffer === void 0) { buffer = null; }
  15661. if (fallback === void 0) { fallback = null; }
  15662. if (format === void 0) { format = null; }
  15663. if (forcedExtension === void 0) { forcedExtension = null; }
  15664. if (excludeLoaders === void 0) { excludeLoaders = []; }
  15665. var url = String(urlArg); // assign a new string, so that the original is still available in case of fallback
  15666. var fromData = url.substr(0, 5) === "data:";
  15667. var fromBlob = url.substr(0, 5) === "blob:";
  15668. var isBase64 = fromData && url.indexOf(";base64,") !== -1;
  15669. var texture = fallback ? fallback : new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_URL);
  15670. // establish the file extension, if possible
  15671. var lastDot = url.lastIndexOf('.');
  15672. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? url.substring(lastDot).toLowerCase() : "");
  15673. var loader = null;
  15674. for (var _i = 0, _a = Engine._TextureLoaders; _i < _a.length; _i++) {
  15675. var availableLoader = _a[_i];
  15676. if (excludeLoaders.indexOf(availableLoader) === -1 && availableLoader.canLoad(extension, this._textureFormatInUse, fallback, isBase64, buffer ? true : false)) {
  15677. loader = availableLoader;
  15678. break;
  15679. }
  15680. }
  15681. if (loader) {
  15682. url = loader.transformUrl(url, this._textureFormatInUse);
  15683. }
  15684. if (scene) {
  15685. scene._addPendingData(texture);
  15686. }
  15687. texture.url = url;
  15688. texture.generateMipMaps = !noMipmap;
  15689. texture.samplingMode = samplingMode;
  15690. texture.invertY = invertY;
  15691. if (!this._doNotHandleContextLost) {
  15692. // Keep a link to the buffer only if we plan to handle context lost
  15693. texture._buffer = buffer;
  15694. }
  15695. var onLoadObserver = null;
  15696. if (onLoad && !fallback) {
  15697. onLoadObserver = texture.onLoadedObservable.add(onLoad);
  15698. }
  15699. if (!fallback) {
  15700. this._internalTexturesCache.push(texture);
  15701. }
  15702. var onInternalError = function (message, exception) {
  15703. if (scene) {
  15704. scene._removePendingData(texture);
  15705. }
  15706. var customFallback = false;
  15707. if (loader) {
  15708. var fallbackUrl = loader.getFallbackTextureUrl(url, _this._textureFormatInUse);
  15709. if (fallbackUrl) {
  15710. // Add Back
  15711. customFallback = true;
  15712. excludeLoaders.push(loader);
  15713. BABYLON.Tools.Warn(loader.constructor.name + " failed when trying to load " + texture.url + ", falling back to the next supported loader");
  15714. _this.createTexture(urlArg, noMipmap, invertY, scene, samplingMode, null, onError, buffer, texture, undefined, undefined, excludeLoaders);
  15715. }
  15716. }
  15717. if (!customFallback) {
  15718. if (onLoadObserver) {
  15719. texture.onLoadedObservable.remove(onLoadObserver);
  15720. }
  15721. if (BABYLON.Tools.UseFallbackTexture) {
  15722. _this.createTexture(BABYLON.Tools.fallbackTexture, noMipmap, invertY, scene, samplingMode, null, onError, buffer, texture);
  15723. }
  15724. }
  15725. if (onError) {
  15726. onError(message || "Unknown error", exception);
  15727. }
  15728. };
  15729. // processing for non-image formats
  15730. if (loader) {
  15731. var callback = function (data) {
  15732. loader.loadData(data, texture, function (width, height, loadMipmap, isCompressed, done, loadFailed) {
  15733. if (loadFailed) {
  15734. onInternalError("TextureLoader failed to load data");
  15735. }
  15736. else {
  15737. _this._prepareWebGLTexture(texture, scene, width, height, invertY, !loadMipmap, isCompressed, function () {
  15738. done();
  15739. return false;
  15740. }, samplingMode);
  15741. }
  15742. });
  15743. };
  15744. if (!buffer) {
  15745. this._loadFile(url, callback, undefined, scene ? scene.offlineProvider : undefined, true, function (request, exception) {
  15746. onInternalError("Unable to load " + (request ? request.responseURL : url, exception));
  15747. });
  15748. }
  15749. else {
  15750. callback(buffer);
  15751. }
  15752. }
  15753. else {
  15754. var onload = function (img) {
  15755. if (fromBlob && !_this._doNotHandleContextLost) {
  15756. // We need to store the image if we need to rebuild the texture
  15757. // in case of a webgl context lost
  15758. texture._buffer = img;
  15759. }
  15760. _this._prepareWebGLTexture(texture, scene, img.width, img.height, invertY, noMipmap, false, function (potWidth, potHeight, continuationCallback) {
  15761. var gl = _this._gl;
  15762. var isPot = (img.width === potWidth && img.height === potHeight);
  15763. var internalFormat = format ? _this._getInternalFormat(format) : ((extension === ".jpg") ? gl.RGB : gl.RGBA);
  15764. if (isPot) {
  15765. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, img);
  15766. return false;
  15767. }
  15768. var maxTextureSize = _this._caps.maxTextureSize;
  15769. if (img.width > maxTextureSize || img.height > maxTextureSize) {
  15770. _this._prepareWorkingCanvas();
  15771. if (!_this._workingCanvas || !_this._workingContext) {
  15772. return false;
  15773. }
  15774. _this._workingCanvas.width = potWidth;
  15775. _this._workingCanvas.height = potHeight;
  15776. _this._workingContext.drawImage(img, 0, 0, img.width, img.height, 0, 0, potWidth, potHeight);
  15777. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, _this._workingCanvas);
  15778. texture.width = potWidth;
  15779. texture.height = potHeight;
  15780. return false;
  15781. }
  15782. else {
  15783. // Using shaders when possible to rescale because canvas.drawImage is lossy
  15784. var source_1 = new BABYLON.InternalTexture(_this, BABYLON.InternalTexture.DATASOURCE_TEMP);
  15785. _this._bindTextureDirectly(gl.TEXTURE_2D, source_1, true);
  15786. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, img);
  15787. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  15788. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
  15789. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  15790. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  15791. _this._rescaleTexture(source_1, texture, scene, internalFormat, function () {
  15792. _this._releaseTexture(source_1);
  15793. _this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  15794. continuationCallback();
  15795. });
  15796. }
  15797. return true;
  15798. }, samplingMode);
  15799. };
  15800. if (!fromData || isBase64) {
  15801. if (buffer instanceof HTMLImageElement) {
  15802. onload(buffer);
  15803. }
  15804. else {
  15805. BABYLON.Tools.LoadImage(url, onload, onInternalError, scene ? scene.offlineProvider : null);
  15806. }
  15807. }
  15808. else if (typeof buffer === "string" || buffer instanceof ArrayBuffer || buffer instanceof Blob) {
  15809. BABYLON.Tools.LoadImage(buffer, onload, onInternalError, scene ? scene.offlineProvider : null);
  15810. }
  15811. else {
  15812. onload(buffer);
  15813. }
  15814. }
  15815. return texture;
  15816. };
  15817. Engine.prototype._rescaleTexture = function (source, destination, scene, internalFormat, onComplete) {
  15818. var _this = this;
  15819. var rtt = this.createRenderTargetTexture({
  15820. width: destination.width,
  15821. height: destination.height,
  15822. }, {
  15823. generateMipMaps: false,
  15824. type: Engine.TEXTURETYPE_UNSIGNED_INT,
  15825. samplingMode: Engine.TEXTURE_BILINEAR_SAMPLINGMODE,
  15826. generateDepthBuffer: false,
  15827. generateStencilBuffer: false
  15828. });
  15829. if (!this._rescalePostProcess) {
  15830. this._rescalePostProcess = new BABYLON.PassPostProcess("rescale", 1, null, Engine.TEXTURE_BILINEAR_SAMPLINGMODE, this, false, Engine.TEXTURETYPE_UNSIGNED_INT);
  15831. }
  15832. this._rescalePostProcess.getEffect().executeWhenCompiled(function () {
  15833. _this._rescalePostProcess.onApply = function (effect) {
  15834. effect._bindTexture("textureSampler", source);
  15835. };
  15836. var hostingScene = scene;
  15837. if (!hostingScene) {
  15838. hostingScene = _this.scenes[_this.scenes.length - 1];
  15839. }
  15840. hostingScene.postProcessManager.directRender([_this._rescalePostProcess], rtt, true);
  15841. _this._bindTextureDirectly(_this._gl.TEXTURE_2D, destination, true);
  15842. _this._gl.copyTexImage2D(_this._gl.TEXTURE_2D, 0, internalFormat, 0, 0, destination.width, destination.height, 0);
  15843. _this.unBindFramebuffer(rtt);
  15844. _this._releaseTexture(rtt);
  15845. if (onComplete) {
  15846. onComplete();
  15847. }
  15848. });
  15849. };
  15850. /**
  15851. * Update a raw texture
  15852. * @param texture defines the texture to update
  15853. * @param data defines the data to store in the texture
  15854. * @param format defines the format of the data
  15855. * @param invertY defines if data must be stored with Y axis inverted
  15856. * @param compression defines the compression used (null by default)
  15857. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  15858. */
  15859. Engine.prototype.updateRawTexture = function (texture, data, format, invertY, compression, type) {
  15860. if (compression === void 0) { compression = null; }
  15861. if (type === void 0) { type = Engine.TEXTURETYPE_UNSIGNED_INT; }
  15862. if (!texture) {
  15863. return;
  15864. }
  15865. // babylon's internalSizedFomat but gl's texImage2D internalFormat
  15866. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(type, format);
  15867. // babylon's internalFormat but gl's texImage2D format
  15868. var internalFormat = this._getInternalFormat(format);
  15869. var textureType = this._getWebGLTextureType(type);
  15870. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  15871. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  15872. if (!this._doNotHandleContextLost) {
  15873. texture._bufferView = data;
  15874. texture.format = format;
  15875. texture.type = type;
  15876. texture.invertY = invertY;
  15877. texture._compression = compression;
  15878. }
  15879. if (texture.width % 4 !== 0) {
  15880. this._gl.pixelStorei(this._gl.UNPACK_ALIGNMENT, 1);
  15881. }
  15882. if (compression && data) {
  15883. this._gl.compressedTexImage2D(this._gl.TEXTURE_2D, 0, this.getCaps().s3tc[compression], texture.width, texture.height, 0, data);
  15884. }
  15885. else {
  15886. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalSizedFomat, texture.width, texture.height, 0, internalFormat, textureType, data);
  15887. }
  15888. if (texture.generateMipMaps) {
  15889. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  15890. }
  15891. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15892. // this.resetTextureCache();
  15893. texture.isReady = true;
  15894. };
  15895. /**
  15896. * Creates a raw texture
  15897. * @param data defines the data to store in the texture
  15898. * @param width defines the width of the texture
  15899. * @param height defines the height of the texture
  15900. * @param format defines the format of the data
  15901. * @param generateMipMaps defines if the engine should generate the mip levels
  15902. * @param invertY defines if data must be stored with Y axis inverted
  15903. * @param samplingMode defines the required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  15904. * @param compression defines the compression used (null by default)
  15905. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  15906. * @returns the raw texture inside an InternalTexture
  15907. */
  15908. Engine.prototype.createRawTexture = function (data, width, height, format, generateMipMaps, invertY, samplingMode, compression, type) {
  15909. if (compression === void 0) { compression = null; }
  15910. if (type === void 0) { type = Engine.TEXTURETYPE_UNSIGNED_INT; }
  15911. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RAW);
  15912. texture.baseWidth = width;
  15913. texture.baseHeight = height;
  15914. texture.width = width;
  15915. texture.height = height;
  15916. texture.format = format;
  15917. texture.generateMipMaps = generateMipMaps;
  15918. texture.samplingMode = samplingMode;
  15919. texture.invertY = invertY;
  15920. texture._compression = compression;
  15921. texture.type = type;
  15922. if (!this._doNotHandleContextLost) {
  15923. texture._bufferView = data;
  15924. }
  15925. this.updateRawTexture(texture, data, format, invertY, compression, type);
  15926. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  15927. // Filters
  15928. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  15929. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag);
  15930. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  15931. if (generateMipMaps) {
  15932. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  15933. }
  15934. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15935. this._internalTexturesCache.push(texture);
  15936. return texture;
  15937. };
  15938. /** @hidden */
  15939. Engine.prototype._unpackFlipY = function (value) {
  15940. if (this._unpackFlipYCached !== value) {
  15941. this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, value ? 1 : 0);
  15942. if (this.enableUnpackFlipYCached) {
  15943. this._unpackFlipYCached = value;
  15944. }
  15945. }
  15946. };
  15947. /** @hidden */
  15948. Engine.prototype._getUnpackAlignement = function () {
  15949. return this._gl.getParameter(this._gl.UNPACK_ALIGNMENT);
  15950. };
  15951. /**
  15952. * Creates a dynamic texture
  15953. * @param width defines the width of the texture
  15954. * @param height defines the height of the texture
  15955. * @param generateMipMaps defines if the engine should generate the mip levels
  15956. * @param samplingMode defines the required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  15957. * @returns the dynamic texture inside an InternalTexture
  15958. */
  15959. Engine.prototype.createDynamicTexture = function (width, height, generateMipMaps, samplingMode) {
  15960. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_DYNAMIC);
  15961. texture.baseWidth = width;
  15962. texture.baseHeight = height;
  15963. if (generateMipMaps) {
  15964. width = this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(width, this._caps.maxTextureSize) : width;
  15965. height = this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(height, this._caps.maxTextureSize) : height;
  15966. }
  15967. // this.resetTextureCache();
  15968. texture.width = width;
  15969. texture.height = height;
  15970. texture.isReady = false;
  15971. texture.generateMipMaps = generateMipMaps;
  15972. texture.samplingMode = samplingMode;
  15973. this.updateTextureSamplingMode(samplingMode, texture);
  15974. this._internalTexturesCache.push(texture);
  15975. return texture;
  15976. };
  15977. /**
  15978. * Update the sampling mode of a given texture
  15979. * @param samplingMode defines the required sampling mode
  15980. * @param texture defines the texture to update
  15981. */
  15982. Engine.prototype.updateTextureSamplingMode = function (samplingMode, texture) {
  15983. var filters = this._getSamplingParameters(samplingMode, texture.generateMipMaps);
  15984. if (texture.isCube) {
  15985. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  15986. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_MIN_FILTER, filters.min);
  15987. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  15988. }
  15989. else if (texture.is3D) {
  15990. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  15991. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  15992. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  15993. }
  15994. else {
  15995. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  15996. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  15997. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15998. }
  15999. texture.samplingMode = samplingMode;
  16000. };
  16001. /**
  16002. * Update the content of a dynamic texture
  16003. * @param texture defines the texture to update
  16004. * @param canvas defines the canvas containing the source
  16005. * @param invertY defines if data must be stored with Y axis inverted
  16006. * @param premulAlpha defines if alpha is stored as premultiplied
  16007. * @param format defines the format of the data
  16008. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  16009. */
  16010. Engine.prototype.updateDynamicTexture = function (texture, canvas, invertY, premulAlpha, format, forceBindTexture) {
  16011. if (premulAlpha === void 0) { premulAlpha = false; }
  16012. if (forceBindTexture === void 0) { forceBindTexture = false; }
  16013. if (!texture) {
  16014. return;
  16015. }
  16016. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true, forceBindTexture);
  16017. this._unpackFlipY(invertY);
  16018. if (premulAlpha) {
  16019. this._gl.pixelStorei(this._gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 1);
  16020. }
  16021. var internalFormat = format ? this._getInternalFormat(format) : this._gl.RGBA;
  16022. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalFormat, internalFormat, this._gl.UNSIGNED_BYTE, canvas);
  16023. if (texture.generateMipMaps) {
  16024. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  16025. }
  16026. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  16027. if (premulAlpha) {
  16028. this._gl.pixelStorei(this._gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 0);
  16029. }
  16030. texture.isReady = true;
  16031. };
  16032. /**
  16033. * Update a video texture
  16034. * @param texture defines the texture to update
  16035. * @param video defines the video element to use
  16036. * @param invertY defines if data must be stored with Y axis inverted
  16037. */
  16038. Engine.prototype.updateVideoTexture = function (texture, video, invertY) {
  16039. if (!texture || texture._isDisabled) {
  16040. return;
  16041. }
  16042. var wasPreviouslyBound = this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  16043. this._unpackFlipY(!invertY); // Video are upside down by default
  16044. try {
  16045. // Testing video texture support
  16046. if (this._videoTextureSupported === undefined) {
  16047. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video);
  16048. if (this._gl.getError() !== 0) {
  16049. this._videoTextureSupported = false;
  16050. }
  16051. else {
  16052. this._videoTextureSupported = true;
  16053. }
  16054. }
  16055. // Copy video through the current working canvas if video texture is not supported
  16056. if (!this._videoTextureSupported) {
  16057. if (!texture._workingCanvas) {
  16058. texture._workingCanvas = document.createElement("canvas");
  16059. var context = texture._workingCanvas.getContext("2d");
  16060. if (!context) {
  16061. throw new Error("Unable to get 2d context");
  16062. }
  16063. texture._workingContext = context;
  16064. texture._workingCanvas.width = texture.width;
  16065. texture._workingCanvas.height = texture.height;
  16066. }
  16067. texture._workingContext.drawImage(video, 0, 0, video.videoWidth, video.videoHeight, 0, 0, texture.width, texture.height);
  16068. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, texture._workingCanvas);
  16069. }
  16070. else {
  16071. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video);
  16072. }
  16073. if (texture.generateMipMaps) {
  16074. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  16075. }
  16076. if (!wasPreviouslyBound) {
  16077. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  16078. }
  16079. // this.resetTextureCache();
  16080. texture.isReady = true;
  16081. }
  16082. catch (ex) {
  16083. // Something unexpected
  16084. // Let's disable the texture
  16085. texture._isDisabled = true;
  16086. }
  16087. };
  16088. /**
  16089. * Updates a depth texture Comparison Mode and Function.
  16090. * If the comparison Function is equal to 0, the mode will be set to none.
  16091. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  16092. * @param texture The texture to set the comparison function for
  16093. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  16094. */
  16095. Engine.prototype.updateTextureComparisonFunction = function (texture, comparisonFunction) {
  16096. if (this.webGLVersion === 1) {
  16097. BABYLON.Tools.Error("WebGL 1 does not support texture comparison.");
  16098. return;
  16099. }
  16100. var gl = this._gl;
  16101. if (texture.isCube) {
  16102. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, texture, true);
  16103. if (comparisonFunction === 0) {
  16104. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  16105. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  16106. }
  16107. else {
  16108. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  16109. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  16110. }
  16111. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  16112. }
  16113. else {
  16114. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  16115. if (comparisonFunction === 0) {
  16116. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  16117. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  16118. }
  16119. else {
  16120. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  16121. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  16122. }
  16123. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  16124. }
  16125. texture._comparisonFunction = comparisonFunction;
  16126. };
  16127. Engine.prototype._setupDepthStencilTexture = function (internalTexture, size, generateStencil, bilinearFiltering, comparisonFunction) {
  16128. var width = size.width || size;
  16129. var height = size.height || size;
  16130. internalTexture.baseWidth = width;
  16131. internalTexture.baseHeight = height;
  16132. internalTexture.width = width;
  16133. internalTexture.height = height;
  16134. internalTexture.isReady = true;
  16135. internalTexture.samples = 1;
  16136. internalTexture.generateMipMaps = false;
  16137. internalTexture._generateDepthBuffer = true;
  16138. internalTexture._generateStencilBuffer = generateStencil;
  16139. internalTexture.samplingMode = bilinearFiltering ? Engine.TEXTURE_BILINEAR_SAMPLINGMODE : Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16140. internalTexture.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16141. internalTexture._comparisonFunction = comparisonFunction;
  16142. var gl = this._gl;
  16143. var target = internalTexture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  16144. var samplingParameters = this._getSamplingParameters(internalTexture.samplingMode, false);
  16145. gl.texParameteri(target, gl.TEXTURE_MAG_FILTER, samplingParameters.mag);
  16146. gl.texParameteri(target, gl.TEXTURE_MIN_FILTER, samplingParameters.min);
  16147. gl.texParameteri(target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16148. gl.texParameteri(target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16149. if (comparisonFunction === 0) {
  16150. gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  16151. gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  16152. }
  16153. else {
  16154. gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  16155. gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  16156. }
  16157. };
  16158. /**
  16159. * Creates a depth stencil texture.
  16160. * This is only available in WebGL 2 or with the depth texture extension available.
  16161. * @param size The size of face edge in the texture.
  16162. * @param options The options defining the texture.
  16163. * @returns The texture
  16164. */
  16165. Engine.prototype.createDepthStencilTexture = function (size, options) {
  16166. if (options.isCube) {
  16167. var width = size.width || size;
  16168. return this._createDepthStencilCubeTexture(width, options);
  16169. }
  16170. else {
  16171. return this._createDepthStencilTexture(size, options);
  16172. }
  16173. };
  16174. /**
  16175. * Creates a depth stencil texture.
  16176. * This is only available in WebGL 2 or with the depth texture extension available.
  16177. * @param size The size of face edge in the texture.
  16178. * @param options The options defining the texture.
  16179. * @returns The texture
  16180. */
  16181. Engine.prototype._createDepthStencilTexture = function (size, options) {
  16182. var internalTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_DEPTHTEXTURE);
  16183. if (!this._caps.depthTextureExtension) {
  16184. BABYLON.Tools.Error("Depth texture is not supported by your browser or hardware.");
  16185. return internalTexture;
  16186. }
  16187. var internalOptions = __assign({ bilinearFiltering: false, comparisonFunction: 0, generateStencil: false }, options);
  16188. var gl = this._gl;
  16189. this._bindTextureDirectly(gl.TEXTURE_2D, internalTexture, true);
  16190. this._setupDepthStencilTexture(internalTexture, size, internalOptions.generateStencil, internalOptions.bilinearFiltering, internalOptions.comparisonFunction);
  16191. if (this.webGLVersion > 1) {
  16192. if (internalOptions.generateStencil) {
  16193. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH24_STENCIL8, internalTexture.width, internalTexture.height, 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, null);
  16194. }
  16195. else {
  16196. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT24, internalTexture.width, internalTexture.height, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  16197. }
  16198. }
  16199. else {
  16200. if (internalOptions.generateStencil) {
  16201. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_STENCIL, internalTexture.width, internalTexture.height, 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, null);
  16202. }
  16203. else {
  16204. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT, internalTexture.width, internalTexture.height, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  16205. }
  16206. }
  16207. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  16208. return internalTexture;
  16209. };
  16210. /**
  16211. * Creates a depth stencil cube texture.
  16212. * This is only available in WebGL 2.
  16213. * @param size The size of face edge in the cube texture.
  16214. * @param options The options defining the cube texture.
  16215. * @returns The cube texture
  16216. */
  16217. Engine.prototype._createDepthStencilCubeTexture = function (size, options) {
  16218. var internalTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_UNKNOWN);
  16219. internalTexture.isCube = true;
  16220. if (this.webGLVersion === 1) {
  16221. BABYLON.Tools.Error("Depth cube texture is not supported by WebGL 1.");
  16222. return internalTexture;
  16223. }
  16224. var internalOptions = __assign({ bilinearFiltering: false, comparisonFunction: 0, generateStencil: false }, options);
  16225. var gl = this._gl;
  16226. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, internalTexture, true);
  16227. this._setupDepthStencilTexture(internalTexture, size, internalOptions.generateStencil, internalOptions.bilinearFiltering, internalOptions.comparisonFunction);
  16228. // Create the depth/stencil buffer
  16229. for (var face = 0; face < 6; face++) {
  16230. if (internalOptions.generateStencil) {
  16231. gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, gl.DEPTH24_STENCIL8, size, size, 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, null);
  16232. }
  16233. else {
  16234. gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, gl.DEPTH_COMPONENT24, size, size, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  16235. }
  16236. }
  16237. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16238. return internalTexture;
  16239. };
  16240. /**
  16241. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  16242. * @param renderTarget The render target to set the frame buffer for
  16243. */
  16244. Engine.prototype.setFrameBufferDepthStencilTexture = function (renderTarget) {
  16245. // Create the framebuffer
  16246. var internalTexture = renderTarget.getInternalTexture();
  16247. if (!internalTexture || !internalTexture._framebuffer || !renderTarget.depthStencilTexture) {
  16248. return;
  16249. }
  16250. var gl = this._gl;
  16251. var depthStencilTexture = renderTarget.depthStencilTexture;
  16252. this.bindUnboundFramebuffer(internalTexture._framebuffer);
  16253. if (depthStencilTexture.isCube) {
  16254. if (depthStencilTexture._generateStencilBuffer) {
  16255. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X, depthStencilTexture._webGLTexture, 0);
  16256. }
  16257. else {
  16258. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X, depthStencilTexture._webGLTexture, 0);
  16259. }
  16260. }
  16261. else {
  16262. if (depthStencilTexture._generateStencilBuffer) {
  16263. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_2D, depthStencilTexture._webGLTexture, 0);
  16264. }
  16265. else {
  16266. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthStencilTexture._webGLTexture, 0);
  16267. }
  16268. }
  16269. this.bindUnboundFramebuffer(null);
  16270. };
  16271. /**
  16272. * Creates a new render target texture
  16273. * @param size defines the size of the texture
  16274. * @param options defines the options used to create the texture
  16275. * @returns a new render target texture stored in an InternalTexture
  16276. */
  16277. Engine.prototype.createRenderTargetTexture = function (size, options) {
  16278. var fullOptions = new RenderTargetCreationOptions();
  16279. if (options !== undefined && typeof options === "object") {
  16280. fullOptions.generateMipMaps = options.generateMipMaps;
  16281. fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  16282. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;
  16283. fullOptions.type = options.type === undefined ? Engine.TEXTURETYPE_UNSIGNED_INT : options.type;
  16284. fullOptions.samplingMode = options.samplingMode === undefined ? Engine.TEXTURE_TRILINEAR_SAMPLINGMODE : options.samplingMode;
  16285. fullOptions.format = options.format === undefined ? Engine.TEXTUREFORMAT_RGBA : options.format;
  16286. }
  16287. else {
  16288. fullOptions.generateMipMaps = options;
  16289. fullOptions.generateDepthBuffer = true;
  16290. fullOptions.generateStencilBuffer = false;
  16291. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16292. fullOptions.samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
  16293. fullOptions.format = Engine.TEXTUREFORMAT_RGBA;
  16294. }
  16295. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  16296. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  16297. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16298. }
  16299. else if (fullOptions.type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  16300. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  16301. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16302. }
  16303. var gl = this._gl;
  16304. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  16305. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  16306. var width = size.width || size;
  16307. var height = size.height || size;
  16308. var filters = this._getSamplingParameters(fullOptions.samplingMode, fullOptions.generateMipMaps ? true : false);
  16309. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  16310. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16311. BABYLON.Tools.Warn("Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type");
  16312. }
  16313. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  16314. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  16315. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16316. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16317. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(fullOptions.type, fullOptions.format), width, height, 0, this._getInternalFormat(fullOptions.format), this._getWebGLTextureType(fullOptions.type), null);
  16318. // Create the framebuffer
  16319. var currentFrameBuffer = this._currentFramebuffer;
  16320. var framebuffer = gl.createFramebuffer();
  16321. this.bindUnboundFramebuffer(framebuffer);
  16322. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._webGLTexture, 0);
  16323. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(fullOptions.generateStencilBuffer ? true : false, fullOptions.generateDepthBuffer, width, height);
  16324. if (fullOptions.generateMipMaps) {
  16325. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  16326. }
  16327. // Unbind
  16328. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  16329. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16330. this.bindUnboundFramebuffer(currentFrameBuffer);
  16331. texture._framebuffer = framebuffer;
  16332. texture.baseWidth = width;
  16333. texture.baseHeight = height;
  16334. texture.width = width;
  16335. texture.height = height;
  16336. texture.isReady = true;
  16337. texture.samples = 1;
  16338. texture.generateMipMaps = fullOptions.generateMipMaps ? true : false;
  16339. texture.samplingMode = fullOptions.samplingMode;
  16340. texture.type = fullOptions.type;
  16341. texture.format = fullOptions.format;
  16342. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  16343. texture._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;
  16344. // this.resetTextureCache();
  16345. this._internalTexturesCache.push(texture);
  16346. return texture;
  16347. };
  16348. /**
  16349. * Create a multi render target texture
  16350. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  16351. * @param size defines the size of the texture
  16352. * @param options defines the creation options
  16353. * @returns the cube texture as an InternalTexture
  16354. */
  16355. Engine.prototype.createMultipleRenderTarget = function (size, options) {
  16356. var generateMipMaps = false;
  16357. var generateDepthBuffer = true;
  16358. var generateStencilBuffer = false;
  16359. var generateDepthTexture = false;
  16360. var textureCount = 1;
  16361. var defaultType = Engine.TEXTURETYPE_UNSIGNED_INT;
  16362. var defaultSamplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
  16363. var types = new Array();
  16364. var samplingModes = new Array();
  16365. if (options !== undefined) {
  16366. generateMipMaps = options.generateMipMaps === undefined ? false : options.generateMipMaps;
  16367. generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  16368. generateStencilBuffer = options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;
  16369. generateDepthTexture = options.generateDepthTexture === undefined ? false : options.generateDepthTexture;
  16370. textureCount = options.textureCount || 1;
  16371. if (options.types) {
  16372. types = options.types;
  16373. }
  16374. if (options.samplingModes) {
  16375. samplingModes = options.samplingModes;
  16376. }
  16377. }
  16378. var gl = this._gl;
  16379. // Create the framebuffer
  16380. var framebuffer = gl.createFramebuffer();
  16381. this.bindUnboundFramebuffer(framebuffer);
  16382. var width = size.width || size;
  16383. var height = size.height || size;
  16384. var textures = [];
  16385. var attachments = [];
  16386. var depthStencilBuffer = this._setupFramebufferDepthAttachments(generateStencilBuffer, generateDepthBuffer, width, height);
  16387. for (var i = 0; i < textureCount; i++) {
  16388. var samplingMode = samplingModes[i] || defaultSamplingMode;
  16389. var type = types[i] || defaultType;
  16390. if (type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  16391. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  16392. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16393. }
  16394. else if (type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  16395. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  16396. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16397. }
  16398. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  16399. if (type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  16400. type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16401. BABYLON.Tools.Warn("Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type");
  16402. }
  16403. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_MULTIRENDERTARGET);
  16404. var attachment = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  16405. textures.push(texture);
  16406. attachments.push(attachment);
  16407. gl.activeTexture(gl["TEXTURE" + i]);
  16408. gl.bindTexture(gl.TEXTURE_2D, texture._webGLTexture);
  16409. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  16410. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  16411. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16412. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16413. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(type), width, height, 0, gl.RGBA, this._getWebGLTextureType(type), null);
  16414. gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, attachment, gl.TEXTURE_2D, texture._webGLTexture, 0);
  16415. if (generateMipMaps) {
  16416. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  16417. }
  16418. // Unbind
  16419. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  16420. texture._framebuffer = framebuffer;
  16421. texture._depthStencilBuffer = depthStencilBuffer;
  16422. texture.baseWidth = width;
  16423. texture.baseHeight = height;
  16424. texture.width = width;
  16425. texture.height = height;
  16426. texture.isReady = true;
  16427. texture.samples = 1;
  16428. texture.generateMipMaps = generateMipMaps;
  16429. texture.samplingMode = samplingMode;
  16430. texture.type = type;
  16431. texture._generateDepthBuffer = generateDepthBuffer;
  16432. texture._generateStencilBuffer = generateStencilBuffer;
  16433. texture._attachments = attachments;
  16434. this._internalTexturesCache.push(texture);
  16435. }
  16436. if (generateDepthTexture && this._caps.depthTextureExtension) {
  16437. // Depth texture
  16438. var depthTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_MULTIRENDERTARGET);
  16439. gl.activeTexture(gl.TEXTURE0);
  16440. gl.bindTexture(gl.TEXTURE_2D, depthTexture._webGLTexture);
  16441. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
  16442. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
  16443. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16444. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16445. gl.texImage2D(gl.TEXTURE_2D, 0, this.webGLVersion < 2 ? gl.DEPTH_COMPONENT : gl.DEPTH_COMPONENT16, width, height, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_SHORT, null);
  16446. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthTexture._webGLTexture, 0);
  16447. depthTexture._framebuffer = framebuffer;
  16448. depthTexture.baseWidth = width;
  16449. depthTexture.baseHeight = height;
  16450. depthTexture.width = width;
  16451. depthTexture.height = height;
  16452. depthTexture.isReady = true;
  16453. depthTexture.samples = 1;
  16454. depthTexture.generateMipMaps = generateMipMaps;
  16455. depthTexture.samplingMode = gl.NEAREST;
  16456. depthTexture._generateDepthBuffer = generateDepthBuffer;
  16457. depthTexture._generateStencilBuffer = generateStencilBuffer;
  16458. textures.push(depthTexture);
  16459. this._internalTexturesCache.push(depthTexture);
  16460. }
  16461. gl.drawBuffers(attachments);
  16462. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16463. this.bindUnboundFramebuffer(null);
  16464. this.resetTextureCache();
  16465. return textures;
  16466. };
  16467. Engine.prototype._setupFramebufferDepthAttachments = function (generateStencilBuffer, generateDepthBuffer, width, height, samples) {
  16468. if (samples === void 0) { samples = 1; }
  16469. var depthStencilBuffer = null;
  16470. var gl = this._gl;
  16471. // Create the depth/stencil buffer
  16472. if (generateStencilBuffer) {
  16473. depthStencilBuffer = gl.createRenderbuffer();
  16474. gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
  16475. if (samples > 1) {
  16476. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, gl.DEPTH24_STENCIL8, width, height);
  16477. }
  16478. else {
  16479. gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, width, height);
  16480. }
  16481. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, depthStencilBuffer);
  16482. }
  16483. else if (generateDepthBuffer) {
  16484. depthStencilBuffer = gl.createRenderbuffer();
  16485. gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
  16486. if (samples > 1) {
  16487. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, gl.DEPTH_COMPONENT16, width, height);
  16488. }
  16489. else {
  16490. gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, width, height);
  16491. }
  16492. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthStencilBuffer);
  16493. }
  16494. return depthStencilBuffer;
  16495. };
  16496. /**
  16497. * Updates the sample count of a render target texture
  16498. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  16499. * @param texture defines the texture to update
  16500. * @param samples defines the sample count to set
  16501. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  16502. */
  16503. Engine.prototype.updateRenderTargetTextureSampleCount = function (texture, samples) {
  16504. if (this.webGLVersion < 2 || !texture) {
  16505. return 1;
  16506. }
  16507. if (texture.samples === samples) {
  16508. return samples;
  16509. }
  16510. var gl = this._gl;
  16511. samples = Math.min(samples, gl.getParameter(gl.MAX_SAMPLES));
  16512. // Dispose previous render buffers
  16513. if (texture._depthStencilBuffer) {
  16514. gl.deleteRenderbuffer(texture._depthStencilBuffer);
  16515. texture._depthStencilBuffer = null;
  16516. }
  16517. if (texture._MSAAFramebuffer) {
  16518. gl.deleteFramebuffer(texture._MSAAFramebuffer);
  16519. texture._MSAAFramebuffer = null;
  16520. }
  16521. if (texture._MSAARenderBuffer) {
  16522. gl.deleteRenderbuffer(texture._MSAARenderBuffer);
  16523. texture._MSAARenderBuffer = null;
  16524. }
  16525. if (samples > 1) {
  16526. var framebuffer = gl.createFramebuffer();
  16527. if (!framebuffer) {
  16528. throw new Error("Unable to create multi sampled framebuffer");
  16529. }
  16530. texture._MSAAFramebuffer = framebuffer;
  16531. this.bindUnboundFramebuffer(texture._MSAAFramebuffer);
  16532. var colorRenderbuffer = gl.createRenderbuffer();
  16533. if (!colorRenderbuffer) {
  16534. throw new Error("Unable to create multi sampled framebuffer");
  16535. }
  16536. gl.bindRenderbuffer(gl.RENDERBUFFER, colorRenderbuffer);
  16537. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, this._getRGBAMultiSampleBufferFormat(texture.type), texture.width, texture.height);
  16538. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorRenderbuffer);
  16539. texture._MSAARenderBuffer = colorRenderbuffer;
  16540. }
  16541. else {
  16542. this.bindUnboundFramebuffer(texture._framebuffer);
  16543. }
  16544. texture.samples = samples;
  16545. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(texture._generateStencilBuffer, texture._generateDepthBuffer, texture.width, texture.height, samples);
  16546. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16547. this.bindUnboundFramebuffer(null);
  16548. return samples;
  16549. };
  16550. /**
  16551. * Update the sample count for a given multiple render target texture
  16552. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  16553. * @param textures defines the textures to update
  16554. * @param samples defines the sample count to set
  16555. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  16556. */
  16557. Engine.prototype.updateMultipleRenderTargetTextureSampleCount = function (textures, samples) {
  16558. if (this.webGLVersion < 2 || !textures || textures.length == 0) {
  16559. return 1;
  16560. }
  16561. if (textures[0].samples === samples) {
  16562. return samples;
  16563. }
  16564. var gl = this._gl;
  16565. samples = Math.min(samples, gl.getParameter(gl.MAX_SAMPLES));
  16566. // Dispose previous render buffers
  16567. if (textures[0]._depthStencilBuffer) {
  16568. gl.deleteRenderbuffer(textures[0]._depthStencilBuffer);
  16569. textures[0]._depthStencilBuffer = null;
  16570. }
  16571. if (textures[0]._MSAAFramebuffer) {
  16572. gl.deleteFramebuffer(textures[0]._MSAAFramebuffer);
  16573. textures[0]._MSAAFramebuffer = null;
  16574. }
  16575. for (var i = 0; i < textures.length; i++) {
  16576. if (textures[i]._MSAARenderBuffer) {
  16577. gl.deleteRenderbuffer(textures[i]._MSAARenderBuffer);
  16578. textures[i]._MSAARenderBuffer = null;
  16579. }
  16580. }
  16581. if (samples > 1) {
  16582. var framebuffer = gl.createFramebuffer();
  16583. if (!framebuffer) {
  16584. throw new Error("Unable to create multi sampled framebuffer");
  16585. }
  16586. this.bindUnboundFramebuffer(framebuffer);
  16587. var depthStencilBuffer = this._setupFramebufferDepthAttachments(textures[0]._generateStencilBuffer, textures[0]._generateDepthBuffer, textures[0].width, textures[0].height, samples);
  16588. var attachments = [];
  16589. for (var i = 0; i < textures.length; i++) {
  16590. var texture = textures[i];
  16591. var attachment = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  16592. var colorRenderbuffer = gl.createRenderbuffer();
  16593. if (!colorRenderbuffer) {
  16594. throw new Error("Unable to create multi sampled framebuffer");
  16595. }
  16596. gl.bindRenderbuffer(gl.RENDERBUFFER, colorRenderbuffer);
  16597. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, this._getRGBAMultiSampleBufferFormat(texture.type), texture.width, texture.height);
  16598. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachment, gl.RENDERBUFFER, colorRenderbuffer);
  16599. texture._MSAAFramebuffer = framebuffer;
  16600. texture._MSAARenderBuffer = colorRenderbuffer;
  16601. texture.samples = samples;
  16602. texture._depthStencilBuffer = depthStencilBuffer;
  16603. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16604. attachments.push(attachment);
  16605. }
  16606. gl.drawBuffers(attachments);
  16607. }
  16608. else {
  16609. this.bindUnboundFramebuffer(textures[0]._framebuffer);
  16610. }
  16611. this.bindUnboundFramebuffer(null);
  16612. return samples;
  16613. };
  16614. /** @hidden */
  16615. Engine.prototype._uploadCompressedDataToTextureDirectly = function (texture, internalFormat, width, height, data, faceIndex, lod) {
  16616. if (faceIndex === void 0) { faceIndex = 0; }
  16617. if (lod === void 0) { lod = 0; }
  16618. var gl = this._gl;
  16619. var target = gl.TEXTURE_2D;
  16620. if (texture.isCube) {
  16621. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  16622. }
  16623. this._gl.compressedTexImage2D(target, lod, internalFormat, width, height, 0, data);
  16624. };
  16625. /** @hidden */
  16626. Engine.prototype._uploadDataToTextureDirectly = function (texture, imageData, faceIndex, lod) {
  16627. if (faceIndex === void 0) { faceIndex = 0; }
  16628. if (lod === void 0) { lod = 0; }
  16629. var gl = this._gl;
  16630. var textureType = this._getWebGLTextureType(texture.type);
  16631. var format = this._getInternalFormat(texture.format);
  16632. var internalFormat = this._getRGBABufferInternalSizedFormat(texture.type, format);
  16633. this._unpackFlipY(texture.invertY);
  16634. var target = gl.TEXTURE_2D;
  16635. if (texture.isCube) {
  16636. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  16637. }
  16638. var lodMaxWidth = Math.round(BABYLON.Scalar.Log2(texture.width));
  16639. var lodMaxHeight = Math.round(BABYLON.Scalar.Log2(texture.height));
  16640. var width = Math.pow(2, Math.max(lodMaxWidth - lod, 0));
  16641. var height = Math.pow(2, Math.max(lodMaxHeight - lod, 0));
  16642. gl.texImage2D(target, lod, internalFormat, width, height, 0, format, textureType, imageData);
  16643. };
  16644. /** @hidden */
  16645. Engine.prototype._uploadArrayBufferViewToTexture = function (texture, imageData, faceIndex, lod) {
  16646. if (faceIndex === void 0) { faceIndex = 0; }
  16647. if (lod === void 0) { lod = 0; }
  16648. var gl = this._gl;
  16649. var bindTarget = texture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  16650. this._bindTextureDirectly(bindTarget, texture, true);
  16651. this._uploadDataToTextureDirectly(texture, imageData, faceIndex, lod);
  16652. this._bindTextureDirectly(bindTarget, null, true);
  16653. };
  16654. /** @hidden */
  16655. Engine.prototype._uploadImageToTexture = function (texture, image, faceIndex, lod) {
  16656. if (faceIndex === void 0) { faceIndex = 0; }
  16657. if (lod === void 0) { lod = 0; }
  16658. var gl = this._gl;
  16659. var textureType = this._getWebGLTextureType(texture.type);
  16660. var format = this._getInternalFormat(texture.format);
  16661. var internalFormat = this._getRGBABufferInternalSizedFormat(texture.type, format);
  16662. var bindTarget = texture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  16663. this._bindTextureDirectly(bindTarget, texture, true);
  16664. this._unpackFlipY(texture.invertY);
  16665. var target = gl.TEXTURE_2D;
  16666. if (texture.isCube) {
  16667. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  16668. }
  16669. gl.texImage2D(target, lod, internalFormat, format, textureType, image);
  16670. this._bindTextureDirectly(bindTarget, null, true);
  16671. };
  16672. /**
  16673. * Creates a new render target cube texture
  16674. * @param size defines the size of the texture
  16675. * @param options defines the options used to create the texture
  16676. * @returns a new render target cube texture stored in an InternalTexture
  16677. */
  16678. Engine.prototype.createRenderTargetCubeTexture = function (size, options) {
  16679. var fullOptions = __assign({ generateMipMaps: true, generateDepthBuffer: true, generateStencilBuffer: false, type: Engine.TEXTURETYPE_UNSIGNED_INT, samplingMode: Engine.TEXTURE_TRILINEAR_SAMPLINGMODE, format: Engine.TEXTUREFORMAT_RGBA }, options);
  16680. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && fullOptions.generateStencilBuffer;
  16681. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  16682. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  16683. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16684. }
  16685. else if (fullOptions.type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  16686. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  16687. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16688. }
  16689. var gl = this._gl;
  16690. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  16691. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16692. var filters = this._getSamplingParameters(fullOptions.samplingMode, fullOptions.generateMipMaps);
  16693. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  16694. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16695. BABYLON.Tools.Warn("Float textures are not supported. Cube render target forced to TEXTURETYPE_UNESIGNED_BYTE type");
  16696. }
  16697. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, filters.mag);
  16698. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, filters.min);
  16699. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16700. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16701. for (var face = 0; face < 6; face++) {
  16702. gl.texImage2D((gl.TEXTURE_CUBE_MAP_POSITIVE_X + face), 0, this._getRGBABufferInternalSizedFormat(fullOptions.type, fullOptions.format), size, size, 0, this._getInternalFormat(fullOptions.format), this._getWebGLTextureType(fullOptions.type), null);
  16703. }
  16704. // Create the framebuffer
  16705. var framebuffer = gl.createFramebuffer();
  16706. this.bindUnboundFramebuffer(framebuffer);
  16707. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(fullOptions.generateStencilBuffer, fullOptions.generateDepthBuffer, size, size);
  16708. // MipMaps
  16709. if (fullOptions.generateMipMaps) {
  16710. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  16711. }
  16712. // Unbind
  16713. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16714. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16715. this.bindUnboundFramebuffer(null);
  16716. texture._framebuffer = framebuffer;
  16717. texture.width = size;
  16718. texture.height = size;
  16719. texture.isReady = true;
  16720. texture.isCube = true;
  16721. texture.samples = 1;
  16722. texture.generateMipMaps = fullOptions.generateMipMaps;
  16723. texture.samplingMode = fullOptions.samplingMode;
  16724. texture.type = fullOptions.type;
  16725. texture.format = fullOptions.format;
  16726. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  16727. texture._generateStencilBuffer = fullOptions.generateStencilBuffer;
  16728. this._internalTexturesCache.push(texture);
  16729. return texture;
  16730. };
  16731. /**
  16732. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  16733. * @param rootUrl defines the url where the file to load is located
  16734. * @param scene defines the current scene
  16735. * @param lodScale defines scale to apply to the mip map selection
  16736. * @param lodOffset defines offset to apply to the mip map selection
  16737. * @param onLoad defines an optional callback raised when the texture is loaded
  16738. * @param onError defines an optional callback raised if there is an issue to load the texture
  16739. * @param format defines the format of the data
  16740. * @param forcedExtension defines the extension to use to pick the right loader
  16741. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  16742. * @returns the cube texture as an InternalTexture
  16743. */
  16744. Engine.prototype.createPrefilteredCubeTexture = function (rootUrl, scene, lodScale, lodOffset, onLoad, onError, format, forcedExtension, createPolynomials) {
  16745. var _this = this;
  16746. if (onLoad === void 0) { onLoad = null; }
  16747. if (onError === void 0) { onError = null; }
  16748. if (forcedExtension === void 0) { forcedExtension = null; }
  16749. if (createPolynomials === void 0) { createPolynomials = true; }
  16750. var callback = function (loadData) {
  16751. if (!loadData) {
  16752. if (onLoad) {
  16753. onLoad(null);
  16754. }
  16755. return;
  16756. }
  16757. var texture = loadData.texture;
  16758. if (!createPolynomials) {
  16759. texture._sphericalPolynomial = new BABYLON.SphericalPolynomial();
  16760. }
  16761. else if (loadData.info.sphericalPolynomial) {
  16762. texture._sphericalPolynomial = loadData.info.sphericalPolynomial;
  16763. }
  16764. texture._dataSource = BABYLON.InternalTexture.DATASOURCE_CUBEPREFILTERED;
  16765. if (_this._caps.textureLOD) {
  16766. // Do not add extra process if texture lod is supported.
  16767. if (onLoad) {
  16768. onLoad(texture);
  16769. }
  16770. return;
  16771. }
  16772. var mipSlices = 3;
  16773. var gl = _this._gl;
  16774. var width = loadData.width;
  16775. if (!width) {
  16776. return;
  16777. }
  16778. var textures = [];
  16779. for (var i = 0; i < mipSlices; i++) {
  16780. //compute LOD from even spacing in smoothness (matching shader calculation)
  16781. var smoothness = i / (mipSlices - 1);
  16782. var roughness = 1 - smoothness;
  16783. var minLODIndex = lodOffset; // roughness = 0
  16784. var maxLODIndex = BABYLON.Scalar.Log2(width) * lodScale + lodOffset; // roughness = 1
  16785. var lodIndex = minLODIndex + (maxLODIndex - minLODIndex) * roughness;
  16786. var mipmapIndex = Math.round(Math.min(Math.max(lodIndex, 0), maxLODIndex));
  16787. var glTextureFromLod = new BABYLON.InternalTexture(_this, BABYLON.InternalTexture.DATASOURCE_TEMP);
  16788. glTextureFromLod.type = texture.type;
  16789. glTextureFromLod.format = texture.format;
  16790. glTextureFromLod.width = Math.pow(2, Math.max(BABYLON.Scalar.Log2(width) - mipmapIndex, 0));
  16791. glTextureFromLod.height = glTextureFromLod.width;
  16792. glTextureFromLod.isCube = true;
  16793. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, glTextureFromLod, true);
  16794. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  16795. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
  16796. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16797. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16798. if (loadData.isDDS) {
  16799. var info = loadData.info;
  16800. var data = loadData.data;
  16801. _this._unpackFlipY(info.isCompressed);
  16802. BABYLON.DDSTools.UploadDDSLevels(_this, glTextureFromLod, data, info, true, 6, mipmapIndex);
  16803. }
  16804. else {
  16805. BABYLON.Tools.Warn("DDS is the only prefiltered cube map supported so far.");
  16806. }
  16807. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16808. // Wrap in a base texture for easy binding.
  16809. var lodTexture = new BABYLON.BaseTexture(scene);
  16810. lodTexture.isCube = true;
  16811. lodTexture._texture = glTextureFromLod;
  16812. glTextureFromLod.isReady = true;
  16813. textures.push(lodTexture);
  16814. }
  16815. texture._lodTextureHigh = textures[2];
  16816. texture._lodTextureMid = textures[1];
  16817. texture._lodTextureLow = textures[0];
  16818. if (onLoad) {
  16819. onLoad(texture);
  16820. }
  16821. };
  16822. return this.createCubeTexture(rootUrl, scene, null, false, callback, onError, format, forcedExtension, createPolynomials, lodScale, lodOffset);
  16823. };
  16824. /**
  16825. * Creates a cube texture
  16826. * @param rootUrl defines the url where the files to load is located
  16827. * @param scene defines the current scene
  16828. * @param files defines the list of files to load (1 per face)
  16829. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  16830. * @param onLoad defines an optional callback raised when the texture is loaded
  16831. * @param onError defines an optional callback raised if there is an issue to load the texture
  16832. * @param format defines the format of the data
  16833. * @param forcedExtension defines the extension to use to pick the right loader
  16834. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  16835. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  16836. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  16837. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  16838. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  16839. * @returns the cube texture as an InternalTexture
  16840. */
  16841. Engine.prototype.createCubeTexture = function (rootUrl, scene, files, noMipmap, onLoad, onError, format, forcedExtension, createPolynomials, lodScale, lodOffset, fallback, excludeLoaders) {
  16842. var _this = this;
  16843. if (onLoad === void 0) { onLoad = null; }
  16844. if (onError === void 0) { onError = null; }
  16845. if (forcedExtension === void 0) { forcedExtension = null; }
  16846. if (createPolynomials === void 0) { createPolynomials = false; }
  16847. if (lodScale === void 0) { lodScale = 0; }
  16848. if (lodOffset === void 0) { lodOffset = 0; }
  16849. if (fallback === void 0) { fallback = null; }
  16850. if (excludeLoaders === void 0) { excludeLoaders = []; }
  16851. var gl = this._gl;
  16852. var texture = fallback ? fallback : new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_CUBE);
  16853. texture.isCube = true;
  16854. texture.url = rootUrl;
  16855. texture.generateMipMaps = !noMipmap;
  16856. texture._lodGenerationScale = lodScale;
  16857. texture._lodGenerationOffset = lodOffset;
  16858. if (!this._doNotHandleContextLost) {
  16859. texture._extension = forcedExtension;
  16860. texture._files = files;
  16861. }
  16862. var lastDot = rootUrl.lastIndexOf('.');
  16863. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? rootUrl.substring(lastDot).toLowerCase() : "");
  16864. var loader = null;
  16865. for (var _i = 0, _a = Engine._TextureLoaders; _i < _a.length; _i++) {
  16866. var availableLoader = _a[_i];
  16867. if (excludeLoaders.indexOf(availableLoader) === -1 && availableLoader.canLoad(extension, this._textureFormatInUse, fallback, false, false)) {
  16868. loader = availableLoader;
  16869. break;
  16870. }
  16871. }
  16872. var onInternalError = function (request, exception) {
  16873. if (loader) {
  16874. var fallbackUrl = loader.getFallbackTextureUrl(texture.url, _this._textureFormatInUse);
  16875. BABYLON.Tools.Warn(loader.constructor.name + " failed when trying to load " + texture.url + ", falling back to the next supported loader");
  16876. if (fallbackUrl) {
  16877. excludeLoaders.push(loader);
  16878. _this.createCubeTexture(fallbackUrl, scene, files, noMipmap, onLoad, onError, format, extension, createPolynomials, lodScale, lodOffset, texture, excludeLoaders);
  16879. }
  16880. }
  16881. if (onError && request) {
  16882. onError(request.status + " " + request.statusText, exception);
  16883. }
  16884. };
  16885. if (loader) {
  16886. rootUrl = loader.transformUrl(rootUrl, this._textureFormatInUse);
  16887. var onloaddata = function (data) {
  16888. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16889. loader.loadCubeData(data, texture, createPolynomials, onLoad, onError);
  16890. };
  16891. if (files && files.length === 6) {
  16892. if (loader.supportCascades) {
  16893. this._cascadeLoadFiles(scene, onloaddata, files, onError);
  16894. }
  16895. else if (onError) {
  16896. onError("Textures type does not support cascades.");
  16897. }
  16898. }
  16899. else {
  16900. this._loadFile(rootUrl, onloaddata, undefined, undefined, true, onInternalError);
  16901. }
  16902. }
  16903. else {
  16904. if (!files) {
  16905. throw new Error("Cannot load cubemap because files were not defined");
  16906. }
  16907. this._cascadeLoadImgs(rootUrl, scene, function (imgs) {
  16908. var width = _this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(imgs[0].width, _this._caps.maxCubemapTextureSize) : imgs[0].width;
  16909. var height = width;
  16910. _this._prepareWorkingCanvas();
  16911. if (!_this._workingCanvas || !_this._workingContext) {
  16912. return;
  16913. }
  16914. _this._workingCanvas.width = width;
  16915. _this._workingCanvas.height = height;
  16916. var faces = [
  16917. gl.TEXTURE_CUBE_MAP_POSITIVE_X, gl.TEXTURE_CUBE_MAP_POSITIVE_Y, gl.TEXTURE_CUBE_MAP_POSITIVE_Z,
  16918. gl.TEXTURE_CUBE_MAP_NEGATIVE_X, gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, gl.TEXTURE_CUBE_MAP_NEGATIVE_Z
  16919. ];
  16920. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16921. _this._unpackFlipY(false);
  16922. var internalFormat = format ? _this._getInternalFormat(format) : _this._gl.RGBA;
  16923. for (var index = 0; index < faces.length; index++) {
  16924. _this._workingContext.drawImage(imgs[index], 0, 0, imgs[index].width, imgs[index].height, 0, 0, width, height);
  16925. gl.texImage2D(faces[index], 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, _this._workingCanvas);
  16926. }
  16927. if (!noMipmap) {
  16928. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  16929. }
  16930. _this._setCubeMapTextureParams(!noMipmap);
  16931. texture.width = width;
  16932. texture.height = height;
  16933. texture.isReady = true;
  16934. if (format) {
  16935. texture.format = format;
  16936. }
  16937. texture.onLoadedObservable.notifyObservers(texture);
  16938. texture.onLoadedObservable.clear();
  16939. if (onLoad) {
  16940. onLoad();
  16941. }
  16942. }, files, onError);
  16943. }
  16944. this._internalTexturesCache.push(texture);
  16945. return texture;
  16946. };
  16947. /**
  16948. * @hidden
  16949. */
  16950. Engine.prototype._setCubeMapTextureParams = function (loadMipmap) {
  16951. var gl = this._gl;
  16952. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  16953. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, loadMipmap ? gl.LINEAR_MIPMAP_LINEAR : gl.LINEAR);
  16954. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16955. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16956. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16957. // this.resetTextureCache();
  16958. };
  16959. /**
  16960. * Update a raw cube texture
  16961. * @param texture defines the texture to udpdate
  16962. * @param data defines the data to store
  16963. * @param format defines the data format
  16964. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  16965. * @param invertY defines if data must be stored with Y axis inverted
  16966. * @param compression defines the compression used (null by default)
  16967. * @param level defines which level of the texture to update
  16968. */
  16969. Engine.prototype.updateRawCubeTexture = function (texture, data, format, type, invertY, compression, level) {
  16970. if (compression === void 0) { compression = null; }
  16971. if (level === void 0) { level = 0; }
  16972. texture._bufferViewArray = data;
  16973. texture.format = format;
  16974. texture.type = type;
  16975. texture.invertY = invertY;
  16976. texture._compression = compression;
  16977. var gl = this._gl;
  16978. var textureType = this._getWebGLTextureType(type);
  16979. var internalFormat = this._getInternalFormat(format);
  16980. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(type);
  16981. var needConversion = false;
  16982. if (internalFormat === gl.RGB) {
  16983. internalFormat = gl.RGBA;
  16984. needConversion = true;
  16985. }
  16986. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16987. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  16988. if (texture.width % 4 !== 0) {
  16989. gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
  16990. }
  16991. // Data are known to be in +X +Y +Z -X -Y -Z
  16992. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  16993. var faceData = data[faceIndex];
  16994. if (compression) {
  16995. gl.compressedTexImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level, (this.getCaps().s3tc)[compression], texture.width, texture.height, 0, faceData);
  16996. }
  16997. else {
  16998. if (needConversion) {
  16999. faceData = this._convertRGBtoRGBATextureData(faceData, texture.width, texture.height, type);
  17000. }
  17001. gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level, internalSizedFomat, texture.width, texture.height, 0, internalFormat, textureType, faceData);
  17002. }
  17003. }
  17004. var isPot = !this.needPOTTextures || (BABYLON.Tools.IsExponentOfTwo(texture.width) && BABYLON.Tools.IsExponentOfTwo(texture.height));
  17005. if (isPot && texture.generateMipMaps && level === 0) {
  17006. this._gl.generateMipmap(this._gl.TEXTURE_CUBE_MAP);
  17007. }
  17008. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  17009. // this.resetTextureCache();
  17010. texture.isReady = true;
  17011. };
  17012. /**
  17013. * Creates a new raw cube texture
  17014. * @param data defines the array of data to use to create each face
  17015. * @param size defines the size of the textures
  17016. * @param format defines the format of the data
  17017. * @param type defines the type of the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
  17018. * @param generateMipMaps defines if the engine should generate the mip levels
  17019. * @param invertY defines if data must be stored with Y axis inverted
  17020. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  17021. * @param compression defines the compression used (null by default)
  17022. * @returns the cube texture as an InternalTexture
  17023. */
  17024. Engine.prototype.createRawCubeTexture = function (data, size, format, type, generateMipMaps, invertY, samplingMode, compression) {
  17025. if (compression === void 0) { compression = null; }
  17026. var gl = this._gl;
  17027. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_CUBERAW);
  17028. texture.isCube = true;
  17029. texture.format = format;
  17030. texture.type = type;
  17031. if (!this._doNotHandleContextLost) {
  17032. texture._bufferViewArray = data;
  17033. }
  17034. var textureType = this._getWebGLTextureType(type);
  17035. var internalFormat = this._getInternalFormat(format);
  17036. if (internalFormat === gl.RGB) {
  17037. internalFormat = gl.RGBA;
  17038. }
  17039. // Mipmap generation needs a sized internal format that is both color-renderable and texture-filterable
  17040. if (textureType === gl.FLOAT && !this._caps.textureFloatLinearFiltering) {
  17041. generateMipMaps = false;
  17042. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  17043. BABYLON.Tools.Warn("Float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.");
  17044. }
  17045. else if (textureType === this._gl.HALF_FLOAT_OES && !this._caps.textureHalfFloatLinearFiltering) {
  17046. generateMipMaps = false;
  17047. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  17048. BABYLON.Tools.Warn("Half float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.");
  17049. }
  17050. else if (textureType === gl.FLOAT && !this._caps.textureFloatRender) {
  17051. generateMipMaps = false;
  17052. BABYLON.Tools.Warn("Render to float textures is not supported. Mipmap generation forced to false.");
  17053. }
  17054. else if (textureType === gl.HALF_FLOAT && !this._caps.colorBufferFloat) {
  17055. generateMipMaps = false;
  17056. BABYLON.Tools.Warn("Render to half float textures is not supported. Mipmap generation forced to false.");
  17057. }
  17058. var width = size;
  17059. var height = width;
  17060. texture.width = width;
  17061. texture.height = height;
  17062. // Double check on POT to generate Mips.
  17063. var isPot = !this.needPOTTextures || (BABYLON.Tools.IsExponentOfTwo(texture.width) && BABYLON.Tools.IsExponentOfTwo(texture.height));
  17064. if (!isPot) {
  17065. generateMipMaps = false;
  17066. }
  17067. // Upload data if needed. The texture won't be ready until then.
  17068. if (data) {
  17069. this.updateRawCubeTexture(texture, data, format, type, invertY, compression);
  17070. }
  17071. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, texture, true);
  17072. // Filters
  17073. if (data && generateMipMaps) {
  17074. this._gl.generateMipmap(this._gl.TEXTURE_CUBE_MAP);
  17075. }
  17076. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  17077. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, filters.mag);
  17078. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, filters.min);
  17079. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  17080. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  17081. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  17082. texture.generateMipMaps = generateMipMaps;
  17083. return texture;
  17084. };
  17085. /**
  17086. * Creates a new raw cube texture from a specified url
  17087. * @param url defines the url where the data is located
  17088. * @param scene defines the current scene
  17089. * @param size defines the size of the textures
  17090. * @param format defines the format of the data
  17091. * @param type defines the type fo the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
  17092. * @param noMipmap defines if the engine should avoid generating the mip levels
  17093. * @param callback defines a callback used to extract texture data from loaded data
  17094. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  17095. * @param onLoad defines a callback called when texture is loaded
  17096. * @param onError defines a callback called if there is an error
  17097. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  17098. * @param invertY defines if data must be stored with Y axis inverted
  17099. * @returns the cube texture as an InternalTexture
  17100. */
  17101. Engine.prototype.createRawCubeTextureFromUrl = function (url, scene, size, format, type, noMipmap, callback, mipmapGenerator, onLoad, onError, samplingMode, invertY) {
  17102. var _this = this;
  17103. if (onLoad === void 0) { onLoad = null; }
  17104. if (onError === void 0) { onError = null; }
  17105. if (samplingMode === void 0) { samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE; }
  17106. if (invertY === void 0) { invertY = false; }
  17107. var gl = this._gl;
  17108. var texture = this.createRawCubeTexture(null, size, format, type, !noMipmap, invertY, samplingMode);
  17109. scene._addPendingData(texture);
  17110. texture.url = url;
  17111. this._internalTexturesCache.push(texture);
  17112. var onerror = function (request, exception) {
  17113. scene._removePendingData(texture);
  17114. if (onError && request) {
  17115. onError(request.status + " " + request.statusText, exception);
  17116. }
  17117. };
  17118. var internalCallback = function (data) {
  17119. var width = texture.width;
  17120. var faceDataArrays = callback(data);
  17121. if (!faceDataArrays) {
  17122. return;
  17123. }
  17124. if (mipmapGenerator) {
  17125. var textureType = _this._getWebGLTextureType(type);
  17126. var internalFormat = _this._getInternalFormat(format);
  17127. var internalSizedFomat = _this._getRGBABufferInternalSizedFormat(type);
  17128. var needConversion = false;
  17129. if (internalFormat === gl.RGB) {
  17130. internalFormat = gl.RGBA;
  17131. needConversion = true;
  17132. }
  17133. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  17134. _this._unpackFlipY(false);
  17135. var mipData = mipmapGenerator(faceDataArrays);
  17136. for (var level = 0; level < mipData.length; level++) {
  17137. var mipSize = width >> level;
  17138. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  17139. var mipFaceData = mipData[level][faceIndex];
  17140. if (needConversion) {
  17141. mipFaceData = _this._convertRGBtoRGBATextureData(mipFaceData, mipSize, mipSize, type);
  17142. }
  17143. gl.texImage2D(faceIndex, level, internalSizedFomat, mipSize, mipSize, 0, internalFormat, textureType, mipFaceData);
  17144. }
  17145. }
  17146. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  17147. }
  17148. else {
  17149. _this.updateRawCubeTexture(texture, faceDataArrays, format, type, invertY);
  17150. }
  17151. texture.isReady = true;
  17152. // this.resetTextureCache();
  17153. scene._removePendingData(texture);
  17154. if (onLoad) {
  17155. onLoad();
  17156. }
  17157. };
  17158. this._loadFile(url, function (data) {
  17159. internalCallback(data);
  17160. }, undefined, scene.offlineProvider, true, onerror);
  17161. return texture;
  17162. };
  17163. /**
  17164. * Update a raw 3D texture
  17165. * @param texture defines the texture to update
  17166. * @param data defines the data to store
  17167. * @param format defines the data format
  17168. * @param invertY defines if data must be stored with Y axis inverted
  17169. * @param compression defines the used compression (can be null)
  17170. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  17171. */
  17172. Engine.prototype.updateRawTexture3D = function (texture, data, format, invertY, compression, textureType) {
  17173. if (compression === void 0) { compression = null; }
  17174. if (textureType === void 0) { textureType = Engine.TEXTURETYPE_UNSIGNED_INT; }
  17175. var internalType = this._getWebGLTextureType(textureType);
  17176. var internalFormat = this._getInternalFormat(format);
  17177. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(textureType, format);
  17178. this._bindTextureDirectly(this._gl.TEXTURE_3D, texture, true);
  17179. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  17180. if (!this._doNotHandleContextLost) {
  17181. texture._bufferView = data;
  17182. texture.format = format;
  17183. texture.invertY = invertY;
  17184. texture._compression = compression;
  17185. }
  17186. if (texture.width % 4 !== 0) {
  17187. this._gl.pixelStorei(this._gl.UNPACK_ALIGNMENT, 1);
  17188. }
  17189. if (compression && data) {
  17190. this._gl.compressedTexImage3D(this._gl.TEXTURE_3D, 0, this.getCaps().s3tc[compression], texture.width, texture.height, texture.depth, 0, data);
  17191. }
  17192. else {
  17193. this._gl.texImage3D(this._gl.TEXTURE_3D, 0, internalSizedFomat, texture.width, texture.height, texture.depth, 0, internalFormat, internalType, data);
  17194. }
  17195. if (texture.generateMipMaps) {
  17196. this._gl.generateMipmap(this._gl.TEXTURE_3D);
  17197. }
  17198. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17199. // this.resetTextureCache();
  17200. texture.isReady = true;
  17201. };
  17202. /**
  17203. * Creates a new raw 3D texture
  17204. * @param data defines the data used to create the texture
  17205. * @param width defines the width of the texture
  17206. * @param height defines the height of the texture
  17207. * @param depth defines the depth of the texture
  17208. * @param format defines the format of the texture
  17209. * @param generateMipMaps defines if the engine must generate mip levels
  17210. * @param invertY defines if data must be stored with Y axis inverted
  17211. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  17212. * @param compression defines the compressed used (can be null)
  17213. * @param textureType defines the compressed used (can be null)
  17214. * @returns a new raw 3D texture (stored in an InternalTexture)
  17215. */
  17216. Engine.prototype.createRawTexture3D = function (data, width, height, depth, format, generateMipMaps, invertY, samplingMode, compression, textureType) {
  17217. if (compression === void 0) { compression = null; }
  17218. if (textureType === void 0) { textureType = Engine.TEXTURETYPE_UNSIGNED_INT; }
  17219. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RAW3D);
  17220. texture.baseWidth = width;
  17221. texture.baseHeight = height;
  17222. texture.baseDepth = depth;
  17223. texture.width = width;
  17224. texture.height = height;
  17225. texture.depth = depth;
  17226. texture.format = format;
  17227. texture.type = textureType;
  17228. texture.generateMipMaps = generateMipMaps;
  17229. texture.samplingMode = samplingMode;
  17230. texture.is3D = true;
  17231. if (!this._doNotHandleContextLost) {
  17232. texture._bufferView = data;
  17233. }
  17234. this.updateRawTexture3D(texture, data, format, invertY, compression, textureType);
  17235. this._bindTextureDirectly(this._gl.TEXTURE_3D, texture, true);
  17236. // Filters
  17237. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  17238. this._gl.texParameteri(this._gl.TEXTURE_3D, this._gl.TEXTURE_MAG_FILTER, filters.mag);
  17239. this._gl.texParameteri(this._gl.TEXTURE_3D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  17240. if (generateMipMaps) {
  17241. this._gl.generateMipmap(this._gl.TEXTURE_3D);
  17242. }
  17243. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17244. this._internalTexturesCache.push(texture);
  17245. return texture;
  17246. };
  17247. Engine.prototype._prepareWebGLTextureContinuation = function (texture, scene, noMipmap, isCompressed, samplingMode) {
  17248. var gl = this._gl;
  17249. if (!gl) {
  17250. return;
  17251. }
  17252. var filters = this._getSamplingParameters(samplingMode, !noMipmap);
  17253. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  17254. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  17255. if (!noMipmap && !isCompressed) {
  17256. gl.generateMipmap(gl.TEXTURE_2D);
  17257. }
  17258. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  17259. // this.resetTextureCache();
  17260. if (scene) {
  17261. scene._removePendingData(texture);
  17262. }
  17263. texture.onLoadedObservable.notifyObservers(texture);
  17264. texture.onLoadedObservable.clear();
  17265. };
  17266. Engine.prototype._prepareWebGLTexture = function (texture, scene, width, height, invertY, noMipmap, isCompressed, processFunction, samplingMode) {
  17267. var _this = this;
  17268. if (samplingMode === void 0) { samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE; }
  17269. var maxTextureSize = this.getCaps().maxTextureSize;
  17270. var potWidth = Math.min(maxTextureSize, this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(width, maxTextureSize) : width);
  17271. var potHeight = Math.min(maxTextureSize, this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(height, maxTextureSize) : height);
  17272. var gl = this._gl;
  17273. if (!gl) {
  17274. return;
  17275. }
  17276. if (!texture._webGLTexture) {
  17277. // this.resetTextureCache();
  17278. if (scene) {
  17279. scene._removePendingData(texture);
  17280. }
  17281. return;
  17282. }
  17283. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  17284. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  17285. texture.baseWidth = width;
  17286. texture.baseHeight = height;
  17287. texture.width = potWidth;
  17288. texture.height = potHeight;
  17289. texture.isReady = true;
  17290. if (processFunction(potWidth, potHeight, function () {
  17291. _this._prepareWebGLTextureContinuation(texture, scene, noMipmap, isCompressed, samplingMode);
  17292. })) {
  17293. // Returning as texture needs extra async steps
  17294. return;
  17295. }
  17296. this._prepareWebGLTextureContinuation(texture, scene, noMipmap, isCompressed, samplingMode);
  17297. };
  17298. Engine.prototype._convertRGBtoRGBATextureData = function (rgbData, width, height, textureType) {
  17299. // Create new RGBA data container.
  17300. var rgbaData;
  17301. if (textureType === Engine.TEXTURETYPE_FLOAT) {
  17302. rgbaData = new Float32Array(width * height * 4);
  17303. }
  17304. else {
  17305. rgbaData = new Uint32Array(width * height * 4);
  17306. }
  17307. // Convert each pixel.
  17308. for (var x = 0; x < width; x++) {
  17309. for (var y = 0; y < height; y++) {
  17310. var index = (y * width + x) * 3;
  17311. var newIndex = (y * width + x) * 4;
  17312. // Map Old Value to new value.
  17313. rgbaData[newIndex + 0] = rgbData[index + 0];
  17314. rgbaData[newIndex + 1] = rgbData[index + 1];
  17315. rgbaData[newIndex + 2] = rgbData[index + 2];
  17316. // Add fully opaque alpha channel.
  17317. rgbaData[newIndex + 3] = 1;
  17318. }
  17319. }
  17320. return rgbaData;
  17321. };
  17322. /** @hidden */
  17323. Engine.prototype._releaseFramebufferObjects = function (texture) {
  17324. var gl = this._gl;
  17325. if (texture._framebuffer) {
  17326. gl.deleteFramebuffer(texture._framebuffer);
  17327. texture._framebuffer = null;
  17328. }
  17329. if (texture._depthStencilBuffer) {
  17330. gl.deleteRenderbuffer(texture._depthStencilBuffer);
  17331. texture._depthStencilBuffer = null;
  17332. }
  17333. if (texture._MSAAFramebuffer) {
  17334. gl.deleteFramebuffer(texture._MSAAFramebuffer);
  17335. texture._MSAAFramebuffer = null;
  17336. }
  17337. if (texture._MSAARenderBuffer) {
  17338. gl.deleteRenderbuffer(texture._MSAARenderBuffer);
  17339. texture._MSAARenderBuffer = null;
  17340. }
  17341. };
  17342. /** @hidden */
  17343. Engine.prototype._releaseTexture = function (texture) {
  17344. var gl = this._gl;
  17345. this._releaseFramebufferObjects(texture);
  17346. gl.deleteTexture(texture._webGLTexture);
  17347. // Unbind channels
  17348. this.unbindAllTextures();
  17349. var index = this._internalTexturesCache.indexOf(texture);
  17350. if (index !== -1) {
  17351. this._internalTexturesCache.splice(index, 1);
  17352. }
  17353. // Integrated fixed lod samplers.
  17354. if (texture._lodTextureHigh) {
  17355. texture._lodTextureHigh.dispose();
  17356. }
  17357. if (texture._lodTextureMid) {
  17358. texture._lodTextureMid.dispose();
  17359. }
  17360. if (texture._lodTextureLow) {
  17361. texture._lodTextureLow.dispose();
  17362. }
  17363. // Set output texture of post process to null if the texture has been released/disposed
  17364. this.scenes.forEach(function (scene) {
  17365. scene.postProcesses.forEach(function (postProcess) {
  17366. if (postProcess._outputTexture == texture) {
  17367. postProcess._outputTexture = null;
  17368. }
  17369. });
  17370. scene.cameras.forEach(function (camera) {
  17371. camera._postProcesses.forEach(function (postProcess) {
  17372. if (postProcess) {
  17373. if (postProcess._outputTexture == texture) {
  17374. postProcess._outputTexture = null;
  17375. }
  17376. }
  17377. });
  17378. });
  17379. });
  17380. };
  17381. Engine.prototype.setProgram = function (program) {
  17382. if (this._currentProgram !== program) {
  17383. this._gl.useProgram(program);
  17384. this._currentProgram = program;
  17385. }
  17386. };
  17387. /**
  17388. * Binds an effect to the webGL context
  17389. * @param effect defines the effect to bind
  17390. */
  17391. Engine.prototype.bindSamplers = function (effect) {
  17392. this.setProgram(effect.getProgram());
  17393. var samplers = effect.getSamplers();
  17394. for (var index = 0; index < samplers.length; index++) {
  17395. var uniform = effect.getUniform(samplers[index]);
  17396. if (uniform) {
  17397. this._boundUniforms[index] = uniform;
  17398. }
  17399. }
  17400. this._currentEffect = null;
  17401. };
  17402. Engine.prototype._moveBoundTextureOnTop = function (internalTexture) {
  17403. if (this.disableTextureBindingOptimization || this._lastBoundInternalTextureTracker.previous === internalTexture) {
  17404. return;
  17405. }
  17406. // Remove
  17407. this._linkTrackers(internalTexture.previous, internalTexture.next);
  17408. // Bind last to it
  17409. this._linkTrackers(this._lastBoundInternalTextureTracker.previous, internalTexture);
  17410. // Bind to dummy
  17411. this._linkTrackers(internalTexture, this._lastBoundInternalTextureTracker);
  17412. };
  17413. Engine.prototype._getCorrectTextureChannel = function (channel, internalTexture) {
  17414. if (!internalTexture) {
  17415. return -1;
  17416. }
  17417. internalTexture._initialSlot = channel;
  17418. if (this.disableTextureBindingOptimization) { // We want texture sampler ID === texture channel
  17419. if (channel !== internalTexture._designatedSlot) {
  17420. this._textureCollisions.addCount(1, false);
  17421. }
  17422. }
  17423. else {
  17424. if (channel !== internalTexture._designatedSlot) {
  17425. if (internalTexture._designatedSlot > -1) { // Texture is already assigned to a slot
  17426. return internalTexture._designatedSlot;
  17427. }
  17428. else {
  17429. // No slot for this texture, let's pick a new one (if we find a free slot)
  17430. if (this._nextFreeTextureSlots.length) {
  17431. return this._nextFreeTextureSlots[0];
  17432. }
  17433. // We need to recycle the oldest bound texture, sorry.
  17434. this._textureCollisions.addCount(1, false);
  17435. return this._removeDesignatedSlot(this._firstBoundInternalTextureTracker.next);
  17436. }
  17437. }
  17438. }
  17439. return channel;
  17440. };
  17441. Engine.prototype._linkTrackers = function (previous, next) {
  17442. previous.next = next;
  17443. next.previous = previous;
  17444. };
  17445. Engine.prototype._removeDesignatedSlot = function (internalTexture) {
  17446. var currentSlot = internalTexture._designatedSlot;
  17447. if (currentSlot === -1) {
  17448. return -1;
  17449. }
  17450. internalTexture._designatedSlot = -1;
  17451. if (this.disableTextureBindingOptimization) {
  17452. return -1;
  17453. }
  17454. // Remove from bound list
  17455. this._linkTrackers(internalTexture.previous, internalTexture.next);
  17456. // Free the slot
  17457. this._boundTexturesCache[currentSlot] = null;
  17458. this._nextFreeTextureSlots.push(currentSlot);
  17459. return currentSlot;
  17460. };
  17461. Engine.prototype._activateCurrentTexture = function () {
  17462. if (this._currentTextureChannel !== this._activeChannel) {
  17463. this._gl.activeTexture(this._gl.TEXTURE0 + this._activeChannel);
  17464. this._currentTextureChannel = this._activeChannel;
  17465. }
  17466. };
  17467. /** @hidden */
  17468. Engine.prototype._bindTextureDirectly = function (target, texture, forTextureDataUpdate, force) {
  17469. if (forTextureDataUpdate === void 0) { forTextureDataUpdate = false; }
  17470. if (force === void 0) { force = false; }
  17471. var wasPreviouslyBound = false;
  17472. if (forTextureDataUpdate && texture && texture._designatedSlot > -1) {
  17473. this._activeChannel = texture._designatedSlot;
  17474. }
  17475. var currentTextureBound = this._boundTexturesCache[this._activeChannel];
  17476. var isTextureForRendering = texture && texture._initialSlot > -1;
  17477. if (currentTextureBound !== texture || force) {
  17478. if (currentTextureBound) {
  17479. this._removeDesignatedSlot(currentTextureBound);
  17480. }
  17481. this._activateCurrentTexture();
  17482. this._gl.bindTexture(target, texture ? texture._webGLTexture : null);
  17483. this._boundTexturesCache[this._activeChannel] = texture;
  17484. if (texture) {
  17485. if (!this.disableTextureBindingOptimization) {
  17486. var slotIndex = this._nextFreeTextureSlots.indexOf(this._activeChannel);
  17487. if (slotIndex > -1) {
  17488. this._nextFreeTextureSlots.splice(slotIndex, 1);
  17489. }
  17490. this._linkTrackers(this._lastBoundInternalTextureTracker.previous, texture);
  17491. this._linkTrackers(texture, this._lastBoundInternalTextureTracker);
  17492. }
  17493. texture._designatedSlot = this._activeChannel;
  17494. }
  17495. }
  17496. else if (forTextureDataUpdate) {
  17497. wasPreviouslyBound = true;
  17498. this._activateCurrentTexture();
  17499. }
  17500. if (isTextureForRendering && !forTextureDataUpdate) {
  17501. this._bindSamplerUniformToChannel(texture._initialSlot, this._activeChannel);
  17502. }
  17503. return wasPreviouslyBound;
  17504. };
  17505. /** @hidden */
  17506. Engine.prototype._bindTexture = function (channel, texture) {
  17507. if (channel < 0) {
  17508. return;
  17509. }
  17510. if (texture) {
  17511. channel = this._getCorrectTextureChannel(channel, texture);
  17512. }
  17513. this._activeChannel = channel;
  17514. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture);
  17515. };
  17516. /**
  17517. * Sets a texture to the webGL context from a postprocess
  17518. * @param channel defines the channel to use
  17519. * @param postProcess defines the source postprocess
  17520. */
  17521. Engine.prototype.setTextureFromPostProcess = function (channel, postProcess) {
  17522. this._bindTexture(channel, postProcess ? postProcess._textures.data[postProcess._currentRenderTextureInd] : null);
  17523. };
  17524. /**
  17525. * Binds the output of the passed in post process to the texture channel specified
  17526. * @param channel The channel the texture should be bound to
  17527. * @param postProcess The post process which's output should be bound
  17528. */
  17529. Engine.prototype.setTextureFromPostProcessOutput = function (channel, postProcess) {
  17530. this._bindTexture(channel, postProcess ? postProcess._outputTexture : null);
  17531. };
  17532. /**
  17533. * Unbind all textures from the webGL context
  17534. */
  17535. Engine.prototype.unbindAllTextures = function () {
  17536. for (var channel = 0; channel < this._maxSimultaneousTextures; channel++) {
  17537. this._activeChannel = channel;
  17538. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  17539. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  17540. if (this.webGLVersion > 1) {
  17541. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17542. }
  17543. }
  17544. };
  17545. /**
  17546. * Sets a texture to the according uniform.
  17547. * @param channel The texture channel
  17548. * @param uniform The uniform to set
  17549. * @param texture The texture to apply
  17550. */
  17551. Engine.prototype.setTexture = function (channel, uniform, texture) {
  17552. if (channel < 0) {
  17553. return;
  17554. }
  17555. if (uniform) {
  17556. this._boundUniforms[channel] = uniform;
  17557. }
  17558. this._setTexture(channel, texture);
  17559. };
  17560. /**
  17561. * Sets a depth stencil texture from a render target to the according uniform.
  17562. * @param channel The texture channel
  17563. * @param uniform The uniform to set
  17564. * @param texture The render target texture containing the depth stencil texture to apply
  17565. */
  17566. Engine.prototype.setDepthStencilTexture = function (channel, uniform, texture) {
  17567. if (channel < 0) {
  17568. return;
  17569. }
  17570. if (uniform) {
  17571. this._boundUniforms[channel] = uniform;
  17572. }
  17573. if (!texture || !texture.depthStencilTexture) {
  17574. this._setTexture(channel, null);
  17575. }
  17576. else {
  17577. this._setTexture(channel, texture, false, true);
  17578. }
  17579. };
  17580. Engine.prototype._bindSamplerUniformToChannel = function (sourceSlot, destination) {
  17581. var uniform = this._boundUniforms[sourceSlot];
  17582. if (uniform._currentState === destination) {
  17583. return;
  17584. }
  17585. this._gl.uniform1i(uniform, destination);
  17586. uniform._currentState = destination;
  17587. };
  17588. Engine.prototype._getTextureWrapMode = function (mode) {
  17589. switch (mode) {
  17590. case Engine.TEXTURE_WRAP_ADDRESSMODE:
  17591. return this._gl.REPEAT;
  17592. case Engine.TEXTURE_CLAMP_ADDRESSMODE:
  17593. return this._gl.CLAMP_TO_EDGE;
  17594. case Engine.TEXTURE_MIRROR_ADDRESSMODE:
  17595. return this._gl.MIRRORED_REPEAT;
  17596. }
  17597. return this._gl.REPEAT;
  17598. };
  17599. Engine.prototype._setTexture = function (channel, texture, isPartOfTextureArray, depthStencilTexture) {
  17600. if (isPartOfTextureArray === void 0) { isPartOfTextureArray = false; }
  17601. if (depthStencilTexture === void 0) { depthStencilTexture = false; }
  17602. // Not ready?
  17603. if (!texture) {
  17604. if (this._boundTexturesCache[channel] != null) {
  17605. this._activeChannel = channel;
  17606. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  17607. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  17608. if (this.webGLVersion > 1) {
  17609. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17610. }
  17611. }
  17612. return false;
  17613. }
  17614. // Video
  17615. if (texture.video) {
  17616. this._activeChannel = channel;
  17617. texture.update();
  17618. }
  17619. else if (texture.delayLoadState === Engine.DELAYLOADSTATE_NOTLOADED) { // Delay loading
  17620. texture.delayLoad();
  17621. return false;
  17622. }
  17623. var internalTexture;
  17624. if (depthStencilTexture) {
  17625. internalTexture = texture.depthStencilTexture;
  17626. }
  17627. else if (texture.isReady()) {
  17628. internalTexture = texture.getInternalTexture();
  17629. }
  17630. else if (texture.isCube) {
  17631. internalTexture = this.emptyCubeTexture;
  17632. }
  17633. else if (texture.is3D) {
  17634. internalTexture = this.emptyTexture3D;
  17635. }
  17636. else {
  17637. internalTexture = this.emptyTexture;
  17638. }
  17639. if (!isPartOfTextureArray) {
  17640. channel = this._getCorrectTextureChannel(channel, internalTexture);
  17641. }
  17642. var needToBind = true;
  17643. if (this._boundTexturesCache[channel] === internalTexture) {
  17644. this._moveBoundTextureOnTop(internalTexture);
  17645. if (!isPartOfTextureArray) {
  17646. this._bindSamplerUniformToChannel(internalTexture._initialSlot, channel);
  17647. }
  17648. needToBind = false;
  17649. }
  17650. this._activeChannel = channel;
  17651. if (internalTexture && internalTexture.is3D) {
  17652. if (needToBind) {
  17653. this._bindTextureDirectly(this._gl.TEXTURE_3D, internalTexture, isPartOfTextureArray);
  17654. }
  17655. if (internalTexture && internalTexture._cachedWrapU !== texture.wrapU) {
  17656. internalTexture._cachedWrapU = texture.wrapU;
  17657. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_S, this._getTextureWrapMode(texture.wrapU), internalTexture);
  17658. }
  17659. if (internalTexture && internalTexture._cachedWrapV !== texture.wrapV) {
  17660. internalTexture._cachedWrapV = texture.wrapV;
  17661. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_T, this._getTextureWrapMode(texture.wrapV), internalTexture);
  17662. }
  17663. if (internalTexture && internalTexture._cachedWrapR !== texture.wrapR) {
  17664. internalTexture._cachedWrapR = texture.wrapR;
  17665. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_R, this._getTextureWrapMode(texture.wrapR), internalTexture);
  17666. }
  17667. this._setAnisotropicLevel(this._gl.TEXTURE_3D, texture);
  17668. }
  17669. else if (internalTexture && internalTexture.isCube) {
  17670. if (needToBind) {
  17671. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, internalTexture, isPartOfTextureArray);
  17672. }
  17673. if (internalTexture._cachedCoordinatesMode !== texture.coordinatesMode) {
  17674. internalTexture._cachedCoordinatesMode = texture.coordinatesMode;
  17675. // CUBIC_MODE and SKYBOX_MODE both require CLAMP_TO_EDGE. All other modes use REPEAT.
  17676. var textureWrapMode = (texture.coordinatesMode !== Engine.TEXTURE_CUBIC_MODE && texture.coordinatesMode !== Engine.TEXTURE_SKYBOX_MODE) ? this._gl.REPEAT : this._gl.CLAMP_TO_EDGE;
  17677. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_S, textureWrapMode, internalTexture);
  17678. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_T, textureWrapMode);
  17679. }
  17680. this._setAnisotropicLevel(this._gl.TEXTURE_CUBE_MAP, texture);
  17681. }
  17682. else {
  17683. if (needToBind) {
  17684. this._bindTextureDirectly(this._gl.TEXTURE_2D, internalTexture, isPartOfTextureArray);
  17685. }
  17686. if (internalTexture && internalTexture._cachedWrapU !== texture.wrapU) {
  17687. internalTexture._cachedWrapU = texture.wrapU;
  17688. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._getTextureWrapMode(texture.wrapU), internalTexture);
  17689. }
  17690. if (internalTexture && internalTexture._cachedWrapV !== texture.wrapV) {
  17691. internalTexture._cachedWrapV = texture.wrapV;
  17692. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._getTextureWrapMode(texture.wrapV), internalTexture);
  17693. }
  17694. this._setAnisotropicLevel(this._gl.TEXTURE_2D, texture);
  17695. }
  17696. return true;
  17697. };
  17698. /**
  17699. * Sets an array of texture to the webGL context
  17700. * @param channel defines the channel where the texture array must be set
  17701. * @param uniform defines the associated uniform location
  17702. * @param textures defines the array of textures to bind
  17703. */
  17704. Engine.prototype.setTextureArray = function (channel, uniform, textures) {
  17705. if (channel < 0 || !uniform) {
  17706. return;
  17707. }
  17708. if (!this._textureUnits || this._textureUnits.length !== textures.length) {
  17709. this._textureUnits = new Int32Array(textures.length);
  17710. }
  17711. for (var i = 0; i < textures.length; i++) {
  17712. this._textureUnits[i] = this._getCorrectTextureChannel(channel + i, textures[i].getInternalTexture());
  17713. }
  17714. this._gl.uniform1iv(uniform, this._textureUnits);
  17715. for (var index = 0; index < textures.length; index++) {
  17716. this._setTexture(this._textureUnits[index], textures[index], true);
  17717. }
  17718. };
  17719. /** @hidden */
  17720. Engine.prototype._setAnisotropicLevel = function (target, texture) {
  17721. var internalTexture = texture.getInternalTexture();
  17722. if (!internalTexture) {
  17723. return;
  17724. }
  17725. var anisotropicFilterExtension = this._caps.textureAnisotropicFilterExtension;
  17726. var value = texture.anisotropicFilteringLevel;
  17727. if (internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST
  17728. && internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR
  17729. && internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR) {
  17730. value = 1; // Forcing the anisotropic to 1 because else webgl will force filters to linear
  17731. }
  17732. if (anisotropicFilterExtension && internalTexture._cachedAnisotropicFilteringLevel !== value) {
  17733. this._setTextureParameterFloat(target, anisotropicFilterExtension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(value, this._caps.maxAnisotropy), internalTexture);
  17734. internalTexture._cachedAnisotropicFilteringLevel = value;
  17735. }
  17736. };
  17737. Engine.prototype._setTextureParameterFloat = function (target, parameter, value, texture) {
  17738. this._bindTextureDirectly(target, texture, true, true);
  17739. this._gl.texParameterf(target, parameter, value);
  17740. };
  17741. Engine.prototype._setTextureParameterInteger = function (target, parameter, value, texture) {
  17742. if (texture) {
  17743. this._bindTextureDirectly(target, texture, true, true);
  17744. }
  17745. this._gl.texParameteri(target, parameter, value);
  17746. };
  17747. /**
  17748. * Reads pixels from the current frame buffer. Please note that this function can be slow
  17749. * @param x defines the x coordinate of the rectangle where pixels must be read
  17750. * @param y defines the y coordinate of the rectangle where pixels must be read
  17751. * @param width defines the width of the rectangle where pixels must be read
  17752. * @param height defines the height of the rectangle where pixels must be read
  17753. * @returns a Uint8Array containing RGBA colors
  17754. */
  17755. Engine.prototype.readPixels = function (x, y, width, height) {
  17756. var data = new Uint8Array(height * width * 4);
  17757. this._gl.readPixels(x, y, width, height, this._gl.RGBA, this._gl.UNSIGNED_BYTE, data);
  17758. return data;
  17759. };
  17760. /**
  17761. * Add an externaly attached data from its key.
  17762. * This method call will fail and return false, if such key already exists.
  17763. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  17764. * @param key the unique key that identifies the data
  17765. * @param data the data object to associate to the key for this Engine instance
  17766. * @return true if no such key were already present and the data was added successfully, false otherwise
  17767. */
  17768. Engine.prototype.addExternalData = function (key, data) {
  17769. if (!this._externalData) {
  17770. this._externalData = new BABYLON.StringDictionary();
  17771. }
  17772. return this._externalData.add(key, data);
  17773. };
  17774. /**
  17775. * Get an externaly attached data from its key
  17776. * @param key the unique key that identifies the data
  17777. * @return the associated data, if present (can be null), or undefined if not present
  17778. */
  17779. Engine.prototype.getExternalData = function (key) {
  17780. if (!this._externalData) {
  17781. this._externalData = new BABYLON.StringDictionary();
  17782. }
  17783. return this._externalData.get(key);
  17784. };
  17785. /**
  17786. * Get an externaly attached data from its key, create it using a factory if it's not already present
  17787. * @param key the unique key that identifies the data
  17788. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  17789. * @return the associated data, can be null if the factory returned null.
  17790. */
  17791. Engine.prototype.getOrAddExternalDataWithFactory = function (key, factory) {
  17792. if (!this._externalData) {
  17793. this._externalData = new BABYLON.StringDictionary();
  17794. }
  17795. return this._externalData.getOrAddWithFactory(key, factory);
  17796. };
  17797. /**
  17798. * Remove an externaly attached data from the Engine instance
  17799. * @param key the unique key that identifies the data
  17800. * @return true if the data was successfully removed, false if it doesn't exist
  17801. */
  17802. Engine.prototype.removeExternalData = function (key) {
  17803. if (!this._externalData) {
  17804. this._externalData = new BABYLON.StringDictionary();
  17805. }
  17806. return this._externalData.remove(key);
  17807. };
  17808. /**
  17809. * Unbind all vertex attributes from the webGL context
  17810. */
  17811. Engine.prototype.unbindAllAttributes = function () {
  17812. if (this._mustWipeVertexAttributes) {
  17813. this._mustWipeVertexAttributes = false;
  17814. for (var i = 0; i < this._caps.maxVertexAttribs; i++) {
  17815. this._gl.disableVertexAttribArray(i);
  17816. this._vertexAttribArraysEnabled[i] = false;
  17817. this._currentBufferPointers[i].active = false;
  17818. }
  17819. return;
  17820. }
  17821. for (var i = 0, ul = this._vertexAttribArraysEnabled.length; i < ul; i++) {
  17822. if (i >= this._caps.maxVertexAttribs || !this._vertexAttribArraysEnabled[i]) {
  17823. continue;
  17824. }
  17825. this._gl.disableVertexAttribArray(i);
  17826. this._vertexAttribArraysEnabled[i] = false;
  17827. this._currentBufferPointers[i].active = false;
  17828. }
  17829. };
  17830. /**
  17831. * Force the engine to release all cached effects. This means that next effect compilation will have to be done completely even if a similar effect was already compiled
  17832. */
  17833. Engine.prototype.releaseEffects = function () {
  17834. for (var name in this._compiledEffects) {
  17835. this._deleteProgram(this._compiledEffects[name]._program);
  17836. }
  17837. this._compiledEffects = {};
  17838. };
  17839. /**
  17840. * Dispose and release all associated resources
  17841. */
  17842. Engine.prototype.dispose = function () {
  17843. this.hideLoadingUI();
  17844. this.stopRenderLoop();
  17845. this.onNewSceneAddedObservable.clear();
  17846. // Release postProcesses
  17847. while (this.postProcesses.length) {
  17848. this.postProcesses[0].dispose();
  17849. }
  17850. // Empty texture
  17851. if (this._emptyTexture) {
  17852. this._releaseTexture(this._emptyTexture);
  17853. this._emptyTexture = null;
  17854. }
  17855. if (this._emptyCubeTexture) {
  17856. this._releaseTexture(this._emptyCubeTexture);
  17857. this._emptyCubeTexture = null;
  17858. }
  17859. // Rescale PP
  17860. if (this._rescalePostProcess) {
  17861. this._rescalePostProcess.dispose();
  17862. }
  17863. // Release scenes
  17864. while (this.scenes.length) {
  17865. this.scenes[0].dispose();
  17866. }
  17867. // Release audio engine
  17868. if (Engine.Instances.length === 1 && Engine.audioEngine) {
  17869. Engine.audioEngine.dispose();
  17870. }
  17871. // Release effects
  17872. this.releaseEffects();
  17873. // Unbind
  17874. this.unbindAllAttributes();
  17875. this._boundUniforms = [];
  17876. if (this._dummyFramebuffer) {
  17877. this._gl.deleteFramebuffer(this._dummyFramebuffer);
  17878. }
  17879. //WebVR
  17880. this.disableVR();
  17881. // Events
  17882. if (BABYLON.Tools.IsWindowObjectExist()) {
  17883. window.removeEventListener("blur", this._onBlur);
  17884. window.removeEventListener("focus", this._onFocus);
  17885. window.removeEventListener('vrdisplaypointerrestricted', this._onVRDisplayPointerRestricted);
  17886. window.removeEventListener('vrdisplaypointerunrestricted', this._onVRDisplayPointerUnrestricted);
  17887. if (this._renderingCanvas) {
  17888. this._renderingCanvas.removeEventListener("focus", this._onCanvasFocus);
  17889. this._renderingCanvas.removeEventListener("blur", this._onCanvasBlur);
  17890. this._renderingCanvas.removeEventListener("pointerout", this._onCanvasPointerOut);
  17891. if (!this._doNotHandleContextLost) {
  17892. this._renderingCanvas.removeEventListener("webglcontextlost", this._onContextLost);
  17893. this._renderingCanvas.removeEventListener("webglcontextrestored", this._onContextRestored);
  17894. }
  17895. }
  17896. document.removeEventListener("fullscreenchange", this._onFullscreenChange);
  17897. document.removeEventListener("mozfullscreenchange", this._onFullscreenChange);
  17898. document.removeEventListener("webkitfullscreenchange", this._onFullscreenChange);
  17899. document.removeEventListener("msfullscreenchange", this._onFullscreenChange);
  17900. document.removeEventListener("pointerlockchange", this._onPointerLockChange);
  17901. document.removeEventListener("mspointerlockchange", this._onPointerLockChange);
  17902. document.removeEventListener("mozpointerlockchange", this._onPointerLockChange);
  17903. document.removeEventListener("webkitpointerlockchange", this._onPointerLockChange);
  17904. if (this._onVrDisplayConnect) {
  17905. window.removeEventListener('vrdisplayconnect', this._onVrDisplayConnect);
  17906. if (this._onVrDisplayDisconnect) {
  17907. window.removeEventListener('vrdisplaydisconnect', this._onVrDisplayDisconnect);
  17908. }
  17909. if (this._onVrDisplayPresentChange) {
  17910. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  17911. }
  17912. this._onVrDisplayConnect = null;
  17913. this._onVrDisplayDisconnect = null;
  17914. }
  17915. }
  17916. // Remove from Instances
  17917. var index = Engine.Instances.indexOf(this);
  17918. if (index >= 0) {
  17919. Engine.Instances.splice(index, 1);
  17920. }
  17921. this._workingCanvas = null;
  17922. this._workingContext = null;
  17923. this._currentBufferPointers = [];
  17924. this._renderingCanvas = null;
  17925. this._currentProgram = null;
  17926. this._bindedRenderFunction = null;
  17927. this.onResizeObservable.clear();
  17928. this.onCanvasBlurObservable.clear();
  17929. this.onCanvasFocusObservable.clear();
  17930. this.onCanvasPointerOutObservable.clear();
  17931. this.onBeginFrameObservable.clear();
  17932. this.onEndFrameObservable.clear();
  17933. BABYLON.Effect.ResetCache();
  17934. // Abort active requests
  17935. for (var _i = 0, _a = this._activeRequests; _i < _a.length; _i++) {
  17936. var request = _a[_i];
  17937. request.abort();
  17938. }
  17939. };
  17940. // Loading screen
  17941. /**
  17942. * Display the loading screen
  17943. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17944. */
  17945. Engine.prototype.displayLoadingUI = function () {
  17946. if (!BABYLON.Tools.IsWindowObjectExist()) {
  17947. return;
  17948. }
  17949. var loadingScreen = this.loadingScreen;
  17950. if (loadingScreen) {
  17951. loadingScreen.displayLoadingUI();
  17952. }
  17953. };
  17954. /**
  17955. * Hide the loading screen
  17956. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17957. */
  17958. Engine.prototype.hideLoadingUI = function () {
  17959. if (!BABYLON.Tools.IsWindowObjectExist()) {
  17960. return;
  17961. }
  17962. var loadingScreen = this.loadingScreen;
  17963. if (loadingScreen) {
  17964. loadingScreen.hideLoadingUI();
  17965. }
  17966. };
  17967. Object.defineProperty(Engine.prototype, "loadingScreen", {
  17968. /**
  17969. * Gets the current loading screen object
  17970. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17971. */
  17972. get: function () {
  17973. if (!this._loadingScreen && BABYLON.DefaultLoadingScreen && this._renderingCanvas) {
  17974. this._loadingScreen = new BABYLON.DefaultLoadingScreen(this._renderingCanvas);
  17975. }
  17976. return this._loadingScreen;
  17977. },
  17978. /**
  17979. * Sets the current loading screen object
  17980. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17981. */
  17982. set: function (loadingScreen) {
  17983. this._loadingScreen = loadingScreen;
  17984. },
  17985. enumerable: true,
  17986. configurable: true
  17987. });
  17988. Object.defineProperty(Engine.prototype, "loadingUIText", {
  17989. /**
  17990. * Sets the current loading screen text
  17991. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17992. */
  17993. set: function (text) {
  17994. this.loadingScreen.loadingUIText = text;
  17995. },
  17996. enumerable: true,
  17997. configurable: true
  17998. });
  17999. Object.defineProperty(Engine.prototype, "loadingUIBackgroundColor", {
  18000. /**
  18001. * Sets the current loading screen background color
  18002. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  18003. */
  18004. set: function (color) {
  18005. this.loadingScreen.loadingUIBackgroundColor = color;
  18006. },
  18007. enumerable: true,
  18008. configurable: true
  18009. });
  18010. /**
  18011. * Attach a new callback raised when context lost event is fired
  18012. * @param callback defines the callback to call
  18013. */
  18014. Engine.prototype.attachContextLostEvent = function (callback) {
  18015. if (this._renderingCanvas) {
  18016. this._renderingCanvas.addEventListener("webglcontextlost", callback, false);
  18017. }
  18018. };
  18019. /**
  18020. * Attach a new callback raised when context restored event is fired
  18021. * @param callback defines the callback to call
  18022. */
  18023. Engine.prototype.attachContextRestoredEvent = function (callback) {
  18024. if (this._renderingCanvas) {
  18025. this._renderingCanvas.addEventListener("webglcontextrestored", callback, false);
  18026. }
  18027. };
  18028. /**
  18029. * Gets the source code of the vertex shader associated with a specific webGL program
  18030. * @param program defines the program to use
  18031. * @returns a string containing the source code of the vertex shader associated with the program
  18032. */
  18033. Engine.prototype.getVertexShaderSource = function (program) {
  18034. var shaders = this._gl.getAttachedShaders(program);
  18035. if (!shaders) {
  18036. return null;
  18037. }
  18038. return this._gl.getShaderSource(shaders[0]);
  18039. };
  18040. /**
  18041. * Gets the source code of the fragment shader associated with a specific webGL program
  18042. * @param program defines the program to use
  18043. * @returns a string containing the source code of the fragment shader associated with the program
  18044. */
  18045. Engine.prototype.getFragmentShaderSource = function (program) {
  18046. var shaders = this._gl.getAttachedShaders(program);
  18047. if (!shaders) {
  18048. return null;
  18049. }
  18050. return this._gl.getShaderSource(shaders[1]);
  18051. };
  18052. /**
  18053. * Get the current error code of the webGL context
  18054. * @returns the error code
  18055. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  18056. */
  18057. Engine.prototype.getError = function () {
  18058. return this._gl.getError();
  18059. };
  18060. // FPS
  18061. /**
  18062. * Gets the current framerate
  18063. * @returns a number representing the framerate
  18064. */
  18065. Engine.prototype.getFps = function () {
  18066. return this._fps;
  18067. };
  18068. /**
  18069. * Gets the time spent between current and previous frame
  18070. * @returns a number representing the delta time in ms
  18071. */
  18072. Engine.prototype.getDeltaTime = function () {
  18073. return this._deltaTime;
  18074. };
  18075. Engine.prototype._measureFps = function () {
  18076. this._performanceMonitor.sampleFrame();
  18077. this._fps = this._performanceMonitor.averageFPS;
  18078. this._deltaTime = this._performanceMonitor.instantaneousFrameTime || 0;
  18079. };
  18080. /** @hidden */
  18081. Engine.prototype._readTexturePixels = function (texture, width, height, faceIndex, level, buffer) {
  18082. if (faceIndex === void 0) { faceIndex = -1; }
  18083. if (level === void 0) { level = 0; }
  18084. if (buffer === void 0) { buffer = null; }
  18085. var gl = this._gl;
  18086. if (!this._dummyFramebuffer) {
  18087. var dummy = gl.createFramebuffer();
  18088. if (!dummy) {
  18089. throw new Error("Unable to create dummy framebuffer");
  18090. }
  18091. this._dummyFramebuffer = dummy;
  18092. }
  18093. gl.bindFramebuffer(gl.FRAMEBUFFER, this._dummyFramebuffer);
  18094. if (faceIndex > -1) {
  18095. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, texture._webGLTexture, level);
  18096. }
  18097. else {
  18098. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._webGLTexture, level);
  18099. }
  18100. var readType = (texture.type !== undefined) ? this._getWebGLTextureType(texture.type) : gl.UNSIGNED_BYTE;
  18101. switch (readType) {
  18102. case gl.UNSIGNED_BYTE:
  18103. if (!buffer) {
  18104. buffer = new Uint8Array(4 * width * height);
  18105. }
  18106. readType = gl.UNSIGNED_BYTE;
  18107. break;
  18108. default:
  18109. if (!buffer) {
  18110. buffer = new Float32Array(4 * width * height);
  18111. }
  18112. readType = gl.FLOAT;
  18113. break;
  18114. }
  18115. gl.readPixels(0, 0, width, height, gl.RGBA, readType, buffer);
  18116. gl.bindFramebuffer(gl.FRAMEBUFFER, this._currentFramebuffer);
  18117. return buffer;
  18118. };
  18119. Engine.prototype._canRenderToFloatFramebuffer = function () {
  18120. if (this._webGLVersion > 1) {
  18121. return this._caps.colorBufferFloat;
  18122. }
  18123. return this._canRenderToFramebuffer(Engine.TEXTURETYPE_FLOAT);
  18124. };
  18125. Engine.prototype._canRenderToHalfFloatFramebuffer = function () {
  18126. if (this._webGLVersion > 1) {
  18127. return this._caps.colorBufferFloat;
  18128. }
  18129. return this._canRenderToFramebuffer(Engine.TEXTURETYPE_HALF_FLOAT);
  18130. };
  18131. // Thank you : http://stackoverflow.com/questions/28827511/webgl-ios-render-to-floating-point-texture
  18132. Engine.prototype._canRenderToFramebuffer = function (type) {
  18133. var gl = this._gl;
  18134. //clear existing errors
  18135. while (gl.getError() !== gl.NO_ERROR) { }
  18136. var successful = true;
  18137. var texture = gl.createTexture();
  18138. gl.bindTexture(gl.TEXTURE_2D, texture);
  18139. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(type), 1, 1, 0, gl.RGBA, this._getWebGLTextureType(type), null);
  18140. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
  18141. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
  18142. var fb = gl.createFramebuffer();
  18143. gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
  18144. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
  18145. var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
  18146. successful = successful && (status === gl.FRAMEBUFFER_COMPLETE);
  18147. successful = successful && (gl.getError() === gl.NO_ERROR);
  18148. //try render by clearing frame buffer's color buffer
  18149. if (successful) {
  18150. gl.clear(gl.COLOR_BUFFER_BIT);
  18151. successful = successful && (gl.getError() === gl.NO_ERROR);
  18152. }
  18153. //try reading from frame to ensure render occurs (just creating the FBO is not sufficient to determine if rendering is supported)
  18154. if (successful) {
  18155. //in practice it's sufficient to just read from the backbuffer rather than handle potentially issues reading from the texture
  18156. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  18157. var readFormat = gl.RGBA;
  18158. var readType = gl.UNSIGNED_BYTE;
  18159. var buffer = new Uint8Array(4);
  18160. gl.readPixels(0, 0, 1, 1, readFormat, readType, buffer);
  18161. successful = successful && (gl.getError() === gl.NO_ERROR);
  18162. }
  18163. //clean up
  18164. gl.deleteTexture(texture);
  18165. gl.deleteFramebuffer(fb);
  18166. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  18167. //clear accumulated errors
  18168. while (!successful && (gl.getError() !== gl.NO_ERROR)) { }
  18169. return successful;
  18170. };
  18171. /** @hidden */
  18172. Engine.prototype._getWebGLTextureType = function (type) {
  18173. if (this._webGLVersion === 1) {
  18174. switch (type) {
  18175. case Engine.TEXTURETYPE_FLOAT:
  18176. return this._gl.FLOAT;
  18177. case Engine.TEXTURETYPE_HALF_FLOAT:
  18178. return this._gl.HALF_FLOAT_OES;
  18179. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  18180. return this._gl.UNSIGNED_BYTE;
  18181. }
  18182. return this._gl.UNSIGNED_BYTE;
  18183. }
  18184. switch (type) {
  18185. case Engine.TEXTURETYPE_BYTE:
  18186. return this._gl.BYTE;
  18187. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  18188. return this._gl.UNSIGNED_BYTE;
  18189. case Engine.TEXTURETYPE_SHORT:
  18190. return this._gl.SHORT;
  18191. case Engine.TEXTURETYPE_UNSIGNED_SHORT:
  18192. return this._gl.UNSIGNED_SHORT;
  18193. case Engine.TEXTURETYPE_INT:
  18194. return this._gl.INT;
  18195. case Engine.TEXTURETYPE_UNSIGNED_INTEGER: // Refers to UNSIGNED_INT
  18196. return this._gl.UNSIGNED_INT;
  18197. case Engine.TEXTURETYPE_FLOAT:
  18198. return this._gl.FLOAT;
  18199. case Engine.TEXTURETYPE_HALF_FLOAT:
  18200. return this._gl.HALF_FLOAT;
  18201. case Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:
  18202. return this._gl.UNSIGNED_SHORT_4_4_4_4;
  18203. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:
  18204. return this._gl.UNSIGNED_SHORT_5_5_5_1;
  18205. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:
  18206. return this._gl.UNSIGNED_SHORT_5_6_5;
  18207. case Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV:
  18208. return this._gl.UNSIGNED_INT_2_10_10_10_REV;
  18209. case Engine.TEXTURETYPE_UNSIGNED_INT_24_8:
  18210. return this._gl.UNSIGNED_INT_24_8;
  18211. case Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV:
  18212. return this._gl.UNSIGNED_INT_10F_11F_11F_REV;
  18213. case Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV:
  18214. return this._gl.UNSIGNED_INT_5_9_9_9_REV;
  18215. case Engine.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV:
  18216. return this._gl.FLOAT_32_UNSIGNED_INT_24_8_REV;
  18217. }
  18218. return this._gl.UNSIGNED_BYTE;
  18219. };
  18220. Engine.prototype._getInternalFormat = function (format) {
  18221. var internalFormat = this._gl.RGBA;
  18222. switch (format) {
  18223. case Engine.TEXTUREFORMAT_ALPHA:
  18224. internalFormat = this._gl.ALPHA;
  18225. break;
  18226. case Engine.TEXTUREFORMAT_LUMINANCE:
  18227. internalFormat = this._gl.LUMINANCE;
  18228. break;
  18229. case Engine.TEXTUREFORMAT_LUMINANCE_ALPHA:
  18230. internalFormat = this._gl.LUMINANCE_ALPHA;
  18231. break;
  18232. case Engine.TEXTUREFORMAT_RED:
  18233. internalFormat = this._gl.RED;
  18234. break;
  18235. case Engine.TEXTUREFORMAT_RG:
  18236. internalFormat = this._gl.RG;
  18237. break;
  18238. case Engine.TEXTUREFORMAT_RGB:
  18239. internalFormat = this._gl.RGB;
  18240. break;
  18241. case Engine.TEXTUREFORMAT_RGBA:
  18242. internalFormat = this._gl.RGBA;
  18243. break;
  18244. }
  18245. if (this._webGLVersion > 1) {
  18246. switch (format) {
  18247. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18248. internalFormat = this._gl.RED_INTEGER;
  18249. break;
  18250. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18251. internalFormat = this._gl.RG_INTEGER;
  18252. break;
  18253. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18254. internalFormat = this._gl.RGB_INTEGER;
  18255. break;
  18256. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18257. internalFormat = this._gl.RGBA_INTEGER;
  18258. break;
  18259. }
  18260. }
  18261. return internalFormat;
  18262. };
  18263. /** @hidden */
  18264. Engine.prototype._getRGBABufferInternalSizedFormat = function (type, format) {
  18265. if (this._webGLVersion === 1) {
  18266. if (format !== undefined) {
  18267. switch (format) {
  18268. case Engine.TEXTUREFORMAT_ALPHA:
  18269. return this._gl.ALPHA;
  18270. case Engine.TEXTUREFORMAT_LUMINANCE:
  18271. return this._gl.LUMINANCE;
  18272. case Engine.TEXTUREFORMAT_LUMINANCE_ALPHA:
  18273. return this._gl.LUMINANCE_ALPHA;
  18274. }
  18275. }
  18276. return this._gl.RGBA;
  18277. }
  18278. switch (type) {
  18279. case Engine.TEXTURETYPE_BYTE:
  18280. switch (format) {
  18281. case Engine.TEXTUREFORMAT_RED:
  18282. return this._gl.R8_SNORM;
  18283. case Engine.TEXTUREFORMAT_RG:
  18284. return this._gl.RG8_SNORM;
  18285. case Engine.TEXTUREFORMAT_RGB:
  18286. return this._gl.RGB8_SNORM;
  18287. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18288. return this._gl.R8I;
  18289. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18290. return this._gl.RG8I;
  18291. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18292. return this._gl.RGB8I;
  18293. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18294. return this._gl.RGBA8I;
  18295. default:
  18296. return this._gl.RGBA8_SNORM;
  18297. }
  18298. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  18299. switch (format) {
  18300. case Engine.TEXTUREFORMAT_RED:
  18301. return this._gl.R8;
  18302. case Engine.TEXTUREFORMAT_RG:
  18303. return this._gl.RG8;
  18304. case Engine.TEXTUREFORMAT_RGB:
  18305. return this._gl.RGB8; // By default. Other possibilities are RGB565, SRGB8.
  18306. case Engine.TEXTUREFORMAT_RGBA:
  18307. return this._gl.RGBA8; // By default. Other possibilities are RGB5_A1, RGBA4, SRGB8_ALPHA8.
  18308. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18309. return this._gl.R8UI;
  18310. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18311. return this._gl.RG8UI;
  18312. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18313. return this._gl.RGB8UI;
  18314. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18315. return this._gl.RGBA8UI;
  18316. default:
  18317. return this._gl.RGBA8;
  18318. }
  18319. case Engine.TEXTURETYPE_SHORT:
  18320. switch (format) {
  18321. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18322. return this._gl.R16I;
  18323. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18324. return this._gl.RG16I;
  18325. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18326. return this._gl.RGB16I;
  18327. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18328. return this._gl.RGBA16I;
  18329. default:
  18330. return this._gl.RGBA16I;
  18331. }
  18332. case Engine.TEXTURETYPE_UNSIGNED_SHORT:
  18333. switch (format) {
  18334. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18335. return this._gl.R16UI;
  18336. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18337. return this._gl.RG16UI;
  18338. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18339. return this._gl.RGB16UI;
  18340. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18341. return this._gl.RGBA16UI;
  18342. default:
  18343. return this._gl.RGBA16UI;
  18344. }
  18345. case Engine.TEXTURETYPE_INT:
  18346. switch (format) {
  18347. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18348. return this._gl.R32I;
  18349. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18350. return this._gl.RG32I;
  18351. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18352. return this._gl.RGB32I;
  18353. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18354. return this._gl.RGBA32I;
  18355. default:
  18356. return this._gl.RGBA32I;
  18357. }
  18358. case Engine.TEXTURETYPE_UNSIGNED_INTEGER: // Refers to UNSIGNED_INT
  18359. switch (format) {
  18360. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18361. return this._gl.R32UI;
  18362. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18363. return this._gl.RG32UI;
  18364. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18365. return this._gl.RGB32UI;
  18366. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18367. return this._gl.RGBA32UI;
  18368. default:
  18369. return this._gl.RGBA32UI;
  18370. }
  18371. case Engine.TEXTURETYPE_FLOAT:
  18372. switch (format) {
  18373. case Engine.TEXTUREFORMAT_RED:
  18374. return this._gl.R32F; // By default. Other possibility is R16F.
  18375. case Engine.TEXTUREFORMAT_RG:
  18376. return this._gl.RG32F; // By default. Other possibility is RG16F.
  18377. case Engine.TEXTUREFORMAT_RGB:
  18378. return this._gl.RGB32F; // By default. Other possibilities are RGB16F, R11F_G11F_B10F, RGB9_E5.
  18379. case Engine.TEXTUREFORMAT_RGBA:
  18380. return this._gl.RGBA32F; // By default. Other possibility is RGBA16F.
  18381. default:
  18382. return this._gl.RGBA32F;
  18383. }
  18384. case Engine.TEXTURETYPE_HALF_FLOAT:
  18385. switch (format) {
  18386. case Engine.TEXTUREFORMAT_RED:
  18387. return this._gl.R16F;
  18388. case Engine.TEXTUREFORMAT_RG:
  18389. return this._gl.RG16F;
  18390. case Engine.TEXTUREFORMAT_RGB:
  18391. return this._gl.RGB16F; // By default. Other possibilities are R11F_G11F_B10F, RGB9_E5.
  18392. case Engine.TEXTUREFORMAT_RGBA:
  18393. return this._gl.RGBA16F;
  18394. default:
  18395. return this._gl.RGBA16F;
  18396. }
  18397. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:
  18398. return this._gl.RGB565;
  18399. case Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV:
  18400. return this._gl.R11F_G11F_B10F;
  18401. case Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV:
  18402. return this._gl.RGB9_E5;
  18403. case Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:
  18404. return this._gl.RGBA4;
  18405. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:
  18406. return this._gl.RGB5_A1;
  18407. case Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV:
  18408. switch (format) {
  18409. case Engine.TEXTUREFORMAT_RGBA:
  18410. return this._gl.RGB10_A2; // By default. Other possibility is RGB5_A1.
  18411. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18412. return this._gl.RGB10_A2UI;
  18413. default:
  18414. return this._gl.RGB10_A2;
  18415. }
  18416. }
  18417. return this._gl.RGBA8;
  18418. };
  18419. /** @hidden */
  18420. Engine.prototype._getRGBAMultiSampleBufferFormat = function (type) {
  18421. if (type === Engine.TEXTURETYPE_FLOAT) {
  18422. return this._gl.RGBA32F;
  18423. }
  18424. else if (type === Engine.TEXTURETYPE_HALF_FLOAT) {
  18425. return this._gl.RGBA16F;
  18426. }
  18427. return this._gl.RGBA8;
  18428. };
  18429. /** @hidden */
  18430. Engine.prototype._loadFile = function (url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError) {
  18431. var _this = this;
  18432. var request = BABYLON.Tools.LoadFile(url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError);
  18433. this._activeRequests.push(request);
  18434. request.onCompleteObservable.add(function (request) {
  18435. _this._activeRequests.splice(_this._activeRequests.indexOf(request), 1);
  18436. });
  18437. return request;
  18438. };
  18439. /** @hidden */
  18440. Engine.prototype._loadFileAsync = function (url, offlineProvider, useArrayBuffer) {
  18441. var _this = this;
  18442. return new Promise(function (resolve, reject) {
  18443. _this._loadFile(url, function (data) {
  18444. resolve(data);
  18445. }, undefined, offlineProvider, useArrayBuffer, function (request, exception) {
  18446. reject(exception);
  18447. });
  18448. });
  18449. };
  18450. Engine.prototype._partialLoadFile = function (url, index, loadedFiles, scene, onfinish, onErrorCallBack) {
  18451. if (onErrorCallBack === void 0) { onErrorCallBack = null; }
  18452. var onload = function (data) {
  18453. loadedFiles[index] = data;
  18454. loadedFiles._internalCount++;
  18455. if (loadedFiles._internalCount === 6) {
  18456. onfinish(loadedFiles);
  18457. }
  18458. };
  18459. var onerror = function (request, exception) {
  18460. if (onErrorCallBack && request) {
  18461. onErrorCallBack(request.status + " " + request.statusText, exception);
  18462. }
  18463. };
  18464. this._loadFile(url, onload, undefined, undefined, true, onerror);
  18465. };
  18466. Engine.prototype._cascadeLoadFiles = function (scene, onfinish, files, onError) {
  18467. if (onError === void 0) { onError = null; }
  18468. var loadedFiles = [];
  18469. loadedFiles._internalCount = 0;
  18470. for (var index = 0; index < 6; index++) {
  18471. this._partialLoadFile(files[index], index, loadedFiles, scene, onfinish, onError);
  18472. }
  18473. };
  18474. // Statics
  18475. /**
  18476. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  18477. * @returns true if the engine can be created
  18478. * @ignorenaming
  18479. */
  18480. Engine.isSupported = function () {
  18481. try {
  18482. var tempcanvas = document.createElement("canvas");
  18483. var gl = tempcanvas.getContext("webgl") || tempcanvas.getContext("experimental-webgl");
  18484. return gl != null && !!window.WebGLRenderingContext;
  18485. }
  18486. catch (e) {
  18487. return false;
  18488. }
  18489. };
  18490. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  18491. Engine.ExceptionList = [
  18492. { key: "Chrome/63.0", capture: "63\\.0\\.3239\\.(\\d+)", captureConstraint: 108, targets: ["uniformBuffer"] },
  18493. { key: "Firefox/58", capture: null, captureConstraint: null, targets: ["uniformBuffer"] },
  18494. { key: "Firefox/59", capture: null, captureConstraint: null, targets: ["uniformBuffer"] },
  18495. { key: "Macintosh", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] },
  18496. { key: "iPhone", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] },
  18497. { key: "iPad", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] }
  18498. ];
  18499. /** Gets the list of created engines */
  18500. Engine.Instances = new Array();
  18501. /**
  18502. * Hidden
  18503. */
  18504. Engine._TextureLoaders = [];
  18505. // Const statics
  18506. /** Defines that alpha blending is disabled */
  18507. Engine.ALPHA_DISABLE = 0;
  18508. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  18509. Engine.ALPHA_ADD = 1;
  18510. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  18511. Engine.ALPHA_COMBINE = 2;
  18512. /** Defines that alpha blending to DEST - SRC * DEST */
  18513. Engine.ALPHA_SUBTRACT = 3;
  18514. /** Defines that alpha blending to SRC * DEST */
  18515. Engine.ALPHA_MULTIPLY = 4;
  18516. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  18517. Engine.ALPHA_MAXIMIZED = 5;
  18518. /** Defines that alpha blending to SRC + DEST */
  18519. Engine.ALPHA_ONEONE = 6;
  18520. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  18521. Engine.ALPHA_PREMULTIPLIED = 7;
  18522. /**
  18523. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  18524. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  18525. */
  18526. Engine.ALPHA_PREMULTIPLIED_PORTERDUFF = 8;
  18527. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  18528. Engine.ALPHA_INTERPOLATE = 9;
  18529. /**
  18530. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  18531. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  18532. */
  18533. Engine.ALPHA_SCREENMODE = 10;
  18534. /** Defines that the ressource is not delayed*/
  18535. Engine.DELAYLOADSTATE_NONE = 0;
  18536. /** Defines that the ressource was successfully delay loaded */
  18537. Engine.DELAYLOADSTATE_LOADED = 1;
  18538. /** Defines that the ressource is currently delay loading */
  18539. Engine.DELAYLOADSTATE_LOADING = 2;
  18540. /** Defines that the ressource is delayed and has not started loading */
  18541. Engine.DELAYLOADSTATE_NOTLOADED = 4;
  18542. // Depht or Stencil test Constants.
  18543. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  18544. Engine.NEVER = 0x0200;
  18545. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  18546. Engine.ALWAYS = 0x0207;
  18547. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  18548. Engine.LESS = 0x0201;
  18549. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  18550. Engine.EQUAL = 0x0202;
  18551. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than or equal to the stored value */
  18552. Engine.LEQUAL = 0x0203;
  18553. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  18554. Engine.GREATER = 0x0204;
  18555. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than or equal to the stored value */
  18556. Engine.GEQUAL = 0x0206;
  18557. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is not equal to the stored value */
  18558. Engine.NOTEQUAL = 0x0205;
  18559. // Stencil Actions Constants.
  18560. /** Passed to stencilOperation to specify that stencil value must be kept */
  18561. Engine.KEEP = 0x1E00;
  18562. /** Passed to stencilOperation to specify that stencil value must be replaced */
  18563. Engine.REPLACE = 0x1E01;
  18564. /** Passed to stencilOperation to specify that stencil value must be incremented */
  18565. Engine.INCR = 0x1E02;
  18566. /** Passed to stencilOperation to specify that stencil value must be decremented */
  18567. Engine.DECR = 0x1E03;
  18568. /** Passed to stencilOperation to specify that stencil value must be inverted */
  18569. Engine.INVERT = 0x150A;
  18570. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  18571. Engine.INCR_WRAP = 0x8507;
  18572. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  18573. Engine.DECR_WRAP = 0x8508;
  18574. /** Texture is not repeating outside of 0..1 UVs */
  18575. Engine.TEXTURE_CLAMP_ADDRESSMODE = 0;
  18576. /** Texture is repeating outside of 0..1 UVs */
  18577. Engine.TEXTURE_WRAP_ADDRESSMODE = 1;
  18578. /** Texture is repeating and mirrored */
  18579. Engine.TEXTURE_MIRROR_ADDRESSMODE = 2;
  18580. /** ALPHA */
  18581. Engine.TEXTUREFORMAT_ALPHA = 0;
  18582. /** LUMINANCE */
  18583. Engine.TEXTUREFORMAT_LUMINANCE = 1;
  18584. /** LUMINANCE_ALPHA */
  18585. Engine.TEXTUREFORMAT_LUMINANCE_ALPHA = 2;
  18586. /** RGB */
  18587. Engine.TEXTUREFORMAT_RGB = 4;
  18588. /** RGBA */
  18589. Engine.TEXTUREFORMAT_RGBA = 5;
  18590. /** RED */
  18591. Engine.TEXTUREFORMAT_RED = 6;
  18592. /** RED (2nd reference) */
  18593. Engine.TEXTUREFORMAT_R = 6;
  18594. /** RG */
  18595. Engine.TEXTUREFORMAT_RG = 7;
  18596. /** RED_INTEGER */
  18597. Engine.TEXTUREFORMAT_RED_INTEGER = 8;
  18598. /** RED_INTEGER (2nd reference) */
  18599. Engine.TEXTUREFORMAT_R_INTEGER = 8;
  18600. /** RG_INTEGER */
  18601. Engine.TEXTUREFORMAT_RG_INTEGER = 9;
  18602. /** RGB_INTEGER */
  18603. Engine.TEXTUREFORMAT_RGB_INTEGER = 10;
  18604. /** RGBA_INTEGER */
  18605. Engine.TEXTUREFORMAT_RGBA_INTEGER = 11;
  18606. /** UNSIGNED_BYTE */
  18607. Engine.TEXTURETYPE_UNSIGNED_BYTE = 0;
  18608. /** UNSIGNED_BYTE (2nd reference) */
  18609. Engine.TEXTURETYPE_UNSIGNED_INT = 0;
  18610. /** FLOAT */
  18611. Engine.TEXTURETYPE_FLOAT = 1;
  18612. /** HALF_FLOAT */
  18613. Engine.TEXTURETYPE_HALF_FLOAT = 2;
  18614. /** BYTE */
  18615. Engine.TEXTURETYPE_BYTE = 3;
  18616. /** SHORT */
  18617. Engine.TEXTURETYPE_SHORT = 4;
  18618. /** UNSIGNED_SHORT */
  18619. Engine.TEXTURETYPE_UNSIGNED_SHORT = 5;
  18620. /** INT */
  18621. Engine.TEXTURETYPE_INT = 6;
  18622. /** UNSIGNED_INT */
  18623. Engine.TEXTURETYPE_UNSIGNED_INTEGER = 7;
  18624. /** UNSIGNED_SHORT_4_4_4_4 */
  18625. Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4 = 8;
  18626. /** UNSIGNED_SHORT_5_5_5_1 */
  18627. Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1 = 9;
  18628. /** UNSIGNED_SHORT_5_6_5 */
  18629. Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5 = 10;
  18630. /** UNSIGNED_INT_2_10_10_10_REV */
  18631. Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV = 11;
  18632. /** UNSIGNED_INT_24_8 */
  18633. Engine.TEXTURETYPE_UNSIGNED_INT_24_8 = 12;
  18634. /** UNSIGNED_INT_10F_11F_11F_REV */
  18635. Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV = 13;
  18636. /** UNSIGNED_INT_5_9_9_9_REV */
  18637. Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV = 14;
  18638. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  18639. Engine.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV = 15;
  18640. /** nearest is mag = nearest and min = nearest and mip = linear */
  18641. Engine.TEXTURE_NEAREST_SAMPLINGMODE = 1;
  18642. /** Bilinear is mag = linear and min = linear and mip = nearest */
  18643. Engine.TEXTURE_BILINEAR_SAMPLINGMODE = 2;
  18644. /** Trilinear is mag = linear and min = linear and mip = linear */
  18645. Engine.TEXTURE_TRILINEAR_SAMPLINGMODE = 3;
  18646. /** nearest is mag = nearest and min = nearest and mip = linear */
  18647. Engine.TEXTURE_NEAREST_NEAREST_MIPLINEAR = 1;
  18648. /** Bilinear is mag = linear and min = linear and mip = nearest */
  18649. Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST = 2;
  18650. /** Trilinear is mag = linear and min = linear and mip = linear */
  18651. Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR = 3;
  18652. /** mag = nearest and min = nearest and mip = nearest */
  18653. Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST = 4;
  18654. /** mag = nearest and min = linear and mip = nearest */
  18655. Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST = 5;
  18656. /** mag = nearest and min = linear and mip = linear */
  18657. Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR = 6;
  18658. /** mag = nearest and min = linear and mip = none */
  18659. Engine.TEXTURE_NEAREST_LINEAR = 7;
  18660. /** mag = nearest and min = nearest and mip = none */
  18661. Engine.TEXTURE_NEAREST_NEAREST = 8;
  18662. /** mag = linear and min = nearest and mip = nearest */
  18663. Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST = 9;
  18664. /** mag = linear and min = nearest and mip = linear */
  18665. Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR = 10;
  18666. /** mag = linear and min = linear and mip = none */
  18667. Engine.TEXTURE_LINEAR_LINEAR = 11;
  18668. /** mag = linear and min = nearest and mip = none */
  18669. Engine.TEXTURE_LINEAR_NEAREST = 12;
  18670. /** Explicit coordinates mode */
  18671. Engine.TEXTURE_EXPLICIT_MODE = 0;
  18672. /** Spherical coordinates mode */
  18673. Engine.TEXTURE_SPHERICAL_MODE = 1;
  18674. /** Planar coordinates mode */
  18675. Engine.TEXTURE_PLANAR_MODE = 2;
  18676. /** Cubic coordinates mode */
  18677. Engine.TEXTURE_CUBIC_MODE = 3;
  18678. /** Projection coordinates mode */
  18679. Engine.TEXTURE_PROJECTION_MODE = 4;
  18680. /** Skybox coordinates mode */
  18681. Engine.TEXTURE_SKYBOX_MODE = 5;
  18682. /** Inverse Cubic coordinates mode */
  18683. Engine.TEXTURE_INVCUBIC_MODE = 6;
  18684. /** Equirectangular coordinates mode */
  18685. Engine.TEXTURE_EQUIRECTANGULAR_MODE = 7;
  18686. /** Equirectangular Fixed coordinates mode */
  18687. Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MODE = 8;
  18688. /** Equirectangular Fixed Mirrored coordinates mode */
  18689. Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE = 9;
  18690. // Texture rescaling mode
  18691. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  18692. Engine.SCALEMODE_FLOOR = 1;
  18693. /** Defines that texture rescaling will look for the nearest power of 2 size */
  18694. Engine.SCALEMODE_NEAREST = 2;
  18695. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  18696. Engine.SCALEMODE_CEILING = 3;
  18697. // Updatable statics so stick with vars here
  18698. /**
  18699. * Gets or sets the epsilon value used by collision engine
  18700. */
  18701. Engine.CollisionsEpsilon = 0.001;
  18702. /**
  18703. * Gets or sets the relative url used to load code if using the engine in non-minified mode
  18704. */
  18705. Engine.CodeRepository = "src/";
  18706. /**
  18707. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  18708. */
  18709. Engine.ShadersRepository = "src/Shaders/";
  18710. return Engine;
  18711. }());
  18712. BABYLON.Engine = Engine;
  18713. })(BABYLON || (BABYLON = {}));
  18714. //# sourceMappingURL=babylon.engine.js.map
  18715. var BABYLON;
  18716. (function (BABYLON) {
  18717. /**
  18718. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  18719. */
  18720. var Node = /** @class */ (function () {
  18721. /**
  18722. * Creates a new Node
  18723. * @param name the name and id to be given to this node
  18724. * @param scene the scene this node will be added to
  18725. * @param addToRootNodes the node will be added to scene.rootNodes
  18726. */
  18727. function Node(name, scene, addToRootNodes) {
  18728. if (scene === void 0) { scene = null; }
  18729. if (addToRootNodes === void 0) { addToRootNodes = true; }
  18730. /**
  18731. * Gets or sets a string used to store user defined state for the node
  18732. */
  18733. this.state = "";
  18734. /**
  18735. * Gets or sets an object used to store user defined information for the node
  18736. */
  18737. this.metadata = null;
  18738. /**
  18739. * Gets or sets a boolean used to define if the node must be serialized
  18740. */
  18741. this.doNotSerialize = false;
  18742. /** @hidden */
  18743. this._isDisposed = false;
  18744. /**
  18745. * Gets a list of Animations associated with the node
  18746. */
  18747. this.animations = new Array();
  18748. this._ranges = {};
  18749. this._isEnabled = true;
  18750. this._isParentEnabled = true;
  18751. this._isReady = true;
  18752. /** @hidden */
  18753. this._currentRenderId = -1;
  18754. this._parentRenderId = -1;
  18755. this._childRenderId = -1;
  18756. /** @hidden */
  18757. this._worldMatrix = BABYLON.Matrix.Identity();
  18758. /** @hidden */
  18759. this._worldMatrixDeterminant = 0;
  18760. /** @hidden */
  18761. this._sceneRootNodesIndex = -1;
  18762. this._animationPropertiesOverride = null;
  18763. /**
  18764. * An event triggered when the mesh is disposed
  18765. */
  18766. this.onDisposeObservable = new BABYLON.Observable();
  18767. // Behaviors
  18768. this._behaviors = new Array();
  18769. this.name = name;
  18770. this.id = name;
  18771. this._scene = (scene || BABYLON.Engine.LastCreatedScene);
  18772. this.uniqueId = this._scene.getUniqueId();
  18773. this._initCache();
  18774. if (addToRootNodes) {
  18775. this.addToSceneRootNodes();
  18776. }
  18777. }
  18778. /**
  18779. * Add a new node constructor
  18780. * @param type defines the type name of the node to construct
  18781. * @param constructorFunc defines the constructor function
  18782. */
  18783. Node.AddNodeConstructor = function (type, constructorFunc) {
  18784. this._NodeConstructors[type] = constructorFunc;
  18785. };
  18786. /**
  18787. * Returns a node constructor based on type name
  18788. * @param type defines the type name
  18789. * @param name defines the new node name
  18790. * @param scene defines the hosting scene
  18791. * @param options defines optional options to transmit to constructors
  18792. * @returns the new constructor or null
  18793. */
  18794. Node.Construct = function (type, name, scene, options) {
  18795. var constructorFunc = this._NodeConstructors[type];
  18796. if (!constructorFunc) {
  18797. return null;
  18798. }
  18799. return constructorFunc(name, scene, options);
  18800. };
  18801. /**
  18802. * Gets a boolean indicating if the node has been disposed
  18803. * @returns true if the node was disposed
  18804. */
  18805. Node.prototype.isDisposed = function () {
  18806. return this._isDisposed;
  18807. };
  18808. Object.defineProperty(Node.prototype, "parent", {
  18809. get: function () {
  18810. return this._parentNode;
  18811. },
  18812. /**
  18813. * Gets or sets the parent of the node
  18814. */
  18815. set: function (parent) {
  18816. if (this._parentNode === parent) {
  18817. return;
  18818. }
  18819. var previousParentNode = this._parentNode;
  18820. // Remove self from list of children of parent
  18821. if (this._parentNode && this._parentNode._children !== undefined && this._parentNode._children !== null) {
  18822. var index = this._parentNode._children.indexOf(this);
  18823. if (index !== -1) {
  18824. this._parentNode._children.splice(index, 1);
  18825. }
  18826. if (!parent) {
  18827. this.addToSceneRootNodes();
  18828. }
  18829. }
  18830. // Store new parent
  18831. this._parentNode = parent;
  18832. // Add as child to new parent
  18833. if (this._parentNode) {
  18834. if (this._parentNode._children === undefined || this._parentNode._children === null) {
  18835. this._parentNode._children = new Array();
  18836. }
  18837. this._parentNode._children.push(this);
  18838. if (!previousParentNode) {
  18839. this.removeFromSceneRootNodes();
  18840. }
  18841. }
  18842. // Enabled state
  18843. this._syncParentEnabledState();
  18844. },
  18845. enumerable: true,
  18846. configurable: true
  18847. });
  18848. Node.prototype.addToSceneRootNodes = function () {
  18849. if (this._sceneRootNodesIndex === -1) {
  18850. this._sceneRootNodesIndex = this._scene.rootNodes.length;
  18851. this._scene.rootNodes.push(this);
  18852. }
  18853. };
  18854. Node.prototype.removeFromSceneRootNodes = function () {
  18855. if (this._sceneRootNodesIndex !== -1) {
  18856. var rootNodes = this._scene.rootNodes;
  18857. var lastIdx = rootNodes.length - 1;
  18858. rootNodes[this._sceneRootNodesIndex] = rootNodes[lastIdx];
  18859. rootNodes[this._sceneRootNodesIndex]._sceneRootNodesIndex = this._sceneRootNodesIndex;
  18860. this._scene.rootNodes.pop();
  18861. this._sceneRootNodesIndex = -1;
  18862. }
  18863. };
  18864. Object.defineProperty(Node.prototype, "animationPropertiesOverride", {
  18865. /**
  18866. * Gets or sets the animation properties override
  18867. */
  18868. get: function () {
  18869. if (!this._animationPropertiesOverride) {
  18870. return this._scene.animationPropertiesOverride;
  18871. }
  18872. return this._animationPropertiesOverride;
  18873. },
  18874. set: function (value) {
  18875. this._animationPropertiesOverride = value;
  18876. },
  18877. enumerable: true,
  18878. configurable: true
  18879. });
  18880. /**
  18881. * Gets a string idenfifying the name of the class
  18882. * @returns "Node" string
  18883. */
  18884. Node.prototype.getClassName = function () {
  18885. return "Node";
  18886. };
  18887. Object.defineProperty(Node.prototype, "onDispose", {
  18888. /**
  18889. * Sets a callback that will be raised when the node will be disposed
  18890. */
  18891. set: function (callback) {
  18892. if (this._onDisposeObserver) {
  18893. this.onDisposeObservable.remove(this._onDisposeObserver);
  18894. }
  18895. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  18896. },
  18897. enumerable: true,
  18898. configurable: true
  18899. });
  18900. /**
  18901. * Gets the scene of the node
  18902. * @returns a scene
  18903. */
  18904. Node.prototype.getScene = function () {
  18905. return this._scene;
  18906. };
  18907. /**
  18908. * Gets the engine of the node
  18909. * @returns a Engine
  18910. */
  18911. Node.prototype.getEngine = function () {
  18912. return this._scene.getEngine();
  18913. };
  18914. /**
  18915. * Attach a behavior to the node
  18916. * @see http://doc.babylonjs.com/features/behaviour
  18917. * @param behavior defines the behavior to attach
  18918. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  18919. * @returns the current Node
  18920. */
  18921. Node.prototype.addBehavior = function (behavior, attachImmediately) {
  18922. var _this = this;
  18923. if (attachImmediately === void 0) { attachImmediately = false; }
  18924. var index = this._behaviors.indexOf(behavior);
  18925. if (index !== -1) {
  18926. return this;
  18927. }
  18928. behavior.init();
  18929. if (this._scene.isLoading && !attachImmediately) {
  18930. // We defer the attach when the scene will be loaded
  18931. this._scene.onDataLoadedObservable.addOnce(function () {
  18932. behavior.attach(_this);
  18933. });
  18934. }
  18935. else {
  18936. behavior.attach(this);
  18937. }
  18938. this._behaviors.push(behavior);
  18939. return this;
  18940. };
  18941. /**
  18942. * Remove an attached behavior
  18943. * @see http://doc.babylonjs.com/features/behaviour
  18944. * @param behavior defines the behavior to attach
  18945. * @returns the current Node
  18946. */
  18947. Node.prototype.removeBehavior = function (behavior) {
  18948. var index = this._behaviors.indexOf(behavior);
  18949. if (index === -1) {
  18950. return this;
  18951. }
  18952. this._behaviors[index].detach();
  18953. this._behaviors.splice(index, 1);
  18954. return this;
  18955. };
  18956. Object.defineProperty(Node.prototype, "behaviors", {
  18957. /**
  18958. * Gets the list of attached behaviors
  18959. * @see http://doc.babylonjs.com/features/behaviour
  18960. */
  18961. get: function () {
  18962. return this._behaviors;
  18963. },
  18964. enumerable: true,
  18965. configurable: true
  18966. });
  18967. /**
  18968. * Gets an attached behavior by name
  18969. * @param name defines the name of the behavior to look for
  18970. * @see http://doc.babylonjs.com/features/behaviour
  18971. * @returns null if behavior was not found else the requested behavior
  18972. */
  18973. Node.prototype.getBehaviorByName = function (name) {
  18974. for (var _i = 0, _a = this._behaviors; _i < _a.length; _i++) {
  18975. var behavior = _a[_i];
  18976. if (behavior.name === name) {
  18977. return behavior;
  18978. }
  18979. }
  18980. return null;
  18981. };
  18982. /**
  18983. * Returns the latest update of the World matrix
  18984. * @returns a Matrix
  18985. */
  18986. Node.prototype.getWorldMatrix = function () {
  18987. if (this._currentRenderId !== this._scene.getRenderId()) {
  18988. this.computeWorldMatrix();
  18989. }
  18990. return this._worldMatrix;
  18991. };
  18992. /** @hidden */
  18993. Node.prototype._getWorldMatrixDeterminant = function () {
  18994. return this._worldMatrixDeterminant;
  18995. };
  18996. Object.defineProperty(Node.prototype, "worldMatrixFromCache", {
  18997. /**
  18998. * Returns directly the latest state of the mesh World matrix.
  18999. * A Matrix is returned.
  19000. */
  19001. get: function () {
  19002. return this._worldMatrix;
  19003. },
  19004. enumerable: true,
  19005. configurable: true
  19006. });
  19007. // override it in derived class if you add new variables to the cache
  19008. // and call the parent class method
  19009. /** @hidden */
  19010. Node.prototype._initCache = function () {
  19011. this._cache = {};
  19012. this._cache.parent = undefined;
  19013. };
  19014. /** @hidden */
  19015. Node.prototype.updateCache = function (force) {
  19016. if (!force && this.isSynchronized()) {
  19017. return;
  19018. }
  19019. this._cache.parent = this.parent;
  19020. this._updateCache();
  19021. };
  19022. // override it in derived class if you add new variables to the cache
  19023. // and call the parent class method if !ignoreParentClass
  19024. /** @hidden */
  19025. Node.prototype._updateCache = function (ignoreParentClass) {
  19026. };
  19027. // override it in derived class if you add new variables to the cache
  19028. /** @hidden */
  19029. Node.prototype._isSynchronized = function () {
  19030. return true;
  19031. };
  19032. /** @hidden */
  19033. Node.prototype._markSyncedWithParent = function () {
  19034. if (this._parentNode) {
  19035. this._parentRenderId = this._parentNode._childRenderId;
  19036. }
  19037. };
  19038. /** @hidden */
  19039. Node.prototype.isSynchronizedWithParent = function () {
  19040. if (!this._parentNode) {
  19041. return true;
  19042. }
  19043. if (this._parentRenderId !== this._parentNode._childRenderId) {
  19044. return false;
  19045. }
  19046. return this._parentNode.isSynchronized();
  19047. };
  19048. /** @hidden */
  19049. Node.prototype.isSynchronized = function () {
  19050. if (this._cache.parent != this._parentNode) {
  19051. this._cache.parent = this._parentNode;
  19052. return false;
  19053. }
  19054. if (this._parentNode && !this.isSynchronizedWithParent()) {
  19055. return false;
  19056. }
  19057. return this._isSynchronized();
  19058. };
  19059. /**
  19060. * Is this node ready to be used/rendered
  19061. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  19062. * @return true if the node is ready
  19063. */
  19064. Node.prototype.isReady = function (completeCheck) {
  19065. if (completeCheck === void 0) { completeCheck = false; }
  19066. return this._isReady;
  19067. };
  19068. /**
  19069. * Is this node enabled?
  19070. * If the node has a parent, all ancestors will be checked and false will be returned if any are false (not enabled), otherwise will return true
  19071. * @param checkAncestors indicates if this method should check the ancestors. The default is to check the ancestors. If set to false, the method will return the value of this node without checking ancestors
  19072. * @return whether this node (and its parent) is enabled
  19073. */
  19074. Node.prototype.isEnabled = function (checkAncestors) {
  19075. if (checkAncestors === void 0) { checkAncestors = true; }
  19076. if (checkAncestors === false) {
  19077. return this._isEnabled;
  19078. }
  19079. if (!this._isEnabled) {
  19080. return false;
  19081. }
  19082. return this._isParentEnabled;
  19083. };
  19084. /** @hidden */
  19085. Node.prototype._syncParentEnabledState = function () {
  19086. this._isParentEnabled = this._parentNode ? this._parentNode.isEnabled() : true;
  19087. if (this._children) {
  19088. this._children.forEach(function (c) {
  19089. c._syncParentEnabledState(); // Force children to update accordingly
  19090. });
  19091. }
  19092. };
  19093. /**
  19094. * Set the enabled state of this node
  19095. * @param value defines the new enabled state
  19096. */
  19097. Node.prototype.setEnabled = function (value) {
  19098. this._isEnabled = value;
  19099. this._syncParentEnabledState();
  19100. };
  19101. /**
  19102. * Is this node a descendant of the given node?
  19103. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  19104. * @param ancestor defines the parent node to inspect
  19105. * @returns a boolean indicating if this node is a descendant of the given node
  19106. */
  19107. Node.prototype.isDescendantOf = function (ancestor) {
  19108. if (this.parent) {
  19109. if (this.parent === ancestor) {
  19110. return true;
  19111. }
  19112. return this.parent.isDescendantOf(ancestor);
  19113. }
  19114. return false;
  19115. };
  19116. /** @hidden */
  19117. Node.prototype._getDescendants = function (results, directDescendantsOnly, predicate) {
  19118. if (directDescendantsOnly === void 0) { directDescendantsOnly = false; }
  19119. if (!this._children) {
  19120. return;
  19121. }
  19122. for (var index = 0; index < this._children.length; index++) {
  19123. var item = this._children[index];
  19124. if (!predicate || predicate(item)) {
  19125. results.push(item);
  19126. }
  19127. if (!directDescendantsOnly) {
  19128. item._getDescendants(results, false, predicate);
  19129. }
  19130. }
  19131. };
  19132. /**
  19133. * Will return all nodes that have this node as ascendant
  19134. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered
  19135. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  19136. * @return all children nodes of all types
  19137. */
  19138. Node.prototype.getDescendants = function (directDescendantsOnly, predicate) {
  19139. var results = new Array();
  19140. this._getDescendants(results, directDescendantsOnly, predicate);
  19141. return results;
  19142. };
  19143. /**
  19144. * Get all child-meshes of this node
  19145. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered
  19146. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  19147. * @returns an array of AbstractMesh
  19148. */
  19149. Node.prototype.getChildMeshes = function (directDescendantsOnly, predicate) {
  19150. var results = [];
  19151. this._getDescendants(results, directDescendantsOnly, function (node) {
  19152. return ((!predicate || predicate(node)) && (node instanceof BABYLON.AbstractMesh));
  19153. });
  19154. return results;
  19155. };
  19156. /**
  19157. * Get all child-transformNodes of this node
  19158. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered
  19159. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  19160. * @returns an array of TransformNode
  19161. */
  19162. Node.prototype.getChildTransformNodes = function (directDescendantsOnly, predicate) {
  19163. var results = [];
  19164. this._getDescendants(results, directDescendantsOnly, function (node) {
  19165. return ((!predicate || predicate(node)) && (node instanceof BABYLON.TransformNode));
  19166. });
  19167. return results;
  19168. };
  19169. /**
  19170. * Get all direct children of this node
  19171. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  19172. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: true)
  19173. * @returns an array of Node
  19174. */
  19175. Node.prototype.getChildren = function (predicate, directDescendantsOnly) {
  19176. if (directDescendantsOnly === void 0) { directDescendantsOnly = true; }
  19177. return this.getDescendants(directDescendantsOnly, predicate);
  19178. };
  19179. /** @hidden */
  19180. Node.prototype._setReady = function (state) {
  19181. if (state === this._isReady) {
  19182. return;
  19183. }
  19184. if (!state) {
  19185. this._isReady = false;
  19186. return;
  19187. }
  19188. if (this.onReady) {
  19189. this.onReady(this);
  19190. }
  19191. this._isReady = true;
  19192. };
  19193. /**
  19194. * Get an animation by name
  19195. * @param name defines the name of the animation to look for
  19196. * @returns null if not found else the requested animation
  19197. */
  19198. Node.prototype.getAnimationByName = function (name) {
  19199. for (var i = 0; i < this.animations.length; i++) {
  19200. var animation = this.animations[i];
  19201. if (animation.name === name) {
  19202. return animation;
  19203. }
  19204. }
  19205. return null;
  19206. };
  19207. /**
  19208. * Creates an animation range for this node
  19209. * @param name defines the name of the range
  19210. * @param from defines the starting key
  19211. * @param to defines the end key
  19212. */
  19213. Node.prototype.createAnimationRange = function (name, from, to) {
  19214. // check name not already in use
  19215. if (!this._ranges[name]) {
  19216. this._ranges[name] = new BABYLON.AnimationRange(name, from, to);
  19217. for (var i = 0, nAnimations = this.animations.length; i < nAnimations; i++) {
  19218. if (this.animations[i]) {
  19219. this.animations[i].createRange(name, from, to);
  19220. }
  19221. }
  19222. }
  19223. };
  19224. /**
  19225. * Delete a specific animation range
  19226. * @param name defines the name of the range to delete
  19227. * @param deleteFrames defines if animation frames from the range must be deleted as well
  19228. */
  19229. Node.prototype.deleteAnimationRange = function (name, deleteFrames) {
  19230. if (deleteFrames === void 0) { deleteFrames = true; }
  19231. for (var i = 0, nAnimations = this.animations.length; i < nAnimations; i++) {
  19232. if (this.animations[i]) {
  19233. this.animations[i].deleteRange(name, deleteFrames);
  19234. }
  19235. }
  19236. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  19237. };
  19238. /**
  19239. * Get an animation range by name
  19240. * @param name defines the name of the animation range to look for
  19241. * @returns null if not found else the requested animation range
  19242. */
  19243. Node.prototype.getAnimationRange = function (name) {
  19244. return this._ranges[name];
  19245. };
  19246. /**
  19247. * Will start the animation sequence
  19248. * @param name defines the range frames for animation sequence
  19249. * @param loop defines if the animation should loop (false by default)
  19250. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  19251. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  19252. * @returns the object created for this animation. If range does not exist, it will return null
  19253. */
  19254. Node.prototype.beginAnimation = function (name, loop, speedRatio, onAnimationEnd) {
  19255. var range = this.getAnimationRange(name);
  19256. if (!range) {
  19257. return null;
  19258. }
  19259. return this._scene.beginAnimation(this, range.from, range.to, loop, speedRatio, onAnimationEnd);
  19260. };
  19261. /**
  19262. * Serialize animation ranges into a JSON compatible object
  19263. * @returns serialization object
  19264. */
  19265. Node.prototype.serializeAnimationRanges = function () {
  19266. var serializationRanges = [];
  19267. for (var name in this._ranges) {
  19268. var localRange = this._ranges[name];
  19269. if (!localRange) {
  19270. continue;
  19271. }
  19272. var range = {};
  19273. range.name = name;
  19274. range.from = localRange.from;
  19275. range.to = localRange.to;
  19276. serializationRanges.push(range);
  19277. }
  19278. return serializationRanges;
  19279. };
  19280. /**
  19281. * Computes the world matrix of the node
  19282. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  19283. * @returns the world matrix
  19284. */
  19285. Node.prototype.computeWorldMatrix = function (force) {
  19286. if (!this._worldMatrix) {
  19287. this._worldMatrix = BABYLON.Matrix.Identity();
  19288. }
  19289. return this._worldMatrix;
  19290. };
  19291. /**
  19292. * Releases resources associated with this node.
  19293. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  19294. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  19295. */
  19296. Node.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  19297. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  19298. if (!doNotRecurse) {
  19299. var nodes = this.getDescendants(true);
  19300. for (var _i = 0, nodes_1 = nodes; _i < nodes_1.length; _i++) {
  19301. var node = nodes_1[_i];
  19302. node.dispose(doNotRecurse, disposeMaterialAndTextures);
  19303. }
  19304. }
  19305. else {
  19306. var transformNodes = this.getChildTransformNodes(true);
  19307. for (var _a = 0, transformNodes_1 = transformNodes; _a < transformNodes_1.length; _a++) {
  19308. var transformNode = transformNodes_1[_a];
  19309. transformNode.parent = null;
  19310. transformNode.computeWorldMatrix(true);
  19311. }
  19312. }
  19313. if (!this.parent) {
  19314. this.removeFromSceneRootNodes();
  19315. }
  19316. else {
  19317. this.parent = null;
  19318. }
  19319. // Callback
  19320. this.onDisposeObservable.notifyObservers(this);
  19321. this.onDisposeObservable.clear();
  19322. // Behaviors
  19323. for (var _b = 0, _c = this._behaviors; _b < _c.length; _b++) {
  19324. var behavior = _c[_b];
  19325. behavior.detach();
  19326. }
  19327. this._behaviors = [];
  19328. this._isDisposed = true;
  19329. };
  19330. /**
  19331. * Parse animation range data from a serialization object and store them into a given node
  19332. * @param node defines where to store the animation ranges
  19333. * @param parsedNode defines the serialization object to read data from
  19334. * @param scene defines the hosting scene
  19335. */
  19336. Node.ParseAnimationRanges = function (node, parsedNode, scene) {
  19337. if (parsedNode.ranges) {
  19338. for (var index = 0; index < parsedNode.ranges.length; index++) {
  19339. var data = parsedNode.ranges[index];
  19340. node.createAnimationRange(data.name, data.from, data.to);
  19341. }
  19342. }
  19343. };
  19344. Node._NodeConstructors = {};
  19345. __decorate([
  19346. BABYLON.serialize()
  19347. ], Node.prototype, "name", void 0);
  19348. __decorate([
  19349. BABYLON.serialize()
  19350. ], Node.prototype, "id", void 0);
  19351. __decorate([
  19352. BABYLON.serialize()
  19353. ], Node.prototype, "uniqueId", void 0);
  19354. __decorate([
  19355. BABYLON.serialize()
  19356. ], Node.prototype, "state", void 0);
  19357. __decorate([
  19358. BABYLON.serialize()
  19359. ], Node.prototype, "metadata", void 0);
  19360. return Node;
  19361. }());
  19362. BABYLON.Node = Node;
  19363. })(BABYLON || (BABYLON = {}));
  19364. //# sourceMappingURL=babylon.node.js.map
  19365. var BABYLON;
  19366. (function (BABYLON) {
  19367. /**
  19368. * Class used to store bounding sphere information
  19369. */
  19370. var BoundingSphere = /** @class */ (function () {
  19371. /**
  19372. * Creates a new bounding sphere
  19373. * @param min defines the minimum vector (in local space)
  19374. * @param max defines the maximum vector (in local space)
  19375. * @param worldMatrix defines the new world matrix
  19376. */
  19377. function BoundingSphere(min, max, worldMatrix) {
  19378. /**
  19379. * Gets the center of the bounding sphere in local space
  19380. */
  19381. this.center = BABYLON.Vector3.Zero();
  19382. /**
  19383. * Gets the center of the bounding sphere in world space
  19384. */
  19385. this.centerWorld = BABYLON.Vector3.Zero();
  19386. /**
  19387. * Gets the minimum vector in local space
  19388. */
  19389. this.minimum = BABYLON.Vector3.Zero();
  19390. /**
  19391. * Gets the maximum vector in local space
  19392. */
  19393. this.maximum = BABYLON.Vector3.Zero();
  19394. this.reConstruct(min, max, worldMatrix);
  19395. }
  19396. /**
  19397. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  19398. * @param min defines the new minimum vector (in local space)
  19399. * @param max defines the new maximum vector (in local space)
  19400. * @param worldMatrix defines the new world matrix
  19401. */
  19402. BoundingSphere.prototype.reConstruct = function (min, max, worldMatrix) {
  19403. this.minimum.copyFrom(min);
  19404. this.maximum.copyFrom(max);
  19405. var distance = BABYLON.Vector3.Distance(min, max);
  19406. max.addToRef(min, this.center).scaleInPlace(0.5);
  19407. this.radius = distance * 0.5;
  19408. this._update(worldMatrix || BABYLON.Matrix.IdentityReadOnly);
  19409. };
  19410. /**
  19411. * Scale the current bounding sphere by applying a scale factor
  19412. * @param factor defines the scale factor to apply
  19413. * @returns the current bounding box
  19414. */
  19415. BoundingSphere.prototype.scale = function (factor) {
  19416. var newRadius = this.radius * factor;
  19417. var tmpVectors = BoundingSphere.TmpVector3;
  19418. var tempRadiusVector = tmpVectors[0].setAll(newRadius);
  19419. var min = this.center.subtractToRef(tempRadiusVector, tmpVectors[1]);
  19420. var max = this.center.addToRef(tempRadiusVector, tmpVectors[2]);
  19421. this.reConstruct(min, max, this._worldMatrix);
  19422. return this;
  19423. };
  19424. /**
  19425. * Gets the world matrix of the bounding box
  19426. * @returns a matrix
  19427. */
  19428. BoundingSphere.prototype.getWorldMatrix = function () {
  19429. return this._worldMatrix;
  19430. };
  19431. // Methods
  19432. /** @hidden */
  19433. BoundingSphere.prototype._update = function (worldMatrix) {
  19434. if (!worldMatrix.isIdentity()) {
  19435. BABYLON.Vector3.TransformCoordinatesToRef(this.center, worldMatrix, this.centerWorld);
  19436. var tempVector = BoundingSphere.TmpVector3[0];
  19437. BABYLON.Vector3.TransformNormalFromFloatsToRef(1.0, 1.0, 1.0, worldMatrix, tempVector);
  19438. this.radiusWorld = Math.max(Math.abs(tempVector.x), Math.abs(tempVector.y), Math.abs(tempVector.z)) * this.radius;
  19439. }
  19440. else {
  19441. this.centerWorld.copyFrom(this.center);
  19442. this.radiusWorld = this.radius;
  19443. }
  19444. };
  19445. /**
  19446. * Tests if the bounding sphere is intersecting the frustum planes
  19447. * @param frustumPlanes defines the frustum planes to test
  19448. * @returns true if there is an intersection
  19449. */
  19450. BoundingSphere.prototype.isInFrustum = function (frustumPlanes) {
  19451. for (var i = 0; i < 6; i++) {
  19452. if (frustumPlanes[i].dotCoordinate(this.centerWorld) <= -this.radiusWorld) {
  19453. return false;
  19454. }
  19455. }
  19456. return true;
  19457. };
  19458. /**
  19459. * Tests if a point is inside the bounding sphere
  19460. * @param point defines the point to test
  19461. * @returns true if the point is inside the bounding sphere
  19462. */
  19463. BoundingSphere.prototype.intersectsPoint = function (point) {
  19464. var squareDistance = BABYLON.Vector3.DistanceSquared(this.centerWorld, point);
  19465. if (this.radiusWorld * this.radiusWorld < squareDistance) {
  19466. return false;
  19467. }
  19468. return true;
  19469. };
  19470. // Statics
  19471. /**
  19472. * Checks if two sphere intersct
  19473. * @param sphere0 sphere 0
  19474. * @param sphere1 sphere 1
  19475. * @returns true if the speres intersect
  19476. */
  19477. BoundingSphere.Intersects = function (sphere0, sphere1) {
  19478. var squareDistance = BABYLON.Vector3.DistanceSquared(sphere0.centerWorld, sphere1.centerWorld);
  19479. var radiusSum = sphere0.radiusWorld + sphere1.radiusWorld;
  19480. if (radiusSum * radiusSum < squareDistance) {
  19481. return false;
  19482. }
  19483. return true;
  19484. };
  19485. BoundingSphere.TmpVector3 = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  19486. return BoundingSphere;
  19487. }());
  19488. BABYLON.BoundingSphere = BoundingSphere;
  19489. })(BABYLON || (BABYLON = {}));
  19490. //# sourceMappingURL=babylon.boundingSphere.js.map
  19491. var BABYLON;
  19492. (function (BABYLON) {
  19493. /**
  19494. * Class used to store bounding box information
  19495. */
  19496. var BoundingBox = /** @class */ (function () {
  19497. /**
  19498. * Creates a new bounding box
  19499. * @param min defines the minimum vector (in local space)
  19500. * @param max defines the maximum vector (in local space)
  19501. * @param worldMatrix defines the new world matrix
  19502. */
  19503. function BoundingBox(min, max, worldMatrix) {
  19504. /**
  19505. * Gets the 8 vectors representing the bounding box in local space
  19506. */
  19507. this.vectors = BABYLON.Tools.BuildArray(8, BABYLON.Vector3.Zero);
  19508. /**
  19509. * Gets the center of the bounding box in local space
  19510. */
  19511. this.center = BABYLON.Vector3.Zero();
  19512. /**
  19513. * Gets the center of the bounding box in world space
  19514. */
  19515. this.centerWorld = BABYLON.Vector3.Zero();
  19516. /**
  19517. * Gets the extend size in local space
  19518. */
  19519. this.extendSize = BABYLON.Vector3.Zero();
  19520. /**
  19521. * Gets the extend size in world space
  19522. */
  19523. this.extendSizeWorld = BABYLON.Vector3.Zero();
  19524. /**
  19525. * Gets the OBB (object bounding box) directions
  19526. */
  19527. this.directions = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  19528. /**
  19529. * Gets the 8 vectors representing the bounding box in world space
  19530. */
  19531. this.vectorsWorld = BABYLON.Tools.BuildArray(8, BABYLON.Vector3.Zero);
  19532. /**
  19533. * Gets the minimum vector in world space
  19534. */
  19535. this.minimumWorld = BABYLON.Vector3.Zero();
  19536. /**
  19537. * Gets the maximum vector in world space
  19538. */
  19539. this.maximumWorld = BABYLON.Vector3.Zero();
  19540. /**
  19541. * Gets the minimum vector in local space
  19542. */
  19543. this.minimum = BABYLON.Vector3.Zero();
  19544. /**
  19545. * Gets the maximum vector in local space
  19546. */
  19547. this.maximum = BABYLON.Vector3.Zero();
  19548. this.reConstruct(min, max, worldMatrix);
  19549. }
  19550. // Methods
  19551. /**
  19552. * Recreates the entire bounding box from scratch as if we call the constructor in place
  19553. * @param min defines the new minimum vector (in local space)
  19554. * @param max defines the new maximum vector (in local space)
  19555. * @param worldMatrix defines the new world matrix
  19556. */
  19557. BoundingBox.prototype.reConstruct = function (min, max, worldMatrix) {
  19558. var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;
  19559. var vectors = this.vectors;
  19560. this.minimum.copyFromFloats(minX, minY, minZ);
  19561. this.maximum.copyFromFloats(maxX, maxY, maxZ);
  19562. vectors[0].copyFromFloats(minX, minY, minZ);
  19563. vectors[1].copyFromFloats(maxX, maxY, maxZ);
  19564. vectors[2].copyFromFloats(maxX, minY, minZ);
  19565. vectors[3].copyFromFloats(minX, maxY, minZ);
  19566. vectors[4].copyFromFloats(minX, minY, maxZ);
  19567. vectors[5].copyFromFloats(maxX, maxY, minZ);
  19568. vectors[6].copyFromFloats(minX, maxY, maxZ);
  19569. vectors[7].copyFromFloats(maxX, minY, maxZ);
  19570. // OBB
  19571. max.addToRef(min, this.center).scaleInPlace(0.5);
  19572. max.subtractToRef(min, this.extendSize).scaleInPlace(0.5);
  19573. this._update(worldMatrix || BABYLON.Matrix.IdentityReadOnly);
  19574. };
  19575. /**
  19576. * Scale the current bounding box by applying a scale factor
  19577. * @param factor defines the scale factor to apply
  19578. * @returns the current bounding box
  19579. */
  19580. BoundingBox.prototype.scale = function (factor) {
  19581. var tmpVectors = BoundingBox.TmpVector3;
  19582. var diff = this.maximum.subtractToRef(this.minimum, tmpVectors[0]);
  19583. var len = diff.length();
  19584. diff.normalizeFromLength(len);
  19585. var distance = len * factor;
  19586. var newRadius = diff.scaleInPlace(distance * 0.5);
  19587. var min = this.center.subtractToRef(newRadius, tmpVectors[1]);
  19588. var max = this.center.addToRef(newRadius, tmpVectors[2]);
  19589. this.reConstruct(min, max, this._worldMatrix);
  19590. return this;
  19591. };
  19592. /**
  19593. * Gets the world matrix of the bounding box
  19594. * @returns a matrix
  19595. */
  19596. BoundingBox.prototype.getWorldMatrix = function () {
  19597. return this._worldMatrix;
  19598. };
  19599. /** @hidden */
  19600. BoundingBox.prototype._update = function (world) {
  19601. var minWorld = this.minimumWorld;
  19602. var maxWorld = this.maximumWorld;
  19603. var directions = this.directions;
  19604. var vectorsWorld = this.vectorsWorld;
  19605. var vectors = this.vectors;
  19606. if (!world.isIdentity()) {
  19607. minWorld.setAll(Number.MAX_VALUE);
  19608. maxWorld.setAll(-Number.MAX_VALUE);
  19609. for (var index = 0; index < 8; ++index) {
  19610. var v = vectorsWorld[index];
  19611. BABYLON.Vector3.TransformCoordinatesToRef(vectors[index], world, v);
  19612. minWorld.minimizeInPlace(v);
  19613. maxWorld.maximizeInPlace(v);
  19614. }
  19615. // Extend
  19616. maxWorld.subtractToRef(minWorld, this.extendSizeWorld).scaleInPlace(0.5);
  19617. maxWorld.addToRef(minWorld, this.centerWorld).scaleInPlace(0.5);
  19618. }
  19619. else {
  19620. minWorld.copyFrom(this.minimum);
  19621. maxWorld.copyFrom(this.maximum);
  19622. for (var index = 0; index < 8; ++index) {
  19623. vectorsWorld[index].copyFrom(vectors[index]);
  19624. }
  19625. // Extend
  19626. this.extendSizeWorld.copyFrom(this.extendSize);
  19627. this.centerWorld.copyFrom(this.center);
  19628. }
  19629. BABYLON.Vector3.FromArrayToRef(world.m, 0, directions[0]);
  19630. BABYLON.Vector3.FromArrayToRef(world.m, 4, directions[1]);
  19631. BABYLON.Vector3.FromArrayToRef(world.m, 8, directions[2]);
  19632. this._worldMatrix = world;
  19633. };
  19634. /**
  19635. * Tests if the bounding box is intersecting the frustum planes
  19636. * @param frustumPlanes defines the frustum planes to test
  19637. * @returns true if there is an intersection
  19638. */
  19639. BoundingBox.prototype.isInFrustum = function (frustumPlanes) {
  19640. return BoundingBox.IsInFrustum(this.vectorsWorld, frustumPlanes);
  19641. };
  19642. /**
  19643. * Tests if the bounding box is entirely inside the frustum planes
  19644. * @param frustumPlanes defines the frustum planes to test
  19645. * @returns true if there is an inclusion
  19646. */
  19647. BoundingBox.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  19648. return BoundingBox.IsCompletelyInFrustum(this.vectorsWorld, frustumPlanes);
  19649. };
  19650. /**
  19651. * Tests if a point is inside the bounding box
  19652. * @param point defines the point to test
  19653. * @returns true if the point is inside the bounding box
  19654. */
  19655. BoundingBox.prototype.intersectsPoint = function (point) {
  19656. var min = this.minimumWorld;
  19657. var max = this.maximumWorld;
  19658. var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;
  19659. var pointX = point.x, pointY = point.y, pointZ = point.z;
  19660. var delta = -BABYLON.Epsilon;
  19661. if (maxX - pointX < delta || delta > pointX - minX) {
  19662. return false;
  19663. }
  19664. if (maxY - pointY < delta || delta > pointY - minY) {
  19665. return false;
  19666. }
  19667. if (maxZ - pointZ < delta || delta > pointZ - minZ) {
  19668. return false;
  19669. }
  19670. return true;
  19671. };
  19672. /**
  19673. * Tests if the bounding box intersects with a bounding sphere
  19674. * @param sphere defines the sphere to test
  19675. * @returns true if there is an intersection
  19676. */
  19677. BoundingBox.prototype.intersectsSphere = function (sphere) {
  19678. return BoundingBox.IntersectsSphere(this.minimumWorld, this.maximumWorld, sphere.centerWorld, sphere.radiusWorld);
  19679. };
  19680. /**
  19681. * Tests if the bounding box intersects with a box defined by a min and max vectors
  19682. * @param min defines the min vector to use
  19683. * @param max defines the max vector to use
  19684. * @returns true if there is an intersection
  19685. */
  19686. BoundingBox.prototype.intersectsMinMax = function (min, max) {
  19687. var myMin = this.minimumWorld;
  19688. var myMax = this.maximumWorld;
  19689. var myMinX = myMin.x, myMinY = myMin.y, myMinZ = myMin.z, myMaxX = myMax.x, myMaxY = myMax.y, myMaxZ = myMax.z;
  19690. var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;
  19691. if (myMaxX < minX || myMinX > maxX) {
  19692. return false;
  19693. }
  19694. if (myMaxY < minY || myMinY > maxY) {
  19695. return false;
  19696. }
  19697. if (myMaxZ < minZ || myMinZ > maxZ) {
  19698. return false;
  19699. }
  19700. return true;
  19701. };
  19702. // Statics
  19703. /**
  19704. * Tests if two bounding boxes are intersections
  19705. * @param box0 defines the first box to test
  19706. * @param box1 defines the second box to test
  19707. * @returns true if there is an intersection
  19708. */
  19709. BoundingBox.Intersects = function (box0, box1) {
  19710. return box0.intersectsMinMax(box1.minimumWorld, box1.maximumWorld);
  19711. };
  19712. /**
  19713. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  19714. * @param minPoint defines the minimum vector of the bounding box
  19715. * @param maxPoint defines the maximum vector of the bounding box
  19716. * @param sphereCenter defines the sphere center
  19717. * @param sphereRadius defines the sphere radius
  19718. * @returns true if there is an intersection
  19719. */
  19720. BoundingBox.IntersectsSphere = function (minPoint, maxPoint, sphereCenter, sphereRadius) {
  19721. var vector = BoundingBox.TmpVector3[0];
  19722. BABYLON.Vector3.ClampToRef(sphereCenter, minPoint, maxPoint, vector);
  19723. var num = BABYLON.Vector3.DistanceSquared(sphereCenter, vector);
  19724. return (num <= (sphereRadius * sphereRadius));
  19725. };
  19726. /**
  19727. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  19728. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  19729. * @param frustumPlanes defines the frustum planes to test
  19730. * @return true if there is an inclusion
  19731. */
  19732. BoundingBox.IsCompletelyInFrustum = function (boundingVectors, frustumPlanes) {
  19733. for (var p = 0; p < 6; ++p) {
  19734. var frustumPlane = frustumPlanes[p];
  19735. for (var i = 0; i < 8; ++i) {
  19736. if (frustumPlane.dotCoordinate(boundingVectors[i]) < 0) {
  19737. return false;
  19738. }
  19739. }
  19740. }
  19741. return true;
  19742. };
  19743. /**
  19744. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  19745. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  19746. * @param frustumPlanes defines the frustum planes to test
  19747. * @return true if there is an intersection
  19748. */
  19749. BoundingBox.IsInFrustum = function (boundingVectors, frustumPlanes) {
  19750. for (var p = 0; p < 6; ++p) {
  19751. var canReturnFalse = true;
  19752. var frustumPlane = frustumPlanes[p];
  19753. for (var i = 0; i < 8; ++i) {
  19754. if (frustumPlane.dotCoordinate(boundingVectors[i]) >= 0) {
  19755. canReturnFalse = false;
  19756. break;
  19757. }
  19758. }
  19759. if (canReturnFalse) {
  19760. return false;
  19761. }
  19762. }
  19763. return true;
  19764. };
  19765. BoundingBox.TmpVector3 = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  19766. return BoundingBox;
  19767. }());
  19768. BABYLON.BoundingBox = BoundingBox;
  19769. })(BABYLON || (BABYLON = {}));
  19770. //# sourceMappingURL=babylon.boundingBox.js.map
  19771. var BABYLON;
  19772. (function (BABYLON) {
  19773. var _result0 = { min: 0, max: 0 };
  19774. var _result1 = { min: 0, max: 0 };
  19775. var computeBoxExtents = function (axis, box, result) {
  19776. var p = BABYLON.Vector3.Dot(box.centerWorld, axis);
  19777. var r0 = Math.abs(BABYLON.Vector3.Dot(box.directions[0], axis)) * box.extendSize.x;
  19778. var r1 = Math.abs(BABYLON.Vector3.Dot(box.directions[1], axis)) * box.extendSize.y;
  19779. var r2 = Math.abs(BABYLON.Vector3.Dot(box.directions[2], axis)) * box.extendSize.z;
  19780. var r = r0 + r1 + r2;
  19781. result.min = p - r;
  19782. result.max = p + r;
  19783. };
  19784. var axisOverlap = function (axis, box0, box1) {
  19785. computeBoxExtents(axis, box0, _result0);
  19786. computeBoxExtents(axis, box1, _result1);
  19787. return !(_result0.min > _result1.max || _result1.min > _result0.max);
  19788. };
  19789. /**
  19790. * Info for a bounding data of a mesh
  19791. */
  19792. var BoundingInfo = /** @class */ (function () {
  19793. /**
  19794. * Constructs bounding info
  19795. * @param minimum min vector of the bounding box/sphere
  19796. * @param maximum max vector of the bounding box/sphere
  19797. * @param worldMatrix defines the new world matrix
  19798. */
  19799. function BoundingInfo(minimum, maximum, worldMatrix) {
  19800. this._isLocked = false;
  19801. this.boundingBox = new BABYLON.BoundingBox(minimum, maximum, worldMatrix);
  19802. this.boundingSphere = new BABYLON.BoundingSphere(minimum, maximum, worldMatrix);
  19803. }
  19804. /**
  19805. * Recreates the entire bounding info from scratch as if we call the constructor in place
  19806. * @param min defines the new minimum vector (in local space)
  19807. * @param max defines the new maximum vector (in local space)
  19808. * @param worldMatrix defines the new world matrix
  19809. */
  19810. BoundingInfo.prototype.reConstruct = function (min, max, worldMatrix) {
  19811. this.boundingBox.reConstruct(min, max, worldMatrix);
  19812. this.boundingSphere.reConstruct(min, max, worldMatrix);
  19813. };
  19814. Object.defineProperty(BoundingInfo.prototype, "minimum", {
  19815. /**
  19816. * min vector of the bounding box/sphere
  19817. */
  19818. get: function () {
  19819. return this.boundingBox.minimum;
  19820. },
  19821. enumerable: true,
  19822. configurable: true
  19823. });
  19824. Object.defineProperty(BoundingInfo.prototype, "maximum", {
  19825. /**
  19826. * max vector of the bounding box/sphere
  19827. */
  19828. get: function () {
  19829. return this.boundingBox.maximum;
  19830. },
  19831. enumerable: true,
  19832. configurable: true
  19833. });
  19834. Object.defineProperty(BoundingInfo.prototype, "isLocked", {
  19835. /**
  19836. * If the info is locked and won't be updated to avoid perf overhead
  19837. */
  19838. get: function () {
  19839. return this._isLocked;
  19840. },
  19841. set: function (value) {
  19842. this._isLocked = value;
  19843. },
  19844. enumerable: true,
  19845. configurable: true
  19846. });
  19847. // Methods
  19848. /**
  19849. * Updates the bounding sphere and box
  19850. * @param world world matrix to be used to update
  19851. */
  19852. BoundingInfo.prototype.update = function (world) {
  19853. if (this._isLocked) {
  19854. return;
  19855. }
  19856. this.boundingBox._update(world);
  19857. this.boundingSphere._update(world);
  19858. };
  19859. /**
  19860. * Recreate the bounding info to be centered around a specific point given a specific extend.
  19861. * @param center New center of the bounding info
  19862. * @param extend New extend of the bounding info
  19863. * @returns the current bounding info
  19864. */
  19865. BoundingInfo.prototype.centerOn = function (center, extend) {
  19866. var minimum = BoundingInfo.TmpVector3[0].copyFrom(center).subtractInPlace(extend);
  19867. var maximum = BoundingInfo.TmpVector3[1].copyFrom(center).addInPlace(extend);
  19868. this.boundingBox.reConstruct(minimum, maximum, this.boundingBox.getWorldMatrix());
  19869. this.boundingSphere.reConstruct(minimum, maximum, this.boundingBox.getWorldMatrix());
  19870. return this;
  19871. };
  19872. /**
  19873. * Scale the current bounding info by applying a scale factor
  19874. * @param factor defines the scale factor to apply
  19875. * @returns the current bounding info
  19876. */
  19877. BoundingInfo.prototype.scale = function (factor) {
  19878. this.boundingBox.scale(factor);
  19879. this.boundingSphere.scale(factor);
  19880. return this;
  19881. };
  19882. /**
  19883. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  19884. * @param frustumPlanes defines the frustum to test
  19885. * @param strategy defines the strategy to use for the culling (default is BABYLON.Scene.CULLINGSTRATEGY_STANDARD)
  19886. * @returns true if the bounding info is in the frustum planes
  19887. */
  19888. BoundingInfo.prototype.isInFrustum = function (frustumPlanes, strategy) {
  19889. if (strategy === void 0) { strategy = BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD; }
  19890. if (!this.boundingSphere.isInFrustum(frustumPlanes)) {
  19891. return false;
  19892. }
  19893. if (strategy === BABYLON.AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY) {
  19894. return true;
  19895. }
  19896. return this.boundingBox.isInFrustum(frustumPlanes);
  19897. };
  19898. Object.defineProperty(BoundingInfo.prototype, "diagonalLength", {
  19899. /**
  19900. * Gets the world distance between the min and max points of the bounding box
  19901. */
  19902. get: function () {
  19903. var boundingBox = this.boundingBox;
  19904. var diag = boundingBox.maximumWorld.subtractToRef(boundingBox.minimumWorld, BoundingInfo.TmpVector3[0]);
  19905. return diag.length();
  19906. },
  19907. enumerable: true,
  19908. configurable: true
  19909. });
  19910. /**
  19911. * Checks if a cullable object (mesh...) is in the camera frustum
  19912. * Unlike isInFrustum this cheks the full bounding box
  19913. * @param frustumPlanes Camera near/planes
  19914. * @returns true if the object is in frustum otherwise false
  19915. */
  19916. BoundingInfo.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  19917. return this.boundingBox.isCompletelyInFrustum(frustumPlanes);
  19918. };
  19919. /** @hidden */
  19920. BoundingInfo.prototype._checkCollision = function (collider) {
  19921. return collider._canDoCollision(this.boundingSphere.centerWorld, this.boundingSphere.radiusWorld, this.boundingBox.minimumWorld, this.boundingBox.maximumWorld);
  19922. };
  19923. /**
  19924. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  19925. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  19926. * @param point the point to check intersection with
  19927. * @returns if the point intersects
  19928. */
  19929. BoundingInfo.prototype.intersectsPoint = function (point) {
  19930. if (!this.boundingSphere.centerWorld) {
  19931. return false;
  19932. }
  19933. if (!this.boundingSphere.intersectsPoint(point)) {
  19934. return false;
  19935. }
  19936. if (!this.boundingBox.intersectsPoint(point)) {
  19937. return false;
  19938. }
  19939. return true;
  19940. };
  19941. /**
  19942. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  19943. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  19944. * @param boundingInfo the bounding info to check intersection with
  19945. * @param precise if the intersection should be done using OBB
  19946. * @returns if the bounding info intersects
  19947. */
  19948. BoundingInfo.prototype.intersects = function (boundingInfo, precise) {
  19949. if (!BABYLON.BoundingSphere.Intersects(this.boundingSphere, boundingInfo.boundingSphere)) {
  19950. return false;
  19951. }
  19952. if (!BABYLON.BoundingBox.Intersects(this.boundingBox, boundingInfo.boundingBox)) {
  19953. return false;
  19954. }
  19955. if (!precise) {
  19956. return true;
  19957. }
  19958. var box0 = this.boundingBox;
  19959. var box1 = boundingInfo.boundingBox;
  19960. if (!axisOverlap(box0.directions[0], box0, box1)) {
  19961. return false;
  19962. }
  19963. if (!axisOverlap(box0.directions[1], box0, box1)) {
  19964. return false;
  19965. }
  19966. if (!axisOverlap(box0.directions[2], box0, box1)) {
  19967. return false;
  19968. }
  19969. if (!axisOverlap(box1.directions[0], box0, box1)) {
  19970. return false;
  19971. }
  19972. if (!axisOverlap(box1.directions[1], box0, box1)) {
  19973. return false;
  19974. }
  19975. if (!axisOverlap(box1.directions[2], box0, box1)) {
  19976. return false;
  19977. }
  19978. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[0]), box0, box1)) {
  19979. return false;
  19980. }
  19981. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[1]), box0, box1)) {
  19982. return false;
  19983. }
  19984. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[2]), box0, box1)) {
  19985. return false;
  19986. }
  19987. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[0]), box0, box1)) {
  19988. return false;
  19989. }
  19990. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[1]), box0, box1)) {
  19991. return false;
  19992. }
  19993. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[2]), box0, box1)) {
  19994. return false;
  19995. }
  19996. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[0]), box0, box1)) {
  19997. return false;
  19998. }
  19999. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[1]), box0, box1)) {
  20000. return false;
  20001. }
  20002. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[2]), box0, box1)) {
  20003. return false;
  20004. }
  20005. return true;
  20006. };
  20007. BoundingInfo.TmpVector3 = BABYLON.Tools.BuildArray(2, BABYLON.Vector3.Zero);
  20008. return BoundingInfo;
  20009. }());
  20010. BABYLON.BoundingInfo = BoundingInfo;
  20011. })(BABYLON || (BABYLON = {}));
  20012. //# sourceMappingURL=babylon.boundingInfo.js.map
  20013. var BABYLON;
  20014. (function (BABYLON) {
  20015. /**
  20016. * A TransformNode is an object that is not rendered but can be used as a center of transformation. This can decrease memory usage and increase rendering speed compared to using an empty mesh as a parent and is less complicated than using a pivot matrix.
  20017. * @see https://doc.babylonjs.com/how_to/transformnode
  20018. */
  20019. var TransformNode = /** @class */ (function (_super) {
  20020. __extends(TransformNode, _super);
  20021. function TransformNode(name, scene, isPure) {
  20022. if (scene === void 0) { scene = null; }
  20023. if (isPure === void 0) { isPure = true; }
  20024. var _this = _super.call(this, name, scene) || this;
  20025. _this._forward = new BABYLON.Vector3(0, 0, 1);
  20026. _this._forwardInverted = new BABYLON.Vector3(0, 0, -1);
  20027. _this._up = new BABYLON.Vector3(0, 1, 0);
  20028. _this._right = new BABYLON.Vector3(1, 0, 0);
  20029. _this._rightInverted = new BABYLON.Vector3(-1, 0, 0);
  20030. // Properties
  20031. _this._position = BABYLON.Vector3.Zero();
  20032. _this._rotation = BABYLON.Vector3.Zero();
  20033. _this._scaling = BABYLON.Vector3.One();
  20034. _this._isDirty = false;
  20035. /**
  20036. * Set the billboard mode. Default is 0.
  20037. *
  20038. * | Value | Type | Description |
  20039. * | --- | --- | --- |
  20040. * | 0 | BILLBOARDMODE_NONE | |
  20041. * | 1 | BILLBOARDMODE_X | |
  20042. * | 2 | BILLBOARDMODE_Y | |
  20043. * | 4 | BILLBOARDMODE_Z | |
  20044. * | 7 | BILLBOARDMODE_ALL | |
  20045. *
  20046. */
  20047. _this.billboardMode = TransformNode.BILLBOARDMODE_NONE;
  20048. /**
  20049. * Multiplication factor on scale x/y/z when computing the world matrix. Eg. for a 1x1x1 cube setting this to 2 will make it a 2x2x2 cube
  20050. */
  20051. _this.scalingDeterminant = 1;
  20052. /**
  20053. * Sets the distance of the object to max, often used by skybox
  20054. */
  20055. _this.infiniteDistance = false;
  20056. /**
  20057. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  20058. * By default the system will update normals to compensate
  20059. */
  20060. _this.ignoreNonUniformScaling = false;
  20061. _this._localWorld = BABYLON.Matrix.Zero();
  20062. _this._absolutePosition = BABYLON.Vector3.Zero();
  20063. _this._pivotMatrix = BABYLON.Matrix.Identity();
  20064. _this._postMultiplyPivotMatrix = false;
  20065. _this._isWorldMatrixFrozen = false;
  20066. /** @hidden */
  20067. _this._indexInSceneTransformNodesArray = -1;
  20068. /**
  20069. * An event triggered after the world matrix is updated
  20070. */
  20071. _this.onAfterWorldMatrixUpdateObservable = new BABYLON.Observable();
  20072. _this._nonUniformScaling = false;
  20073. if (isPure) {
  20074. _this.getScene().addTransformNode(_this);
  20075. }
  20076. return _this;
  20077. }
  20078. /**
  20079. * Gets a string identifying the name of the class
  20080. * @returns "TransformNode" string
  20081. */
  20082. TransformNode.prototype.getClassName = function () {
  20083. return "TransformNode";
  20084. };
  20085. Object.defineProperty(TransformNode.prototype, "position", {
  20086. /**
  20087. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  20088. */
  20089. get: function () {
  20090. return this._position;
  20091. },
  20092. set: function (newPosition) {
  20093. this._position = newPosition;
  20094. this._isDirty = true;
  20095. },
  20096. enumerable: true,
  20097. configurable: true
  20098. });
  20099. Object.defineProperty(TransformNode.prototype, "rotation", {
  20100. /**
  20101. * Gets or sets the rotation property : a Vector3 defining the rotation value in radians around each local axis X, Y, Z (default is (0.0, 0.0, 0.0)).
  20102. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  20103. */
  20104. get: function () {
  20105. return this._rotation;
  20106. },
  20107. set: function (newRotation) {
  20108. this._rotation = newRotation;
  20109. this._isDirty = true;
  20110. },
  20111. enumerable: true,
  20112. configurable: true
  20113. });
  20114. Object.defineProperty(TransformNode.prototype, "scaling", {
  20115. /**
  20116. * Gets or sets the scaling property : a Vector3 defining the node scaling along each local axis X, Y, Z (default is (0.0, 0.0, 0.0)).
  20117. */
  20118. get: function () {
  20119. return this._scaling;
  20120. },
  20121. set: function (newScaling) {
  20122. this._scaling = newScaling;
  20123. this._isDirty = true;
  20124. },
  20125. enumerable: true,
  20126. configurable: true
  20127. });
  20128. Object.defineProperty(TransformNode.prototype, "rotationQuaternion", {
  20129. /**
  20130. * Gets or sets the rotation Quaternion property : this a Quaternion object defining the node rotation by using a unit quaternion (null by default).
  20131. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  20132. */
  20133. get: function () {
  20134. return this._rotationQuaternion;
  20135. },
  20136. set: function (quaternion) {
  20137. this._rotationQuaternion = quaternion;
  20138. //reset the rotation vector.
  20139. if (quaternion) {
  20140. this.rotation.setAll(0.0);
  20141. }
  20142. },
  20143. enumerable: true,
  20144. configurable: true
  20145. });
  20146. Object.defineProperty(TransformNode.prototype, "forward", {
  20147. /**
  20148. * The forward direction of that transform in world space.
  20149. */
  20150. get: function () {
  20151. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this.getScene().useRightHandedSystem ? this._forwardInverted : this._forward, this.getWorldMatrix()));
  20152. },
  20153. enumerable: true,
  20154. configurable: true
  20155. });
  20156. Object.defineProperty(TransformNode.prototype, "up", {
  20157. /**
  20158. * The up direction of that transform in world space.
  20159. */
  20160. get: function () {
  20161. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this._up, this.getWorldMatrix()));
  20162. },
  20163. enumerable: true,
  20164. configurable: true
  20165. });
  20166. Object.defineProperty(TransformNode.prototype, "right", {
  20167. /**
  20168. * The right direction of that transform in world space.
  20169. */
  20170. get: function () {
  20171. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this.getScene().useRightHandedSystem ? this._rightInverted : this._right, this.getWorldMatrix()));
  20172. },
  20173. enumerable: true,
  20174. configurable: true
  20175. });
  20176. /**
  20177. * Copies the parameter passed Matrix into the mesh Pose matrix.
  20178. * @param matrix the matrix to copy the pose from
  20179. * @returns this TransformNode.
  20180. */
  20181. TransformNode.prototype.updatePoseMatrix = function (matrix) {
  20182. this._poseMatrix.copyFrom(matrix);
  20183. return this;
  20184. };
  20185. /**
  20186. * Returns the mesh Pose matrix.
  20187. * @returns the pose matrix
  20188. */
  20189. TransformNode.prototype.getPoseMatrix = function () {
  20190. return this._poseMatrix;
  20191. };
  20192. /** @hidden */
  20193. TransformNode.prototype._isSynchronized = function () {
  20194. if (this._isDirty) {
  20195. return false;
  20196. }
  20197. if (this.billboardMode !== this._cache.billboardMode || this.billboardMode !== TransformNode.BILLBOARDMODE_NONE) {
  20198. return false;
  20199. }
  20200. if (this._cache.pivotMatrixUpdated) {
  20201. return false;
  20202. }
  20203. if (this.infiniteDistance) {
  20204. return false;
  20205. }
  20206. if (!this._cache.position.equals(this._position)) {
  20207. return false;
  20208. }
  20209. if (this._rotationQuaternion) {
  20210. if (!this._cache.rotationQuaternion.equals(this._rotationQuaternion)) {
  20211. return false;
  20212. }
  20213. }
  20214. if (!this._cache.rotation.equals(this._rotation)) {
  20215. return false;
  20216. }
  20217. if (!this._cache.scaling.equals(this._scaling)) {
  20218. return false;
  20219. }
  20220. return true;
  20221. };
  20222. /** @hidden */
  20223. TransformNode.prototype._initCache = function () {
  20224. _super.prototype._initCache.call(this);
  20225. this._cache.localMatrixUpdated = false;
  20226. this._cache.position = BABYLON.Vector3.Zero();
  20227. this._cache.scaling = BABYLON.Vector3.Zero();
  20228. this._cache.rotation = BABYLON.Vector3.Zero();
  20229. this._cache.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 0);
  20230. this._cache.billboardMode = -1;
  20231. };
  20232. /**
  20233. * Flag the transform node as dirty (Forcing it to update everything)
  20234. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  20235. * @returns this transform node
  20236. */
  20237. TransformNode.prototype.markAsDirty = function (property) {
  20238. if (property === "rotation") {
  20239. this.rotationQuaternion = null;
  20240. }
  20241. this._currentRenderId = Number.MAX_VALUE;
  20242. this._isDirty = true;
  20243. return this;
  20244. };
  20245. Object.defineProperty(TransformNode.prototype, "absolutePosition", {
  20246. /**
  20247. * Returns the current mesh absolute position.
  20248. * Returns a Vector3.
  20249. */
  20250. get: function () {
  20251. return this._absolutePosition;
  20252. },
  20253. enumerable: true,
  20254. configurable: true
  20255. });
  20256. /**
  20257. * Sets a new matrix to apply before all other transformation
  20258. * @param matrix defines the transform matrix
  20259. * @returns the current TransformNode
  20260. */
  20261. TransformNode.prototype.setPreTransformMatrix = function (matrix) {
  20262. return this.setPivotMatrix(matrix, false);
  20263. };
  20264. /**
  20265. * Sets a new pivot matrix to the current node
  20266. * @param matrix defines the new pivot matrix to use
  20267. * @param postMultiplyPivotMatrix defines if the pivot matrix must be cancelled in the world matrix. When this parameter is set to true (default), the inverse of the pivot matrix is also applied at the end to cancel the transformation effect
  20268. * @returns the current TransformNode
  20269. */
  20270. TransformNode.prototype.setPivotMatrix = function (matrix, postMultiplyPivotMatrix) {
  20271. if (postMultiplyPivotMatrix === void 0) { postMultiplyPivotMatrix = true; }
  20272. this._pivotMatrix.copyFrom(matrix);
  20273. this._cache.pivotMatrixUpdated = true;
  20274. this._postMultiplyPivotMatrix = postMultiplyPivotMatrix;
  20275. if (this._postMultiplyPivotMatrix) {
  20276. if (!this._pivotMatrixInverse) {
  20277. this._pivotMatrixInverse = BABYLON.Matrix.Invert(this._pivotMatrix);
  20278. }
  20279. else {
  20280. this._pivotMatrix.invertToRef(this._pivotMatrixInverse);
  20281. }
  20282. }
  20283. return this;
  20284. };
  20285. /**
  20286. * Returns the mesh pivot matrix.
  20287. * Default : Identity.
  20288. * @returns the matrix
  20289. */
  20290. TransformNode.prototype.getPivotMatrix = function () {
  20291. return this._pivotMatrix;
  20292. };
  20293. /**
  20294. * Prevents the World matrix to be computed any longer.
  20295. * @returns the TransformNode.
  20296. */
  20297. TransformNode.prototype.freezeWorldMatrix = function () {
  20298. this._isWorldMatrixFrozen = false; // no guarantee world is not already frozen, switch off temporarily
  20299. this.computeWorldMatrix(true);
  20300. this._isWorldMatrixFrozen = true;
  20301. return this;
  20302. };
  20303. /**
  20304. * Allows back the World matrix computation.
  20305. * @returns the TransformNode.
  20306. */
  20307. TransformNode.prototype.unfreezeWorldMatrix = function () {
  20308. this._isWorldMatrixFrozen = false;
  20309. this.computeWorldMatrix(true);
  20310. return this;
  20311. };
  20312. Object.defineProperty(TransformNode.prototype, "isWorldMatrixFrozen", {
  20313. /**
  20314. * True if the World matrix has been frozen.
  20315. */
  20316. get: function () {
  20317. return this._isWorldMatrixFrozen;
  20318. },
  20319. enumerable: true,
  20320. configurable: true
  20321. });
  20322. /**
  20323. * Retuns the mesh absolute position in the World.
  20324. * @returns a Vector3.
  20325. */
  20326. TransformNode.prototype.getAbsolutePosition = function () {
  20327. this.computeWorldMatrix();
  20328. return this._absolutePosition;
  20329. };
  20330. /**
  20331. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  20332. * @param absolutePosition the absolute position to set
  20333. * @returns the TransformNode.
  20334. */
  20335. TransformNode.prototype.setAbsolutePosition = function (absolutePosition) {
  20336. if (!absolutePosition) {
  20337. return this;
  20338. }
  20339. var absolutePositionX;
  20340. var absolutePositionY;
  20341. var absolutePositionZ;
  20342. if (absolutePosition.x === undefined) {
  20343. if (arguments.length < 3) {
  20344. return this;
  20345. }
  20346. absolutePositionX = arguments[0];
  20347. absolutePositionY = arguments[1];
  20348. absolutePositionZ = arguments[2];
  20349. }
  20350. else {
  20351. absolutePositionX = absolutePosition.x;
  20352. absolutePositionY = absolutePosition.y;
  20353. absolutePositionZ = absolutePosition.z;
  20354. }
  20355. if (this.parent) {
  20356. var invertParentWorldMatrix = BABYLON.Tmp.Matrix[0];
  20357. this.parent.getWorldMatrix().invertToRef(invertParentWorldMatrix);
  20358. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(absolutePositionX, absolutePositionY, absolutePositionZ, invertParentWorldMatrix, this.position);
  20359. }
  20360. else {
  20361. this.position.x = absolutePositionX;
  20362. this.position.y = absolutePositionY;
  20363. this.position.z = absolutePositionZ;
  20364. }
  20365. return this;
  20366. };
  20367. /**
  20368. * Sets the mesh position in its local space.
  20369. * @param vector3 the position to set in localspace
  20370. * @returns the TransformNode.
  20371. */
  20372. TransformNode.prototype.setPositionWithLocalVector = function (vector3) {
  20373. this.computeWorldMatrix();
  20374. this.position = BABYLON.Vector3.TransformNormal(vector3, this._localWorld);
  20375. return this;
  20376. };
  20377. /**
  20378. * Returns the mesh position in the local space from the current World matrix values.
  20379. * @returns a new Vector3.
  20380. */
  20381. TransformNode.prototype.getPositionExpressedInLocalSpace = function () {
  20382. this.computeWorldMatrix();
  20383. var invLocalWorldMatrix = BABYLON.Tmp.Matrix[0];
  20384. this._localWorld.invertToRef(invLocalWorldMatrix);
  20385. return BABYLON.Vector3.TransformNormal(this.position, invLocalWorldMatrix);
  20386. };
  20387. /**
  20388. * Translates the mesh along the passed Vector3 in its local space.
  20389. * @param vector3 the distance to translate in localspace
  20390. * @returns the TransformNode.
  20391. */
  20392. TransformNode.prototype.locallyTranslate = function (vector3) {
  20393. this.computeWorldMatrix(true);
  20394. this.position = BABYLON.Vector3.TransformCoordinates(vector3, this._localWorld);
  20395. return this;
  20396. };
  20397. /**
  20398. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  20399. * @param targetPoint the position (must be in same space as current mesh) to look at
  20400. * @param yawCor optional yaw (y-axis) correction in radians
  20401. * @param pitchCor optional pitch (x-axis) correction in radians
  20402. * @param rollCor optional roll (z-axis) correction in radians
  20403. * @param space the choosen space of the target
  20404. * @returns the TransformNode.
  20405. */
  20406. TransformNode.prototype.lookAt = function (targetPoint, yawCor, pitchCor, rollCor, space) {
  20407. if (yawCor === void 0) { yawCor = 0; }
  20408. if (pitchCor === void 0) { pitchCor = 0; }
  20409. if (rollCor === void 0) { rollCor = 0; }
  20410. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  20411. var dv = TransformNode._lookAtVectorCache;
  20412. var pos = space === BABYLON.Space.LOCAL ? this.position : this.getAbsolutePosition();
  20413. targetPoint.subtractToRef(pos, dv);
  20414. var yaw = -Math.atan2(dv.z, dv.x) - Math.PI / 2;
  20415. var len = Math.sqrt(dv.x * dv.x + dv.z * dv.z);
  20416. var pitch = Math.atan2(dv.y, len);
  20417. if (this.rotationQuaternion) {
  20418. BABYLON.Quaternion.RotationYawPitchRollToRef(yaw + yawCor, pitch + pitchCor, rollCor, this.rotationQuaternion);
  20419. }
  20420. else {
  20421. this.rotation.x = pitch + pitchCor;
  20422. this.rotation.y = yaw + yawCor;
  20423. this.rotation.z = rollCor;
  20424. }
  20425. return this;
  20426. };
  20427. /**
  20428. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  20429. * This Vector3 is expressed in the World space.
  20430. * @param localAxis axis to rotate
  20431. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  20432. */
  20433. TransformNode.prototype.getDirection = function (localAxis) {
  20434. var result = BABYLON.Vector3.Zero();
  20435. this.getDirectionToRef(localAxis, result);
  20436. return result;
  20437. };
  20438. /**
  20439. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  20440. * localAxis is expressed in the mesh local space.
  20441. * result is computed in the Wordl space from the mesh World matrix.
  20442. * @param localAxis axis to rotate
  20443. * @param result the resulting transformnode
  20444. * @returns this TransformNode.
  20445. */
  20446. TransformNode.prototype.getDirectionToRef = function (localAxis, result) {
  20447. BABYLON.Vector3.TransformNormalToRef(localAxis, this.getWorldMatrix(), result);
  20448. return this;
  20449. };
  20450. /**
  20451. * Sets a new pivot point to the current node
  20452. * @param point defines the new pivot point to use
  20453. * @param space defines if the point is in world or local space (local by default)
  20454. * @returns the current TransformNode
  20455. */
  20456. TransformNode.prototype.setPivotPoint = function (point, space) {
  20457. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  20458. if (this.getScene().getRenderId() == 0) {
  20459. this.computeWorldMatrix(true);
  20460. }
  20461. var wm = this.getWorldMatrix();
  20462. if (space == BABYLON.Space.WORLD) {
  20463. var tmat = BABYLON.Tmp.Matrix[0];
  20464. wm.invertToRef(tmat);
  20465. point = BABYLON.Vector3.TransformCoordinates(point, tmat);
  20466. }
  20467. return this.setPivotMatrix(BABYLON.Matrix.Translation(-point.x, -point.y, -point.z), true);
  20468. };
  20469. /**
  20470. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  20471. * @returns the pivot point
  20472. */
  20473. TransformNode.prototype.getPivotPoint = function () {
  20474. var point = BABYLON.Vector3.Zero();
  20475. this.getPivotPointToRef(point);
  20476. return point;
  20477. };
  20478. /**
  20479. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  20480. * @param result the vector3 to store the result
  20481. * @returns this TransformNode.
  20482. */
  20483. TransformNode.prototype.getPivotPointToRef = function (result) {
  20484. result.x = -this._pivotMatrix.m[12];
  20485. result.y = -this._pivotMatrix.m[13];
  20486. result.z = -this._pivotMatrix.m[14];
  20487. return this;
  20488. };
  20489. /**
  20490. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  20491. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  20492. */
  20493. TransformNode.prototype.getAbsolutePivotPoint = function () {
  20494. var point = BABYLON.Vector3.Zero();
  20495. this.getAbsolutePivotPointToRef(point);
  20496. return point;
  20497. };
  20498. /**
  20499. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  20500. * @param result vector3 to store the result
  20501. * @returns this TransformNode.
  20502. */
  20503. TransformNode.prototype.getAbsolutePivotPointToRef = function (result) {
  20504. result.x = this._pivotMatrix.m[12];
  20505. result.y = this._pivotMatrix.m[13];
  20506. result.z = this._pivotMatrix.m[14];
  20507. this.getPivotPointToRef(result);
  20508. BABYLON.Vector3.TransformCoordinatesToRef(result, this.getWorldMatrix(), result);
  20509. return this;
  20510. };
  20511. /**
  20512. * Defines the passed node as the parent of the current node.
  20513. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  20514. * @param node the node ot set as the parent
  20515. * @returns this TransformNode.
  20516. */
  20517. TransformNode.prototype.setParent = function (node) {
  20518. if (!node && !this.parent) {
  20519. return this;
  20520. }
  20521. var quatRotation = BABYLON.Tmp.Quaternion[0];
  20522. var position = BABYLON.Tmp.Vector3[0];
  20523. var scale = BABYLON.Tmp.Vector3[1];
  20524. if (!node) {
  20525. if (this.parent && this.parent.computeWorldMatrix) {
  20526. this.parent.computeWorldMatrix(true);
  20527. }
  20528. this.computeWorldMatrix(true);
  20529. this.getWorldMatrix().decompose(scale, quatRotation, position);
  20530. }
  20531. else {
  20532. var diffMatrix = BABYLON.Tmp.Matrix[0];
  20533. var invParentMatrix = BABYLON.Tmp.Matrix[1];
  20534. this.computeWorldMatrix(true);
  20535. node.computeWorldMatrix(true);
  20536. node.getWorldMatrix().invertToRef(invParentMatrix);
  20537. this.getWorldMatrix().multiplyToRef(invParentMatrix, diffMatrix);
  20538. diffMatrix.decompose(scale, quatRotation, position);
  20539. }
  20540. if (this.rotationQuaternion) {
  20541. this.rotationQuaternion.copyFrom(quatRotation);
  20542. }
  20543. else {
  20544. quatRotation.toEulerAnglesToRef(this.rotation);
  20545. }
  20546. this.scaling.copyFrom(scale);
  20547. this.position.copyFrom(position);
  20548. this.parent = node;
  20549. return this;
  20550. };
  20551. Object.defineProperty(TransformNode.prototype, "nonUniformScaling", {
  20552. /**
  20553. * True if the scaling property of this object is non uniform eg. (1,2,1)
  20554. */
  20555. get: function () {
  20556. return this._nonUniformScaling;
  20557. },
  20558. enumerable: true,
  20559. configurable: true
  20560. });
  20561. /** @hidden */
  20562. TransformNode.prototype._updateNonUniformScalingState = function (value) {
  20563. if (this._nonUniformScaling === value) {
  20564. return false;
  20565. }
  20566. this._nonUniformScaling = value;
  20567. return true;
  20568. };
  20569. /**
  20570. * Attach the current TransformNode to another TransformNode associated with a bone
  20571. * @param bone Bone affecting the TransformNode
  20572. * @param affectedTransformNode TransformNode associated with the bone
  20573. * @returns this object
  20574. */
  20575. TransformNode.prototype.attachToBone = function (bone, affectedTransformNode) {
  20576. this._transformToBoneReferal = affectedTransformNode;
  20577. this.parent = bone;
  20578. if (bone.getWorldMatrix().determinant() < 0) {
  20579. this.scalingDeterminant *= -1;
  20580. }
  20581. return this;
  20582. };
  20583. /**
  20584. * Detach the transform node if its associated with a bone
  20585. * @returns this object
  20586. */
  20587. TransformNode.prototype.detachFromBone = function () {
  20588. if (!this.parent) {
  20589. return this;
  20590. }
  20591. if (this.parent.getWorldMatrix().determinant() < 0) {
  20592. this.scalingDeterminant *= -1;
  20593. }
  20594. this._transformToBoneReferal = null;
  20595. this.parent = null;
  20596. return this;
  20597. };
  20598. /**
  20599. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  20600. * space (default LOCAL) can be either BABYLON.Space.LOCAL, either BABYLON.Space.WORLD.
  20601. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  20602. * The passed axis is also normalized.
  20603. * @param axis the axis to rotate around
  20604. * @param amount the amount to rotate in radians
  20605. * @param space Space to rotate in (Default: local)
  20606. * @returns the TransformNode.
  20607. */
  20608. TransformNode.prototype.rotate = function (axis, amount, space) {
  20609. axis.normalize();
  20610. if (!this.rotationQuaternion) {
  20611. this.rotationQuaternion = this.rotation.toQuaternion();
  20612. this.rotation.setAll(0);
  20613. }
  20614. var rotationQuaternion;
  20615. if (!space || space === BABYLON.Space.LOCAL) {
  20616. rotationQuaternion = BABYLON.Quaternion.RotationAxisToRef(axis, amount, TransformNode._rotationAxisCache);
  20617. this.rotationQuaternion.multiplyToRef(rotationQuaternion, this.rotationQuaternion);
  20618. }
  20619. else {
  20620. if (this.parent) {
  20621. var invertParentWorldMatrix = BABYLON.Tmp.Matrix[0];
  20622. this.parent.getWorldMatrix().invertToRef(invertParentWorldMatrix);
  20623. axis = BABYLON.Vector3.TransformNormal(axis, invertParentWorldMatrix);
  20624. }
  20625. rotationQuaternion = BABYLON.Quaternion.RotationAxisToRef(axis, amount, TransformNode._rotationAxisCache);
  20626. rotationQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  20627. }
  20628. return this;
  20629. };
  20630. /**
  20631. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  20632. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  20633. * The passed axis is also normalized. .
  20634. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  20635. * @param point the point to rotate around
  20636. * @param axis the axis to rotate around
  20637. * @param amount the amount to rotate in radians
  20638. * @returns the TransformNode
  20639. */
  20640. TransformNode.prototype.rotateAround = function (point, axis, amount) {
  20641. axis.normalize();
  20642. if (!this.rotationQuaternion) {
  20643. this.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
  20644. this.rotation.setAll(0);
  20645. }
  20646. var tmpVector = BABYLON.Tmp.Vector3[0];
  20647. var finalScale = BABYLON.Tmp.Vector3[1];
  20648. var finalTranslation = BABYLON.Tmp.Vector3[2];
  20649. var finalRotation = BABYLON.Tmp.Quaternion[0];
  20650. var translationMatrix = BABYLON.Tmp.Matrix[0]; // T
  20651. var translationMatrixInv = BABYLON.Tmp.Matrix[1]; // T'
  20652. var rotationMatrix = BABYLON.Tmp.Matrix[2]; // R
  20653. var finalMatrix = BABYLON.Tmp.Matrix[3]; // T' x R x T
  20654. point.subtractToRef(this.position, tmpVector);
  20655. BABYLON.Matrix.TranslationToRef(tmpVector.x, tmpVector.y, tmpVector.z, translationMatrix); // T
  20656. BABYLON.Matrix.TranslationToRef(-tmpVector.x, -tmpVector.y, -tmpVector.z, translationMatrixInv); // T'
  20657. BABYLON.Matrix.RotationAxisToRef(axis, amount, rotationMatrix); // R
  20658. translationMatrixInv.multiplyToRef(rotationMatrix, finalMatrix); // T' x R
  20659. finalMatrix.multiplyToRef(translationMatrix, finalMatrix); // T' x R x T
  20660. finalMatrix.decompose(finalScale, finalRotation, finalTranslation);
  20661. this.position.addInPlace(finalTranslation);
  20662. finalRotation.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  20663. return this;
  20664. };
  20665. /**
  20666. * Translates the mesh along the axis vector for the passed distance in the given space.
  20667. * space (default LOCAL) can be either BABYLON.Space.LOCAL, either BABYLON.Space.WORLD.
  20668. * @param axis the axis to translate in
  20669. * @param distance the distance to translate
  20670. * @param space Space to rotate in (Default: local)
  20671. * @returns the TransformNode.
  20672. */
  20673. TransformNode.prototype.translate = function (axis, distance, space) {
  20674. var displacementVector = axis.scale(distance);
  20675. if (!space || space === BABYLON.Space.LOCAL) {
  20676. var tempV3 = this.getPositionExpressedInLocalSpace().add(displacementVector);
  20677. this.setPositionWithLocalVector(tempV3);
  20678. }
  20679. else {
  20680. this.setAbsolutePosition(this.getAbsolutePosition().add(displacementVector));
  20681. }
  20682. return this;
  20683. };
  20684. /**
  20685. * Adds a rotation step to the mesh current rotation.
  20686. * x, y, z are Euler angles expressed in radians.
  20687. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  20688. * This means this rotation is made in the mesh local space only.
  20689. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  20690. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  20691. * ```javascript
  20692. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  20693. * ```
  20694. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  20695. * Under the hood, only quaternions are used. So it's a little faster is you use .rotationQuaternion because it doesn't need to translate them back to Euler angles.
  20696. * @param x Rotation to add
  20697. * @param y Rotation to add
  20698. * @param z Rotation to add
  20699. * @returns the TransformNode.
  20700. */
  20701. TransformNode.prototype.addRotation = function (x, y, z) {
  20702. var rotationQuaternion;
  20703. if (this.rotationQuaternion) {
  20704. rotationQuaternion = this.rotationQuaternion;
  20705. }
  20706. else {
  20707. rotationQuaternion = BABYLON.Tmp.Quaternion[1];
  20708. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, rotationQuaternion);
  20709. }
  20710. var accumulation = BABYLON.Tmp.Quaternion[0];
  20711. BABYLON.Quaternion.RotationYawPitchRollToRef(y, x, z, accumulation);
  20712. rotationQuaternion.multiplyInPlace(accumulation);
  20713. if (!this.rotationQuaternion) {
  20714. rotationQuaternion.toEulerAnglesToRef(this.rotation);
  20715. }
  20716. return this;
  20717. };
  20718. /**
  20719. * Computes the world matrix of the node
  20720. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  20721. * @returns the world matrix
  20722. */
  20723. TransformNode.prototype.computeWorldMatrix = function (force) {
  20724. if (this._isWorldMatrixFrozen) {
  20725. return this._worldMatrix;
  20726. }
  20727. if (!force && this.isSynchronized()) {
  20728. this._currentRenderId = this.getScene().getRenderId();
  20729. return this._worldMatrix;
  20730. }
  20731. this._updateCache();
  20732. this._cache.position.copyFrom(this.position);
  20733. this._cache.scaling.copyFrom(this.scaling);
  20734. this._cache.pivotMatrixUpdated = false;
  20735. this._cache.billboardMode = this.billboardMode;
  20736. this._currentRenderId = this.getScene().getRenderId();
  20737. this._childRenderId = this.getScene().getRenderId();
  20738. this._isDirty = false;
  20739. // Scaling
  20740. BABYLON.Matrix.ScalingToRef(this.scaling.x * this.scalingDeterminant, this.scaling.y * this.scalingDeterminant, this.scaling.z * this.scalingDeterminant, BABYLON.Tmp.Matrix[1]);
  20741. // Rotation
  20742. //rotate, if quaternion is set and rotation was used
  20743. if (this.rotationQuaternion) {
  20744. var len = this.rotation.length();
  20745. if (len) {
  20746. this.rotationQuaternion.multiplyInPlace(BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z));
  20747. this.rotation.copyFromFloats(0, 0, 0);
  20748. }
  20749. }
  20750. if (this.rotationQuaternion) {
  20751. this.rotationQuaternion.toRotationMatrix(BABYLON.Tmp.Matrix[0]);
  20752. this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);
  20753. }
  20754. else {
  20755. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, BABYLON.Tmp.Matrix[0]);
  20756. this._cache.rotation.copyFrom(this.rotation);
  20757. }
  20758. // Translation
  20759. var camera = this.getScene().activeCamera;
  20760. if (this.infiniteDistance && !this.parent && camera) {
  20761. var cameraWorldMatrix = camera.getWorldMatrix();
  20762. var cameraGlobalPosition = new BABYLON.Vector3(cameraWorldMatrix.m[12], cameraWorldMatrix.m[13], cameraWorldMatrix.m[14]);
  20763. BABYLON.Matrix.TranslationToRef(this.position.x + cameraGlobalPosition.x, this.position.y + cameraGlobalPosition.y, this.position.z + cameraGlobalPosition.z, BABYLON.Tmp.Matrix[2]);
  20764. }
  20765. else {
  20766. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, BABYLON.Tmp.Matrix[2]);
  20767. }
  20768. // Composing transformations
  20769. this._pivotMatrix.multiplyToRef(BABYLON.Tmp.Matrix[1], BABYLON.Tmp.Matrix[4]);
  20770. BABYLON.Tmp.Matrix[4].multiplyToRef(BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Matrix[5]);
  20771. // Billboarding (testing PG:http://www.babylonjs-playground.com/#UJEIL#13)
  20772. if (this.billboardMode !== TransformNode.BILLBOARDMODE_NONE && camera) {
  20773. if ((this.billboardMode & TransformNode.BILLBOARDMODE_ALL) !== TransformNode.BILLBOARDMODE_ALL) {
  20774. // Need to decompose each rotation here
  20775. var currentPosition = BABYLON.Tmp.Vector3[3];
  20776. if (this.parent && this.parent.getWorldMatrix) {
  20777. if (this._transformToBoneReferal) {
  20778. this.parent.getWorldMatrix().multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  20779. BABYLON.Vector3.TransformCoordinatesToRef(this.position, BABYLON.Tmp.Matrix[6], currentPosition);
  20780. }
  20781. else {
  20782. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), currentPosition);
  20783. }
  20784. }
  20785. else {
  20786. currentPosition.copyFrom(this.position);
  20787. }
  20788. currentPosition.subtractInPlace(camera.globalPosition);
  20789. var finalEuler = BABYLON.Tmp.Vector3[4].copyFromFloats(0, 0, 0);
  20790. if ((this.billboardMode & TransformNode.BILLBOARDMODE_X) === TransformNode.BILLBOARDMODE_X) {
  20791. finalEuler.x = Math.atan2(-currentPosition.y, currentPosition.z);
  20792. }
  20793. if ((this.billboardMode & TransformNode.BILLBOARDMODE_Y) === TransformNode.BILLBOARDMODE_Y) {
  20794. finalEuler.y = Math.atan2(currentPosition.x, currentPosition.z);
  20795. }
  20796. if ((this.billboardMode & TransformNode.BILLBOARDMODE_Z) === TransformNode.BILLBOARDMODE_Z) {
  20797. finalEuler.z = Math.atan2(currentPosition.y, currentPosition.x);
  20798. }
  20799. BABYLON.Matrix.RotationYawPitchRollToRef(finalEuler.y, finalEuler.x, finalEuler.z, BABYLON.Tmp.Matrix[0]);
  20800. }
  20801. else {
  20802. BABYLON.Tmp.Matrix[1].copyFrom(camera.getViewMatrix());
  20803. BABYLON.Tmp.Matrix[1].setTranslationFromFloats(0, 0, 0);
  20804. BABYLON.Tmp.Matrix[1].invertToRef(BABYLON.Tmp.Matrix[0]);
  20805. }
  20806. BABYLON.Tmp.Matrix[1].copyFrom(BABYLON.Tmp.Matrix[5]);
  20807. BABYLON.Tmp.Matrix[1].multiplyToRef(BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Matrix[5]);
  20808. }
  20809. // Post multiply inverse of pivotMatrix
  20810. if (this._postMultiplyPivotMatrix) {
  20811. BABYLON.Tmp.Matrix[5].multiplyToRef(this._pivotMatrixInverse, BABYLON.Tmp.Matrix[5]);
  20812. }
  20813. // Local world
  20814. BABYLON.Tmp.Matrix[5].multiplyToRef(BABYLON.Tmp.Matrix[2], this._localWorld);
  20815. // Parent
  20816. if (this.parent && this.parent.getWorldMatrix) {
  20817. if (this.billboardMode !== TransformNode.BILLBOARDMODE_NONE) {
  20818. if (this._transformToBoneReferal) {
  20819. this.parent.getWorldMatrix().multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  20820. BABYLON.Tmp.Matrix[5].copyFrom(BABYLON.Tmp.Matrix[6]);
  20821. }
  20822. else {
  20823. BABYLON.Tmp.Matrix[5].copyFrom(this.parent.getWorldMatrix());
  20824. }
  20825. this._localWorld.getTranslationToRef(BABYLON.Tmp.Vector3[5]);
  20826. BABYLON.Vector3.TransformCoordinatesToRef(BABYLON.Tmp.Vector3[5], BABYLON.Tmp.Matrix[5], BABYLON.Tmp.Vector3[5]);
  20827. this._worldMatrix.copyFrom(this._localWorld);
  20828. this._worldMatrix.setTranslation(BABYLON.Tmp.Vector3[5]);
  20829. }
  20830. else {
  20831. if (this._transformToBoneReferal) {
  20832. this._localWorld.multiplyToRef(this.parent.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  20833. BABYLON.Tmp.Matrix[6].multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), this._worldMatrix);
  20834. }
  20835. else {
  20836. this._localWorld.multiplyToRef(this.parent.getWorldMatrix(), this._worldMatrix);
  20837. }
  20838. }
  20839. this._markSyncedWithParent();
  20840. }
  20841. else {
  20842. this._worldMatrix.copyFrom(this._localWorld);
  20843. }
  20844. // Normal matrix
  20845. if (!this.ignoreNonUniformScaling) {
  20846. if (this.scaling.isNonUniform) {
  20847. this._updateNonUniformScalingState(true);
  20848. }
  20849. else if (this.parent && this.parent._nonUniformScaling) {
  20850. this._updateNonUniformScalingState(this.parent._nonUniformScaling);
  20851. }
  20852. else {
  20853. this._updateNonUniformScalingState(false);
  20854. }
  20855. }
  20856. else {
  20857. this._updateNonUniformScalingState(false);
  20858. }
  20859. this._afterComputeWorldMatrix();
  20860. // Absolute position
  20861. this._absolutePosition.copyFromFloats(this._worldMatrix.m[12], this._worldMatrix.m[13], this._worldMatrix.m[14]);
  20862. // Callbacks
  20863. this.onAfterWorldMatrixUpdateObservable.notifyObservers(this);
  20864. if (!this._poseMatrix) {
  20865. this._poseMatrix = BABYLON.Matrix.Invert(this._worldMatrix);
  20866. }
  20867. // Cache the determinant
  20868. this._worldMatrixDeterminant = this._worldMatrix.determinant();
  20869. return this._worldMatrix;
  20870. };
  20871. TransformNode.prototype._afterComputeWorldMatrix = function () {
  20872. };
  20873. /**
  20874. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  20875. * @param func callback function to add
  20876. *
  20877. * @returns the TransformNode.
  20878. */
  20879. TransformNode.prototype.registerAfterWorldMatrixUpdate = function (func) {
  20880. this.onAfterWorldMatrixUpdateObservable.add(func);
  20881. return this;
  20882. };
  20883. /**
  20884. * Removes a registered callback function.
  20885. * @param func callback function to remove
  20886. * @returns the TransformNode.
  20887. */
  20888. TransformNode.prototype.unregisterAfterWorldMatrixUpdate = function (func) {
  20889. this.onAfterWorldMatrixUpdateObservable.removeCallback(func);
  20890. return this;
  20891. };
  20892. /**
  20893. * Gets the position of the current mesh in camera space
  20894. * @param camera defines the camera to use
  20895. * @returns a position
  20896. */
  20897. TransformNode.prototype.getPositionInCameraSpace = function (camera) {
  20898. if (camera === void 0) { camera = null; }
  20899. if (!camera) {
  20900. camera = this.getScene().activeCamera;
  20901. }
  20902. return BABYLON.Vector3.TransformCoordinates(this.absolutePosition, camera.getViewMatrix());
  20903. };
  20904. /**
  20905. * Returns the distance from the mesh to the active camera
  20906. * @param camera defines the camera to use
  20907. * @returns the distance
  20908. */
  20909. TransformNode.prototype.getDistanceToCamera = function (camera) {
  20910. if (camera === void 0) { camera = null; }
  20911. if (!camera) {
  20912. camera = this.getScene().activeCamera;
  20913. }
  20914. return this.absolutePosition.subtract(camera.position).length();
  20915. };
  20916. /**
  20917. * Clone the current transform node
  20918. * @param name Name of the new clone
  20919. * @param newParent New parent for the clone
  20920. * @param doNotCloneChildren Do not clone children hierarchy
  20921. * @returns the new transform node
  20922. */
  20923. TransformNode.prototype.clone = function (name, newParent, doNotCloneChildren) {
  20924. var _this = this;
  20925. var result = BABYLON.SerializationHelper.Clone(function () { return new TransformNode(name, _this.getScene()); }, this);
  20926. result.name = name;
  20927. result.id = name;
  20928. if (newParent) {
  20929. result.parent = newParent;
  20930. }
  20931. if (!doNotCloneChildren) {
  20932. // Children
  20933. var directDescendants = this.getDescendants(true);
  20934. for (var index = 0; index < directDescendants.length; index++) {
  20935. var child = directDescendants[index];
  20936. if (child.clone) {
  20937. child.clone(name + "." + child.name, result);
  20938. }
  20939. }
  20940. }
  20941. return result;
  20942. };
  20943. /**
  20944. * Serializes the objects information.
  20945. * @param currentSerializationObject defines the object to serialize in
  20946. * @returns the serialized object
  20947. */
  20948. TransformNode.prototype.serialize = function (currentSerializationObject) {
  20949. var serializationObject = BABYLON.SerializationHelper.Serialize(this, currentSerializationObject);
  20950. serializationObject.type = this.getClassName();
  20951. // Parent
  20952. if (this.parent) {
  20953. serializationObject.parentId = this.parent.id;
  20954. }
  20955. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  20956. serializationObject.tags = BABYLON.Tags.GetTags(this);
  20957. }
  20958. serializationObject.localMatrix = this.getPivotMatrix().asArray();
  20959. serializationObject.isEnabled = this.isEnabled();
  20960. // Parent
  20961. if (this.parent) {
  20962. serializationObject.parentId = this.parent.id;
  20963. }
  20964. return serializationObject;
  20965. };
  20966. // Statics
  20967. /**
  20968. * Returns a new TransformNode object parsed from the source provided.
  20969. * @param parsedTransformNode is the source.
  20970. * @param scene the scne the object belongs to
  20971. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  20972. * @returns a new TransformNode object parsed from the source provided.
  20973. */
  20974. TransformNode.Parse = function (parsedTransformNode, scene, rootUrl) {
  20975. var transformNode = BABYLON.SerializationHelper.Parse(function () { return new TransformNode(parsedTransformNode.name, scene); }, parsedTransformNode, scene, rootUrl);
  20976. if (BABYLON.Tags) {
  20977. BABYLON.Tags.AddTagsTo(transformNode, parsedTransformNode.tags);
  20978. }
  20979. if (parsedTransformNode.localMatrix) {
  20980. transformNode.setPreTransformMatrix(BABYLON.Matrix.FromArray(parsedTransformNode.localMatrix));
  20981. }
  20982. else if (parsedTransformNode.pivotMatrix) {
  20983. transformNode.setPivotMatrix(BABYLON.Matrix.FromArray(parsedTransformNode.pivotMatrix));
  20984. }
  20985. transformNode.setEnabled(parsedTransformNode.isEnabled);
  20986. // Parent
  20987. if (parsedTransformNode.parentId) {
  20988. transformNode._waitingParentId = parsedTransformNode.parentId;
  20989. }
  20990. return transformNode;
  20991. };
  20992. /**
  20993. * Releases resources associated with this transform node.
  20994. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  20995. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  20996. */
  20997. TransformNode.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  20998. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  20999. // Animations
  21000. this.getScene().stopAnimation(this);
  21001. // Remove from scene
  21002. this.getScene().removeTransformNode(this);
  21003. this.onAfterWorldMatrixUpdateObservable.clear();
  21004. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  21005. };
  21006. // Statics
  21007. /**
  21008. * Object will not rotate to face the camera
  21009. */
  21010. TransformNode.BILLBOARDMODE_NONE = 0;
  21011. /**
  21012. * Object will rotate to face the camera but only on the x axis
  21013. */
  21014. TransformNode.BILLBOARDMODE_X = 1;
  21015. /**
  21016. * Object will rotate to face the camera but only on the y axis
  21017. */
  21018. TransformNode.BILLBOARDMODE_Y = 2;
  21019. /**
  21020. * Object will rotate to face the camera but only on the z axis
  21021. */
  21022. TransformNode.BILLBOARDMODE_Z = 4;
  21023. /**
  21024. * Object will rotate to face the camera
  21025. */
  21026. TransformNode.BILLBOARDMODE_ALL = 7;
  21027. TransformNode._lookAtVectorCache = new BABYLON.Vector3(0, 0, 0);
  21028. TransformNode._rotationAxisCache = new BABYLON.Quaternion();
  21029. __decorate([
  21030. BABYLON.serializeAsVector3("position")
  21031. ], TransformNode.prototype, "_position", void 0);
  21032. __decorate([
  21033. BABYLON.serializeAsVector3("rotation")
  21034. ], TransformNode.prototype, "_rotation", void 0);
  21035. __decorate([
  21036. BABYLON.serializeAsQuaternion("rotationQuaternion")
  21037. ], TransformNode.prototype, "_rotationQuaternion", void 0);
  21038. __decorate([
  21039. BABYLON.serializeAsVector3("scaling")
  21040. ], TransformNode.prototype, "_scaling", void 0);
  21041. __decorate([
  21042. BABYLON.serialize()
  21043. ], TransformNode.prototype, "billboardMode", void 0);
  21044. __decorate([
  21045. BABYLON.serialize()
  21046. ], TransformNode.prototype, "scalingDeterminant", void 0);
  21047. __decorate([
  21048. BABYLON.serialize()
  21049. ], TransformNode.prototype, "infiniteDistance", void 0);
  21050. __decorate([
  21051. BABYLON.serialize()
  21052. ], TransformNode.prototype, "ignoreNonUniformScaling", void 0);
  21053. return TransformNode;
  21054. }(BABYLON.Node));
  21055. BABYLON.TransformNode = TransformNode;
  21056. })(BABYLON || (BABYLON = {}));
  21057. //# sourceMappingURL=babylon.transformNode.js.map
  21058. var BABYLON;
  21059. (function (BABYLON) {
  21060. /** @hidden */
  21061. var _FacetDataStorage = /** @class */ (function () {
  21062. function _FacetDataStorage() {
  21063. this.facetNb = 0; // facet number
  21064. this.partitioningSubdivisions = 10; // number of subdivisions per axis in the partioning space
  21065. this.partitioningBBoxRatio = 1.01; // the partioning array space is by default 1% bigger than the bounding box
  21066. this.facetDataEnabled = false; // is the facet data feature enabled on this mesh ?
  21067. this.facetParameters = {}; // keep a reference to the object parameters to avoid memory re-allocation
  21068. this.bbSize = BABYLON.Vector3.Zero(); // bbox size approximated for facet data
  21069. this.subDiv = {
  21070. max: 1,
  21071. X: 1,
  21072. Y: 1,
  21073. Z: 1
  21074. };
  21075. this.facetDepthSort = false; // is the facet depth sort to be computed
  21076. this.facetDepthSortEnabled = false; // is the facet depth sort initialized
  21077. }
  21078. return _FacetDataStorage;
  21079. }());
  21080. /**
  21081. * Class used to store all common mesh properties
  21082. */
  21083. var AbstractMesh = /** @class */ (function (_super) {
  21084. __extends(AbstractMesh, _super);
  21085. // Constructor
  21086. /**
  21087. * Creates a new AbstractMesh
  21088. * @param name defines the name of the mesh
  21089. * @param scene defines the hosting scene
  21090. */
  21091. function AbstractMesh(name, scene) {
  21092. if (scene === void 0) { scene = null; }
  21093. var _this = _super.call(this, name, scene, false) || this;
  21094. _this._facetData = new _FacetDataStorage();
  21095. /** Gets ot sets the culling strategy to use to find visible meshes */
  21096. _this.cullingStrategy = AbstractMesh.CULLINGSTRATEGY_STANDARD;
  21097. // Events
  21098. /**
  21099. * An event triggered when this mesh collides with another one
  21100. */
  21101. _this.onCollideObservable = new BABYLON.Observable();
  21102. /**
  21103. * An event triggered when the collision's position changes
  21104. */
  21105. _this.onCollisionPositionChangeObservable = new BABYLON.Observable();
  21106. /**
  21107. * An event triggered when material is changed
  21108. */
  21109. _this.onMaterialChangedObservable = new BABYLON.Observable();
  21110. // Properties
  21111. /**
  21112. * Gets or sets the orientation for POV movement & rotation
  21113. */
  21114. _this.definedFacingForward = true;
  21115. _this._visibility = 1.0;
  21116. /** Gets or sets the alpha index used to sort transparent meshes
  21117. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  21118. */
  21119. _this.alphaIndex = Number.MAX_VALUE;
  21120. /**
  21121. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  21122. */
  21123. _this.isVisible = true;
  21124. /**
  21125. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  21126. */
  21127. _this.isPickable = true;
  21128. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  21129. _this.showSubMeshesBoundingBox = false;
  21130. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  21131. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  21132. */
  21133. _this.isBlocker = false;
  21134. /**
  21135. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  21136. */
  21137. _this.enablePointerMoveEvents = false;
  21138. /**
  21139. * Specifies the rendering group id for this mesh (0 by default)
  21140. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  21141. */
  21142. _this.renderingGroupId = 0;
  21143. _this._receiveShadows = false;
  21144. /** Defines color to use when rendering outline */
  21145. _this.outlineColor = BABYLON.Color3.Red();
  21146. /** Define width to use when rendering outline */
  21147. _this.outlineWidth = 0.02;
  21148. /** Defines color to use when rendering overlay */
  21149. _this.overlayColor = BABYLON.Color3.Red();
  21150. /** Defines alpha to use when rendering overlay */
  21151. _this.overlayAlpha = 0.5;
  21152. _this._hasVertexAlpha = false;
  21153. _this._useVertexColors = true;
  21154. _this._computeBonesUsingShaders = true;
  21155. _this._numBoneInfluencers = 4;
  21156. _this._applyFog = true;
  21157. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  21158. _this.useOctreeForRenderingSelection = true;
  21159. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  21160. _this.useOctreeForPicking = true;
  21161. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  21162. _this.useOctreeForCollisions = true;
  21163. _this._layerMask = 0x0FFFFFFF;
  21164. /**
  21165. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  21166. */
  21167. _this.alwaysSelectAsActiveMesh = false;
  21168. /**
  21169. * Gets or sets the current action manager
  21170. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  21171. */
  21172. _this.actionManager = null;
  21173. // Collisions
  21174. _this._checkCollisions = false;
  21175. _this._collisionMask = -1;
  21176. _this._collisionGroup = -1;
  21177. /**
  21178. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  21179. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  21180. */
  21181. _this.ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5);
  21182. /**
  21183. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  21184. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  21185. */
  21186. _this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  21187. _this._oldPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
  21188. _this._diffPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
  21189. // Edges
  21190. /**
  21191. * Defines edge width used when edgesRenderer is enabled
  21192. * @see https://www.babylonjs-playground.com/#10OJSG#13
  21193. */
  21194. _this.edgesWidth = 1;
  21195. /**
  21196. * Defines edge color used when edgesRenderer is enabled
  21197. * @see https://www.babylonjs-playground.com/#10OJSG#13
  21198. */
  21199. _this.edgesColor = new BABYLON.Color4(1, 0, 0, 1);
  21200. /** @hidden */
  21201. _this._renderId = 0;
  21202. /** @hidden */
  21203. _this._intersectionsInProgress = new Array();
  21204. /** @hidden */
  21205. _this._unIndexed = false;
  21206. /** @hidden */
  21207. _this._lightSources = new Array();
  21208. /**
  21209. * An event triggered when the mesh is rebuilt.
  21210. */
  21211. _this.onRebuildObservable = new BABYLON.Observable();
  21212. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  21213. if (collidedMesh === void 0) { collidedMesh = null; }
  21214. //TODO move this to the collision coordinator!
  21215. if (_this.getScene().workerCollisions) {
  21216. newPosition.multiplyInPlace(_this._collider._radius);
  21217. }
  21218. newPosition.subtractToRef(_this._oldPositionForCollisions, _this._diffPositionForCollisions);
  21219. if (_this._diffPositionForCollisions.length() > BABYLON.Engine.CollisionsEpsilon) {
  21220. _this.position.addInPlace(_this._diffPositionForCollisions);
  21221. }
  21222. if (collidedMesh) {
  21223. _this.onCollideObservable.notifyObservers(collidedMesh);
  21224. }
  21225. _this.onCollisionPositionChangeObservable.notifyObservers(_this.position);
  21226. };
  21227. _this.getScene().addMesh(_this);
  21228. _this._resyncLightSources();
  21229. return _this;
  21230. }
  21231. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_NONE", {
  21232. /**
  21233. * No billboard
  21234. */
  21235. get: function () {
  21236. return BABYLON.TransformNode.BILLBOARDMODE_NONE;
  21237. },
  21238. enumerable: true,
  21239. configurable: true
  21240. });
  21241. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_X", {
  21242. /** Billboard on X axis */
  21243. get: function () {
  21244. return BABYLON.TransformNode.BILLBOARDMODE_X;
  21245. },
  21246. enumerable: true,
  21247. configurable: true
  21248. });
  21249. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Y", {
  21250. /** Billboard on Y axis */
  21251. get: function () {
  21252. return BABYLON.TransformNode.BILLBOARDMODE_Y;
  21253. },
  21254. enumerable: true,
  21255. configurable: true
  21256. });
  21257. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Z", {
  21258. /** Billboard on Z axis */
  21259. get: function () {
  21260. return BABYLON.TransformNode.BILLBOARDMODE_Z;
  21261. },
  21262. enumerable: true,
  21263. configurable: true
  21264. });
  21265. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_ALL", {
  21266. /** Billboard on all axes */
  21267. get: function () {
  21268. return BABYLON.TransformNode.BILLBOARDMODE_ALL;
  21269. },
  21270. enumerable: true,
  21271. configurable: true
  21272. });
  21273. Object.defineProperty(AbstractMesh.prototype, "facetNb", {
  21274. /**
  21275. * Gets the number of facets in the mesh
  21276. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  21277. */
  21278. get: function () {
  21279. return this._facetData.facetNb;
  21280. },
  21281. enumerable: true,
  21282. configurable: true
  21283. });
  21284. Object.defineProperty(AbstractMesh.prototype, "partitioningSubdivisions", {
  21285. /**
  21286. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  21287. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  21288. */
  21289. get: function () {
  21290. return this._facetData.partitioningSubdivisions;
  21291. },
  21292. set: function (nb) {
  21293. this._facetData.partitioningSubdivisions = nb;
  21294. },
  21295. enumerable: true,
  21296. configurable: true
  21297. });
  21298. Object.defineProperty(AbstractMesh.prototype, "partitioningBBoxRatio", {
  21299. /**
  21300. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  21301. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  21302. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  21303. */
  21304. get: function () {
  21305. return this._facetData.partitioningBBoxRatio;
  21306. },
  21307. set: function (ratio) {
  21308. this._facetData.partitioningBBoxRatio = ratio;
  21309. },
  21310. enumerable: true,
  21311. configurable: true
  21312. });
  21313. Object.defineProperty(AbstractMesh.prototype, "mustDepthSortFacets", {
  21314. /**
  21315. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  21316. * Works only for updatable meshes.
  21317. * Doesn't work with multi-materials
  21318. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  21319. */
  21320. get: function () {
  21321. return this._facetData.facetDepthSort;
  21322. },
  21323. set: function (sort) {
  21324. this._facetData.facetDepthSort = sort;
  21325. },
  21326. enumerable: true,
  21327. configurable: true
  21328. });
  21329. Object.defineProperty(AbstractMesh.prototype, "facetDepthSortFrom", {
  21330. /**
  21331. * The location (Vector3) where the facet depth sort must be computed from.
  21332. * By default, the active camera position.
  21333. * Used only when facet depth sort is enabled
  21334. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  21335. */
  21336. get: function () {
  21337. return this._facetData.facetDepthSortFrom;
  21338. },
  21339. set: function (location) {
  21340. this._facetData.facetDepthSortFrom = location;
  21341. },
  21342. enumerable: true,
  21343. configurable: true
  21344. });
  21345. Object.defineProperty(AbstractMesh.prototype, "isFacetDataEnabled", {
  21346. /**
  21347. * gets a boolean indicating if facetData is enabled
  21348. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  21349. */
  21350. get: function () {
  21351. return this._facetData.facetDataEnabled;
  21352. },
  21353. enumerable: true,
  21354. configurable: true
  21355. });
  21356. /** @hidden */
  21357. AbstractMesh.prototype._updateNonUniformScalingState = function (value) {
  21358. if (!_super.prototype._updateNonUniformScalingState.call(this, value)) {
  21359. return false;
  21360. }
  21361. this._markSubMeshesAsMiscDirty();
  21362. return true;
  21363. };
  21364. Object.defineProperty(AbstractMesh.prototype, "onCollide", {
  21365. /** Set a function to call when this mesh collides with another one */
  21366. set: function (callback) {
  21367. if (this._onCollideObserver) {
  21368. this.onCollideObservable.remove(this._onCollideObserver);
  21369. }
  21370. this._onCollideObserver = this.onCollideObservable.add(callback);
  21371. },
  21372. enumerable: true,
  21373. configurable: true
  21374. });
  21375. Object.defineProperty(AbstractMesh.prototype, "onCollisionPositionChange", {
  21376. /** Set a function to call when the collision's position changes */
  21377. set: function (callback) {
  21378. if (this._onCollisionPositionChangeObserver) {
  21379. this.onCollisionPositionChangeObservable.remove(this._onCollisionPositionChangeObserver);
  21380. }
  21381. this._onCollisionPositionChangeObserver = this.onCollisionPositionChangeObservable.add(callback);
  21382. },
  21383. enumerable: true,
  21384. configurable: true
  21385. });
  21386. Object.defineProperty(AbstractMesh.prototype, "visibility", {
  21387. /**
  21388. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  21389. */
  21390. get: function () {
  21391. return this._visibility;
  21392. },
  21393. /**
  21394. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  21395. */
  21396. set: function (value) {
  21397. if (this._visibility === value) {
  21398. return;
  21399. }
  21400. this._visibility = value;
  21401. this._markSubMeshesAsMiscDirty();
  21402. },
  21403. enumerable: true,
  21404. configurable: true
  21405. });
  21406. Object.defineProperty(AbstractMesh.prototype, "material", {
  21407. /** Gets or sets current material */
  21408. get: function () {
  21409. return this._material;
  21410. },
  21411. set: function (value) {
  21412. if (this._material === value) {
  21413. return;
  21414. }
  21415. // remove from material mesh map id needed
  21416. if (this._material && this._material.meshMap) {
  21417. this._material.meshMap[this.uniqueId] = undefined;
  21418. }
  21419. this._material = value;
  21420. if (value && value.meshMap) {
  21421. value.meshMap[this.uniqueId] = this;
  21422. }
  21423. if (this.onMaterialChangedObservable.hasObservers) {
  21424. this.onMaterialChangedObservable.notifyObservers(this);
  21425. }
  21426. if (!this.subMeshes) {
  21427. return;
  21428. }
  21429. this._unBindEffect();
  21430. },
  21431. enumerable: true,
  21432. configurable: true
  21433. });
  21434. Object.defineProperty(AbstractMesh.prototype, "receiveShadows", {
  21435. /**
  21436. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  21437. * @see http://doc.babylonjs.com/babylon101/shadows
  21438. */
  21439. get: function () {
  21440. return this._receiveShadows;
  21441. },
  21442. set: function (value) {
  21443. if (this._receiveShadows === value) {
  21444. return;
  21445. }
  21446. this._receiveShadows = value;
  21447. this._markSubMeshesAsLightDirty();
  21448. },
  21449. enumerable: true,
  21450. configurable: true
  21451. });
  21452. Object.defineProperty(AbstractMesh.prototype, "hasVertexAlpha", {
  21453. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  21454. get: function () {
  21455. return this._hasVertexAlpha;
  21456. },
  21457. set: function (value) {
  21458. if (this._hasVertexAlpha === value) {
  21459. return;
  21460. }
  21461. this._hasVertexAlpha = value;
  21462. this._markSubMeshesAsAttributesDirty();
  21463. this._markSubMeshesAsMiscDirty();
  21464. },
  21465. enumerable: true,
  21466. configurable: true
  21467. });
  21468. Object.defineProperty(AbstractMesh.prototype, "useVertexColors", {
  21469. /** Gets or sets a boolean indicating that this mesh needs to use vertex color data to render (if this kind of vertex data is available in the geometry) */
  21470. get: function () {
  21471. return this._useVertexColors;
  21472. },
  21473. set: function (value) {
  21474. if (this._useVertexColors === value) {
  21475. return;
  21476. }
  21477. this._useVertexColors = value;
  21478. this._markSubMeshesAsAttributesDirty();
  21479. },
  21480. enumerable: true,
  21481. configurable: true
  21482. });
  21483. Object.defineProperty(AbstractMesh.prototype, "computeBonesUsingShaders", {
  21484. /**
  21485. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  21486. */
  21487. get: function () {
  21488. return this._computeBonesUsingShaders;
  21489. },
  21490. set: function (value) {
  21491. if (this._computeBonesUsingShaders === value) {
  21492. return;
  21493. }
  21494. this._computeBonesUsingShaders = value;
  21495. this._markSubMeshesAsAttributesDirty();
  21496. },
  21497. enumerable: true,
  21498. configurable: true
  21499. });
  21500. Object.defineProperty(AbstractMesh.prototype, "numBoneInfluencers", {
  21501. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  21502. get: function () {
  21503. return this._numBoneInfluencers;
  21504. },
  21505. set: function (value) {
  21506. if (this._numBoneInfluencers === value) {
  21507. return;
  21508. }
  21509. this._numBoneInfluencers = value;
  21510. this._markSubMeshesAsAttributesDirty();
  21511. },
  21512. enumerable: true,
  21513. configurable: true
  21514. });
  21515. Object.defineProperty(AbstractMesh.prototype, "applyFog", {
  21516. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  21517. get: function () {
  21518. return this._applyFog;
  21519. },
  21520. set: function (value) {
  21521. if (this._applyFog === value) {
  21522. return;
  21523. }
  21524. this._applyFog = value;
  21525. this._markSubMeshesAsMiscDirty();
  21526. },
  21527. enumerable: true,
  21528. configurable: true
  21529. });
  21530. Object.defineProperty(AbstractMesh.prototype, "layerMask", {
  21531. /**
  21532. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  21533. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  21534. */
  21535. get: function () {
  21536. return this._layerMask;
  21537. },
  21538. set: function (value) {
  21539. if (value === this._layerMask) {
  21540. return;
  21541. }
  21542. this._layerMask = value;
  21543. this._resyncLightSources();
  21544. },
  21545. enumerable: true,
  21546. configurable: true
  21547. });
  21548. Object.defineProperty(AbstractMesh.prototype, "collisionMask", {
  21549. /**
  21550. * Gets or sets a collision mask used to mask collisions (default is -1).
  21551. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  21552. */
  21553. get: function () {
  21554. return this._collisionMask;
  21555. },
  21556. set: function (mask) {
  21557. this._collisionMask = !isNaN(mask) ? mask : -1;
  21558. },
  21559. enumerable: true,
  21560. configurable: true
  21561. });
  21562. Object.defineProperty(AbstractMesh.prototype, "collisionGroup", {
  21563. /**
  21564. * Gets or sets the current collision group mask (-1 by default).
  21565. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  21566. */
  21567. get: function () {
  21568. return this._collisionGroup;
  21569. },
  21570. set: function (mask) {
  21571. this._collisionGroup = !isNaN(mask) ? mask : -1;
  21572. },
  21573. enumerable: true,
  21574. configurable: true
  21575. });
  21576. Object.defineProperty(AbstractMesh.prototype, "_positions", {
  21577. /** @hidden */
  21578. get: function () {
  21579. return null;
  21580. },
  21581. enumerable: true,
  21582. configurable: true
  21583. });
  21584. Object.defineProperty(AbstractMesh.prototype, "skeleton", {
  21585. get: function () {
  21586. return this._skeleton;
  21587. },
  21588. /**
  21589. * Gets or sets a skeleton to apply skining transformations
  21590. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  21591. */
  21592. set: function (value) {
  21593. if (this._skeleton && this._skeleton.needInitialSkinMatrix) {
  21594. this._skeleton._unregisterMeshWithPoseMatrix(this);
  21595. }
  21596. if (value && value.needInitialSkinMatrix) {
  21597. value._registerMeshWithPoseMatrix(this);
  21598. }
  21599. this._skeleton = value;
  21600. if (!this._skeleton) {
  21601. this._bonesTransformMatrices = null;
  21602. }
  21603. this._markSubMeshesAsAttributesDirty();
  21604. },
  21605. enumerable: true,
  21606. configurable: true
  21607. });
  21608. /**
  21609. * Returns the string "AbstractMesh"
  21610. * @returns "AbstractMesh"
  21611. */
  21612. AbstractMesh.prototype.getClassName = function () {
  21613. return "AbstractMesh";
  21614. };
  21615. /**
  21616. * Gets a string representation of the current mesh
  21617. * @param fullDetails defines a boolean indicating if full details must be included
  21618. * @returns a string representation of the current mesh
  21619. */
  21620. AbstractMesh.prototype.toString = function (fullDetails) {
  21621. var ret = "Name: " + this.name + ", isInstance: " + (this instanceof BABYLON.InstancedMesh ? "YES" : "NO");
  21622. ret += ", # of submeshes: " + (this.subMeshes ? this.subMeshes.length : 0);
  21623. if (this._skeleton) {
  21624. ret += ", skeleton: " + this._skeleton.name;
  21625. }
  21626. if (fullDetails) {
  21627. ret += ", billboard mode: " + (["NONE", "X", "Y", null, "Z", null, null, "ALL"])[this.billboardMode];
  21628. ret += ", freeze wrld mat: " + (this._isWorldMatrixFrozen || this._waitingFreezeWorldMatrix ? "YES" : "NO");
  21629. }
  21630. return ret;
  21631. };
  21632. /** @hidden */
  21633. AbstractMesh.prototype._rebuild = function () {
  21634. this.onRebuildObservable.notifyObservers(this);
  21635. if (this._occlusionQuery) {
  21636. this._occlusionQuery = null;
  21637. }
  21638. if (!this.subMeshes) {
  21639. return;
  21640. }
  21641. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21642. var subMesh = _a[_i];
  21643. subMesh._rebuild();
  21644. }
  21645. };
  21646. /** @hidden */
  21647. AbstractMesh.prototype._resyncLightSources = function () {
  21648. this._lightSources.length = 0;
  21649. for (var _i = 0, _a = this.getScene().lights; _i < _a.length; _i++) {
  21650. var light = _a[_i];
  21651. if (!light.isEnabled()) {
  21652. continue;
  21653. }
  21654. if (light.canAffectMesh(this)) {
  21655. this._lightSources.push(light);
  21656. }
  21657. }
  21658. this._markSubMeshesAsLightDirty();
  21659. };
  21660. /** @hidden */
  21661. AbstractMesh.prototype._resyncLighSource = function (light) {
  21662. var isIn = light.isEnabled() && light.canAffectMesh(this);
  21663. var index = this._lightSources.indexOf(light);
  21664. if (index === -1) {
  21665. if (!isIn) {
  21666. return;
  21667. }
  21668. this._lightSources.push(light);
  21669. }
  21670. else {
  21671. if (isIn) {
  21672. return;
  21673. }
  21674. this._lightSources.splice(index, 1);
  21675. }
  21676. this._markSubMeshesAsLightDirty();
  21677. };
  21678. /** @hidden */
  21679. AbstractMesh.prototype._unBindEffect = function () {
  21680. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21681. var subMesh = _a[_i];
  21682. subMesh.setEffect(null);
  21683. }
  21684. };
  21685. /** @hidden */
  21686. AbstractMesh.prototype._removeLightSource = function (light) {
  21687. var index = this._lightSources.indexOf(light);
  21688. if (index === -1) {
  21689. return;
  21690. }
  21691. this._lightSources.splice(index, 1);
  21692. this._markSubMeshesAsLightDirty();
  21693. };
  21694. AbstractMesh.prototype._markSubMeshesAsDirty = function (func) {
  21695. if (!this.subMeshes) {
  21696. return;
  21697. }
  21698. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21699. var subMesh = _a[_i];
  21700. if (subMesh._materialDefines) {
  21701. func(subMesh._materialDefines);
  21702. }
  21703. }
  21704. };
  21705. /** @hidden */
  21706. AbstractMesh.prototype._markSubMeshesAsLightDirty = function () {
  21707. this._markSubMeshesAsDirty(function (defines) { return defines.markAsLightDirty(); });
  21708. };
  21709. /** @hidden */
  21710. AbstractMesh.prototype._markSubMeshesAsAttributesDirty = function () {
  21711. this._markSubMeshesAsDirty(function (defines) { return defines.markAsAttributesDirty(); });
  21712. };
  21713. /** @hidden */
  21714. AbstractMesh.prototype._markSubMeshesAsMiscDirty = function () {
  21715. if (!this.subMeshes) {
  21716. return;
  21717. }
  21718. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21719. var subMesh = _a[_i];
  21720. var material = subMesh.getMaterial();
  21721. if (material) {
  21722. material.markAsDirty(BABYLON.Material.MiscDirtyFlag);
  21723. }
  21724. }
  21725. };
  21726. Object.defineProperty(AbstractMesh.prototype, "scaling", {
  21727. /**
  21728. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  21729. */
  21730. get: function () {
  21731. return this._scaling;
  21732. },
  21733. set: function (newScaling) {
  21734. this._scaling = newScaling;
  21735. if (this.physicsImpostor) {
  21736. this.physicsImpostor.forceUpdate();
  21737. }
  21738. },
  21739. enumerable: true,
  21740. configurable: true
  21741. });
  21742. Object.defineProperty(AbstractMesh.prototype, "isBlocked", {
  21743. // Methods
  21744. /**
  21745. * Returns true if the mesh is blocked. Implemented by child classes
  21746. */
  21747. get: function () {
  21748. return false;
  21749. },
  21750. enumerable: true,
  21751. configurable: true
  21752. });
  21753. /**
  21754. * Returns the mesh itself by default. Implemented by child classes
  21755. * @param camera defines the camera to use to pick the right LOD level
  21756. * @returns the currentAbstractMesh
  21757. */
  21758. AbstractMesh.prototype.getLOD = function (camera) {
  21759. return this;
  21760. };
  21761. /**
  21762. * Returns 0 by default. Implemented by child classes
  21763. * @returns an integer
  21764. */
  21765. AbstractMesh.prototype.getTotalVertices = function () {
  21766. return 0;
  21767. };
  21768. /**
  21769. * Returns a positive integer : the total number of indices in this mesh geometry.
  21770. * @returns the numner of indices or zero if the mesh has no geometry.
  21771. */
  21772. AbstractMesh.prototype.getTotalIndices = function () {
  21773. return 0;
  21774. };
  21775. /**
  21776. * Returns null by default. Implemented by child classes
  21777. * @returns null
  21778. */
  21779. AbstractMesh.prototype.getIndices = function () {
  21780. return null;
  21781. };
  21782. /**
  21783. * Returns the array of the requested vertex data kind. Implemented by child classes
  21784. * @param kind defines the vertex data kind to use
  21785. * @returns null
  21786. */
  21787. AbstractMesh.prototype.getVerticesData = function (kind) {
  21788. return null;
  21789. };
  21790. /**
  21791. * Sets the vertex data of the mesh geometry for the requested `kind`.
  21792. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  21793. * Note that a new underlying VertexBuffer object is created each call.
  21794. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  21795. * @param kind defines vertex data kind:
  21796. * * BABYLON.VertexBuffer.PositionKind
  21797. * * BABYLON.VertexBuffer.UVKind
  21798. * * BABYLON.VertexBuffer.UV2Kind
  21799. * * BABYLON.VertexBuffer.UV3Kind
  21800. * * BABYLON.VertexBuffer.UV4Kind
  21801. * * BABYLON.VertexBuffer.UV5Kind
  21802. * * BABYLON.VertexBuffer.UV6Kind
  21803. * * BABYLON.VertexBuffer.ColorKind
  21804. * * BABYLON.VertexBuffer.MatricesIndicesKind
  21805. * * BABYLON.VertexBuffer.MatricesIndicesExtraKind
  21806. * * BABYLON.VertexBuffer.MatricesWeightsKind
  21807. * * BABYLON.VertexBuffer.MatricesWeightsExtraKind
  21808. * @param data defines the data source
  21809. * @param updatable defines if the data must be flagged as updatable (or static)
  21810. * @param stride defines the vertex stride (size of an entire vertex). Can be null and in this case will be deduced from vertex data kind
  21811. * @returns the current mesh
  21812. */
  21813. AbstractMesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  21814. return this;
  21815. };
  21816. /**
  21817. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  21818. * If the mesh has no geometry, it is simply returned as it is.
  21819. * @param kind defines vertex data kind:
  21820. * * BABYLON.VertexBuffer.PositionKind
  21821. * * BABYLON.VertexBuffer.UVKind
  21822. * * BABYLON.VertexBuffer.UV2Kind
  21823. * * BABYLON.VertexBuffer.UV3Kind
  21824. * * BABYLON.VertexBuffer.UV4Kind
  21825. * * BABYLON.VertexBuffer.UV5Kind
  21826. * * BABYLON.VertexBuffer.UV6Kind
  21827. * * BABYLON.VertexBuffer.ColorKind
  21828. * * BABYLON.VertexBuffer.MatricesIndicesKind
  21829. * * BABYLON.VertexBuffer.MatricesIndicesExtraKind
  21830. * * BABYLON.VertexBuffer.MatricesWeightsKind
  21831. * * BABYLON.VertexBuffer.MatricesWeightsExtraKind
  21832. * @param data defines the data source
  21833. * @param updateExtends If `kind` is `PositionKind` and if `updateExtends` is true, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed
  21834. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  21835. * @returns the current mesh
  21836. */
  21837. AbstractMesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  21838. return this;
  21839. };
  21840. /**
  21841. * Sets the mesh indices,
  21842. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  21843. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  21844. * @param totalVertices Defines the total number of vertices
  21845. * @returns the current mesh
  21846. */
  21847. AbstractMesh.prototype.setIndices = function (indices, totalVertices) {
  21848. return this;
  21849. };
  21850. /**
  21851. * Gets a boolean indicating if specific vertex data is present
  21852. * @param kind defines the vertex data kind to use
  21853. * @returns true is data kind is present
  21854. */
  21855. AbstractMesh.prototype.isVerticesDataPresent = function (kind) {
  21856. return false;
  21857. };
  21858. /**
  21859. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined
  21860. * @returns a BoundingInfo
  21861. */
  21862. AbstractMesh.prototype.getBoundingInfo = function () {
  21863. if (this._masterMesh) {
  21864. return this._masterMesh.getBoundingInfo();
  21865. }
  21866. if (!this._boundingInfo) {
  21867. // this._boundingInfo is being created here
  21868. this._updateBoundingInfo();
  21869. }
  21870. // cannot be null.
  21871. return this._boundingInfo;
  21872. };
  21873. /**
  21874. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  21875. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box
  21876. * @returns the current mesh
  21877. */
  21878. AbstractMesh.prototype.normalizeToUnitCube = function (includeDescendants) {
  21879. if (includeDescendants === void 0) { includeDescendants = true; }
  21880. var boundingVectors = this.getHierarchyBoundingVectors(includeDescendants);
  21881. var sizeVec = boundingVectors.max.subtract(boundingVectors.min);
  21882. var maxDimension = Math.max(sizeVec.x, sizeVec.y, sizeVec.z);
  21883. if (maxDimension === 0) {
  21884. return this;
  21885. }
  21886. var scale = 1 / maxDimension;
  21887. this.scaling.scaleInPlace(scale);
  21888. return this;
  21889. };
  21890. /**
  21891. * Overwrite the current bounding info
  21892. * @param boundingInfo defines the new bounding info
  21893. * @returns the current mesh
  21894. */
  21895. AbstractMesh.prototype.setBoundingInfo = function (boundingInfo) {
  21896. this._boundingInfo = boundingInfo;
  21897. return this;
  21898. };
  21899. Object.defineProperty(AbstractMesh.prototype, "useBones", {
  21900. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  21901. get: function () {
  21902. return (this.skeleton && this.getScene().skeletonsEnabled && this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind) && this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind));
  21903. },
  21904. enumerable: true,
  21905. configurable: true
  21906. });
  21907. /** @hidden */
  21908. AbstractMesh.prototype._preActivate = function () {
  21909. };
  21910. /** @hidden */
  21911. AbstractMesh.prototype._preActivateForIntermediateRendering = function (renderId) {
  21912. };
  21913. /** @hidden */
  21914. AbstractMesh.prototype._activate = function (renderId) {
  21915. this._renderId = renderId;
  21916. };
  21917. /**
  21918. * Gets the current world matrix
  21919. * @returns a Matrix
  21920. */
  21921. AbstractMesh.prototype.getWorldMatrix = function () {
  21922. if (this._masterMesh) {
  21923. return this._masterMesh.getWorldMatrix();
  21924. }
  21925. return _super.prototype.getWorldMatrix.call(this);
  21926. };
  21927. /** @hidden */
  21928. AbstractMesh.prototype._getWorldMatrixDeterminant = function () {
  21929. if (this._masterMesh) {
  21930. return this._masterMesh._getWorldMatrixDeterminant();
  21931. }
  21932. return _super.prototype._getWorldMatrixDeterminant.call(this);
  21933. };
  21934. // ================================== Point of View Movement =================================
  21935. /**
  21936. * Perform relative position change from the point of view of behind the front of the mesh.
  21937. * This is performed taking into account the meshes current rotation, so you do not have to care.
  21938. * Supports definition of mesh facing forward or backward
  21939. * @param amountRight defines the distance on the right axis
  21940. * @param amountUp defines the distance on the up axis
  21941. * @param amountForward defines the distance on the forward axis
  21942. * @returns the current mesh
  21943. */
  21944. AbstractMesh.prototype.movePOV = function (amountRight, amountUp, amountForward) {
  21945. this.position.addInPlace(this.calcMovePOV(amountRight, amountUp, amountForward));
  21946. return this;
  21947. };
  21948. /**
  21949. * Calculate relative position change from the point of view of behind the front of the mesh.
  21950. * This is performed taking into account the meshes current rotation, so you do not have to care.
  21951. * Supports definition of mesh facing forward or backward
  21952. * @param amountRight defines the distance on the right axis
  21953. * @param amountUp defines the distance on the up axis
  21954. * @param amountForward defines the distance on the forward axis
  21955. * @returns the new displacement vector
  21956. */
  21957. AbstractMesh.prototype.calcMovePOV = function (amountRight, amountUp, amountForward) {
  21958. var rotMatrix = new BABYLON.Matrix();
  21959. var rotQuaternion = (this.rotationQuaternion) ? this.rotationQuaternion : BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
  21960. rotQuaternion.toRotationMatrix(rotMatrix);
  21961. var translationDelta = BABYLON.Vector3.Zero();
  21962. var defForwardMult = this.definedFacingForward ? -1 : 1;
  21963. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(amountRight * defForwardMult, amountUp, amountForward * defForwardMult, rotMatrix, translationDelta);
  21964. return translationDelta;
  21965. };
  21966. // ================================== Point of View Rotation =================================
  21967. /**
  21968. * Perform relative rotation change from the point of view of behind the front of the mesh.
  21969. * Supports definition of mesh facing forward or backward
  21970. * @param flipBack defines the flip
  21971. * @param twirlClockwise defines the twirl
  21972. * @param tiltRight defines the tilt
  21973. * @returns the current mesh
  21974. */
  21975. AbstractMesh.prototype.rotatePOV = function (flipBack, twirlClockwise, tiltRight) {
  21976. this.rotation.addInPlace(this.calcRotatePOV(flipBack, twirlClockwise, tiltRight));
  21977. return this;
  21978. };
  21979. /**
  21980. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  21981. * Supports definition of mesh facing forward or backward.
  21982. * @param flipBack defines the flip
  21983. * @param twirlClockwise defines the twirl
  21984. * @param tiltRight defines the tilt
  21985. * @returns the new rotation vector
  21986. */
  21987. AbstractMesh.prototype.calcRotatePOV = function (flipBack, twirlClockwise, tiltRight) {
  21988. var defForwardMult = this.definedFacingForward ? 1 : -1;
  21989. return new BABYLON.Vector3(flipBack * defForwardMult, twirlClockwise, tiltRight * defForwardMult);
  21990. };
  21991. /**
  21992. * Return the minimum and maximum world vectors of the entire hierarchy under current mesh
  21993. * @param includeDescendants Include bounding info from descendants as well (true by default)
  21994. * @param predicate defines a callback function that can be customize to filter what meshes should be included in the list used to compute the bounding vectors
  21995. * @returns the new bounding vectors
  21996. */
  21997. AbstractMesh.prototype.getHierarchyBoundingVectors = function (includeDescendants, predicate) {
  21998. if (includeDescendants === void 0) { includeDescendants = true; }
  21999. if (predicate === void 0) { predicate = null; }
  22000. // Ensures that all world matrix will be recomputed.
  22001. this.getScene().incrementRenderId();
  22002. this.computeWorldMatrix(true);
  22003. var min;
  22004. var max;
  22005. var boundingInfo = this.getBoundingInfo();
  22006. if (!this.subMeshes) {
  22007. min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  22008. max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  22009. }
  22010. else {
  22011. min = boundingInfo.boundingBox.minimumWorld;
  22012. max = boundingInfo.boundingBox.maximumWorld;
  22013. }
  22014. if (includeDescendants) {
  22015. var descendants = this.getDescendants(false);
  22016. for (var _i = 0, descendants_1 = descendants; _i < descendants_1.length; _i++) {
  22017. var descendant = descendants_1[_i];
  22018. var childMesh = descendant;
  22019. childMesh.computeWorldMatrix(true);
  22020. // Filters meshes based on custom predicate function.
  22021. if (predicate && !predicate(childMesh)) {
  22022. continue;
  22023. }
  22024. //make sure we have the needed params to get mix and max
  22025. if (!childMesh.getBoundingInfo || childMesh.getTotalVertices() === 0) {
  22026. continue;
  22027. }
  22028. var childBoundingInfo = childMesh.getBoundingInfo();
  22029. var boundingBox = childBoundingInfo.boundingBox;
  22030. var minBox = boundingBox.minimumWorld;
  22031. var maxBox = boundingBox.maximumWorld;
  22032. BABYLON.Tools.CheckExtends(minBox, min, max);
  22033. BABYLON.Tools.CheckExtends(maxBox, min, max);
  22034. }
  22035. }
  22036. return {
  22037. min: min,
  22038. max: max
  22039. };
  22040. };
  22041. /**
  22042. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  22043. * This means the mesh underlying bounding box and sphere are recomputed.
  22044. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  22045. * @returns the current mesh
  22046. */
  22047. AbstractMesh.prototype.refreshBoundingInfo = function (applySkeleton) {
  22048. if (applySkeleton === void 0) { applySkeleton = false; }
  22049. if (this._boundingInfo && this._boundingInfo.isLocked) {
  22050. return this;
  22051. }
  22052. this._refreshBoundingInfo(this._getPositionData(applySkeleton), null);
  22053. return this;
  22054. };
  22055. /** @hidden */
  22056. AbstractMesh.prototype._refreshBoundingInfo = function (data, bias) {
  22057. if (data) {
  22058. var extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this.getTotalVertices(), bias);
  22059. if (this._boundingInfo) {
  22060. this._boundingInfo.reConstruct(extend.minimum, extend.maximum);
  22061. }
  22062. else {
  22063. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  22064. }
  22065. }
  22066. if (this.subMeshes) {
  22067. for (var index = 0; index < this.subMeshes.length; index++) {
  22068. this.subMeshes[index].refreshBoundingInfo();
  22069. }
  22070. }
  22071. this._updateBoundingInfo();
  22072. };
  22073. /** @hidden */
  22074. AbstractMesh.prototype._getPositionData = function (applySkeleton) {
  22075. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  22076. if (data && applySkeleton && this.skeleton) {
  22077. data = BABYLON.Tools.Slice(data);
  22078. var matricesIndicesData = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  22079. var matricesWeightsData = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  22080. if (matricesWeightsData && matricesIndicesData) {
  22081. var needExtras = this.numBoneInfluencers > 4;
  22082. var matricesIndicesExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind) : null;
  22083. var matricesWeightsExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind) : null;
  22084. var skeletonMatrices = this.skeleton.getTransformMatrices(this);
  22085. var tempVector = BABYLON.Tmp.Vector3[0];
  22086. var finalMatrix = BABYLON.Tmp.Matrix[0];
  22087. var tempMatrix = BABYLON.Tmp.Matrix[1];
  22088. var matWeightIdx = 0;
  22089. for (var index = 0; index < data.length; index += 3, matWeightIdx += 4) {
  22090. finalMatrix.reset();
  22091. var inf;
  22092. var weight;
  22093. for (inf = 0; inf < 4; inf++) {
  22094. weight = matricesWeightsData[matWeightIdx + inf];
  22095. if (weight > 0) {
  22096. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesData[matWeightIdx + inf] * 16), weight, tempMatrix);
  22097. finalMatrix.addToSelf(tempMatrix);
  22098. }
  22099. }
  22100. if (needExtras) {
  22101. for (inf = 0; inf < 4; inf++) {
  22102. weight = matricesWeightsExtraData[matWeightIdx + inf];
  22103. if (weight > 0) {
  22104. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesExtraData[matWeightIdx + inf] * 16), weight, tempMatrix);
  22105. finalMatrix.addToSelf(tempMatrix);
  22106. }
  22107. }
  22108. }
  22109. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(data[index], data[index + 1], data[index + 2], finalMatrix, tempVector);
  22110. tempVector.toArray(data, index);
  22111. }
  22112. }
  22113. }
  22114. return data;
  22115. };
  22116. /** @hidden */
  22117. AbstractMesh.prototype._updateBoundingInfo = function () {
  22118. if (this._boundingInfo) {
  22119. this._boundingInfo.update(this.worldMatrixFromCache);
  22120. }
  22121. else {
  22122. this._boundingInfo = new BABYLON.BoundingInfo(this.absolutePosition, this.absolutePosition, this.worldMatrixFromCache);
  22123. }
  22124. this._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);
  22125. return this;
  22126. };
  22127. /** @hidden */
  22128. AbstractMesh.prototype._updateSubMeshesBoundingInfo = function (matrix) {
  22129. if (!this.subMeshes) {
  22130. return this;
  22131. }
  22132. var count = this.subMeshes.length;
  22133. for (var subIndex = 0; subIndex < count; subIndex++) {
  22134. var subMesh = this.subMeshes[subIndex];
  22135. if (count > 1 || !subMesh.IsGlobal) {
  22136. subMesh.updateBoundingInfo(matrix);
  22137. }
  22138. }
  22139. return this;
  22140. };
  22141. /** @hidden */
  22142. AbstractMesh.prototype._afterComputeWorldMatrix = function () {
  22143. // Bounding info
  22144. this._updateBoundingInfo();
  22145. };
  22146. /**
  22147. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  22148. * A mesh is in the frustum if its bounding box intersects the frustum
  22149. * @param frustumPlanes defines the frustum to test
  22150. * @returns true if the mesh is in the frustum planes
  22151. */
  22152. AbstractMesh.prototype.isInFrustum = function (frustumPlanes) {
  22153. return this._boundingInfo !== null && this._boundingInfo.isInFrustum(frustumPlanes, this.cullingStrategy);
  22154. };
  22155. /**
  22156. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  22157. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  22158. * @param frustumPlanes defines the frustum to test
  22159. * @returns true if the mesh is completely in the frustum planes
  22160. */
  22161. AbstractMesh.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  22162. return this._boundingInfo !== null && this._boundingInfo.isCompletelyInFrustum(frustumPlanes);
  22163. };
  22164. /**
  22165. * True if the mesh intersects another mesh or a SolidParticle object
  22166. * @param mesh defines a target mesh or SolidParticle to test
  22167. * @param precise Unless the parameter `precise` is set to `true` the intersection is computed according to Axis Aligned Bounding Boxes (AABB), else according to OBB (Oriented BBoxes)
  22168. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  22169. * @returns true if there is an intersection
  22170. */
  22171. AbstractMesh.prototype.intersectsMesh = function (mesh, precise, includeDescendants) {
  22172. if (precise === void 0) { precise = false; }
  22173. if (!this._boundingInfo || !mesh._boundingInfo) {
  22174. return false;
  22175. }
  22176. if (this._boundingInfo.intersects(mesh._boundingInfo, precise)) {
  22177. return true;
  22178. }
  22179. if (includeDescendants) {
  22180. for (var _i = 0, _a = this.getChildMeshes(); _i < _a.length; _i++) {
  22181. var child = _a[_i];
  22182. if (child.intersectsMesh(mesh, precise, true)) {
  22183. return true;
  22184. }
  22185. }
  22186. }
  22187. return false;
  22188. };
  22189. /**
  22190. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  22191. * @param point defines the point to test
  22192. * @returns true if there is an intersection
  22193. */
  22194. AbstractMesh.prototype.intersectsPoint = function (point) {
  22195. if (!this._boundingInfo) {
  22196. return false;
  22197. }
  22198. return this._boundingInfo.intersectsPoint(point);
  22199. };
  22200. Object.defineProperty(AbstractMesh.prototype, "checkCollisions", {
  22201. // Collisions
  22202. /**
  22203. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  22204. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  22205. */
  22206. get: function () {
  22207. return this._checkCollisions;
  22208. },
  22209. set: function (collisionEnabled) {
  22210. this._checkCollisions = collisionEnabled;
  22211. if (this.getScene().workerCollisions) {
  22212. this.getScene().collisionCoordinator.onMeshUpdated(this);
  22213. }
  22214. },
  22215. enumerable: true,
  22216. configurable: true
  22217. });
  22218. Object.defineProperty(AbstractMesh.prototype, "collider", {
  22219. /**
  22220. * Gets Collider object used to compute collisions (not physics)
  22221. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  22222. */
  22223. get: function () {
  22224. return this._collider;
  22225. },
  22226. enumerable: true,
  22227. configurable: true
  22228. });
  22229. /**
  22230. * Move the mesh using collision engine
  22231. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  22232. * @param displacement defines the requested displacement vector
  22233. * @returns the current mesh
  22234. */
  22235. AbstractMesh.prototype.moveWithCollisions = function (displacement) {
  22236. var globalPosition = this.getAbsolutePosition();
  22237. globalPosition.addToRef(this.ellipsoidOffset, this._oldPositionForCollisions);
  22238. if (!this._collider) {
  22239. this._collider = new BABYLON.Collider();
  22240. }
  22241. this._collider._radius = this.ellipsoid;
  22242. this.getScene().collisionCoordinator.getNewPosition(this._oldPositionForCollisions, displacement, this._collider, 3, this, this._onCollisionPositionChange, this.uniqueId);
  22243. return this;
  22244. };
  22245. // Collisions
  22246. /** @hidden */
  22247. AbstractMesh.prototype._collideForSubMesh = function (subMesh, transformMatrix, collider) {
  22248. this._generatePointsArray();
  22249. if (!this._positions) {
  22250. return this;
  22251. }
  22252. // Transformation
  22253. if (!subMesh._lastColliderWorldVertices || !subMesh._lastColliderTransformMatrix.equals(transformMatrix)) {
  22254. subMesh._lastColliderTransformMatrix = transformMatrix.clone();
  22255. subMesh._lastColliderWorldVertices = [];
  22256. subMesh._trianglePlanes = [];
  22257. var start = subMesh.verticesStart;
  22258. var end = (subMesh.verticesStart + subMesh.verticesCount);
  22259. for (var i = start; i < end; i++) {
  22260. subMesh._lastColliderWorldVertices.push(BABYLON.Vector3.TransformCoordinates(this._positions[i], transformMatrix));
  22261. }
  22262. }
  22263. // Collide
  22264. collider._collide(subMesh._trianglePlanes, subMesh._lastColliderWorldVertices, this.getIndices(), subMesh.indexStart, subMesh.indexStart + subMesh.indexCount, subMesh.verticesStart, !!subMesh.getMaterial());
  22265. if (collider.collisionFound) {
  22266. collider.collidedMesh = this;
  22267. }
  22268. return this;
  22269. };
  22270. /** @hidden */
  22271. AbstractMesh.prototype._processCollisionsForSubMeshes = function (collider, transformMatrix) {
  22272. var subMeshes = this._scene.getCollidingSubMeshCandidates(this, collider);
  22273. var len = subMeshes.length;
  22274. for (var index = 0; index < len; index++) {
  22275. var subMesh = subMeshes.data[index];
  22276. // Bounding test
  22277. if (len > 1 && !subMesh._checkCollision(collider)) {
  22278. continue;
  22279. }
  22280. this._collideForSubMesh(subMesh, transformMatrix, collider);
  22281. }
  22282. return this;
  22283. };
  22284. /** @hidden */
  22285. AbstractMesh.prototype._checkCollision = function (collider) {
  22286. // Bounding box test
  22287. if (!this._boundingInfo || !this._boundingInfo._checkCollision(collider)) {
  22288. return this;
  22289. }
  22290. // Transformation matrix
  22291. var collisionsScalingMatrix = BABYLON.Tmp.Matrix[0];
  22292. var collisionsTransformMatrix = BABYLON.Tmp.Matrix[1];
  22293. BABYLON.Matrix.ScalingToRef(1.0 / collider._radius.x, 1.0 / collider._radius.y, 1.0 / collider._radius.z, collisionsScalingMatrix);
  22294. this.worldMatrixFromCache.multiplyToRef(collisionsScalingMatrix, collisionsTransformMatrix);
  22295. this._processCollisionsForSubMeshes(collider, collisionsTransformMatrix);
  22296. return this;
  22297. };
  22298. // Picking
  22299. /** @hidden */
  22300. AbstractMesh.prototype._generatePointsArray = function () {
  22301. return false;
  22302. };
  22303. /**
  22304. * Checks if the passed Ray intersects with the mesh
  22305. * @param ray defines the ray to use
  22306. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  22307. * @returns the picking info
  22308. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  22309. */
  22310. AbstractMesh.prototype.intersects = function (ray, fastCheck) {
  22311. var pickingInfo = new BABYLON.PickingInfo();
  22312. var intersectionThreshold = this.getClassName() === "InstancedLinesMesh" || this.getClassName() === "LinesMesh" ? this.intersectionThreshold : 0;
  22313. var boundingInfo = this._boundingInfo;
  22314. if (!this.subMeshes || !boundingInfo || !ray.intersectsSphere(boundingInfo.boundingSphere, intersectionThreshold) || !ray.intersectsBox(boundingInfo.boundingBox, intersectionThreshold)) {
  22315. return pickingInfo;
  22316. }
  22317. if (!this._generatePointsArray()) {
  22318. return pickingInfo;
  22319. }
  22320. var intersectInfo = null;
  22321. var subMeshes = this._scene.getIntersectingSubMeshCandidates(this, ray);
  22322. var len = subMeshes.length;
  22323. for (var index = 0; index < len; index++) {
  22324. var subMesh = subMeshes.data[index];
  22325. // Bounding test
  22326. if (len > 1 && !subMesh.canIntersects(ray)) {
  22327. continue;
  22328. }
  22329. var currentIntersectInfo = subMesh.intersects(ray, this._positions, this.getIndices(), fastCheck);
  22330. if (currentIntersectInfo) {
  22331. if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
  22332. intersectInfo = currentIntersectInfo;
  22333. intersectInfo.subMeshId = index;
  22334. if (fastCheck) {
  22335. break;
  22336. }
  22337. }
  22338. }
  22339. }
  22340. if (intersectInfo) {
  22341. // Get picked point
  22342. var world = this.getWorldMatrix();
  22343. var worldOrigin = BABYLON.Tmp.Vector3[0];
  22344. var direction = BABYLON.Tmp.Vector3[1];
  22345. BABYLON.Vector3.TransformCoordinatesToRef(ray.origin, world, worldOrigin);
  22346. ray.direction.scaleToRef(intersectInfo.distance, direction);
  22347. var worldDirection = BABYLON.Vector3.TransformNormal(direction, world);
  22348. var pickedPoint = worldDirection.addInPlace(worldOrigin);
  22349. // Return result
  22350. pickingInfo.hit = true;
  22351. pickingInfo.distance = BABYLON.Vector3.Distance(worldOrigin, pickedPoint);
  22352. pickingInfo.pickedPoint = pickedPoint;
  22353. pickingInfo.pickedMesh = this;
  22354. pickingInfo.bu = intersectInfo.bu || 0;
  22355. pickingInfo.bv = intersectInfo.bv || 0;
  22356. pickingInfo.faceId = intersectInfo.faceId;
  22357. pickingInfo.subMeshId = intersectInfo.subMeshId;
  22358. return pickingInfo;
  22359. }
  22360. return pickingInfo;
  22361. };
  22362. /**
  22363. * Clones the current mesh
  22364. * @param name defines the mesh name
  22365. * @param newParent defines the new mesh parent
  22366. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  22367. * @returns the new mesh
  22368. */
  22369. AbstractMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  22370. return null;
  22371. };
  22372. /**
  22373. * Disposes all the submeshes of the current meshnp
  22374. * @returns the current mesh
  22375. */
  22376. AbstractMesh.prototype.releaseSubMeshes = function () {
  22377. if (this.subMeshes) {
  22378. while (this.subMeshes.length) {
  22379. this.subMeshes[0].dispose();
  22380. }
  22381. }
  22382. else {
  22383. this.subMeshes = new Array();
  22384. }
  22385. return this;
  22386. };
  22387. /**
  22388. * Releases resources associated with this abstract mesh.
  22389. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  22390. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  22391. */
  22392. AbstractMesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  22393. var _this = this;
  22394. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  22395. var index;
  22396. // Smart Array Retainers.
  22397. this.getScene().freeActiveMeshes();
  22398. this.getScene().freeRenderingGroups();
  22399. // Action manager
  22400. if (this.actionManager !== undefined && this.actionManager !== null) {
  22401. this.actionManager.dispose();
  22402. this.actionManager = null;
  22403. }
  22404. // Skeleton
  22405. this._skeleton = null;
  22406. // Intersections in progress
  22407. for (index = 0; index < this._intersectionsInProgress.length; index++) {
  22408. var other = this._intersectionsInProgress[index];
  22409. var pos = other._intersectionsInProgress.indexOf(this);
  22410. other._intersectionsInProgress.splice(pos, 1);
  22411. }
  22412. this._intersectionsInProgress = [];
  22413. // Lights
  22414. var lights = this.getScene().lights;
  22415. lights.forEach(function (light) {
  22416. var meshIndex = light.includedOnlyMeshes.indexOf(_this);
  22417. if (meshIndex !== -1) {
  22418. light.includedOnlyMeshes.splice(meshIndex, 1);
  22419. }
  22420. meshIndex = light.excludedMeshes.indexOf(_this);
  22421. if (meshIndex !== -1) {
  22422. light.excludedMeshes.splice(meshIndex, 1);
  22423. }
  22424. // Shadow generators
  22425. var generator = light.getShadowGenerator();
  22426. if (generator) {
  22427. var shadowMap = generator.getShadowMap();
  22428. if (shadowMap && shadowMap.renderList) {
  22429. meshIndex = shadowMap.renderList.indexOf(_this);
  22430. if (meshIndex !== -1) {
  22431. shadowMap.renderList.splice(meshIndex, 1);
  22432. }
  22433. }
  22434. }
  22435. });
  22436. // SubMeshes
  22437. if (this.getClassName() !== "InstancedMesh" || this.getClassName() !== "InstancedLinesMesh") {
  22438. this.releaseSubMeshes();
  22439. }
  22440. // Query
  22441. var engine = this.getScene().getEngine();
  22442. if (this._occlusionQuery) {
  22443. this.isOcclusionQueryInProgress = false;
  22444. engine.deleteQuery(this._occlusionQuery);
  22445. this._occlusionQuery = null;
  22446. }
  22447. // Engine
  22448. engine.wipeCaches();
  22449. // Remove from scene
  22450. this.getScene().removeMesh(this);
  22451. if (disposeMaterialAndTextures) {
  22452. if (this.material) {
  22453. this.material.dispose(false, true);
  22454. }
  22455. }
  22456. if (!doNotRecurse) {
  22457. // Particles
  22458. for (index = 0; index < this.getScene().particleSystems.length; index++) {
  22459. if (this.getScene().particleSystems[index].emitter === this) {
  22460. this.getScene().particleSystems[index].dispose();
  22461. index--;
  22462. }
  22463. }
  22464. }
  22465. // facet data
  22466. if (this._facetData.facetDataEnabled) {
  22467. this.disableFacetData();
  22468. }
  22469. this.onAfterWorldMatrixUpdateObservable.clear();
  22470. this.onCollideObservable.clear();
  22471. this.onCollisionPositionChangeObservable.clear();
  22472. this.onRebuildObservable.clear();
  22473. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  22474. };
  22475. /**
  22476. * Adds the passed mesh as a child to the current mesh
  22477. * @param mesh defines the child mesh
  22478. * @returns the current mesh
  22479. */
  22480. AbstractMesh.prototype.addChild = function (mesh) {
  22481. mesh.setParent(this);
  22482. return this;
  22483. };
  22484. /**
  22485. * Removes the passed mesh from the current mesh children list
  22486. * @param mesh defines the child mesh
  22487. * @returns the current mesh
  22488. */
  22489. AbstractMesh.prototype.removeChild = function (mesh) {
  22490. mesh.setParent(null);
  22491. return this;
  22492. };
  22493. // Facet data
  22494. /** @hidden */
  22495. AbstractMesh.prototype._initFacetData = function () {
  22496. var data = this._facetData;
  22497. if (!data.facetNormals) {
  22498. data.facetNormals = new Array();
  22499. }
  22500. if (!data.facetPositions) {
  22501. data.facetPositions = new Array();
  22502. }
  22503. if (!data.facetPartitioning) {
  22504. data.facetPartitioning = new Array();
  22505. }
  22506. data.facetNb = (this.getIndices().length / 3) | 0;
  22507. data.partitioningSubdivisions = (data.partitioningSubdivisions) ? data.partitioningSubdivisions : 10; // default nb of partitioning subdivisions = 10
  22508. data.partitioningBBoxRatio = (data.partitioningBBoxRatio) ? data.partitioningBBoxRatio : 1.01; // default ratio 1.01 = the partitioning is 1% bigger than the bounding box
  22509. for (var f = 0; f < data.facetNb; f++) {
  22510. data.facetNormals[f] = BABYLON.Vector3.Zero();
  22511. data.facetPositions[f] = BABYLON.Vector3.Zero();
  22512. }
  22513. data.facetDataEnabled = true;
  22514. return this;
  22515. };
  22516. /**
  22517. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  22518. * This method can be called within the render loop.
  22519. * You don't need to call this method by yourself in the render loop when you update/morph a mesh with the methods CreateXXX() as they automatically manage this computation
  22520. * @returns the current mesh
  22521. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22522. */
  22523. AbstractMesh.prototype.updateFacetData = function () {
  22524. var data = this._facetData;
  22525. if (!data.facetDataEnabled) {
  22526. this._initFacetData();
  22527. }
  22528. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  22529. var indices = this.getIndices();
  22530. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  22531. var bInfo = this.getBoundingInfo();
  22532. if (data.facetDepthSort && !data.facetDepthSortEnabled) {
  22533. // init arrays, matrix and sort function on first call
  22534. data.facetDepthSortEnabled = true;
  22535. if (indices instanceof Uint16Array) {
  22536. data.depthSortedIndices = new Uint16Array(indices);
  22537. }
  22538. else if (indices instanceof Uint32Array) {
  22539. data.depthSortedIndices = new Uint32Array(indices);
  22540. }
  22541. else {
  22542. var needs32bits = false;
  22543. for (var i = 0; i < indices.length; i++) {
  22544. if (indices[i] > 65535) {
  22545. needs32bits = true;
  22546. break;
  22547. }
  22548. }
  22549. if (needs32bits) {
  22550. data.depthSortedIndices = new Uint32Array(indices);
  22551. }
  22552. else {
  22553. data.depthSortedIndices = new Uint16Array(indices);
  22554. }
  22555. }
  22556. data.facetDepthSortFunction = function (f1, f2) {
  22557. return (f2.sqDistance - f1.sqDistance);
  22558. };
  22559. if (!data.facetDepthSortFrom) {
  22560. var camera = this.getScene().activeCamera;
  22561. data.facetDepthSortFrom = (camera) ? camera.position : BABYLON.Vector3.Zero();
  22562. }
  22563. data.depthSortedFacets = [];
  22564. for (var f = 0; f < data.facetNb; f++) {
  22565. var depthSortedFacet = { ind: f * 3, sqDistance: 0.0 };
  22566. data.depthSortedFacets.push(depthSortedFacet);
  22567. }
  22568. data.invertedMatrix = BABYLON.Matrix.Identity();
  22569. data.facetDepthSortOrigin = BABYLON.Vector3.Zero();
  22570. }
  22571. data.bbSize.x = (bInfo.maximum.x - bInfo.minimum.x > BABYLON.Epsilon) ? bInfo.maximum.x - bInfo.minimum.x : BABYLON.Epsilon;
  22572. data.bbSize.y = (bInfo.maximum.y - bInfo.minimum.y > BABYLON.Epsilon) ? bInfo.maximum.y - bInfo.minimum.y : BABYLON.Epsilon;
  22573. data.bbSize.z = (bInfo.maximum.z - bInfo.minimum.z > BABYLON.Epsilon) ? bInfo.maximum.z - bInfo.minimum.z : BABYLON.Epsilon;
  22574. var bbSizeMax = (data.bbSize.x > data.bbSize.y) ? data.bbSize.x : data.bbSize.y;
  22575. bbSizeMax = (bbSizeMax > data.bbSize.z) ? bbSizeMax : data.bbSize.z;
  22576. data.subDiv.max = data.partitioningSubdivisions;
  22577. data.subDiv.X = Math.floor(data.subDiv.max * data.bbSize.x / bbSizeMax); // adjust the number of subdivisions per axis
  22578. data.subDiv.Y = Math.floor(data.subDiv.max * data.bbSize.y / bbSizeMax); // according to each bbox size per axis
  22579. data.subDiv.Z = Math.floor(data.subDiv.max * data.bbSize.z / bbSizeMax);
  22580. data.subDiv.X = data.subDiv.X < 1 ? 1 : data.subDiv.X; // at least one subdivision
  22581. data.subDiv.Y = data.subDiv.Y < 1 ? 1 : data.subDiv.Y;
  22582. data.subDiv.Z = data.subDiv.Z < 1 ? 1 : data.subDiv.Z;
  22583. // set the parameters for ComputeNormals()
  22584. data.facetParameters.facetNormals = this.getFacetLocalNormals();
  22585. data.facetParameters.facetPositions = this.getFacetLocalPositions();
  22586. data.facetParameters.facetPartitioning = this.getFacetLocalPartitioning();
  22587. data.facetParameters.bInfo = bInfo;
  22588. data.facetParameters.bbSize = data.bbSize;
  22589. data.facetParameters.subDiv = data.subDiv;
  22590. data.facetParameters.ratio = this.partitioningBBoxRatio;
  22591. data.facetParameters.depthSort = data.facetDepthSort;
  22592. if (data.facetDepthSort && data.facetDepthSortEnabled) {
  22593. this.computeWorldMatrix(true);
  22594. this._worldMatrix.invertToRef(data.invertedMatrix);
  22595. BABYLON.Vector3.TransformCoordinatesToRef(data.facetDepthSortFrom, data.invertedMatrix, data.facetDepthSortOrigin);
  22596. data.facetParameters.distanceTo = data.facetDepthSortOrigin;
  22597. }
  22598. data.facetParameters.depthSortedFacets = data.depthSortedFacets;
  22599. BABYLON.VertexData.ComputeNormals(positions, indices, normals, data.facetParameters);
  22600. if (data.facetDepthSort && data.facetDepthSortEnabled) {
  22601. data.depthSortedFacets.sort(data.facetDepthSortFunction);
  22602. var l = (data.depthSortedIndices.length / 3) | 0;
  22603. for (var f = 0; f < l; f++) {
  22604. var sind = data.depthSortedFacets[f].ind;
  22605. data.depthSortedIndices[f * 3] = indices[sind];
  22606. data.depthSortedIndices[f * 3 + 1] = indices[sind + 1];
  22607. data.depthSortedIndices[f * 3 + 2] = indices[sind + 2];
  22608. }
  22609. this.updateIndices(data.depthSortedIndices);
  22610. }
  22611. return this;
  22612. };
  22613. /**
  22614. * Returns the facetLocalNormals array.
  22615. * The normals are expressed in the mesh local spac
  22616. * @returns an array of Vector3
  22617. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22618. */
  22619. AbstractMesh.prototype.getFacetLocalNormals = function () {
  22620. if (!this._facetData.facetNormals) {
  22621. this.updateFacetData();
  22622. }
  22623. return this._facetData.facetNormals;
  22624. };
  22625. /**
  22626. * Returns the facetLocalPositions array.
  22627. * The facet positions are expressed in the mesh local space
  22628. * @returns an array of Vector3
  22629. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22630. */
  22631. AbstractMesh.prototype.getFacetLocalPositions = function () {
  22632. if (!this._facetData.facetPositions) {
  22633. this.updateFacetData();
  22634. }
  22635. return this._facetData.facetPositions;
  22636. };
  22637. /**
  22638. * Returns the facetLocalPartioning array
  22639. * @returns an array of array of numbers
  22640. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22641. */
  22642. AbstractMesh.prototype.getFacetLocalPartitioning = function () {
  22643. if (!this._facetData.facetPartitioning) {
  22644. this.updateFacetData();
  22645. }
  22646. return this._facetData.facetPartitioning;
  22647. };
  22648. /**
  22649. * Returns the i-th facet position in the world system.
  22650. * This method allocates a new Vector3 per call
  22651. * @param i defines the facet index
  22652. * @returns a new Vector3
  22653. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22654. */
  22655. AbstractMesh.prototype.getFacetPosition = function (i) {
  22656. var pos = BABYLON.Vector3.Zero();
  22657. this.getFacetPositionToRef(i, pos);
  22658. return pos;
  22659. };
  22660. /**
  22661. * Sets the reference Vector3 with the i-th facet position in the world system
  22662. * @param i defines the facet index
  22663. * @param ref defines the target vector
  22664. * @returns the current mesh
  22665. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22666. */
  22667. AbstractMesh.prototype.getFacetPositionToRef = function (i, ref) {
  22668. var localPos = (this.getFacetLocalPositions())[i];
  22669. var world = this.getWorldMatrix();
  22670. BABYLON.Vector3.TransformCoordinatesToRef(localPos, world, ref);
  22671. return this;
  22672. };
  22673. /**
  22674. * Returns the i-th facet normal in the world system.
  22675. * This method allocates a new Vector3 per call
  22676. * @param i defines the facet index
  22677. * @returns a new Vector3
  22678. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22679. */
  22680. AbstractMesh.prototype.getFacetNormal = function (i) {
  22681. var norm = BABYLON.Vector3.Zero();
  22682. this.getFacetNormalToRef(i, norm);
  22683. return norm;
  22684. };
  22685. /**
  22686. * Sets the reference Vector3 with the i-th facet normal in the world system
  22687. * @param i defines the facet index
  22688. * @param ref defines the target vector
  22689. * @returns the current mesh
  22690. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22691. */
  22692. AbstractMesh.prototype.getFacetNormalToRef = function (i, ref) {
  22693. var localNorm = (this.getFacetLocalNormals())[i];
  22694. BABYLON.Vector3.TransformNormalToRef(localNorm, this.getWorldMatrix(), ref);
  22695. return this;
  22696. };
  22697. /**
  22698. * Returns the facets (in an array) in the same partitioning block than the one the passed coordinates are located (expressed in the mesh local system)
  22699. * @param x defines x coordinate
  22700. * @param y defines y coordinate
  22701. * @param z defines z coordinate
  22702. * @returns the array of facet indexes
  22703. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22704. */
  22705. AbstractMesh.prototype.getFacetsAtLocalCoordinates = function (x, y, z) {
  22706. var bInfo = this.getBoundingInfo();
  22707. var data = this._facetData;
  22708. var ox = Math.floor((x - bInfo.minimum.x * data.partitioningBBoxRatio) * data.subDiv.X * data.partitioningBBoxRatio / data.bbSize.x);
  22709. var oy = Math.floor((y - bInfo.minimum.y * data.partitioningBBoxRatio) * data.subDiv.Y * data.partitioningBBoxRatio / data.bbSize.y);
  22710. var oz = Math.floor((z - bInfo.minimum.z * data.partitioningBBoxRatio) * data.subDiv.Z * data.partitioningBBoxRatio / data.bbSize.z);
  22711. if (ox < 0 || ox > data.subDiv.max || oy < 0 || oy > data.subDiv.max || oz < 0 || oz > data.subDiv.max) {
  22712. return null;
  22713. }
  22714. return data.facetPartitioning[ox + data.subDiv.max * oy + data.subDiv.max * data.subDiv.max * oz];
  22715. };
  22716. /**
  22717. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  22718. * @param projected sets as the (x,y,z) world projection on the facet
  22719. * @param checkFace if true (default false), only the facet "facing" to (x,y,z) or only the ones "turning their backs", according to the parameter "facing" are returned
  22720. * @param facing if facing and checkFace are true, only the facet "facing" to (x, y, z) are returned : positive dot (x, y, z) * facet position. If facing si false and checkFace is true, only the facet "turning their backs" to (x, y, z) are returned : negative dot (x, y, z) * facet position
  22721. * @param x defines x coordinate
  22722. * @param y defines y coordinate
  22723. * @param z defines z coordinate
  22724. * @returns the face index if found (or null instead)
  22725. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22726. */
  22727. AbstractMesh.prototype.getClosestFacetAtCoordinates = function (x, y, z, projected, checkFace, facing) {
  22728. if (checkFace === void 0) { checkFace = false; }
  22729. if (facing === void 0) { facing = true; }
  22730. var world = this.getWorldMatrix();
  22731. var invMat = BABYLON.Tmp.Matrix[5];
  22732. world.invertToRef(invMat);
  22733. var invVect = BABYLON.Tmp.Vector3[8];
  22734. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, y, z, invMat, invVect); // transform (x,y,z) to coordinates in the mesh local space
  22735. var closest = this.getClosestFacetAtLocalCoordinates(invVect.x, invVect.y, invVect.z, projected, checkFace, facing);
  22736. if (projected) {
  22737. // tranform the local computed projected vector to world coordinates
  22738. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(projected.x, projected.y, projected.z, world, projected);
  22739. }
  22740. return closest;
  22741. };
  22742. /**
  22743. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  22744. * @param projected sets as the (x,y,z) local projection on the facet
  22745. * @param checkFace if true (default false), only the facet "facing" to (x,y,z) or only the ones "turning their backs", according to the parameter "facing" are returned
  22746. * @param facing if facing and checkFace are true, only the facet "facing" to (x, y, z) are returned : positive dot (x, y, z) * facet position. If facing si false and checkFace is true, only the facet "turning their backs" to (x, y, z) are returned : negative dot (x, y, z) * facet position
  22747. * @param x defines x coordinate
  22748. * @param y defines y coordinate
  22749. * @param z defines z coordinate
  22750. * @returns the face index if found (or null instead)
  22751. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22752. */
  22753. AbstractMesh.prototype.getClosestFacetAtLocalCoordinates = function (x, y, z, projected, checkFace, facing) {
  22754. if (checkFace === void 0) { checkFace = false; }
  22755. if (facing === void 0) { facing = true; }
  22756. var closest = null;
  22757. var tmpx = 0.0;
  22758. var tmpy = 0.0;
  22759. var tmpz = 0.0;
  22760. var d = 0.0; // tmp dot facet normal * facet position
  22761. var t0 = 0.0;
  22762. var projx = 0.0;
  22763. var projy = 0.0;
  22764. var projz = 0.0;
  22765. // Get all the facets in the same partitioning block than (x, y, z)
  22766. var facetPositions = this.getFacetLocalPositions();
  22767. var facetNormals = this.getFacetLocalNormals();
  22768. var facetsInBlock = this.getFacetsAtLocalCoordinates(x, y, z);
  22769. if (!facetsInBlock) {
  22770. return null;
  22771. }
  22772. // Get the closest facet to (x, y, z)
  22773. var shortest = Number.MAX_VALUE; // init distance vars
  22774. var tmpDistance = shortest;
  22775. var fib; // current facet in the block
  22776. var norm; // current facet normal
  22777. var p0; // current facet barycenter position
  22778. // loop on all the facets in the current partitioning block
  22779. for (var idx = 0; idx < facetsInBlock.length; idx++) {
  22780. fib = facetsInBlock[idx];
  22781. norm = facetNormals[fib];
  22782. p0 = facetPositions[fib];
  22783. d = (x - p0.x) * norm.x + (y - p0.y) * norm.y + (z - p0.z) * norm.z;
  22784. if (!checkFace || (checkFace && facing && d >= 0.0) || (checkFace && !facing && d <= 0.0)) {
  22785. // compute (x,y,z) projection on the facet = (projx, projy, projz)
  22786. d = norm.x * p0.x + norm.y * p0.y + norm.z * p0.z;
  22787. t0 = -(norm.x * x + norm.y * y + norm.z * z - d) / (norm.x * norm.x + norm.y * norm.y + norm.z * norm.z);
  22788. projx = x + norm.x * t0;
  22789. projy = y + norm.y * t0;
  22790. projz = z + norm.z * t0;
  22791. tmpx = projx - x;
  22792. tmpy = projy - y;
  22793. tmpz = projz - z;
  22794. tmpDistance = tmpx * tmpx + tmpy * tmpy + tmpz * tmpz; // compute length between (x, y, z) and its projection on the facet
  22795. if (tmpDistance < shortest) { // just keep the closest facet to (x, y, z)
  22796. shortest = tmpDistance;
  22797. closest = fib;
  22798. if (projected) {
  22799. projected.x = projx;
  22800. projected.y = projy;
  22801. projected.z = projz;
  22802. }
  22803. }
  22804. }
  22805. }
  22806. return closest;
  22807. };
  22808. /**
  22809. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  22810. * @returns the parameters
  22811. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22812. */
  22813. AbstractMesh.prototype.getFacetDataParameters = function () {
  22814. return this._facetData.facetParameters;
  22815. };
  22816. /**
  22817. * Disables the feature FacetData and frees the related memory
  22818. * @returns the current mesh
  22819. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22820. */
  22821. AbstractMesh.prototype.disableFacetData = function () {
  22822. if (this._facetData.facetDataEnabled) {
  22823. this._facetData.facetDataEnabled = false;
  22824. this._facetData.facetPositions = new Array();
  22825. this._facetData.facetNormals = new Array();
  22826. this._facetData.facetPartitioning = new Array();
  22827. this._facetData.facetParameters = null;
  22828. this._facetData.depthSortedIndices = new Uint32Array(0);
  22829. }
  22830. return this;
  22831. };
  22832. /**
  22833. * Updates the AbstractMesh indices array
  22834. * @param indices defines the data source
  22835. * @returns the current mesh
  22836. */
  22837. AbstractMesh.prototype.updateIndices = function (indices) {
  22838. return this;
  22839. };
  22840. /**
  22841. * Creates new normals data for the mesh
  22842. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  22843. * @returns the current mesh
  22844. */
  22845. AbstractMesh.prototype.createNormals = function (updatable) {
  22846. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  22847. var indices = this.getIndices();
  22848. var normals;
  22849. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  22850. normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  22851. }
  22852. else {
  22853. normals = [];
  22854. }
  22855. BABYLON.VertexData.ComputeNormals(positions, indices, normals, { useRightHandedSystem: this.getScene().useRightHandedSystem });
  22856. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatable);
  22857. return this;
  22858. };
  22859. /**
  22860. * Align the mesh with a normal
  22861. * @param normal defines the normal to use
  22862. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  22863. * @returns the current mesh
  22864. */
  22865. AbstractMesh.prototype.alignWithNormal = function (normal, upDirection) {
  22866. if (!upDirection) {
  22867. upDirection = BABYLON.Axis.Y;
  22868. }
  22869. var axisX = BABYLON.Tmp.Vector3[0];
  22870. var axisZ = BABYLON.Tmp.Vector3[1];
  22871. BABYLON.Vector3.CrossToRef(upDirection, normal, axisZ);
  22872. BABYLON.Vector3.CrossToRef(normal, axisZ, axisX);
  22873. if (this.rotationQuaternion) {
  22874. BABYLON.Quaternion.RotationQuaternionFromAxisToRef(axisX, normal, axisZ, this.rotationQuaternion);
  22875. }
  22876. else {
  22877. BABYLON.Vector3.RotationFromAxisToRef(axisX, normal, axisZ, this.rotation);
  22878. }
  22879. return this;
  22880. };
  22881. /** @hidden */
  22882. AbstractMesh.prototype._checkOcclusionQuery = function () {
  22883. return false;
  22884. };
  22885. /** No occlusion */
  22886. AbstractMesh.OCCLUSION_TYPE_NONE = 0;
  22887. /** Occlusion set to optimisitic */
  22888. AbstractMesh.OCCLUSION_TYPE_OPTIMISTIC = 1;
  22889. /** Occlusion set to strict */
  22890. AbstractMesh.OCCLUSION_TYPE_STRICT = 2;
  22891. /** Use an accurante occlusion algorithm */
  22892. AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE = 0;
  22893. /** Use a conservative occlusion algorithm */
  22894. AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE = 1;
  22895. /** Default culling strategy with bounding box and bounding sphere and then frustum culling */
  22896. AbstractMesh.CULLINGSTRATEGY_STANDARD = 0;
  22897. /** Culling strategy with bounding sphere only and then frustum culling */
  22898. AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY = 1;
  22899. return AbstractMesh;
  22900. }(BABYLON.TransformNode));
  22901. BABYLON.AbstractMesh = AbstractMesh;
  22902. })(BABYLON || (BABYLON = {}));
  22903. //# sourceMappingURL=babylon.abstractMesh.js.map
  22904. var BABYLON;
  22905. (function (BABYLON) {
  22906. /**
  22907. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  22908. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  22909. * All meshes allow light to pass through them unless shadow generation is activated. The default number of lights allowed is four but this can be increased.
  22910. */
  22911. var Light = /** @class */ (function (_super) {
  22912. __extends(Light, _super);
  22913. /**
  22914. * Creates a Light object in the scene.
  22915. * Documentation : http://doc.babylonjs.com/tutorials/lights
  22916. * @param name The firendly name of the light
  22917. * @param scene The scene the light belongs too
  22918. */
  22919. function Light(name, scene) {
  22920. var _this = _super.call(this, name, scene) || this;
  22921. /**
  22922. * Diffuse gives the basic color to an object.
  22923. */
  22924. _this.diffuse = new BABYLON.Color3(1.0, 1.0, 1.0);
  22925. /**
  22926. * Specular produces a highlight color on an object.
  22927. * Note: This is note affecting PBR materials.
  22928. */
  22929. _this.specular = new BABYLON.Color3(1.0, 1.0, 1.0);
  22930. /**
  22931. * Defines the falloff type for this light. This lets overrriding how punctual light are
  22932. * falling off base on range or angle.
  22933. * This can be set to any values in Light.FALLOFF_x.
  22934. *
  22935. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  22936. * other types of materials.
  22937. */
  22938. _this.falloffType = Light.FALLOFF_DEFAULT;
  22939. /**
  22940. * Strength of the light.
  22941. * Note: By default it is define in the framework own unit.
  22942. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  22943. */
  22944. _this.intensity = 1.0;
  22945. _this._range = Number.MAX_VALUE;
  22946. _this._inverseSquaredRange = 0;
  22947. /**
  22948. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  22949. * of light.
  22950. */
  22951. _this._photometricScale = 1.0;
  22952. _this._intensityMode = Light.INTENSITYMODE_AUTOMATIC;
  22953. _this._radius = 0.00001;
  22954. /**
  22955. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  22956. * exceeding the number allowed of the materials.
  22957. */
  22958. _this.renderPriority = 0;
  22959. _this._shadowEnabled = true;
  22960. _this._excludeWithLayerMask = 0;
  22961. _this._includeOnlyWithLayerMask = 0;
  22962. _this._lightmapMode = 0;
  22963. /**
  22964. * @hidden Internal use only.
  22965. */
  22966. _this._excludedMeshesIds = new Array();
  22967. /**
  22968. * @hidden Internal use only.
  22969. */
  22970. _this._includedOnlyMeshesIds = new Array();
  22971. _this.getScene().addLight(_this);
  22972. _this._uniformBuffer = new BABYLON.UniformBuffer(_this.getScene().getEngine());
  22973. _this._buildUniformLayout();
  22974. _this.includedOnlyMeshes = new Array();
  22975. _this.excludedMeshes = new Array();
  22976. _this._resyncMeshes();
  22977. return _this;
  22978. }
  22979. Object.defineProperty(Light.prototype, "range", {
  22980. /**
  22981. * Defines how far from the source the light is impacting in scene units.
  22982. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  22983. */
  22984. get: function () {
  22985. return this._range;
  22986. },
  22987. /**
  22988. * Defines how far from the source the light is impacting in scene units.
  22989. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  22990. */
  22991. set: function (value) {
  22992. this._range = value;
  22993. this._inverseSquaredRange = 1.0 / (this.range * this.range);
  22994. },
  22995. enumerable: true,
  22996. configurable: true
  22997. });
  22998. Object.defineProperty(Light.prototype, "intensityMode", {
  22999. /**
  23000. * Gets the photometric scale used to interpret the intensity.
  23001. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  23002. */
  23003. get: function () {
  23004. return this._intensityMode;
  23005. },
  23006. /**
  23007. * Sets the photometric scale used to interpret the intensity.
  23008. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  23009. */
  23010. set: function (value) {
  23011. this._intensityMode = value;
  23012. this._computePhotometricScale();
  23013. },
  23014. enumerable: true,
  23015. configurable: true
  23016. });
  23017. Object.defineProperty(Light.prototype, "radius", {
  23018. /**
  23019. * Gets the light radius used by PBR Materials to simulate soft area lights.
  23020. */
  23021. get: function () {
  23022. return this._radius;
  23023. },
  23024. /**
  23025. * sets the light radius used by PBR Materials to simulate soft area lights.
  23026. */
  23027. set: function (value) {
  23028. this._radius = value;
  23029. this._computePhotometricScale();
  23030. },
  23031. enumerable: true,
  23032. configurable: true
  23033. });
  23034. Object.defineProperty(Light.prototype, "shadowEnabled", {
  23035. /**
  23036. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  23037. * the current shadow generator.
  23038. */
  23039. get: function () {
  23040. return this._shadowEnabled;
  23041. },
  23042. /**
  23043. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  23044. * the current shadow generator.
  23045. */
  23046. set: function (value) {
  23047. if (this._shadowEnabled === value) {
  23048. return;
  23049. }
  23050. this._shadowEnabled = value;
  23051. this._markMeshesAsLightDirty();
  23052. },
  23053. enumerable: true,
  23054. configurable: true
  23055. });
  23056. Object.defineProperty(Light.prototype, "includedOnlyMeshes", {
  23057. /**
  23058. * Gets the only meshes impacted by this light.
  23059. */
  23060. get: function () {
  23061. return this._includedOnlyMeshes;
  23062. },
  23063. /**
  23064. * Sets the only meshes impacted by this light.
  23065. */
  23066. set: function (value) {
  23067. this._includedOnlyMeshes = value;
  23068. this._hookArrayForIncludedOnly(value);
  23069. },
  23070. enumerable: true,
  23071. configurable: true
  23072. });
  23073. Object.defineProperty(Light.prototype, "excludedMeshes", {
  23074. /**
  23075. * Gets the meshes not impacted by this light.
  23076. */
  23077. get: function () {
  23078. return this._excludedMeshes;
  23079. },
  23080. /**
  23081. * Sets the meshes not impacted by this light.
  23082. */
  23083. set: function (value) {
  23084. this._excludedMeshes = value;
  23085. this._hookArrayForExcluded(value);
  23086. },
  23087. enumerable: true,
  23088. configurable: true
  23089. });
  23090. Object.defineProperty(Light.prototype, "excludeWithLayerMask", {
  23091. /**
  23092. * Gets the layer id use to find what meshes are not impacted by the light.
  23093. * Inactive if 0
  23094. */
  23095. get: function () {
  23096. return this._excludeWithLayerMask;
  23097. },
  23098. /**
  23099. * Sets the layer id use to find what meshes are not impacted by the light.
  23100. * Inactive if 0
  23101. */
  23102. set: function (value) {
  23103. this._excludeWithLayerMask = value;
  23104. this._resyncMeshes();
  23105. },
  23106. enumerable: true,
  23107. configurable: true
  23108. });
  23109. Object.defineProperty(Light.prototype, "includeOnlyWithLayerMask", {
  23110. /**
  23111. * Gets the layer id use to find what meshes are impacted by the light.
  23112. * Inactive if 0
  23113. */
  23114. get: function () {
  23115. return this._includeOnlyWithLayerMask;
  23116. },
  23117. /**
  23118. * Sets the layer id use to find what meshes are impacted by the light.
  23119. * Inactive if 0
  23120. */
  23121. set: function (value) {
  23122. this._includeOnlyWithLayerMask = value;
  23123. this._resyncMeshes();
  23124. },
  23125. enumerable: true,
  23126. configurable: true
  23127. });
  23128. Object.defineProperty(Light.prototype, "lightmapMode", {
  23129. /**
  23130. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  23131. */
  23132. get: function () {
  23133. return this._lightmapMode;
  23134. },
  23135. /**
  23136. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  23137. */
  23138. set: function (value) {
  23139. if (this._lightmapMode === value) {
  23140. return;
  23141. }
  23142. this._lightmapMode = value;
  23143. this._markMeshesAsLightDirty();
  23144. },
  23145. enumerable: true,
  23146. configurable: true
  23147. });
  23148. /**
  23149. * Returns the string "Light".
  23150. * @returns the class name
  23151. */
  23152. Light.prototype.getClassName = function () {
  23153. return "Light";
  23154. };
  23155. /**
  23156. * Converts the light information to a readable string for debug purpose.
  23157. * @param fullDetails Supports for multiple levels of logging within scene loading
  23158. * @returns the human readable light info
  23159. */
  23160. Light.prototype.toString = function (fullDetails) {
  23161. var ret = "Name: " + this.name;
  23162. ret += ", type: " + (["Point", "Directional", "Spot", "Hemispheric"])[this.getTypeID()];
  23163. if (this.animations) {
  23164. for (var i = 0; i < this.animations.length; i++) {
  23165. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  23166. }
  23167. }
  23168. if (fullDetails) {
  23169. }
  23170. return ret;
  23171. };
  23172. /** @hidden */
  23173. Light.prototype._syncParentEnabledState = function () {
  23174. _super.prototype._syncParentEnabledState.call(this);
  23175. this._resyncMeshes();
  23176. };
  23177. /**
  23178. * Set the enabled state of this node.
  23179. * @param value - the new enabled state
  23180. */
  23181. Light.prototype.setEnabled = function (value) {
  23182. _super.prototype.setEnabled.call(this, value);
  23183. this._resyncMeshes();
  23184. };
  23185. /**
  23186. * Returns the Light associated shadow generator if any.
  23187. * @return the associated shadow generator.
  23188. */
  23189. Light.prototype.getShadowGenerator = function () {
  23190. return this._shadowGenerator;
  23191. };
  23192. /**
  23193. * Returns a Vector3, the absolute light position in the World.
  23194. * @returns the world space position of the light
  23195. */
  23196. Light.prototype.getAbsolutePosition = function () {
  23197. return BABYLON.Vector3.Zero();
  23198. };
  23199. /**
  23200. * Specifies if the light will affect the passed mesh.
  23201. * @param mesh The mesh to test against the light
  23202. * @return true the mesh is affected otherwise, false.
  23203. */
  23204. Light.prototype.canAffectMesh = function (mesh) {
  23205. if (!mesh) {
  23206. return true;
  23207. }
  23208. if (this.includedOnlyMeshes && this.includedOnlyMeshes.length > 0 && this.includedOnlyMeshes.indexOf(mesh) === -1) {
  23209. return false;
  23210. }
  23211. if (this.excludedMeshes && this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {
  23212. return false;
  23213. }
  23214. if (this.includeOnlyWithLayerMask !== 0 && (this.includeOnlyWithLayerMask & mesh.layerMask) === 0) {
  23215. return false;
  23216. }
  23217. if (this.excludeWithLayerMask !== 0 && this.excludeWithLayerMask & mesh.layerMask) {
  23218. return false;
  23219. }
  23220. return true;
  23221. };
  23222. /**
  23223. * Sort function to order lights for rendering.
  23224. * @param a First Light object to compare to second.
  23225. * @param b Second Light object to compare first.
  23226. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  23227. */
  23228. Light.CompareLightsPriority = function (a, b) {
  23229. //shadow-casting lights have priority over non-shadow-casting lights
  23230. //the renderPrioirty is a secondary sort criterion
  23231. if (a.shadowEnabled !== b.shadowEnabled) {
  23232. return (b.shadowEnabled ? 1 : 0) - (a.shadowEnabled ? 1 : 0);
  23233. }
  23234. return b.renderPriority - a.renderPriority;
  23235. };
  23236. /**
  23237. * Releases resources associated with this node.
  23238. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  23239. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  23240. */
  23241. Light.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  23242. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  23243. if (this._shadowGenerator) {
  23244. this._shadowGenerator.dispose();
  23245. this._shadowGenerator = null;
  23246. }
  23247. // Animations
  23248. this.getScene().stopAnimation(this);
  23249. // Remove from meshes
  23250. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  23251. var mesh = _a[_i];
  23252. mesh._removeLightSource(this);
  23253. }
  23254. this._uniformBuffer.dispose();
  23255. // Remove from scene
  23256. this.getScene().removeLight(this);
  23257. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  23258. };
  23259. /**
  23260. * Returns the light type ID (integer).
  23261. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  23262. */
  23263. Light.prototype.getTypeID = function () {
  23264. return 0;
  23265. };
  23266. /**
  23267. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  23268. * @returns the scaled intensity in intensity mode unit
  23269. */
  23270. Light.prototype.getScaledIntensity = function () {
  23271. return this._photometricScale * this.intensity;
  23272. };
  23273. /**
  23274. * Returns a new Light object, named "name", from the current one.
  23275. * @param name The name of the cloned light
  23276. * @returns the new created light
  23277. */
  23278. Light.prototype.clone = function (name) {
  23279. var constructor = Light.GetConstructorFromName(this.getTypeID(), name, this.getScene());
  23280. if (!constructor) {
  23281. return null;
  23282. }
  23283. return BABYLON.SerializationHelper.Clone(constructor, this);
  23284. };
  23285. /**
  23286. * Serializes the current light into a Serialization object.
  23287. * @returns the serialized object.
  23288. */
  23289. Light.prototype.serialize = function () {
  23290. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  23291. // Type
  23292. serializationObject.type = this.getTypeID();
  23293. // Parent
  23294. if (this.parent) {
  23295. serializationObject.parentId = this.parent.id;
  23296. }
  23297. // Inclusion / exclusions
  23298. if (this.excludedMeshes.length > 0) {
  23299. serializationObject.excludedMeshesIds = [];
  23300. this.excludedMeshes.forEach(function (mesh) {
  23301. serializationObject.excludedMeshesIds.push(mesh.id);
  23302. });
  23303. }
  23304. if (this.includedOnlyMeshes.length > 0) {
  23305. serializationObject.includedOnlyMeshesIds = [];
  23306. this.includedOnlyMeshes.forEach(function (mesh) {
  23307. serializationObject.includedOnlyMeshesIds.push(mesh.id);
  23308. });
  23309. }
  23310. // Animations
  23311. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  23312. serializationObject.ranges = this.serializeAnimationRanges();
  23313. return serializationObject;
  23314. };
  23315. /**
  23316. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  23317. * This new light is named "name" and added to the passed scene.
  23318. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  23319. * @param name The friendly name of the light
  23320. * @param scene The scene the new light will belong to
  23321. * @returns the constructor function
  23322. */
  23323. Light.GetConstructorFromName = function (type, name, scene) {
  23324. var constructorFunc = BABYLON.Node.Construct("Light_Type_" + type, name, scene);
  23325. if (constructorFunc) {
  23326. return constructorFunc;
  23327. }
  23328. // Default to no light for none present once.
  23329. return null;
  23330. };
  23331. /**
  23332. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  23333. * @param parsedLight The JSON representation of the light
  23334. * @param scene The scene to create the parsed light in
  23335. * @returns the created light after parsing
  23336. */
  23337. Light.Parse = function (parsedLight, scene) {
  23338. var constructor = Light.GetConstructorFromName(parsedLight.type, parsedLight.name, scene);
  23339. if (!constructor) {
  23340. return null;
  23341. }
  23342. var light = BABYLON.SerializationHelper.Parse(constructor, parsedLight, scene);
  23343. // Inclusion / exclusions
  23344. if (parsedLight.excludedMeshesIds) {
  23345. light._excludedMeshesIds = parsedLight.excludedMeshesIds;
  23346. }
  23347. if (parsedLight.includedOnlyMeshesIds) {
  23348. light._includedOnlyMeshesIds = parsedLight.includedOnlyMeshesIds;
  23349. }
  23350. // Parent
  23351. if (parsedLight.parentId) {
  23352. light._waitingParentId = parsedLight.parentId;
  23353. }
  23354. // Animations
  23355. if (parsedLight.animations) {
  23356. for (var animationIndex = 0; animationIndex < parsedLight.animations.length; animationIndex++) {
  23357. var parsedAnimation = parsedLight.animations[animationIndex];
  23358. light.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  23359. }
  23360. BABYLON.Node.ParseAnimationRanges(light, parsedLight, scene);
  23361. }
  23362. if (parsedLight.autoAnimate) {
  23363. scene.beginAnimation(light, parsedLight.autoAnimateFrom, parsedLight.autoAnimateTo, parsedLight.autoAnimateLoop, parsedLight.autoAnimateSpeed || 1.0);
  23364. }
  23365. return light;
  23366. };
  23367. Light.prototype._hookArrayForExcluded = function (array) {
  23368. var _this = this;
  23369. var oldPush = array.push;
  23370. array.push = function () {
  23371. var items = [];
  23372. for (var _i = 0; _i < arguments.length; _i++) {
  23373. items[_i] = arguments[_i];
  23374. }
  23375. var result = oldPush.apply(array, items);
  23376. for (var _a = 0, items_1 = items; _a < items_1.length; _a++) {
  23377. var item = items_1[_a];
  23378. item._resyncLighSource(_this);
  23379. }
  23380. return result;
  23381. };
  23382. var oldSplice = array.splice;
  23383. array.splice = function (index, deleteCount) {
  23384. var deleted = oldSplice.apply(array, [index, deleteCount]);
  23385. for (var _i = 0, deleted_1 = deleted; _i < deleted_1.length; _i++) {
  23386. var item = deleted_1[_i];
  23387. item._resyncLighSource(_this);
  23388. }
  23389. return deleted;
  23390. };
  23391. for (var _i = 0, array_1 = array; _i < array_1.length; _i++) {
  23392. var item = array_1[_i];
  23393. item._resyncLighSource(this);
  23394. }
  23395. };
  23396. Light.prototype._hookArrayForIncludedOnly = function (array) {
  23397. var _this = this;
  23398. var oldPush = array.push;
  23399. array.push = function () {
  23400. var items = [];
  23401. for (var _i = 0; _i < arguments.length; _i++) {
  23402. items[_i] = arguments[_i];
  23403. }
  23404. var result = oldPush.apply(array, items);
  23405. _this._resyncMeshes();
  23406. return result;
  23407. };
  23408. var oldSplice = array.splice;
  23409. array.splice = function (index, deleteCount) {
  23410. var deleted = oldSplice.apply(array, [index, deleteCount]);
  23411. _this._resyncMeshes();
  23412. return deleted;
  23413. };
  23414. this._resyncMeshes();
  23415. };
  23416. Light.prototype._resyncMeshes = function () {
  23417. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  23418. var mesh = _a[_i];
  23419. mesh._resyncLighSource(this);
  23420. }
  23421. };
  23422. /**
  23423. * Forces the meshes to update their light related information in their rendering used effects
  23424. * @hidden Internal Use Only
  23425. */
  23426. Light.prototype._markMeshesAsLightDirty = function () {
  23427. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  23428. var mesh = _a[_i];
  23429. if (mesh._lightSources.indexOf(this) !== -1) {
  23430. mesh._markSubMeshesAsLightDirty();
  23431. }
  23432. }
  23433. };
  23434. /**
  23435. * Recomputes the cached photometric scale if needed.
  23436. */
  23437. Light.prototype._computePhotometricScale = function () {
  23438. this._photometricScale = this._getPhotometricScale();
  23439. this.getScene().resetCachedMaterial();
  23440. };
  23441. /**
  23442. * Returns the Photometric Scale according to the light type and intensity mode.
  23443. */
  23444. Light.prototype._getPhotometricScale = function () {
  23445. var photometricScale = 0.0;
  23446. var lightTypeID = this.getTypeID();
  23447. //get photometric mode
  23448. var photometricMode = this.intensityMode;
  23449. if (photometricMode === Light.INTENSITYMODE_AUTOMATIC) {
  23450. if (lightTypeID === Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  23451. photometricMode = Light.INTENSITYMODE_ILLUMINANCE;
  23452. }
  23453. else {
  23454. photometricMode = Light.INTENSITYMODE_LUMINOUSINTENSITY;
  23455. }
  23456. }
  23457. //compute photometric scale
  23458. switch (lightTypeID) {
  23459. case Light.LIGHTTYPEID_POINTLIGHT:
  23460. case Light.LIGHTTYPEID_SPOTLIGHT:
  23461. switch (photometricMode) {
  23462. case Light.INTENSITYMODE_LUMINOUSPOWER:
  23463. photometricScale = 1.0 / (4.0 * Math.PI);
  23464. break;
  23465. case Light.INTENSITYMODE_LUMINOUSINTENSITY:
  23466. photometricScale = 1.0;
  23467. break;
  23468. case Light.INTENSITYMODE_LUMINANCE:
  23469. photometricScale = this.radius * this.radius;
  23470. break;
  23471. }
  23472. break;
  23473. case Light.LIGHTTYPEID_DIRECTIONALLIGHT:
  23474. switch (photometricMode) {
  23475. case Light.INTENSITYMODE_ILLUMINANCE:
  23476. photometricScale = 1.0;
  23477. break;
  23478. case Light.INTENSITYMODE_LUMINANCE:
  23479. // When radius (and therefore solid angle) is non-zero a directional lights brightness can be specified via central (peak) luminance.
  23480. // For a directional light the 'radius' defines the angular radius (in radians) rather than world-space radius (e.g. in metres).
  23481. var apexAngleRadians = this.radius;
  23482. // Impose a minimum light angular size to avoid the light becoming an infinitely small angular light source (i.e. a dirac delta function).
  23483. apexAngleRadians = Math.max(apexAngleRadians, 0.001);
  23484. var solidAngle = 2.0 * Math.PI * (1.0 - Math.cos(apexAngleRadians));
  23485. photometricScale = solidAngle;
  23486. break;
  23487. }
  23488. break;
  23489. case Light.LIGHTTYPEID_HEMISPHERICLIGHT:
  23490. // No fall off in hemisperic light.
  23491. photometricScale = 1.0;
  23492. break;
  23493. }
  23494. return photometricScale;
  23495. };
  23496. /**
  23497. * Reorder the light in the scene according to their defined priority.
  23498. * @hidden Internal Use Only
  23499. */
  23500. Light.prototype._reorderLightsInScene = function () {
  23501. var scene = this.getScene();
  23502. if (this._renderPriority != 0) {
  23503. scene.requireLightSorting = true;
  23504. }
  23505. this.getScene().sortLightsByPriority();
  23506. };
  23507. /**
  23508. * Falloff Default: light is falling off following the material specification:
  23509. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  23510. */
  23511. Light.FALLOFF_DEFAULT = 0;
  23512. /**
  23513. * Falloff Physical: light is falling off following the inverse squared distance law.
  23514. */
  23515. Light.FALLOFF_PHYSICAL = 1;
  23516. /**
  23517. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  23518. * to enhance interoperability with other engines.
  23519. */
  23520. Light.FALLOFF_GLTF = 2;
  23521. /**
  23522. * Falloff Standard: light is falling off like in the standard material
  23523. * to enhance interoperability with other materials.
  23524. */
  23525. Light.FALLOFF_STANDARD = 3;
  23526. //lightmapMode Consts
  23527. /**
  23528. * If every light affecting the material is in this lightmapMode,
  23529. * material.lightmapTexture adds or multiplies
  23530. * (depends on material.useLightmapAsShadowmap)
  23531. * after every other light calculations.
  23532. */
  23533. Light.LIGHTMAP_DEFAULT = 0;
  23534. /**
  23535. * material.lightmapTexture as only diffuse lighting from this light
  23536. * adds only specular lighting from this light
  23537. * adds dynamic shadows
  23538. */
  23539. Light.LIGHTMAP_SPECULAR = 1;
  23540. /**
  23541. * material.lightmapTexture as only lighting
  23542. * no light calculation from this light
  23543. * only adds dynamic shadows from this light
  23544. */
  23545. Light.LIGHTMAP_SHADOWSONLY = 2;
  23546. // Intensity Mode Consts
  23547. /**
  23548. * Each light type uses the default quantity according to its type:
  23549. * point/spot lights use luminous intensity
  23550. * directional lights use illuminance
  23551. */
  23552. Light.INTENSITYMODE_AUTOMATIC = 0;
  23553. /**
  23554. * lumen (lm)
  23555. */
  23556. Light.INTENSITYMODE_LUMINOUSPOWER = 1;
  23557. /**
  23558. * candela (lm/sr)
  23559. */
  23560. Light.INTENSITYMODE_LUMINOUSINTENSITY = 2;
  23561. /**
  23562. * lux (lm/m^2)
  23563. */
  23564. Light.INTENSITYMODE_ILLUMINANCE = 3;
  23565. /**
  23566. * nit (cd/m^2)
  23567. */
  23568. Light.INTENSITYMODE_LUMINANCE = 4;
  23569. // Light types ids const.
  23570. /**
  23571. * Light type const id of the point light.
  23572. */
  23573. Light.LIGHTTYPEID_POINTLIGHT = 0;
  23574. /**
  23575. * Light type const id of the directional light.
  23576. */
  23577. Light.LIGHTTYPEID_DIRECTIONALLIGHT = 1;
  23578. /**
  23579. * Light type const id of the spot light.
  23580. */
  23581. Light.LIGHTTYPEID_SPOTLIGHT = 2;
  23582. /**
  23583. * Light type const id of the hemispheric light.
  23584. */
  23585. Light.LIGHTTYPEID_HEMISPHERICLIGHT = 3;
  23586. __decorate([
  23587. BABYLON.serializeAsColor3()
  23588. ], Light.prototype, "diffuse", void 0);
  23589. __decorate([
  23590. BABYLON.serializeAsColor3()
  23591. ], Light.prototype, "specular", void 0);
  23592. __decorate([
  23593. BABYLON.serialize()
  23594. ], Light.prototype, "falloffType", void 0);
  23595. __decorate([
  23596. BABYLON.serialize()
  23597. ], Light.prototype, "intensity", void 0);
  23598. __decorate([
  23599. BABYLON.serialize()
  23600. ], Light.prototype, "range", null);
  23601. __decorate([
  23602. BABYLON.serialize()
  23603. ], Light.prototype, "intensityMode", null);
  23604. __decorate([
  23605. BABYLON.serialize()
  23606. ], Light.prototype, "radius", null);
  23607. __decorate([
  23608. BABYLON.serialize()
  23609. ], Light.prototype, "_renderPriority", void 0);
  23610. __decorate([
  23611. BABYLON.expandToProperty("_reorderLightsInScene")
  23612. ], Light.prototype, "renderPriority", void 0);
  23613. __decorate([
  23614. BABYLON.serialize("shadowEnabled")
  23615. ], Light.prototype, "_shadowEnabled", void 0);
  23616. __decorate([
  23617. BABYLON.serialize("excludeWithLayerMask")
  23618. ], Light.prototype, "_excludeWithLayerMask", void 0);
  23619. __decorate([
  23620. BABYLON.serialize("includeOnlyWithLayerMask")
  23621. ], Light.prototype, "_includeOnlyWithLayerMask", void 0);
  23622. __decorate([
  23623. BABYLON.serialize("lightmapMode")
  23624. ], Light.prototype, "_lightmapMode", void 0);
  23625. return Light;
  23626. }(BABYLON.Node));
  23627. BABYLON.Light = Light;
  23628. })(BABYLON || (BABYLON = {}));
  23629. //# sourceMappingURL=babylon.light.js.map
  23630. var BABYLON;
  23631. (function (BABYLON) {
  23632. /**
  23633. * This is the base class of all the camera used in the application.
  23634. * @see http://doc.babylonjs.com/features/cameras
  23635. */
  23636. var Camera = /** @class */ (function (_super) {
  23637. __extends(Camera, _super);
  23638. /**
  23639. * Instantiates a new camera object.
  23640. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  23641. * @see http://doc.babylonjs.com/features/cameras
  23642. * @param name Defines the name of the camera in the scene
  23643. * @param position Defines the position of the camera
  23644. * @param scene Defines the scene the camera belongs too
  23645. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  23646. */
  23647. function Camera(name, position, scene, setActiveOnSceneIfNoneActive) {
  23648. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  23649. var _this = _super.call(this, name, scene) || this;
  23650. /**
  23651. * The vector the camera should consider as up.
  23652. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  23653. */
  23654. _this.upVector = BABYLON.Vector3.Up();
  23655. /**
  23656. * Define the current limit on the left side for an orthographic camera
  23657. * In scene unit
  23658. */
  23659. _this.orthoLeft = null;
  23660. /**
  23661. * Define the current limit on the right side for an orthographic camera
  23662. * In scene unit
  23663. */
  23664. _this.orthoRight = null;
  23665. /**
  23666. * Define the current limit on the bottom side for an orthographic camera
  23667. * In scene unit
  23668. */
  23669. _this.orthoBottom = null;
  23670. /**
  23671. * Define the current limit on the top side for an orthographic camera
  23672. * In scene unit
  23673. */
  23674. _this.orthoTop = null;
  23675. /**
  23676. * Field Of View is set in Radians. (default is 0.8)
  23677. */
  23678. _this.fov = 0.8;
  23679. /**
  23680. * Define the minimum distance the camera can see from.
  23681. * This is important to note that the depth buffer are not infinite and the closer it starts
  23682. * the more your scene might encounter depth fighting issue.
  23683. */
  23684. _this.minZ = 1;
  23685. /**
  23686. * Define the maximum distance the camera can see to.
  23687. * This is important to note that the depth buffer are not infinite and the further it end
  23688. * the more your scene might encounter depth fighting issue.
  23689. */
  23690. _this.maxZ = 10000.0;
  23691. /**
  23692. * Define the default inertia of the camera.
  23693. * This helps giving a smooth feeling to the camera movement.
  23694. */
  23695. _this.inertia = 0.9;
  23696. /**
  23697. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.PERSPECTIVE_ORTHOGRAPHIC)
  23698. */
  23699. _this.mode = Camera.PERSPECTIVE_CAMERA;
  23700. /**
  23701. * Define wether the camera is intermediate.
  23702. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  23703. */
  23704. _this.isIntermediate = false;
  23705. /**
  23706. * Define the viewport of the camera.
  23707. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  23708. */
  23709. _this.viewport = new BABYLON.Viewport(0, 0, 1.0, 1.0);
  23710. /**
  23711. * Restricts the camera to viewing objects with the same layerMask.
  23712. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  23713. */
  23714. _this.layerMask = 0x0FFFFFFF;
  23715. /**
  23716. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  23717. */
  23718. _this.fovMode = Camera.FOVMODE_VERTICAL_FIXED;
  23719. /**
  23720. * Rig mode of the camera.
  23721. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  23722. * This is normally controlled byt the camera themselves as internal use.
  23723. */
  23724. _this.cameraRigMode = Camera.RIG_MODE_NONE;
  23725. /**
  23726. * Defines the list of custom render target which are rendered to and then used as the input to this camera's render. Eg. display another camera view on a TV in the main scene
  23727. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  23728. * else in the scene.
  23729. */
  23730. _this.customRenderTargets = new Array();
  23731. /**
  23732. * When set, the camera will render to this render target instead of the default canvas
  23733. */
  23734. _this.outputRenderTarget = null;
  23735. /**
  23736. * Observable triggered when the camera view matrix has changed.
  23737. */
  23738. _this.onViewMatrixChangedObservable = new BABYLON.Observable();
  23739. /**
  23740. * Observable triggered when the camera Projection matrix has changed.
  23741. */
  23742. _this.onProjectionMatrixChangedObservable = new BABYLON.Observable();
  23743. /**
  23744. * Observable triggered when the inputs have been processed.
  23745. */
  23746. _this.onAfterCheckInputsObservable = new BABYLON.Observable();
  23747. /**
  23748. * Observable triggered when reset has been called and applied to the camera.
  23749. */
  23750. _this.onRestoreStateObservable = new BABYLON.Observable();
  23751. /** @hidden */
  23752. _this._rigCameras = new Array();
  23753. _this._webvrViewMatrix = BABYLON.Matrix.Identity();
  23754. /** @hidden */
  23755. _this._skipRendering = false;
  23756. /** @hidden */
  23757. _this._projectionMatrix = new BABYLON.Matrix();
  23758. /** @hidden */
  23759. _this._postProcesses = new Array();
  23760. /** @hidden */
  23761. _this._activeMeshes = new BABYLON.SmartArray(256);
  23762. _this._globalPosition = BABYLON.Vector3.Zero();
  23763. /** hidden */
  23764. _this._computedViewMatrix = BABYLON.Matrix.Identity();
  23765. _this._doNotComputeProjectionMatrix = false;
  23766. _this._transformMatrix = BABYLON.Matrix.Zero();
  23767. _this._refreshFrustumPlanes = true;
  23768. _this.getScene().addCamera(_this);
  23769. if (setActiveOnSceneIfNoneActive && !_this.getScene().activeCamera) {
  23770. _this.getScene().activeCamera = _this;
  23771. }
  23772. _this.position = position;
  23773. return _this;
  23774. }
  23775. /**
  23776. * Store current camera state (fov, position, etc..)
  23777. * @returns the camera
  23778. */
  23779. Camera.prototype.storeState = function () {
  23780. this._stateStored = true;
  23781. this._storedFov = this.fov;
  23782. return this;
  23783. };
  23784. /**
  23785. * Restores the camera state values if it has been stored. You must call storeState() first
  23786. */
  23787. Camera.prototype._restoreStateValues = function () {
  23788. if (!this._stateStored) {
  23789. return false;
  23790. }
  23791. this.fov = this._storedFov;
  23792. return true;
  23793. };
  23794. /**
  23795. * Restored camera state. You must call storeState() first.
  23796. * @returns true if restored and false otherwise
  23797. */
  23798. Camera.prototype.restoreState = function () {
  23799. if (this._restoreStateValues()) {
  23800. this.onRestoreStateObservable.notifyObservers(this);
  23801. return true;
  23802. }
  23803. return false;
  23804. };
  23805. /**
  23806. * Gets the class name of the camera.
  23807. * @returns the class name
  23808. */
  23809. Camera.prototype.getClassName = function () {
  23810. return "Camera";
  23811. };
  23812. /**
  23813. * Gets a string representation of the camera useful for debug purpose.
  23814. * @param fullDetails Defines that a more verboe level of logging is required
  23815. * @returns the string representation
  23816. */
  23817. Camera.prototype.toString = function (fullDetails) {
  23818. var ret = "Name: " + this.name;
  23819. ret += ", type: " + this.getClassName();
  23820. if (this.animations) {
  23821. for (var i = 0; i < this.animations.length; i++) {
  23822. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  23823. }
  23824. }
  23825. if (fullDetails) {
  23826. }
  23827. return ret;
  23828. };
  23829. Object.defineProperty(Camera.prototype, "globalPosition", {
  23830. /**
  23831. * Gets the current world space position of the camera.
  23832. */
  23833. get: function () {
  23834. return this._globalPosition;
  23835. },
  23836. enumerable: true,
  23837. configurable: true
  23838. });
  23839. /**
  23840. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  23841. * @returns the active meshe list
  23842. */
  23843. Camera.prototype.getActiveMeshes = function () {
  23844. return this._activeMeshes;
  23845. };
  23846. /**
  23847. * Check wether a mesh is part of the current active mesh list of the camera
  23848. * @param mesh Defines the mesh to check
  23849. * @returns true if active, false otherwise
  23850. */
  23851. Camera.prototype.isActiveMesh = function (mesh) {
  23852. return (this._activeMeshes.indexOf(mesh) !== -1);
  23853. };
  23854. /**
  23855. * Is this camera ready to be used/rendered
  23856. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  23857. * @return true if the camera is ready
  23858. */
  23859. Camera.prototype.isReady = function (completeCheck) {
  23860. if (completeCheck === void 0) { completeCheck = false; }
  23861. if (completeCheck) {
  23862. for (var _i = 0, _a = this._postProcesses; _i < _a.length; _i++) {
  23863. var pp = _a[_i];
  23864. if (pp && !pp.isReady()) {
  23865. return false;
  23866. }
  23867. }
  23868. }
  23869. return _super.prototype.isReady.call(this, completeCheck);
  23870. };
  23871. /** @hidden */
  23872. Camera.prototype._initCache = function () {
  23873. _super.prototype._initCache.call(this);
  23874. this._cache.position = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  23875. this._cache.upVector = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  23876. this._cache.mode = undefined;
  23877. this._cache.minZ = undefined;
  23878. this._cache.maxZ = undefined;
  23879. this._cache.fov = undefined;
  23880. this._cache.fovMode = undefined;
  23881. this._cache.aspectRatio = undefined;
  23882. this._cache.orthoLeft = undefined;
  23883. this._cache.orthoRight = undefined;
  23884. this._cache.orthoBottom = undefined;
  23885. this._cache.orthoTop = undefined;
  23886. this._cache.renderWidth = undefined;
  23887. this._cache.renderHeight = undefined;
  23888. };
  23889. /** @hidden */
  23890. Camera.prototype._updateCache = function (ignoreParentClass) {
  23891. if (!ignoreParentClass) {
  23892. _super.prototype._updateCache.call(this);
  23893. }
  23894. this._cache.position.copyFrom(this.position);
  23895. this._cache.upVector.copyFrom(this.upVector);
  23896. };
  23897. /** @hidden */
  23898. Camera.prototype._isSynchronized = function () {
  23899. return this._isSynchronizedViewMatrix() && this._isSynchronizedProjectionMatrix();
  23900. };
  23901. /** @hidden */
  23902. Camera.prototype._isSynchronizedViewMatrix = function () {
  23903. if (!_super.prototype._isSynchronized.call(this)) {
  23904. return false;
  23905. }
  23906. return this._cache.position.equals(this.position)
  23907. && this._cache.upVector.equals(this.upVector)
  23908. && this.isSynchronizedWithParent();
  23909. };
  23910. /** @hidden */
  23911. Camera.prototype._isSynchronizedProjectionMatrix = function () {
  23912. var check = this._cache.mode === this.mode
  23913. && this._cache.minZ === this.minZ
  23914. && this._cache.maxZ === this.maxZ;
  23915. if (!check) {
  23916. return false;
  23917. }
  23918. var engine = this.getEngine();
  23919. if (this.mode === Camera.PERSPECTIVE_CAMERA) {
  23920. check = this._cache.fov === this.fov
  23921. && this._cache.fovMode === this.fovMode
  23922. && this._cache.aspectRatio === engine.getAspectRatio(this);
  23923. }
  23924. else {
  23925. check = this._cache.orthoLeft === this.orthoLeft
  23926. && this._cache.orthoRight === this.orthoRight
  23927. && this._cache.orthoBottom === this.orthoBottom
  23928. && this._cache.orthoTop === this.orthoTop
  23929. && this._cache.renderWidth === engine.getRenderWidth()
  23930. && this._cache.renderHeight === engine.getRenderHeight();
  23931. }
  23932. return check;
  23933. };
  23934. /**
  23935. * Attach the input controls to a specific dom element to get the input from.
  23936. * @param element Defines the element the controls should be listened from
  23937. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  23938. */
  23939. Camera.prototype.attachControl = function (element, noPreventDefault) {
  23940. };
  23941. /**
  23942. * Detach the current controls from the specified dom element.
  23943. * @param element Defines the element to stop listening the inputs from
  23944. */
  23945. Camera.prototype.detachControl = function (element) {
  23946. };
  23947. /**
  23948. * Update the camera state according to the different inputs gathered during the frame.
  23949. */
  23950. Camera.prototype.update = function () {
  23951. this._checkInputs();
  23952. if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  23953. this._updateRigCameras();
  23954. }
  23955. };
  23956. /** @hidden */
  23957. Camera.prototype._checkInputs = function () {
  23958. this.onAfterCheckInputsObservable.notifyObservers(this);
  23959. };
  23960. Object.defineProperty(Camera.prototype, "rigCameras", {
  23961. /** @hidden */
  23962. get: function () {
  23963. return this._rigCameras;
  23964. },
  23965. enumerable: true,
  23966. configurable: true
  23967. });
  23968. Object.defineProperty(Camera.prototype, "rigPostProcess", {
  23969. /**
  23970. * Gets the post process used by the rig cameras
  23971. */
  23972. get: function () {
  23973. return this._rigPostProcess;
  23974. },
  23975. enumerable: true,
  23976. configurable: true
  23977. });
  23978. /**
  23979. * Internal, gets the first post proces.
  23980. * @returns the first post process to be run on this camera.
  23981. */
  23982. Camera.prototype._getFirstPostProcess = function () {
  23983. for (var ppIndex = 0; ppIndex < this._postProcesses.length; ppIndex++) {
  23984. if (this._postProcesses[ppIndex] !== null) {
  23985. return this._postProcesses[ppIndex];
  23986. }
  23987. }
  23988. return null;
  23989. };
  23990. Camera.prototype._cascadePostProcessesToRigCams = function () {
  23991. // invalidate framebuffer
  23992. var firstPostProcess = this._getFirstPostProcess();
  23993. if (firstPostProcess) {
  23994. firstPostProcess.markTextureDirty();
  23995. }
  23996. // glue the rigPostProcess to the end of the user postprocesses & assign to each sub-camera
  23997. for (var i = 0, len = this._rigCameras.length; i < len; i++) {
  23998. var cam = this._rigCameras[i];
  23999. var rigPostProcess = cam._rigPostProcess;
  24000. // for VR rig, there does not have to be a post process
  24001. if (rigPostProcess) {
  24002. var isPass = rigPostProcess instanceof BABYLON.PassPostProcess;
  24003. if (isPass) {
  24004. // any rig which has a PassPostProcess for rig[0], cannot be isIntermediate when there are also user postProcesses
  24005. cam.isIntermediate = this._postProcesses.length === 0;
  24006. }
  24007. cam._postProcesses = this._postProcesses.slice(0).concat(rigPostProcess);
  24008. rigPostProcess.markTextureDirty();
  24009. }
  24010. else {
  24011. cam._postProcesses = this._postProcesses.slice(0);
  24012. }
  24013. }
  24014. };
  24015. /**
  24016. * Attach a post process to the camera.
  24017. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  24018. * @param postProcess The post process to attach to the camera
  24019. * @param insertAt The position of the post process in case several of them are in use in the scene
  24020. * @returns the position the post process has been inserted at
  24021. */
  24022. Camera.prototype.attachPostProcess = function (postProcess, insertAt) {
  24023. if (insertAt === void 0) { insertAt = null; }
  24024. if (!postProcess.isReusable() && this._postProcesses.indexOf(postProcess) > -1) {
  24025. BABYLON.Tools.Error("You're trying to reuse a post process not defined as reusable.");
  24026. return 0;
  24027. }
  24028. if (insertAt == null || insertAt < 0) {
  24029. this._postProcesses.push(postProcess);
  24030. }
  24031. else if (this._postProcesses[insertAt] === null) {
  24032. this._postProcesses[insertAt] = postProcess;
  24033. }
  24034. else {
  24035. this._postProcesses.splice(insertAt, 0, postProcess);
  24036. }
  24037. this._cascadePostProcessesToRigCams(); // also ensures framebuffer invalidated
  24038. return this._postProcesses.indexOf(postProcess);
  24039. };
  24040. /**
  24041. * Detach a post process to the camera.
  24042. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  24043. * @param postProcess The post process to detach from the camera
  24044. */
  24045. Camera.prototype.detachPostProcess = function (postProcess) {
  24046. var idx = this._postProcesses.indexOf(postProcess);
  24047. if (idx !== -1) {
  24048. this._postProcesses[idx] = null;
  24049. }
  24050. this._cascadePostProcessesToRigCams(); // also ensures framebuffer invalidated
  24051. };
  24052. /**
  24053. * Gets the current world matrix of the camera
  24054. */
  24055. Camera.prototype.getWorldMatrix = function () {
  24056. if (this._isSynchronizedViewMatrix()) {
  24057. return this._worldMatrix;
  24058. }
  24059. // Getting the the view matrix will also compute the world matrix.
  24060. this.getViewMatrix();
  24061. return this._worldMatrix;
  24062. };
  24063. /** @hidden */
  24064. Camera.prototype._getViewMatrix = function () {
  24065. return BABYLON.Matrix.Identity();
  24066. };
  24067. /**
  24068. * Gets the current view matrix of the camera.
  24069. * @param force forces the camera to recompute the matrix without looking at the cached state
  24070. * @returns the view matrix
  24071. */
  24072. Camera.prototype.getViewMatrix = function (force) {
  24073. if (!force && this._isSynchronizedViewMatrix()) {
  24074. return this._computedViewMatrix;
  24075. }
  24076. this.updateCache();
  24077. this._computedViewMatrix = this._getViewMatrix();
  24078. this._currentRenderId = this.getScene().getRenderId();
  24079. this._childRenderId = this._currentRenderId;
  24080. this._refreshFrustumPlanes = true;
  24081. if (this._cameraRigParams && this._cameraRigParams.vrPreViewMatrix) {
  24082. this._computedViewMatrix.multiplyToRef(this._cameraRigParams.vrPreViewMatrix, this._computedViewMatrix);
  24083. }
  24084. this.onViewMatrixChangedObservable.notifyObservers(this);
  24085. this._computedViewMatrix.invertToRef(this._worldMatrix);
  24086. return this._computedViewMatrix;
  24087. };
  24088. /**
  24089. * Freeze the projection matrix.
  24090. * It will prevent the cache check of the camera projection compute and can speed up perf
  24091. * if no parameter of the camera are meant to change
  24092. * @param projection Defines manually a projection if necessary
  24093. */
  24094. Camera.prototype.freezeProjectionMatrix = function (projection) {
  24095. this._doNotComputeProjectionMatrix = true;
  24096. if (projection !== undefined) {
  24097. this._projectionMatrix = projection;
  24098. }
  24099. };
  24100. /**
  24101. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  24102. */
  24103. Camera.prototype.unfreezeProjectionMatrix = function () {
  24104. this._doNotComputeProjectionMatrix = false;
  24105. };
  24106. /**
  24107. * Gets the current projection matrix of the camera.
  24108. * @param force forces the camera to recompute the matrix without looking at the cached state
  24109. * @returns the projection matrix
  24110. */
  24111. Camera.prototype.getProjectionMatrix = function (force) {
  24112. if (this._doNotComputeProjectionMatrix || (!force && this._isSynchronizedProjectionMatrix())) {
  24113. return this._projectionMatrix;
  24114. }
  24115. // Cache
  24116. this._cache.mode = this.mode;
  24117. this._cache.minZ = this.minZ;
  24118. this._cache.maxZ = this.maxZ;
  24119. // Matrix
  24120. this._refreshFrustumPlanes = true;
  24121. var engine = this.getEngine();
  24122. var scene = this.getScene();
  24123. if (this.mode === Camera.PERSPECTIVE_CAMERA) {
  24124. this._cache.fov = this.fov;
  24125. this._cache.fovMode = this.fovMode;
  24126. this._cache.aspectRatio = engine.getAspectRatio(this);
  24127. if (this.minZ <= 0) {
  24128. this.minZ = 0.1;
  24129. }
  24130. if (scene.useRightHandedSystem) {
  24131. BABYLON.Matrix.PerspectiveFovRHToRef(this.fov, engine.getAspectRatio(this), this.minZ, this.maxZ, this._projectionMatrix, this.fovMode === Camera.FOVMODE_VERTICAL_FIXED);
  24132. }
  24133. else {
  24134. BABYLON.Matrix.PerspectiveFovLHToRef(this.fov, engine.getAspectRatio(this), this.minZ, this.maxZ, this._projectionMatrix, this.fovMode === Camera.FOVMODE_VERTICAL_FIXED);
  24135. }
  24136. }
  24137. else {
  24138. var halfWidth = engine.getRenderWidth() / 2.0;
  24139. var halfHeight = engine.getRenderHeight() / 2.0;
  24140. if (scene.useRightHandedSystem) {
  24141. BABYLON.Matrix.OrthoOffCenterRHToRef(this.orthoLeft || -halfWidth, this.orthoRight || halfWidth, this.orthoBottom || -halfHeight, this.orthoTop || halfHeight, this.minZ, this.maxZ, this._projectionMatrix);
  24142. }
  24143. else {
  24144. BABYLON.Matrix.OrthoOffCenterLHToRef(this.orthoLeft || -halfWidth, this.orthoRight || halfWidth, this.orthoBottom || -halfHeight, this.orthoTop || halfHeight, this.minZ, this.maxZ, this._projectionMatrix);
  24145. }
  24146. this._cache.orthoLeft = this.orthoLeft;
  24147. this._cache.orthoRight = this.orthoRight;
  24148. this._cache.orthoBottom = this.orthoBottom;
  24149. this._cache.orthoTop = this.orthoTop;
  24150. this._cache.renderWidth = engine.getRenderWidth();
  24151. this._cache.renderHeight = engine.getRenderHeight();
  24152. }
  24153. this.onProjectionMatrixChangedObservable.notifyObservers(this);
  24154. return this._projectionMatrix;
  24155. };
  24156. /**
  24157. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  24158. * @returns a Matrix
  24159. */
  24160. Camera.prototype.getTransformationMatrix = function () {
  24161. this._computedViewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  24162. return this._transformMatrix;
  24163. };
  24164. Camera.prototype._updateFrustumPlanes = function () {
  24165. if (!this._refreshFrustumPlanes) {
  24166. return;
  24167. }
  24168. this.getTransformationMatrix();
  24169. if (!this._frustumPlanes) {
  24170. this._frustumPlanes = BABYLON.Frustum.GetPlanes(this._transformMatrix);
  24171. }
  24172. else {
  24173. BABYLON.Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);
  24174. }
  24175. this._refreshFrustumPlanes = false;
  24176. };
  24177. /**
  24178. * Checks if a cullable object (mesh...) is in the camera frustum
  24179. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  24180. * @param target The object to check
  24181. * @returns true if the object is in frustum otherwise false
  24182. */
  24183. Camera.prototype.isInFrustum = function (target) {
  24184. this._updateFrustumPlanes();
  24185. return target.isInFrustum(this._frustumPlanes);
  24186. };
  24187. /**
  24188. * Checks if a cullable object (mesh...) is in the camera frustum
  24189. * Unlike isInFrustum this cheks the full bounding box
  24190. * @param target The object to check
  24191. * @returns true if the object is in frustum otherwise false
  24192. */
  24193. Camera.prototype.isCompletelyInFrustum = function (target) {
  24194. this._updateFrustumPlanes();
  24195. return target.isCompletelyInFrustum(this._frustumPlanes);
  24196. };
  24197. /**
  24198. * Gets a ray in the forward direction from the camera.
  24199. * @param length Defines the length of the ray to create
  24200. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  24201. * @param origin Defines the start point of the ray which defaults to the camera position
  24202. * @returns the forward ray
  24203. */
  24204. Camera.prototype.getForwardRay = function (length, transform, origin) {
  24205. if (length === void 0) { length = 100; }
  24206. if (!transform) {
  24207. transform = this.getWorldMatrix();
  24208. }
  24209. if (!origin) {
  24210. origin = this.position;
  24211. }
  24212. var forward = this._scene.useRightHandedSystem ? new BABYLON.Vector3(0, 0, -1) : new BABYLON.Vector3(0, 0, 1);
  24213. var forwardWorld = BABYLON.Vector3.TransformNormal(forward, transform);
  24214. var direction = BABYLON.Vector3.Normalize(forwardWorld);
  24215. return new BABYLON.Ray(origin, direction, length);
  24216. };
  24217. /**
  24218. * Releases resources associated with this node.
  24219. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  24220. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  24221. */
  24222. Camera.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  24223. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  24224. // Observables
  24225. this.onViewMatrixChangedObservable.clear();
  24226. this.onProjectionMatrixChangedObservable.clear();
  24227. this.onAfterCheckInputsObservable.clear();
  24228. this.onRestoreStateObservable.clear();
  24229. // Inputs
  24230. if (this.inputs) {
  24231. this.inputs.clear();
  24232. }
  24233. // Animations
  24234. this.getScene().stopAnimation(this);
  24235. // Remove from scene
  24236. this.getScene().removeCamera(this);
  24237. while (this._rigCameras.length > 0) {
  24238. var camera = this._rigCameras.pop();
  24239. if (camera) {
  24240. camera.dispose();
  24241. }
  24242. }
  24243. // Postprocesses
  24244. if (this._rigPostProcess) {
  24245. this._rigPostProcess.dispose(this);
  24246. this._rigPostProcess = null;
  24247. this._postProcesses = [];
  24248. }
  24249. else if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  24250. this._rigPostProcess = null;
  24251. this._postProcesses = [];
  24252. }
  24253. else {
  24254. var i = this._postProcesses.length;
  24255. while (--i >= 0) {
  24256. var postProcess = this._postProcesses[i];
  24257. if (postProcess) {
  24258. postProcess.dispose(this);
  24259. }
  24260. }
  24261. }
  24262. // Render targets
  24263. var i = this.customRenderTargets.length;
  24264. while (--i >= 0) {
  24265. this.customRenderTargets[i].dispose();
  24266. }
  24267. this.customRenderTargets = [];
  24268. // Active Meshes
  24269. this._activeMeshes.dispose();
  24270. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  24271. };
  24272. Object.defineProperty(Camera.prototype, "leftCamera", {
  24273. /**
  24274. * Gets the left camera of a rig setup in case of Rigged Camera
  24275. */
  24276. get: function () {
  24277. if (this._rigCameras.length < 1) {
  24278. return null;
  24279. }
  24280. return this._rigCameras[0];
  24281. },
  24282. enumerable: true,
  24283. configurable: true
  24284. });
  24285. Object.defineProperty(Camera.prototype, "rightCamera", {
  24286. /**
  24287. * Gets the right camera of a rig setup in case of Rigged Camera
  24288. */
  24289. get: function () {
  24290. if (this._rigCameras.length < 2) {
  24291. return null;
  24292. }
  24293. return this._rigCameras[1];
  24294. },
  24295. enumerable: true,
  24296. configurable: true
  24297. });
  24298. /**
  24299. * Gets the left camera target of a rig setup in case of Rigged Camera
  24300. * @returns the target position
  24301. */
  24302. Camera.prototype.getLeftTarget = function () {
  24303. if (this._rigCameras.length < 1) {
  24304. return null;
  24305. }
  24306. return this._rigCameras[0].getTarget();
  24307. };
  24308. /**
  24309. * Gets the right camera target of a rig setup in case of Rigged Camera
  24310. * @returns the target position
  24311. */
  24312. Camera.prototype.getRightTarget = function () {
  24313. if (this._rigCameras.length < 2) {
  24314. return null;
  24315. }
  24316. return this._rigCameras[1].getTarget();
  24317. };
  24318. /**
  24319. * @hidden
  24320. */
  24321. Camera.prototype.setCameraRigMode = function (mode, rigParams) {
  24322. if (this.cameraRigMode === mode) {
  24323. return;
  24324. }
  24325. while (this._rigCameras.length > 0) {
  24326. var camera = this._rigCameras.pop();
  24327. if (camera) {
  24328. camera.dispose();
  24329. }
  24330. }
  24331. this.cameraRigMode = mode;
  24332. this._cameraRigParams = {};
  24333. //we have to implement stereo camera calcultating left and right viewpoints from interaxialDistance and target,
  24334. //not from a given angle as it is now, but until that complete code rewriting provisional stereoHalfAngle value is introduced
  24335. this._cameraRigParams.interaxialDistance = rigParams.interaxialDistance || 0.0637;
  24336. this._cameraRigParams.stereoHalfAngle = BABYLON.Tools.ToRadians(this._cameraRigParams.interaxialDistance / 0.0637);
  24337. // create the rig cameras, unless none
  24338. if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  24339. var leftCamera = this.createRigCamera(this.name + "_L", 0);
  24340. var rightCamera = this.createRigCamera(this.name + "_R", 1);
  24341. if (leftCamera && rightCamera) {
  24342. this._rigCameras.push(leftCamera);
  24343. this._rigCameras.push(rightCamera);
  24344. }
  24345. }
  24346. switch (this.cameraRigMode) {
  24347. case Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  24348. this._rigCameras[0]._rigPostProcess = new BABYLON.PassPostProcess(this.name + "_passthru", 1.0, this._rigCameras[0]);
  24349. this._rigCameras[1]._rigPostProcess = new BABYLON.AnaglyphPostProcess(this.name + "_anaglyph", 1.0, this._rigCameras);
  24350. break;
  24351. case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  24352. case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  24353. case Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  24354. var isStereoscopicHoriz = this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL || this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED;
  24355. this._rigCameras[0]._rigPostProcess = new BABYLON.PassPostProcess(this.name + "_passthru", 1.0, this._rigCameras[0]);
  24356. this._rigCameras[1]._rigPostProcess = new BABYLON.StereoscopicInterlacePostProcess(this.name + "_stereoInterlace", this._rigCameras, isStereoscopicHoriz);
  24357. break;
  24358. case Camera.RIG_MODE_VR:
  24359. var metrics = rigParams.vrCameraMetrics || BABYLON.VRCameraMetrics.GetDefault();
  24360. this._rigCameras[0]._cameraRigParams.vrMetrics = metrics;
  24361. this._rigCameras[0].viewport = new BABYLON.Viewport(0, 0, 0.5, 1.0);
  24362. this._rigCameras[0]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24363. this._rigCameras[0]._cameraRigParams.vrHMatrix = metrics.leftHMatrix;
  24364. this._rigCameras[0]._cameraRigParams.vrPreViewMatrix = metrics.leftPreViewMatrix;
  24365. this._rigCameras[0].getProjectionMatrix = this._rigCameras[0]._getVRProjectionMatrix;
  24366. this._rigCameras[1]._cameraRigParams.vrMetrics = metrics;
  24367. this._rigCameras[1].viewport = new BABYLON.Viewport(0.5, 0, 0.5, 1.0);
  24368. this._rigCameras[1]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24369. this._rigCameras[1]._cameraRigParams.vrHMatrix = metrics.rightHMatrix;
  24370. this._rigCameras[1]._cameraRigParams.vrPreViewMatrix = metrics.rightPreViewMatrix;
  24371. this._rigCameras[1].getProjectionMatrix = this._rigCameras[1]._getVRProjectionMatrix;
  24372. if (metrics.compensateDistortion) {
  24373. this._rigCameras[0]._rigPostProcess = new BABYLON.VRDistortionCorrectionPostProcess("VR_Distort_Compensation_Left", this._rigCameras[0], false, metrics);
  24374. this._rigCameras[1]._rigPostProcess = new BABYLON.VRDistortionCorrectionPostProcess("VR_Distort_Compensation_Right", this._rigCameras[1], true, metrics);
  24375. }
  24376. break;
  24377. case Camera.RIG_MODE_WEBVR:
  24378. if (rigParams.vrDisplay) {
  24379. var leftEye = rigParams.vrDisplay.getEyeParameters('left');
  24380. var rightEye = rigParams.vrDisplay.getEyeParameters('right');
  24381. //Left eye
  24382. this._rigCameras[0].viewport = new BABYLON.Viewport(0, 0, 0.5, 1.0);
  24383. this._rigCameras[0].setCameraRigParameter("left", true);
  24384. //leaving this for future reference
  24385. this._rigCameras[0].setCameraRigParameter("specs", rigParams.specs);
  24386. this._rigCameras[0].setCameraRigParameter("eyeParameters", leftEye);
  24387. this._rigCameras[0].setCameraRigParameter("frameData", rigParams.frameData);
  24388. this._rigCameras[0].setCameraRigParameter("parentCamera", rigParams.parentCamera);
  24389. this._rigCameras[0]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24390. this._rigCameras[0].getProjectionMatrix = this._getWebVRProjectionMatrix;
  24391. this._rigCameras[0].parent = this;
  24392. this._rigCameras[0]._getViewMatrix = this._getWebVRViewMatrix;
  24393. //Right eye
  24394. this._rigCameras[1].viewport = new BABYLON.Viewport(0.5, 0, 0.5, 1.0);
  24395. this._rigCameras[1].setCameraRigParameter('eyeParameters', rightEye);
  24396. this._rigCameras[1].setCameraRigParameter("specs", rigParams.specs);
  24397. this._rigCameras[1].setCameraRigParameter("frameData", rigParams.frameData);
  24398. this._rigCameras[1].setCameraRigParameter("parentCamera", rigParams.parentCamera);
  24399. this._rigCameras[1]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24400. this._rigCameras[1].getProjectionMatrix = this._getWebVRProjectionMatrix;
  24401. this._rigCameras[1].parent = this;
  24402. this._rigCameras[1]._getViewMatrix = this._getWebVRViewMatrix;
  24403. if (Camera.UseAlternateWebVRRendering) {
  24404. this._rigCameras[1]._skipRendering = true;
  24405. this._rigCameras[0]._alternateCamera = this._rigCameras[1];
  24406. }
  24407. }
  24408. break;
  24409. }
  24410. this._cascadePostProcessesToRigCams();
  24411. this.update();
  24412. };
  24413. Camera.prototype._getVRProjectionMatrix = function () {
  24414. BABYLON.Matrix.PerspectiveFovLHToRef(this._cameraRigParams.vrMetrics.aspectRatioFov, this._cameraRigParams.vrMetrics.aspectRatio, this.minZ, this.maxZ, this._cameraRigParams.vrWorkMatrix);
  24415. this._cameraRigParams.vrWorkMatrix.multiplyToRef(this._cameraRigParams.vrHMatrix, this._projectionMatrix);
  24416. return this._projectionMatrix;
  24417. };
  24418. Camera.prototype._updateCameraRotationMatrix = function () {
  24419. //Here for WebVR
  24420. };
  24421. Camera.prototype._updateWebVRCameraRotationMatrix = function () {
  24422. //Here for WebVR
  24423. };
  24424. /**
  24425. * This function MUST be overwritten by the different WebVR cameras available.
  24426. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  24427. */
  24428. Camera.prototype._getWebVRProjectionMatrix = function () {
  24429. return BABYLON.Matrix.Identity();
  24430. };
  24431. /**
  24432. * This function MUST be overwritten by the different WebVR cameras available.
  24433. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  24434. */
  24435. Camera.prototype._getWebVRViewMatrix = function () {
  24436. return BABYLON.Matrix.Identity();
  24437. };
  24438. /** @hidden */
  24439. Camera.prototype.setCameraRigParameter = function (name, value) {
  24440. if (!this._cameraRigParams) {
  24441. this._cameraRigParams = {};
  24442. }
  24443. this._cameraRigParams[name] = value;
  24444. //provisionnally:
  24445. if (name === "interaxialDistance") {
  24446. this._cameraRigParams.stereoHalfAngle = BABYLON.Tools.ToRadians(value / 0.0637);
  24447. }
  24448. };
  24449. /**
  24450. * needs to be overridden by children so sub has required properties to be copied
  24451. * @hidden
  24452. */
  24453. Camera.prototype.createRigCamera = function (name, cameraIndex) {
  24454. return null;
  24455. };
  24456. /**
  24457. * May need to be overridden by children
  24458. * @hidden
  24459. */
  24460. Camera.prototype._updateRigCameras = function () {
  24461. for (var i = 0; i < this._rigCameras.length; i++) {
  24462. this._rigCameras[i].minZ = this.minZ;
  24463. this._rigCameras[i].maxZ = this.maxZ;
  24464. this._rigCameras[i].fov = this.fov;
  24465. }
  24466. // only update viewport when ANAGLYPH
  24467. if (this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH) {
  24468. this._rigCameras[0].viewport = this._rigCameras[1].viewport = this.viewport;
  24469. }
  24470. };
  24471. /** @hidden */
  24472. Camera.prototype._setupInputs = function () {
  24473. };
  24474. /**
  24475. * Serialiaze the camera setup to a json represention
  24476. * @returns the JSON representation
  24477. */
  24478. Camera.prototype.serialize = function () {
  24479. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  24480. // Type
  24481. serializationObject.type = this.getClassName();
  24482. // Parent
  24483. if (this.parent) {
  24484. serializationObject.parentId = this.parent.id;
  24485. }
  24486. if (this.inputs) {
  24487. this.inputs.serialize(serializationObject);
  24488. }
  24489. // Animations
  24490. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  24491. serializationObject.ranges = this.serializeAnimationRanges();
  24492. return serializationObject;
  24493. };
  24494. /**
  24495. * Clones the current camera.
  24496. * @param name The cloned camera name
  24497. * @returns the cloned camera
  24498. */
  24499. Camera.prototype.clone = function (name) {
  24500. return BABYLON.SerializationHelper.Clone(Camera.GetConstructorFromName(this.getClassName(), name, this.getScene(), this.interaxialDistance, this.isStereoscopicSideBySide), this);
  24501. };
  24502. /**
  24503. * Gets the direction of the camera relative to a given local axis.
  24504. * @param localAxis Defines the reference axis to provide a relative direction.
  24505. * @return the direction
  24506. */
  24507. Camera.prototype.getDirection = function (localAxis) {
  24508. var result = BABYLON.Vector3.Zero();
  24509. this.getDirectionToRef(localAxis, result);
  24510. return result;
  24511. };
  24512. /**
  24513. * Gets the direction of the camera relative to a given local axis into a passed vector.
  24514. * @param localAxis Defines the reference axis to provide a relative direction.
  24515. * @param result Defines the vector to store the result in
  24516. */
  24517. Camera.prototype.getDirectionToRef = function (localAxis, result) {
  24518. BABYLON.Vector3.TransformNormalToRef(localAxis, this.getWorldMatrix(), result);
  24519. };
  24520. /**
  24521. * Gets a camera constructor for a given camera type
  24522. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  24523. * @param name The name of the camera the result will be able to instantiate
  24524. * @param scene The scene the result will construct the camera in
  24525. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  24526. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  24527. * @returns a factory method to construc the camera
  24528. */
  24529. Camera.GetConstructorFromName = function (type, name, scene, interaxial_distance, isStereoscopicSideBySide) {
  24530. if (interaxial_distance === void 0) { interaxial_distance = 0; }
  24531. if (isStereoscopicSideBySide === void 0) { isStereoscopicSideBySide = true; }
  24532. var constructorFunc = BABYLON.Node.Construct(type, name, scene, {
  24533. interaxial_distance: interaxial_distance,
  24534. isStereoscopicSideBySide: isStereoscopicSideBySide
  24535. });
  24536. if (constructorFunc) {
  24537. return constructorFunc;
  24538. }
  24539. // Default to universal camera
  24540. return function () { return new BABYLON.UniversalCamera(name, BABYLON.Vector3.Zero(), scene); };
  24541. };
  24542. /**
  24543. * Compute the world matrix of the camera.
  24544. * @returns the camera workd matrix
  24545. */
  24546. Camera.prototype.computeWorldMatrix = function () {
  24547. return this.getWorldMatrix();
  24548. };
  24549. /**
  24550. * Parse a JSON and creates the camera from the parsed information
  24551. * @param parsedCamera The JSON to parse
  24552. * @param scene The scene to instantiate the camera in
  24553. * @returns the newly constructed camera
  24554. */
  24555. Camera.Parse = function (parsedCamera, scene) {
  24556. var type = parsedCamera.type;
  24557. var construct = Camera.GetConstructorFromName(type, parsedCamera.name, scene, parsedCamera.interaxial_distance, parsedCamera.isStereoscopicSideBySide);
  24558. var camera = BABYLON.SerializationHelper.Parse(construct, parsedCamera, scene);
  24559. // Parent
  24560. if (parsedCamera.parentId) {
  24561. camera._waitingParentId = parsedCamera.parentId;
  24562. }
  24563. //If camera has an input manager, let it parse inputs settings
  24564. if (camera.inputs) {
  24565. camera.inputs.parse(parsedCamera);
  24566. camera._setupInputs();
  24567. }
  24568. if (camera.setPosition) { // need to force position
  24569. camera.position.copyFromFloats(0, 0, 0);
  24570. camera.setPosition(BABYLON.Vector3.FromArray(parsedCamera.position));
  24571. }
  24572. // Target
  24573. if (parsedCamera.target) {
  24574. if (camera.setTarget) {
  24575. camera.setTarget(BABYLON.Vector3.FromArray(parsedCamera.target));
  24576. }
  24577. }
  24578. // Apply 3d rig, when found
  24579. if (parsedCamera.cameraRigMode) {
  24580. var rigParams = (parsedCamera.interaxial_distance) ? { interaxialDistance: parsedCamera.interaxial_distance } : {};
  24581. camera.setCameraRigMode(parsedCamera.cameraRigMode, rigParams);
  24582. }
  24583. // Animations
  24584. if (parsedCamera.animations) {
  24585. for (var animationIndex = 0; animationIndex < parsedCamera.animations.length; animationIndex++) {
  24586. var parsedAnimation = parsedCamera.animations[animationIndex];
  24587. camera.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  24588. }
  24589. BABYLON.Node.ParseAnimationRanges(camera, parsedCamera, scene);
  24590. }
  24591. if (parsedCamera.autoAnimate) {
  24592. scene.beginAnimation(camera, parsedCamera.autoAnimateFrom, parsedCamera.autoAnimateTo, parsedCamera.autoAnimateLoop, parsedCamera.autoAnimateSpeed || 1.0);
  24593. }
  24594. return camera;
  24595. };
  24596. /**
  24597. * This is the default projection mode used by the cameras.
  24598. * It helps recreating a feeling of perspective and better appreciate depth.
  24599. * This is the best way to simulate real life cameras.
  24600. */
  24601. Camera.PERSPECTIVE_CAMERA = 0;
  24602. /**
  24603. * This helps creating camera with an orthographic mode.
  24604. * Orthographic is commonly used in engineering as a means to produce object specifications that communicate dimensions unambiguously, each line of 1 unit length (cm, meter..whatever) will appear to have the same length everywhere on the drawing. This allows the drafter to dimension only a subset of lines and let the reader know that other lines of that length on the drawing are also that length in reality. Every parallel line in the drawing is also parallel in the object.
  24605. */
  24606. Camera.ORTHOGRAPHIC_CAMERA = 1;
  24607. /**
  24608. * This is the default FOV mode for perspective cameras.
  24609. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  24610. */
  24611. Camera.FOVMODE_VERTICAL_FIXED = 0;
  24612. /**
  24613. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  24614. */
  24615. Camera.FOVMODE_HORIZONTAL_FIXED = 1;
  24616. /**
  24617. * This specifies ther is no need for a camera rig.
  24618. * Basically only one eye is rendered corresponding to the camera.
  24619. */
  24620. Camera.RIG_MODE_NONE = 0;
  24621. /**
  24622. * Simulates a camera Rig with one blue eye and one red eye.
  24623. * This can be use with 3d blue and red glasses.
  24624. */
  24625. Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH = 10;
  24626. /**
  24627. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  24628. */
  24629. Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL = 11;
  24630. /**
  24631. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  24632. */
  24633. Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED = 12;
  24634. /**
  24635. * Defines that both eyes of the camera will be rendered over under each other.
  24636. */
  24637. Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER = 13;
  24638. /**
  24639. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  24640. */
  24641. Camera.RIG_MODE_VR = 20;
  24642. /**
  24643. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  24644. */
  24645. Camera.RIG_MODE_WEBVR = 21;
  24646. /**
  24647. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  24648. */
  24649. Camera.RIG_MODE_CUSTOM = 22;
  24650. /**
  24651. * Defines if by default attaching controls should prevent the default javascript event to continue.
  24652. */
  24653. Camera.ForceAttachControlToAlwaysPreventDefault = false;
  24654. /**
  24655. * @hidden
  24656. * Might be removed once multiview will be a thing
  24657. */
  24658. Camera.UseAlternateWebVRRendering = false;
  24659. __decorate([
  24660. BABYLON.serializeAsVector3()
  24661. ], Camera.prototype, "position", void 0);
  24662. __decorate([
  24663. BABYLON.serializeAsVector3()
  24664. ], Camera.prototype, "upVector", void 0);
  24665. __decorate([
  24666. BABYLON.serialize()
  24667. ], Camera.prototype, "orthoLeft", void 0);
  24668. __decorate([
  24669. BABYLON.serialize()
  24670. ], Camera.prototype, "orthoRight", void 0);
  24671. __decorate([
  24672. BABYLON.serialize()
  24673. ], Camera.prototype, "orthoBottom", void 0);
  24674. __decorate([
  24675. BABYLON.serialize()
  24676. ], Camera.prototype, "orthoTop", void 0);
  24677. __decorate([
  24678. BABYLON.serialize()
  24679. ], Camera.prototype, "fov", void 0);
  24680. __decorate([
  24681. BABYLON.serialize()
  24682. ], Camera.prototype, "minZ", void 0);
  24683. __decorate([
  24684. BABYLON.serialize()
  24685. ], Camera.prototype, "maxZ", void 0);
  24686. __decorate([
  24687. BABYLON.serialize()
  24688. ], Camera.prototype, "inertia", void 0);
  24689. __decorate([
  24690. BABYLON.serialize()
  24691. ], Camera.prototype, "mode", void 0);
  24692. __decorate([
  24693. BABYLON.serialize()
  24694. ], Camera.prototype, "layerMask", void 0);
  24695. __decorate([
  24696. BABYLON.serialize()
  24697. ], Camera.prototype, "fovMode", void 0);
  24698. __decorate([
  24699. BABYLON.serialize()
  24700. ], Camera.prototype, "cameraRigMode", void 0);
  24701. __decorate([
  24702. BABYLON.serialize()
  24703. ], Camera.prototype, "interaxialDistance", void 0);
  24704. __decorate([
  24705. BABYLON.serialize()
  24706. ], Camera.prototype, "isStereoscopicSideBySide", void 0);
  24707. return Camera;
  24708. }(BABYLON.Node));
  24709. BABYLON.Camera = Camera;
  24710. })(BABYLON || (BABYLON = {}));
  24711. //# sourceMappingURL=babylon.camera.js.map
  24712. var BABYLON;
  24713. (function (BABYLON) {
  24714. /**
  24715. * This is the manager responsible of all the rendering for meshes sprites and particles.
  24716. * It is enable to manage the different groups as well as the different necessary sort functions.
  24717. * This should not be used directly aside of the few static configurations
  24718. */
  24719. var RenderingManager = /** @class */ (function () {
  24720. /**
  24721. * Instantiates a new rendering group for a particular scene
  24722. * @param scene Defines the scene the groups belongs to
  24723. */
  24724. function RenderingManager(scene) {
  24725. /**
  24726. * @hidden
  24727. */
  24728. this._useSceneAutoClearSetup = false;
  24729. this._renderingGroups = new Array();
  24730. this._autoClearDepthStencil = {};
  24731. this._customOpaqueSortCompareFn = {};
  24732. this._customAlphaTestSortCompareFn = {};
  24733. this._customTransparentSortCompareFn = {};
  24734. this._renderingGroupInfo = new BABYLON.RenderingGroupInfo();
  24735. this._scene = scene;
  24736. for (var i = RenderingManager.MIN_RENDERINGGROUPS; i < RenderingManager.MAX_RENDERINGGROUPS; i++) {
  24737. this._autoClearDepthStencil[i] = { autoClear: true, depth: true, stencil: true };
  24738. }
  24739. }
  24740. RenderingManager.prototype._clearDepthStencilBuffer = function (depth, stencil) {
  24741. if (depth === void 0) { depth = true; }
  24742. if (stencil === void 0) { stencil = true; }
  24743. if (this._depthStencilBufferAlreadyCleaned) {
  24744. return;
  24745. }
  24746. this._scene.getEngine().clear(null, false, depth, stencil);
  24747. this._depthStencilBufferAlreadyCleaned = true;
  24748. };
  24749. /**
  24750. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  24751. * @hidden
  24752. */
  24753. RenderingManager.prototype.render = function (customRenderFunction, activeMeshes, renderParticles, renderSprites) {
  24754. // Update the observable context (not null as it only goes away on dispose)
  24755. var info = this._renderingGroupInfo;
  24756. info.scene = this._scene;
  24757. info.camera = this._scene.activeCamera;
  24758. // Dispatch sprites
  24759. if (this._scene.spriteManagers && renderSprites) {
  24760. for (var index = 0; index < this._scene.spriteManagers.length; index++) {
  24761. var manager = this._scene.spriteManagers[index];
  24762. this.dispatchSprites(manager);
  24763. }
  24764. }
  24765. // Render
  24766. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  24767. this._depthStencilBufferAlreadyCleaned = index === RenderingManager.MIN_RENDERINGGROUPS;
  24768. var renderingGroup = this._renderingGroups[index];
  24769. if (!renderingGroup) {
  24770. continue;
  24771. }
  24772. var renderingGroupMask = Math.pow(2, index);
  24773. info.renderingGroupId = index;
  24774. // Before Observable
  24775. this._scene.onBeforeRenderingGroupObservable.notifyObservers(info, renderingGroupMask);
  24776. // Clear depth/stencil if needed
  24777. if (RenderingManager.AUTOCLEAR) {
  24778. var autoClear = this._useSceneAutoClearSetup ?
  24779. this._scene.getAutoClearDepthStencilSetup(index) :
  24780. this._autoClearDepthStencil[index];
  24781. if (autoClear && autoClear.autoClear) {
  24782. this._clearDepthStencilBuffer(autoClear.depth, autoClear.stencil);
  24783. }
  24784. }
  24785. // Render
  24786. for (var _i = 0, _a = this._scene._beforeRenderingGroupDrawStage; _i < _a.length; _i++) {
  24787. var step = _a[_i];
  24788. step.action(index);
  24789. }
  24790. renderingGroup.render(customRenderFunction, renderSprites, renderParticles, activeMeshes);
  24791. for (var _b = 0, _c = this._scene._afterRenderingGroupDrawStage; _b < _c.length; _b++) {
  24792. var step = _c[_b];
  24793. step.action(index);
  24794. }
  24795. // After Observable
  24796. this._scene.onAfterRenderingGroupObservable.notifyObservers(info, renderingGroupMask);
  24797. }
  24798. };
  24799. /**
  24800. * Resets the different information of the group to prepare a new frame
  24801. * @hidden
  24802. */
  24803. RenderingManager.prototype.reset = function () {
  24804. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  24805. var renderingGroup = this._renderingGroups[index];
  24806. if (renderingGroup) {
  24807. renderingGroup.prepare();
  24808. }
  24809. }
  24810. };
  24811. /**
  24812. * Dispose and release the group and its associated resources.
  24813. * @hidden
  24814. */
  24815. RenderingManager.prototype.dispose = function () {
  24816. this.freeRenderingGroups();
  24817. this._renderingGroups.length = 0;
  24818. this._renderingGroupInfo = null;
  24819. };
  24820. /**
  24821. * Clear the info related to rendering groups preventing retention points during dispose.
  24822. */
  24823. RenderingManager.prototype.freeRenderingGroups = function () {
  24824. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  24825. var renderingGroup = this._renderingGroups[index];
  24826. if (renderingGroup) {
  24827. renderingGroup.dispose();
  24828. }
  24829. }
  24830. };
  24831. RenderingManager.prototype._prepareRenderingGroup = function (renderingGroupId) {
  24832. if (this._renderingGroups[renderingGroupId] === undefined) {
  24833. this._renderingGroups[renderingGroupId] = new BABYLON.RenderingGroup(renderingGroupId, this._scene, this._customOpaqueSortCompareFn[renderingGroupId], this._customAlphaTestSortCompareFn[renderingGroupId], this._customTransparentSortCompareFn[renderingGroupId]);
  24834. }
  24835. };
  24836. /**
  24837. * Add a sprite manager to the rendering manager in order to render it this frame.
  24838. * @param spriteManager Define the sprite manager to render
  24839. */
  24840. RenderingManager.prototype.dispatchSprites = function (spriteManager) {
  24841. var renderingGroupId = spriteManager.renderingGroupId || 0;
  24842. this._prepareRenderingGroup(renderingGroupId);
  24843. this._renderingGroups[renderingGroupId].dispatchSprites(spriteManager);
  24844. };
  24845. /**
  24846. * Add a particle system to the rendering manager in order to render it this frame.
  24847. * @param particleSystem Define the particle system to render
  24848. */
  24849. RenderingManager.prototype.dispatchParticles = function (particleSystem) {
  24850. var renderingGroupId = particleSystem.renderingGroupId || 0;
  24851. this._prepareRenderingGroup(renderingGroupId);
  24852. this._renderingGroups[renderingGroupId].dispatchParticles(particleSystem);
  24853. };
  24854. /**
  24855. * Add a submesh to the manager in order to render it this frame
  24856. * @param subMesh The submesh to dispatch
  24857. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  24858. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  24859. */
  24860. RenderingManager.prototype.dispatch = function (subMesh, mesh, material) {
  24861. if (mesh === undefined) {
  24862. mesh = subMesh.getMesh();
  24863. }
  24864. var renderingGroupId = mesh.renderingGroupId || 0;
  24865. this._prepareRenderingGroup(renderingGroupId);
  24866. this._renderingGroups[renderingGroupId].dispatch(subMesh, mesh, material);
  24867. };
  24868. /**
  24869. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  24870. * This allowed control for front to back rendering or reversly depending of the special needs.
  24871. *
  24872. * @param renderingGroupId The rendering group id corresponding to its index
  24873. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  24874. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  24875. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  24876. */
  24877. RenderingManager.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  24878. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  24879. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  24880. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  24881. this._customOpaqueSortCompareFn[renderingGroupId] = opaqueSortCompareFn;
  24882. this._customAlphaTestSortCompareFn[renderingGroupId] = alphaTestSortCompareFn;
  24883. this._customTransparentSortCompareFn[renderingGroupId] = transparentSortCompareFn;
  24884. if (this._renderingGroups[renderingGroupId]) {
  24885. var group = this._renderingGroups[renderingGroupId];
  24886. group.opaqueSortCompareFn = this._customOpaqueSortCompareFn[renderingGroupId];
  24887. group.alphaTestSortCompareFn = this._customAlphaTestSortCompareFn[renderingGroupId];
  24888. group.transparentSortCompareFn = this._customTransparentSortCompareFn[renderingGroupId];
  24889. }
  24890. };
  24891. /**
  24892. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  24893. *
  24894. * @param renderingGroupId The rendering group id corresponding to its index
  24895. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  24896. * @param depth Automatically clears depth between groups if true and autoClear is true.
  24897. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  24898. */
  24899. RenderingManager.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil, depth, stencil) {
  24900. if (depth === void 0) { depth = true; }
  24901. if (stencil === void 0) { stencil = true; }
  24902. this._autoClearDepthStencil[renderingGroupId] = {
  24903. autoClear: autoClearDepthStencil,
  24904. depth: depth,
  24905. stencil: stencil
  24906. };
  24907. };
  24908. /**
  24909. * Gets the current auto clear configuration for one rendering group of the rendering
  24910. * manager.
  24911. * @param index the rendering group index to get the information for
  24912. * @returns The auto clear setup for the requested rendering group
  24913. */
  24914. RenderingManager.prototype.getAutoClearDepthStencilSetup = function (index) {
  24915. return this._autoClearDepthStencil[index];
  24916. };
  24917. /**
  24918. * The max id used for rendering groups (not included)
  24919. */
  24920. RenderingManager.MAX_RENDERINGGROUPS = 4;
  24921. /**
  24922. * The min id used for rendering groups (included)
  24923. */
  24924. RenderingManager.MIN_RENDERINGGROUPS = 0;
  24925. /**
  24926. * Used to globally prevent autoclearing scenes.
  24927. */
  24928. RenderingManager.AUTOCLEAR = true;
  24929. return RenderingManager;
  24930. }());
  24931. BABYLON.RenderingManager = RenderingManager;
  24932. })(BABYLON || (BABYLON = {}));
  24933. //# sourceMappingURL=babylon.renderingManager.js.map
  24934. var BABYLON;
  24935. (function (BABYLON) {
  24936. /**
  24937. * This represents the object necessary to create a rendering group.
  24938. * This is exclusively used and created by the rendering manager.
  24939. * To modify the behavior, you use the available helpers in your scene or meshes.
  24940. * @hidden
  24941. */
  24942. var RenderingGroup = /** @class */ (function () {
  24943. /**
  24944. * Creates a new rendering group.
  24945. * @param index The rendering group index
  24946. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  24947. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  24948. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  24949. */
  24950. function RenderingGroup(index, scene, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  24951. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  24952. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  24953. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  24954. this.index = index;
  24955. this._opaqueSubMeshes = new BABYLON.SmartArray(256);
  24956. this._transparentSubMeshes = new BABYLON.SmartArray(256);
  24957. this._alphaTestSubMeshes = new BABYLON.SmartArray(256);
  24958. this._depthOnlySubMeshes = new BABYLON.SmartArray(256);
  24959. this._particleSystems = new BABYLON.SmartArray(256);
  24960. this._spriteManagers = new BABYLON.SmartArray(256);
  24961. this._edgesRenderers = new BABYLON.SmartArray(16);
  24962. this._scene = scene;
  24963. this.opaqueSortCompareFn = opaqueSortCompareFn;
  24964. this.alphaTestSortCompareFn = alphaTestSortCompareFn;
  24965. this.transparentSortCompareFn = transparentSortCompareFn;
  24966. }
  24967. Object.defineProperty(RenderingGroup.prototype, "opaqueSortCompareFn", {
  24968. /**
  24969. * Set the opaque sort comparison function.
  24970. * If null the sub meshes will be render in the order they were created
  24971. */
  24972. set: function (value) {
  24973. this._opaqueSortCompareFn = value;
  24974. if (value) {
  24975. this._renderOpaque = this.renderOpaqueSorted;
  24976. }
  24977. else {
  24978. this._renderOpaque = RenderingGroup.renderUnsorted;
  24979. }
  24980. },
  24981. enumerable: true,
  24982. configurable: true
  24983. });
  24984. Object.defineProperty(RenderingGroup.prototype, "alphaTestSortCompareFn", {
  24985. /**
  24986. * Set the alpha test sort comparison function.
  24987. * If null the sub meshes will be render in the order they were created
  24988. */
  24989. set: function (value) {
  24990. this._alphaTestSortCompareFn = value;
  24991. if (value) {
  24992. this._renderAlphaTest = this.renderAlphaTestSorted;
  24993. }
  24994. else {
  24995. this._renderAlphaTest = RenderingGroup.renderUnsorted;
  24996. }
  24997. },
  24998. enumerable: true,
  24999. configurable: true
  25000. });
  25001. Object.defineProperty(RenderingGroup.prototype, "transparentSortCompareFn", {
  25002. /**
  25003. * Set the transparent sort comparison function.
  25004. * If null the sub meshes will be render in the order they were created
  25005. */
  25006. set: function (value) {
  25007. if (value) {
  25008. this._transparentSortCompareFn = value;
  25009. }
  25010. else {
  25011. this._transparentSortCompareFn = RenderingGroup.defaultTransparentSortCompare;
  25012. }
  25013. this._renderTransparent = this.renderTransparentSorted;
  25014. },
  25015. enumerable: true,
  25016. configurable: true
  25017. });
  25018. /**
  25019. * Render all the sub meshes contained in the group.
  25020. * @param customRenderFunction Used to override the default render behaviour of the group.
  25021. * @returns true if rendered some submeshes.
  25022. */
  25023. RenderingGroup.prototype.render = function (customRenderFunction, renderSprites, renderParticles, activeMeshes) {
  25024. if (customRenderFunction) {
  25025. customRenderFunction(this._opaqueSubMeshes, this._alphaTestSubMeshes, this._transparentSubMeshes, this._depthOnlySubMeshes);
  25026. return;
  25027. }
  25028. var engine = this._scene.getEngine();
  25029. // Depth only
  25030. if (this._depthOnlySubMeshes.length !== 0) {
  25031. engine.setColorWrite(false);
  25032. this._renderAlphaTest(this._depthOnlySubMeshes);
  25033. engine.setColorWrite(true);
  25034. }
  25035. // Opaque
  25036. if (this._opaqueSubMeshes.length !== 0) {
  25037. this._renderOpaque(this._opaqueSubMeshes);
  25038. }
  25039. // Alpha test
  25040. if (this._alphaTestSubMeshes.length !== 0) {
  25041. this._renderAlphaTest(this._alphaTestSubMeshes);
  25042. }
  25043. var stencilState = engine.getStencilBuffer();
  25044. engine.setStencilBuffer(false);
  25045. // Sprites
  25046. if (renderSprites) {
  25047. this._renderSprites();
  25048. }
  25049. // Particles
  25050. if (renderParticles) {
  25051. this._renderParticles(activeMeshes);
  25052. }
  25053. if (this.onBeforeTransparentRendering) {
  25054. this.onBeforeTransparentRendering();
  25055. }
  25056. // Transparent
  25057. if (this._transparentSubMeshes.length !== 0) {
  25058. this._renderTransparent(this._transparentSubMeshes);
  25059. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  25060. }
  25061. // Set back stencil to false in case it changes before the edge renderer.
  25062. engine.setStencilBuffer(false);
  25063. // Edges
  25064. if (this._edgesRenderers.length) {
  25065. for (var edgesRendererIndex = 0; edgesRendererIndex < this._edgesRenderers.length; edgesRendererIndex++) {
  25066. this._edgesRenderers.data[edgesRendererIndex].render();
  25067. }
  25068. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  25069. }
  25070. // Restore Stencil state.
  25071. engine.setStencilBuffer(stencilState);
  25072. };
  25073. /**
  25074. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  25075. * @param subMeshes The submeshes to render
  25076. */
  25077. RenderingGroup.prototype.renderOpaqueSorted = function (subMeshes) {
  25078. return RenderingGroup.renderSorted(subMeshes, this._opaqueSortCompareFn, this._scene.activeCamera, false);
  25079. };
  25080. /**
  25081. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  25082. * @param subMeshes The submeshes to render
  25083. */
  25084. RenderingGroup.prototype.renderAlphaTestSorted = function (subMeshes) {
  25085. return RenderingGroup.renderSorted(subMeshes, this._alphaTestSortCompareFn, this._scene.activeCamera, false);
  25086. };
  25087. /**
  25088. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  25089. * @param subMeshes The submeshes to render
  25090. */
  25091. RenderingGroup.prototype.renderTransparentSorted = function (subMeshes) {
  25092. return RenderingGroup.renderSorted(subMeshes, this._transparentSortCompareFn, this._scene.activeCamera, true);
  25093. };
  25094. /**
  25095. * Renders the submeshes in a specified order.
  25096. * @param subMeshes The submeshes to sort before render
  25097. * @param sortCompareFn The comparison function use to sort
  25098. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  25099. * @param transparent Specifies to activate blending if true
  25100. */
  25101. RenderingGroup.renderSorted = function (subMeshes, sortCompareFn, camera, transparent) {
  25102. var subIndex = 0;
  25103. var subMesh;
  25104. var cameraPosition = camera ? camera.globalPosition : BABYLON.Vector3.Zero();
  25105. for (; subIndex < subMeshes.length; subIndex++) {
  25106. subMesh = subMeshes.data[subIndex];
  25107. subMesh._alphaIndex = subMesh.getMesh().alphaIndex;
  25108. subMesh._distanceToCamera = subMesh.getBoundingInfo().boundingSphere.centerWorld.subtract(cameraPosition).length();
  25109. }
  25110. var sortedArray = subMeshes.data.slice(0, subMeshes.length);
  25111. if (sortCompareFn) {
  25112. sortedArray.sort(sortCompareFn);
  25113. }
  25114. for (subIndex = 0; subIndex < sortedArray.length; subIndex++) {
  25115. subMesh = sortedArray[subIndex];
  25116. if (transparent) {
  25117. var material = subMesh.getMaterial();
  25118. if (material && material.needDepthPrePass) {
  25119. var engine = material.getScene().getEngine();
  25120. engine.setColorWrite(false);
  25121. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  25122. subMesh.render(false);
  25123. engine.setColorWrite(true);
  25124. }
  25125. }
  25126. subMesh.render(transparent);
  25127. }
  25128. };
  25129. /**
  25130. * Renders the submeshes in the order they were dispatched (no sort applied).
  25131. * @param subMeshes The submeshes to render
  25132. */
  25133. RenderingGroup.renderUnsorted = function (subMeshes) {
  25134. for (var subIndex = 0; subIndex < subMeshes.length; subIndex++) {
  25135. var submesh = subMeshes.data[subIndex];
  25136. submesh.render(false);
  25137. }
  25138. };
  25139. /**
  25140. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  25141. * are rendered back to front if in the same alpha index.
  25142. *
  25143. * @param a The first submesh
  25144. * @param b The second submesh
  25145. * @returns The result of the comparison
  25146. */
  25147. RenderingGroup.defaultTransparentSortCompare = function (a, b) {
  25148. // Alpha index first
  25149. if (a._alphaIndex > b._alphaIndex) {
  25150. return 1;
  25151. }
  25152. if (a._alphaIndex < b._alphaIndex) {
  25153. return -1;
  25154. }
  25155. // Then distance to camera
  25156. return RenderingGroup.backToFrontSortCompare(a, b);
  25157. };
  25158. /**
  25159. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  25160. * are rendered back to front.
  25161. *
  25162. * @param a The first submesh
  25163. * @param b The second submesh
  25164. * @returns The result of the comparison
  25165. */
  25166. RenderingGroup.backToFrontSortCompare = function (a, b) {
  25167. // Then distance to camera
  25168. if (a._distanceToCamera < b._distanceToCamera) {
  25169. return 1;
  25170. }
  25171. if (a._distanceToCamera > b._distanceToCamera) {
  25172. return -1;
  25173. }
  25174. return 0;
  25175. };
  25176. /**
  25177. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  25178. * are rendered front to back (prevent overdraw).
  25179. *
  25180. * @param a The first submesh
  25181. * @param b The second submesh
  25182. * @returns The result of the comparison
  25183. */
  25184. RenderingGroup.frontToBackSortCompare = function (a, b) {
  25185. // Then distance to camera
  25186. if (a._distanceToCamera < b._distanceToCamera) {
  25187. return -1;
  25188. }
  25189. if (a._distanceToCamera > b._distanceToCamera) {
  25190. return 1;
  25191. }
  25192. return 0;
  25193. };
  25194. /**
  25195. * Resets the different lists of submeshes to prepare a new frame.
  25196. */
  25197. RenderingGroup.prototype.prepare = function () {
  25198. this._opaqueSubMeshes.reset();
  25199. this._transparentSubMeshes.reset();
  25200. this._alphaTestSubMeshes.reset();
  25201. this._depthOnlySubMeshes.reset();
  25202. this._particleSystems.reset();
  25203. this._spriteManagers.reset();
  25204. this._edgesRenderers.reset();
  25205. };
  25206. RenderingGroup.prototype.dispose = function () {
  25207. this._opaqueSubMeshes.dispose();
  25208. this._transparentSubMeshes.dispose();
  25209. this._alphaTestSubMeshes.dispose();
  25210. this._depthOnlySubMeshes.dispose();
  25211. this._particleSystems.dispose();
  25212. this._spriteManagers.dispose();
  25213. this._edgesRenderers.dispose();
  25214. };
  25215. /**
  25216. * Inserts the submesh in its correct queue depending on its material.
  25217. * @param subMesh The submesh to dispatch
  25218. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  25219. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  25220. */
  25221. RenderingGroup.prototype.dispatch = function (subMesh, mesh, material) {
  25222. // Get mesh and materials if not provided
  25223. if (mesh === undefined) {
  25224. mesh = subMesh.getMesh();
  25225. }
  25226. if (material === undefined) {
  25227. material = subMesh.getMaterial();
  25228. }
  25229. if (material === null || material === undefined) {
  25230. return;
  25231. }
  25232. if (material.needAlphaBlendingForMesh(mesh)) { // Transparent
  25233. this._transparentSubMeshes.push(subMesh);
  25234. }
  25235. else if (material.needAlphaTesting()) { // Alpha test
  25236. if (material.needDepthPrePass) {
  25237. this._depthOnlySubMeshes.push(subMesh);
  25238. }
  25239. this._alphaTestSubMeshes.push(subMesh);
  25240. }
  25241. else {
  25242. if (material.needDepthPrePass) {
  25243. this._depthOnlySubMeshes.push(subMesh);
  25244. }
  25245. this._opaqueSubMeshes.push(subMesh); // Opaque
  25246. }
  25247. if (mesh._edgesRenderer && mesh._edgesRenderer.isEnabled) {
  25248. this._edgesRenderers.push(mesh._edgesRenderer);
  25249. }
  25250. };
  25251. RenderingGroup.prototype.dispatchSprites = function (spriteManager) {
  25252. this._spriteManagers.push(spriteManager);
  25253. };
  25254. RenderingGroup.prototype.dispatchParticles = function (particleSystem) {
  25255. this._particleSystems.push(particleSystem);
  25256. };
  25257. RenderingGroup.prototype._renderParticles = function (activeMeshes) {
  25258. if (this._particleSystems.length === 0) {
  25259. return;
  25260. }
  25261. // Particles
  25262. var activeCamera = this._scene.activeCamera;
  25263. this._scene.onBeforeParticlesRenderingObservable.notifyObservers(this._scene);
  25264. for (var particleIndex = 0; particleIndex < this._particleSystems.length; particleIndex++) {
  25265. var particleSystem = this._particleSystems.data[particleIndex];
  25266. if ((activeCamera && activeCamera.layerMask & particleSystem.layerMask) === 0) {
  25267. continue;
  25268. }
  25269. var emitter = particleSystem.emitter;
  25270. if (!emitter.position || !activeMeshes || activeMeshes.indexOf(emitter) !== -1) {
  25271. this._scene._activeParticles.addCount(particleSystem.render(), false);
  25272. }
  25273. }
  25274. this._scene.onAfterParticlesRenderingObservable.notifyObservers(this._scene);
  25275. };
  25276. RenderingGroup.prototype._renderSprites = function () {
  25277. if (!this._scene.spritesEnabled || this._spriteManagers.length === 0) {
  25278. return;
  25279. }
  25280. // Sprites
  25281. var activeCamera = this._scene.activeCamera;
  25282. this._scene.onBeforeSpritesRenderingObservable.notifyObservers(this._scene);
  25283. for (var id = 0; id < this._spriteManagers.length; id++) {
  25284. var spriteManager = this._spriteManagers.data[id];
  25285. if (((activeCamera && activeCamera.layerMask & spriteManager.layerMask) !== 0)) {
  25286. spriteManager.render();
  25287. }
  25288. }
  25289. this._scene.onAfterSpritesRenderingObservable.notifyObservers(this._scene);
  25290. };
  25291. return RenderingGroup;
  25292. }());
  25293. BABYLON.RenderingGroup = RenderingGroup;
  25294. })(BABYLON || (BABYLON = {}));
  25295. //# sourceMappingURL=babylon.renderingGroup.js.map
  25296. var BABYLON;
  25297. (function (BABYLON) {
  25298. /**
  25299. * Groups all the scene component constants in one place to ease maintenance.
  25300. * @hidden
  25301. */
  25302. var SceneComponentConstants = /** @class */ (function () {
  25303. function SceneComponentConstants() {
  25304. }
  25305. SceneComponentConstants.NAME_EFFECTLAYER = "EffectLayer";
  25306. SceneComponentConstants.NAME_LAYER = "Layer";
  25307. SceneComponentConstants.NAME_LENSFLARESYSTEM = "LensFlareSystem";
  25308. SceneComponentConstants.NAME_BOUNDINGBOXRENDERER = "BoundingBoxRenderer";
  25309. SceneComponentConstants.NAME_PARTICLESYSTEM = "ParticleSystem";
  25310. SceneComponentConstants.NAME_GAMEPAD = "Gamepad";
  25311. SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE = "SimplificationQueue";
  25312. SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER = "GeometryBufferRenderer";
  25313. SceneComponentConstants.NAME_DEPTHRENDERER = "DepthRenderer";
  25314. SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER = "PostProcessRenderPipelineManager";
  25315. SceneComponentConstants.NAME_SPRITE = "Sprite";
  25316. SceneComponentConstants.NAME_OUTLINERENDERER = "Outline";
  25317. SceneComponentConstants.NAME_PROCEDURALTEXTURE = "ProceduralTexture";
  25318. SceneComponentConstants.NAME_SHADOWGENERATOR = "ShadowGenerator";
  25319. SceneComponentConstants.NAME_OCTREE = "Octree";
  25320. SceneComponentConstants.NAME_PHYSICSENGINE = "PhysicsEngine";
  25321. SceneComponentConstants.NAME_AUDIO = "Audio";
  25322. SceneComponentConstants.STEP_ISREADYFORMESH_EFFECTLAYER = 0;
  25323. SceneComponentConstants.STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER = 0;
  25324. SceneComponentConstants.STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER = 0;
  25325. SceneComponentConstants.STEP_ACTIVEMESH_BOUNDINGBOXRENDERER = 0;
  25326. SceneComponentConstants.STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER = 1;
  25327. SceneComponentConstants.STEP_BEFORECAMERADRAW_EFFECTLAYER = 0;
  25328. SceneComponentConstants.STEP_BEFORECAMERADRAW_LAYER = 1;
  25329. SceneComponentConstants.STEP_BEFORERENDERTARGETDRAW_LAYER = 0;
  25330. SceneComponentConstants.STEP_BEFORERENDERINGMESH_OUTLINE = 0;
  25331. SceneComponentConstants.STEP_AFTERRENDERINGMESH_OUTLINE = 0;
  25332. SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW = 0;
  25333. SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER = 1;
  25334. SceneComponentConstants.STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE = 0;
  25335. SceneComponentConstants.STEP_BEFORECAMERAUPDATE_GAMEPAD = 1;
  25336. SceneComponentConstants.STEP_BEFORECLEAR_PROCEDURALTEXTURE = 0;
  25337. SceneComponentConstants.STEP_AFTERRENDERTARGETDRAW_LAYER = 0;
  25338. SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER = 0;
  25339. SceneComponentConstants.STEP_AFTERCAMERADRAW_LENSFLARESYSTEM = 1;
  25340. SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW = 2;
  25341. SceneComponentConstants.STEP_AFTERCAMERADRAW_LAYER = 3;
  25342. SceneComponentConstants.STEP_AFTERRENDER_AUDIO = 0;
  25343. SceneComponentConstants.STEP_GATHERRENDERTARGETS_SHADOWGENERATOR = 0;
  25344. SceneComponentConstants.STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER = 1;
  25345. SceneComponentConstants.STEP_GATHERRENDERTARGETS_DEPTHRENDERER = 2;
  25346. SceneComponentConstants.STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER = 3;
  25347. SceneComponentConstants.STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER = 0;
  25348. SceneComponentConstants.STEP_POINTERMOVE_SPRITE = 0;
  25349. SceneComponentConstants.STEP_POINTERDOWN_SPRITE = 0;
  25350. SceneComponentConstants.STEP_POINTERUP_SPRITE = 0;
  25351. return SceneComponentConstants;
  25352. }());
  25353. BABYLON.SceneComponentConstants = SceneComponentConstants;
  25354. /**
  25355. * Repressentation of a stage in the scene (Basically a list of ordered steps)
  25356. * @hidden
  25357. */
  25358. var Stage = /** @class */ (function (_super) {
  25359. __extends(Stage, _super);
  25360. /**
  25361. * Hide ctor from the rest of the world.
  25362. * @param items The items to add.
  25363. */
  25364. function Stage(items) {
  25365. return _super.apply(this, items) || this;
  25366. }
  25367. /**
  25368. * Creates a new Stage.
  25369. * @returns A new instance of a Stage
  25370. */
  25371. Stage.Create = function () {
  25372. return Object.create(Stage.prototype);
  25373. };
  25374. /**
  25375. * Registers a step in an ordered way in the targeted stage.
  25376. * @param index Defines the position to register the step in
  25377. * @param component Defines the component attached to the step
  25378. * @param action Defines the action to launch during the step
  25379. */
  25380. Stage.prototype.registerStep = function (index, component, action) {
  25381. var i = 0;
  25382. var maxIndex = Number.MAX_VALUE;
  25383. for (; i < this.length; i++) {
  25384. var step = this[i];
  25385. maxIndex = step.index;
  25386. if (index < maxIndex) {
  25387. break;
  25388. }
  25389. }
  25390. this.splice(i, 0, { index: index, component: component, action: action.bind(component) });
  25391. };
  25392. /**
  25393. * Clears all the steps from the stage.
  25394. */
  25395. Stage.prototype.clear = function () {
  25396. this.length = 0;
  25397. };
  25398. return Stage;
  25399. }(Array));
  25400. BABYLON.Stage = Stage;
  25401. })(BABYLON || (BABYLON = {}));
  25402. //# sourceMappingURL=babylon.sceneComponent.js.map
  25403. var BABYLON;
  25404. (function (BABYLON) {
  25405. /**
  25406. * Base class of the scene acting as a container for the different elements composing a scene.
  25407. * This class is dynamically extended by the different components of the scene increasing
  25408. * flexibility and reducing coupling
  25409. */
  25410. var AbstractScene = /** @class */ (function () {
  25411. function AbstractScene() {
  25412. /**
  25413. * Gets the list of root nodes (ie. nodes with no parent)
  25414. */
  25415. this.rootNodes = new Array();
  25416. /** All of the cameras added to this scene
  25417. * @see http://doc.babylonjs.com/babylon101/cameras
  25418. */
  25419. this.cameras = new Array();
  25420. /**
  25421. * All of the lights added to this scene
  25422. * @see http://doc.babylonjs.com/babylon101/lights
  25423. */
  25424. this.lights = new Array();
  25425. /**
  25426. * All of the (abstract) meshes added to this scene
  25427. */
  25428. this.meshes = new Array();
  25429. /**
  25430. * The list of skeletons added to the scene
  25431. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  25432. */
  25433. this.skeletons = new Array();
  25434. /**
  25435. * All of the particle systems added to this scene
  25436. * @see http://doc.babylonjs.com/babylon101/particles
  25437. */
  25438. this.particleSystems = new Array();
  25439. /**
  25440. * Gets a list of Animations associated with the scene
  25441. */
  25442. this.animations = [];
  25443. /**
  25444. * All of the animation groups added to this scene
  25445. * @see http://doc.babylonjs.com/how_to/group
  25446. */
  25447. this.animationGroups = new Array();
  25448. /**
  25449. * All of the multi-materials added to this scene
  25450. * @see http://doc.babylonjs.com/how_to/multi_materials
  25451. */
  25452. this.multiMaterials = new Array();
  25453. /**
  25454. * All of the materials added to this scene
  25455. * In the context of a Scene, it is not supposed to be modified manually.
  25456. * Any addition or removal should be done using the addMaterial and removeMAterial Scene methods.
  25457. * Note also that the order of the Material wihin the array is not significant and might change.
  25458. * @see http://doc.babylonjs.com/babylon101/materials
  25459. */
  25460. this.materials = new Array();
  25461. /**
  25462. * The list of morph target managers added to the scene
  25463. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  25464. */
  25465. this.morphTargetManagers = new Array();
  25466. /**
  25467. * The list of geometries used in the scene.
  25468. */
  25469. this.geometries = new Array();
  25470. /**
  25471. * All of the tranform nodes added to this scene
  25472. * In the context of a Scene, it is not supposed to be modified manually.
  25473. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  25474. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  25475. * @see http://doc.babylonjs.com/how_to/transformnode
  25476. */
  25477. this.transformNodes = new Array();
  25478. /**
  25479. * ActionManagers available on the scene.
  25480. */
  25481. this.actionManagers = new Array();
  25482. /**
  25483. * Textures to keep.
  25484. */
  25485. this.textures = new Array();
  25486. }
  25487. /**
  25488. * Adds a parser in the list of available ones
  25489. * @param name Defines the name of the parser
  25490. * @param parser Defines the parser to add
  25491. */
  25492. AbstractScene.AddParser = function (name, parser) {
  25493. this._BabylonFileParsers[name] = parser;
  25494. };
  25495. /**
  25496. * Gets a general parser from the list of avaialble ones
  25497. * @param name Defines the name of the parser
  25498. * @returns the requested parser or null
  25499. */
  25500. AbstractScene.GetParser = function (name) {
  25501. if (this._BabylonFileParsers[name]) {
  25502. return this._BabylonFileParsers[name];
  25503. }
  25504. return null;
  25505. };
  25506. /**
  25507. * Adds n individual parser in the list of available ones
  25508. * @param name Defines the name of the parser
  25509. * @param parser Defines the parser to add
  25510. */
  25511. AbstractScene.AddIndividualParser = function (name, parser) {
  25512. this._IndividualBabylonFileParsers[name] = parser;
  25513. };
  25514. /**
  25515. * Gets an individual parser from the list of avaialble ones
  25516. * @param name Defines the name of the parser
  25517. * @returns the requested parser or null
  25518. */
  25519. AbstractScene.GetIndividualParser = function (name) {
  25520. if (this._IndividualBabylonFileParsers[name]) {
  25521. return this._IndividualBabylonFileParsers[name];
  25522. }
  25523. return null;
  25524. };
  25525. /**
  25526. * Parser json data and populate both a scene and its associated container object
  25527. * @param jsonData Defines the data to parse
  25528. * @param scene Defines the scene to parse the data for
  25529. * @param container Defines the container attached to the parsing sequence
  25530. * @param rootUrl Defines the root url of the data
  25531. */
  25532. AbstractScene.Parse = function (jsonData, scene, container, rootUrl) {
  25533. for (var parserName in this._BabylonFileParsers) {
  25534. if (this._BabylonFileParsers.hasOwnProperty(parserName)) {
  25535. this._BabylonFileParsers[parserName](jsonData, scene, container, rootUrl);
  25536. }
  25537. }
  25538. };
  25539. /**
  25540. * Stores the list of available parsers in the application.
  25541. */
  25542. AbstractScene._BabylonFileParsers = {};
  25543. /**
  25544. * Stores the list of available individual parsers in the application.
  25545. */
  25546. AbstractScene._IndividualBabylonFileParsers = {};
  25547. return AbstractScene;
  25548. }());
  25549. BABYLON.AbstractScene = AbstractScene;
  25550. })(BABYLON || (BABYLON = {}));
  25551. //# sourceMappingURL=babylon.abstractScene.js.map
  25552. var BABYLON;
  25553. (function (BABYLON) {
  25554. /** @hidden */
  25555. var ClickInfo = /** @class */ (function () {
  25556. function ClickInfo() {
  25557. this._singleClick = false;
  25558. this._doubleClick = false;
  25559. this._hasSwiped = false;
  25560. this._ignore = false;
  25561. }
  25562. Object.defineProperty(ClickInfo.prototype, "singleClick", {
  25563. get: function () {
  25564. return this._singleClick;
  25565. },
  25566. set: function (b) {
  25567. this._singleClick = b;
  25568. },
  25569. enumerable: true,
  25570. configurable: true
  25571. });
  25572. Object.defineProperty(ClickInfo.prototype, "doubleClick", {
  25573. get: function () {
  25574. return this._doubleClick;
  25575. },
  25576. set: function (b) {
  25577. this._doubleClick = b;
  25578. },
  25579. enumerable: true,
  25580. configurable: true
  25581. });
  25582. Object.defineProperty(ClickInfo.prototype, "hasSwiped", {
  25583. get: function () {
  25584. return this._hasSwiped;
  25585. },
  25586. set: function (b) {
  25587. this._hasSwiped = b;
  25588. },
  25589. enumerable: true,
  25590. configurable: true
  25591. });
  25592. Object.defineProperty(ClickInfo.prototype, "ignore", {
  25593. get: function () {
  25594. return this._ignore;
  25595. },
  25596. set: function (b) {
  25597. this._ignore = b;
  25598. },
  25599. enumerable: true,
  25600. configurable: true
  25601. });
  25602. return ClickInfo;
  25603. }());
  25604. /**
  25605. * This class is used by the onRenderingGroupObservable
  25606. */
  25607. var RenderingGroupInfo = /** @class */ (function () {
  25608. function RenderingGroupInfo() {
  25609. }
  25610. return RenderingGroupInfo;
  25611. }());
  25612. BABYLON.RenderingGroupInfo = RenderingGroupInfo;
  25613. /**
  25614. * Represents a scene to be rendered by the engine.
  25615. * @see http://doc.babylonjs.com/features/scene
  25616. */
  25617. var Scene = /** @class */ (function (_super) {
  25618. __extends(Scene, _super);
  25619. /**
  25620. * Creates a new Scene
  25621. * @param engine defines the engine to use to render this scene
  25622. */
  25623. function Scene(engine, options) {
  25624. var _this = _super.call(this) || this;
  25625. // Members
  25626. /**
  25627. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  25628. */
  25629. _this.autoClear = true;
  25630. /**
  25631. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  25632. */
  25633. _this.autoClearDepthAndStencil = true;
  25634. /**
  25635. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  25636. */
  25637. _this.clearColor = new BABYLON.Color4(0.2, 0.2, 0.3, 1.0);
  25638. /**
  25639. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  25640. */
  25641. _this.ambientColor = new BABYLON.Color3(0, 0, 0);
  25642. _this._forceWireframe = false;
  25643. _this._forcePointsCloud = false;
  25644. /**
  25645. * Gets or sets a boolean indicating if animations are enabled
  25646. */
  25647. _this.animationsEnabled = true;
  25648. _this._animationPropertiesOverride = null;
  25649. /**
  25650. * Gets or sets a boolean indicating if a constant deltatime has to be used
  25651. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  25652. */
  25653. _this.useConstantAnimationDeltaTime = false;
  25654. /**
  25655. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  25656. * Please note that it requires to run a ray cast through the scene on every frame
  25657. */
  25658. _this.constantlyUpdateMeshUnderPointer = false;
  25659. /**
  25660. * Defines the HTML cursor to use when hovering over interactive elements
  25661. */
  25662. _this.hoverCursor = "pointer";
  25663. /**
  25664. * Defines the HTML default cursor to use (empty by default)
  25665. */
  25666. _this.defaultCursor = "";
  25667. /**
  25668. * This is used to call preventDefault() on pointer down
  25669. * in order to block unwanted artifacts like system double clicks
  25670. */
  25671. _this.preventDefaultOnPointerDown = true;
  25672. /**
  25673. * This is used to call preventDefault() on pointer up
  25674. * in order to block unwanted artifacts like system double clicks
  25675. */
  25676. _this.preventDefaultOnPointerUp = true;
  25677. // Metadata
  25678. /**
  25679. * Gets or sets user defined metadata
  25680. */
  25681. _this.metadata = null;
  25682. /**
  25683. * Use this array to add regular expressions used to disable offline support for specific urls
  25684. */
  25685. _this.disableOfflineSupportExceptionRules = new Array();
  25686. /**
  25687. * An event triggered when the scene is disposed.
  25688. */
  25689. _this.onDisposeObservable = new BABYLON.Observable();
  25690. _this._onDisposeObserver = null;
  25691. /**
  25692. * An event triggered before rendering the scene (right after animations and physics)
  25693. */
  25694. _this.onBeforeRenderObservable = new BABYLON.Observable();
  25695. _this._onBeforeRenderObserver = null;
  25696. /**
  25697. * An event triggered after rendering the scene
  25698. */
  25699. _this.onAfterRenderObservable = new BABYLON.Observable();
  25700. _this._onAfterRenderObserver = null;
  25701. /**
  25702. * An event triggered before animating the scene
  25703. */
  25704. _this.onBeforeAnimationsObservable = new BABYLON.Observable();
  25705. /**
  25706. * An event triggered after animations processing
  25707. */
  25708. _this.onAfterAnimationsObservable = new BABYLON.Observable();
  25709. /**
  25710. * An event triggered before draw calls are ready to be sent
  25711. */
  25712. _this.onBeforeDrawPhaseObservable = new BABYLON.Observable();
  25713. /**
  25714. * An event triggered after draw calls have been sent
  25715. */
  25716. _this.onAfterDrawPhaseObservable = new BABYLON.Observable();
  25717. /**
  25718. * An event triggered when the scene is ready
  25719. */
  25720. _this.onReadyObservable = new BABYLON.Observable();
  25721. /**
  25722. * An event triggered before rendering a camera
  25723. */
  25724. _this.onBeforeCameraRenderObservable = new BABYLON.Observable();
  25725. _this._onBeforeCameraRenderObserver = null;
  25726. /**
  25727. * An event triggered after rendering a camera
  25728. */
  25729. _this.onAfterCameraRenderObservable = new BABYLON.Observable();
  25730. _this._onAfterCameraRenderObserver = null;
  25731. /**
  25732. * An event triggered when active meshes evaluation is about to start
  25733. */
  25734. _this.onBeforeActiveMeshesEvaluationObservable = new BABYLON.Observable();
  25735. /**
  25736. * An event triggered when active meshes evaluation is done
  25737. */
  25738. _this.onAfterActiveMeshesEvaluationObservable = new BABYLON.Observable();
  25739. /**
  25740. * An event triggered when particles rendering is about to start
  25741. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  25742. */
  25743. _this.onBeforeParticlesRenderingObservable = new BABYLON.Observable();
  25744. /**
  25745. * An event triggered when particles rendering is done
  25746. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  25747. */
  25748. _this.onAfterParticlesRenderingObservable = new BABYLON.Observable();
  25749. /**
  25750. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  25751. */
  25752. _this.onDataLoadedObservable = new BABYLON.Observable();
  25753. /**
  25754. * An event triggered when a camera is created
  25755. */
  25756. _this.onNewCameraAddedObservable = new BABYLON.Observable();
  25757. /**
  25758. * An event triggered when a camera is removed
  25759. */
  25760. _this.onCameraRemovedObservable = new BABYLON.Observable();
  25761. /**
  25762. * An event triggered when a light is created
  25763. */
  25764. _this.onNewLightAddedObservable = new BABYLON.Observable();
  25765. /**
  25766. * An event triggered when a light is removed
  25767. */
  25768. _this.onLightRemovedObservable = new BABYLON.Observable();
  25769. /**
  25770. * An event triggered when a geometry is created
  25771. */
  25772. _this.onNewGeometryAddedObservable = new BABYLON.Observable();
  25773. /**
  25774. * An event triggered when a geometry is removed
  25775. */
  25776. _this.onGeometryRemovedObservable = new BABYLON.Observable();
  25777. /**
  25778. * An event triggered when a transform node is created
  25779. */
  25780. _this.onNewTransformNodeAddedObservable = new BABYLON.Observable();
  25781. /**
  25782. * An event triggered when a transform node is removed
  25783. */
  25784. _this.onTransformNodeRemovedObservable = new BABYLON.Observable();
  25785. /**
  25786. * An event triggered when a mesh is created
  25787. */
  25788. _this.onNewMeshAddedObservable = new BABYLON.Observable();
  25789. /**
  25790. * An event triggered when a mesh is removed
  25791. */
  25792. _this.onMeshRemovedObservable = new BABYLON.Observable();
  25793. /**
  25794. * An event triggered when a material is created
  25795. */
  25796. _this.onNewMaterialAddedObservable = new BABYLON.Observable();
  25797. /**
  25798. * An event triggered when a material is removed
  25799. */
  25800. _this.onMaterialRemovedObservable = new BABYLON.Observable();
  25801. /**
  25802. * An event triggered when a texture is created
  25803. */
  25804. _this.onNewTextureAddedObservable = new BABYLON.Observable();
  25805. /**
  25806. * An event triggered when a texture is removed
  25807. */
  25808. _this.onTextureRemovedObservable = new BABYLON.Observable();
  25809. /**
  25810. * An event triggered when render targets are about to be rendered
  25811. * Can happen multiple times per frame.
  25812. */
  25813. _this.onBeforeRenderTargetsRenderObservable = new BABYLON.Observable();
  25814. /**
  25815. * An event triggered when render targets were rendered.
  25816. * Can happen multiple times per frame.
  25817. */
  25818. _this.onAfterRenderTargetsRenderObservable = new BABYLON.Observable();
  25819. /**
  25820. * An event triggered before calculating deterministic simulation step
  25821. */
  25822. _this.onBeforeStepObservable = new BABYLON.Observable();
  25823. /**
  25824. * An event triggered after calculating deterministic simulation step
  25825. */
  25826. _this.onAfterStepObservable = new BABYLON.Observable();
  25827. /**
  25828. * An event triggered when the activeCamera property is updated
  25829. */
  25830. _this.onActiveCameraChanged = new BABYLON.Observable();
  25831. /**
  25832. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  25833. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  25834. * If you wish to register an Observer only for a given set of renderingGroup, use the mask with a combination of the renderingGroup index elevated to the power of two (1 for renderingGroup 0, 2 for renderingrOup1, 4 for 2 and 8 for 3)
  25835. */
  25836. _this.onBeforeRenderingGroupObservable = new BABYLON.Observable();
  25837. /**
  25838. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  25839. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  25840. * If you wish to register an Observer only for a given set of renderingGroup, use the mask with a combination of the renderingGroup index elevated to the power of two (1 for renderingGroup 0, 2 for renderingrOup1, 4 for 2 and 8 for 3)
  25841. */
  25842. _this.onAfterRenderingGroupObservable = new BABYLON.Observable();
  25843. /**
  25844. * This Observable will when a mesh has been imported into the scene.
  25845. */
  25846. _this.onMeshImportedObservable = new BABYLON.Observable();
  25847. // Animations
  25848. _this._registeredForLateAnimationBindings = new BABYLON.SmartArrayNoDuplicate(256);
  25849. /**
  25850. * This observable event is triggered when any ponter event is triggered. It is registered during Scene.attachControl() and it is called BEFORE the 3D engine process anything (mesh/sprite picking for instance).
  25851. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  25852. */
  25853. _this.onPrePointerObservable = new BABYLON.Observable();
  25854. /**
  25855. * Observable event triggered each time an input event is received from the rendering canvas
  25856. */
  25857. _this.onPointerObservable = new BABYLON.Observable();
  25858. _this._meshPickProceed = false;
  25859. _this._currentPickResult = null;
  25860. _this._previousPickResult = null;
  25861. _this._totalPointersPressed = 0;
  25862. _this._doubleClickOccured = false;
  25863. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  25864. _this.cameraToUseForPointers = null;
  25865. _this._pointerX = 0;
  25866. _this._pointerY = 0;
  25867. _this._startingPointerPosition = new BABYLON.Vector2(0, 0);
  25868. _this._previousStartingPointerPosition = new BABYLON.Vector2(0, 0);
  25869. _this._startingPointerTime = 0;
  25870. _this._previousStartingPointerTime = 0;
  25871. _this._pointerCaptures = {};
  25872. // Deterministic lockstep
  25873. _this._timeAccumulator = 0;
  25874. _this._currentStepId = 0;
  25875. _this._currentInternalStep = 0;
  25876. // Keyboard
  25877. /**
  25878. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  25879. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  25880. */
  25881. _this.onPreKeyboardObservable = new BABYLON.Observable();
  25882. /**
  25883. * Observable event triggered each time an keyboard event is received from the hosting window
  25884. */
  25885. _this.onKeyboardObservable = new BABYLON.Observable();
  25886. // Coordinates system
  25887. _this._useRightHandedSystem = false;
  25888. // Fog
  25889. _this._fogEnabled = true;
  25890. _this._fogMode = Scene.FOGMODE_NONE;
  25891. /**
  25892. * Gets or sets the fog color to use
  25893. * @see http://doc.babylonjs.com/babylon101/environment#fog
  25894. * (Default is Color3(0.2, 0.2, 0.3))
  25895. */
  25896. _this.fogColor = new BABYLON.Color3(0.2, 0.2, 0.3);
  25897. /**
  25898. * Gets or sets the fog density to use
  25899. * @see http://doc.babylonjs.com/babylon101/environment#fog
  25900. * (Default is 0.1)
  25901. */
  25902. _this.fogDensity = 0.1;
  25903. /**
  25904. * Gets or sets the fog start distance to use
  25905. * @see http://doc.babylonjs.com/babylon101/environment#fog
  25906. * (Default is 0)
  25907. */
  25908. _this.fogStart = 0;
  25909. /**
  25910. * Gets or sets the fog end distance to use
  25911. * @see http://doc.babylonjs.com/babylon101/environment#fog
  25912. * (Default is 1000)
  25913. */
  25914. _this.fogEnd = 1000.0;
  25915. // Lights
  25916. _this._shadowsEnabled = true;
  25917. _this._lightsEnabled = true;
  25918. /** All of the active cameras added to this scene. */
  25919. _this.activeCameras = new Array();
  25920. // Textures
  25921. _this._texturesEnabled = true;
  25922. // Particles
  25923. /**
  25924. * Gets or sets a boolean indicating if particles are enabled on this scene
  25925. */
  25926. _this.particlesEnabled = true;
  25927. // Sprites
  25928. /**
  25929. * Gets or sets a boolean indicating if sprites are enabled on this scene
  25930. */
  25931. _this.spritesEnabled = true;
  25932. // Skeletons
  25933. _this._skeletonsEnabled = true;
  25934. // Lens flares
  25935. /**
  25936. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  25937. */
  25938. _this.lensFlaresEnabled = true;
  25939. // Collisions
  25940. /**
  25941. * Gets or sets a boolean indicating if collisions are enabled on this scene
  25942. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  25943. */
  25944. _this.collisionsEnabled = true;
  25945. /**
  25946. * Defines the gravity applied to this scene (used only for collisions)
  25947. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  25948. */
  25949. _this.gravity = new BABYLON.Vector3(0, -9.807, 0);
  25950. // Postprocesses
  25951. /**
  25952. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  25953. */
  25954. _this.postProcessesEnabled = true;
  25955. /**
  25956. * The list of postprocesses added to the scene
  25957. */
  25958. _this.postProcesses = new Array();
  25959. // Customs render targets
  25960. /**
  25961. * Gets or sets a boolean indicating if render targets are enabled on this scene
  25962. */
  25963. _this.renderTargetsEnabled = true;
  25964. /**
  25965. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  25966. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  25967. */
  25968. _this.dumpNextRenderTargets = false;
  25969. /**
  25970. * The list of user defined render targets added to the scene
  25971. */
  25972. _this.customRenderTargets = new Array();
  25973. /**
  25974. * Gets the list of meshes imported to the scene through SceneLoader
  25975. */
  25976. _this.importedMeshesFiles = new Array();
  25977. // Probes
  25978. /**
  25979. * Gets or sets a boolean indicating if probes are enabled on this scene
  25980. */
  25981. _this.probesEnabled = true;
  25982. _this._meshesForIntersections = new BABYLON.SmartArrayNoDuplicate(256);
  25983. // Procedural textures
  25984. /**
  25985. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  25986. */
  25987. _this.proceduralTexturesEnabled = true;
  25988. // Performance counters
  25989. _this._totalVertices = new BABYLON.PerfCounter();
  25990. /** @hidden */
  25991. _this._activeIndices = new BABYLON.PerfCounter();
  25992. /** @hidden */
  25993. _this._activeParticles = new BABYLON.PerfCounter();
  25994. /** @hidden */
  25995. _this._activeBones = new BABYLON.PerfCounter();
  25996. _this._animationTime = 0;
  25997. /**
  25998. * Gets or sets a general scale for animation speed
  25999. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  26000. */
  26001. _this.animationTimeScale = 1;
  26002. _this._renderId = 0;
  26003. _this._frameId = 0;
  26004. _this._executeWhenReadyTimeoutId = -1;
  26005. _this._intermediateRendering = false;
  26006. _this._viewUpdateFlag = -1;
  26007. _this._projectionUpdateFlag = -1;
  26008. _this._alternateViewUpdateFlag = -1;
  26009. _this._alternateProjectionUpdateFlag = -1;
  26010. /** @hidden */
  26011. _this._toBeDisposed = new Array(256);
  26012. _this._activeRequests = new Array();
  26013. _this._pendingData = new Array();
  26014. _this._isDisposed = false;
  26015. /**
  26016. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  26017. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  26018. */
  26019. _this.dispatchAllSubMeshesOfActiveMeshes = false;
  26020. _this._activeMeshes = new BABYLON.SmartArray(256);
  26021. _this._processedMaterials = new BABYLON.SmartArray(256);
  26022. _this._renderTargets = new BABYLON.SmartArrayNoDuplicate(256);
  26023. /** @hidden */
  26024. _this._activeParticleSystems = new BABYLON.SmartArray(256);
  26025. _this._activeSkeletons = new BABYLON.SmartArrayNoDuplicate(32);
  26026. _this._softwareSkinnedMeshes = new BABYLON.SmartArrayNoDuplicate(32);
  26027. /** @hidden */
  26028. _this._activeAnimatables = new Array();
  26029. _this._transformMatrix = BABYLON.Matrix.Zero();
  26030. _this._useAlternateCameraConfiguration = false;
  26031. _this._alternateRendering = false;
  26032. _this._wheelEventName = "";
  26033. /**
  26034. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  26035. * This is useful if there are more lights that the maximum simulteanous authorized
  26036. */
  26037. _this.requireLightSorting = false;
  26038. /**
  26039. * @hidden
  26040. * Backing store of defined scene components.
  26041. */
  26042. _this._components = [];
  26043. /**
  26044. * @hidden
  26045. * Backing store of defined scene components.
  26046. */
  26047. _this._serializableComponents = [];
  26048. /**
  26049. * List of components to register on the next registration step.
  26050. */
  26051. _this._transientComponents = [];
  26052. /**
  26053. * @hidden
  26054. * Defines the actions happening before camera updates.
  26055. */
  26056. _this._beforeCameraUpdateStage = BABYLON.Stage.Create();
  26057. /**
  26058. * @hidden
  26059. * Defines the actions happening before clear the canvas.
  26060. */
  26061. _this._beforeClearStage = BABYLON.Stage.Create();
  26062. /**
  26063. * @hidden
  26064. * Defines the actions when collecting render targets for the frame.
  26065. */
  26066. _this._gatherRenderTargetsStage = BABYLON.Stage.Create();
  26067. /**
  26068. * @hidden
  26069. * Defines the actions happening for one camera in the frame.
  26070. */
  26071. _this._gatherActiveCameraRenderTargetsStage = BABYLON.Stage.Create();
  26072. /**
  26073. * @hidden
  26074. * Defines the actions happening during the per mesh ready checks.
  26075. */
  26076. _this._isReadyForMeshStage = BABYLON.Stage.Create();
  26077. /**
  26078. * @hidden
  26079. * Defines the actions happening before evaluate active mesh checks.
  26080. */
  26081. _this._beforeEvaluateActiveMeshStage = BABYLON.Stage.Create();
  26082. /**
  26083. * @hidden
  26084. * Defines the actions happening during the evaluate sub mesh checks.
  26085. */
  26086. _this._evaluateSubMeshStage = BABYLON.Stage.Create();
  26087. /**
  26088. * @hidden
  26089. * Defines the actions happening during the active mesh stage.
  26090. */
  26091. _this._activeMeshStage = BABYLON.Stage.Create();
  26092. /**
  26093. * @hidden
  26094. * Defines the actions happening during the per camera render target step.
  26095. */
  26096. _this._cameraDrawRenderTargetStage = BABYLON.Stage.Create();
  26097. /**
  26098. * @hidden
  26099. * Defines the actions happening just before the active camera is drawing.
  26100. */
  26101. _this._beforeCameraDrawStage = BABYLON.Stage.Create();
  26102. /**
  26103. * @hidden
  26104. * Defines the actions happening just before a render target is drawing.
  26105. */
  26106. _this._beforeRenderTargetDrawStage = BABYLON.Stage.Create();
  26107. /**
  26108. * @hidden
  26109. * Defines the actions happening just before a rendering group is drawing.
  26110. */
  26111. _this._beforeRenderingGroupDrawStage = BABYLON.Stage.Create();
  26112. /**
  26113. * @hidden
  26114. * Defines the actions happening just before a mesh is drawing.
  26115. */
  26116. _this._beforeRenderingMeshStage = BABYLON.Stage.Create();
  26117. /**
  26118. * @hidden
  26119. * Defines the actions happening just after a mesh has been drawn.
  26120. */
  26121. _this._afterRenderingMeshStage = BABYLON.Stage.Create();
  26122. /**
  26123. * @hidden
  26124. * Defines the actions happening just after a rendering group has been drawn.
  26125. */
  26126. _this._afterRenderingGroupDrawStage = BABYLON.Stage.Create();
  26127. /**
  26128. * @hidden
  26129. * Defines the actions happening just after the active camera has been drawn.
  26130. */
  26131. _this._afterCameraDrawStage = BABYLON.Stage.Create();
  26132. /**
  26133. * @hidden
  26134. * Defines the actions happening just after a render target has been drawn.
  26135. */
  26136. _this._afterRenderTargetDrawStage = BABYLON.Stage.Create();
  26137. /**
  26138. * @hidden
  26139. * Defines the actions happening just after rendering all cameras and computing intersections.
  26140. */
  26141. _this._afterRenderStage = BABYLON.Stage.Create();
  26142. /**
  26143. * @hidden
  26144. * Defines the actions happening when a pointer move event happens.
  26145. */
  26146. _this._pointerMoveStage = BABYLON.Stage.Create();
  26147. /**
  26148. * @hidden
  26149. * Defines the actions happening when a pointer down event happens.
  26150. */
  26151. _this._pointerDownStage = BABYLON.Stage.Create();
  26152. /**
  26153. * @hidden
  26154. * Defines the actions happening when a pointer up event happens.
  26155. */
  26156. _this._pointerUpStage = BABYLON.Stage.Create();
  26157. /**
  26158. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  26159. */
  26160. _this.geometriesById = null;
  26161. _this._defaultMeshCandidates = {
  26162. data: [],
  26163. length: 0
  26164. };
  26165. _this._defaultSubMeshCandidates = {
  26166. data: [],
  26167. length: 0
  26168. };
  26169. _this._preventFreeActiveMeshesAndRenderingGroups = false;
  26170. _this._activeMeshesFrozen = false;
  26171. /** @hidden */
  26172. _this._allowPostProcessClearColor = true;
  26173. /**
  26174. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  26175. */
  26176. _this.getDeterministicFrameTime = function () {
  26177. return 1000.0 / 60.0; // frame time in ms
  26178. };
  26179. _this._tempPickingRay = BABYLON.Ray ? BABYLON.Ray.Zero() : null;
  26180. _this._blockMaterialDirtyMechanism = false;
  26181. _this._engine = engine || BABYLON.Engine.LastCreatedEngine;
  26182. _this._engine.scenes.push(_this);
  26183. _this._uid = null;
  26184. _this._renderingManager = new BABYLON.RenderingManager(_this);
  26185. if (BABYLON.PostProcessManager) {
  26186. _this.postProcessManager = new BABYLON.PostProcessManager(_this);
  26187. }
  26188. if (BABYLON.Tools.IsWindowObjectExist()) {
  26189. _this.attachControl();
  26190. }
  26191. //collision coordinator initialization. For now legacy per default.
  26192. _this.workerCollisions = false; //(!!Worker && (!!BABYLON.CollisionWorker || BABYLON.WorkerIncluded));
  26193. // Uniform Buffer
  26194. _this._createUbo();
  26195. // Default Image processing definition
  26196. if (BABYLON.ImageProcessingConfiguration) {
  26197. _this._imageProcessingConfiguration = new BABYLON.ImageProcessingConfiguration();
  26198. }
  26199. _this.setDefaultCandidateProviders();
  26200. if (options && options.useGeometryIdsMap === true) {
  26201. _this.geometriesById = {};
  26202. }
  26203. _this.useMaterialMeshMap = options && options.useGeometryIdsMap || false;
  26204. _this.useClonedMeshhMap = options && options.useClonedMeshhMap || false;
  26205. _this._engine.onNewSceneAddedObservable.notifyObservers(_this);
  26206. return _this;
  26207. }
  26208. Object.defineProperty(Scene.prototype, "environmentTexture", {
  26209. /**
  26210. * Texture used in all pbr material as the reflection texture.
  26211. * As in the majority of the scene they are the same (exception for multi room and so on),
  26212. * this is easier to reference from here than from all the materials.
  26213. */
  26214. get: function () {
  26215. return this._environmentTexture;
  26216. },
  26217. /**
  26218. * Texture used in all pbr material as the reflection texture.
  26219. * As in the majority of the scene they are the same (exception for multi room and so on),
  26220. * this is easier to set here than in all the materials.
  26221. */
  26222. set: function (value) {
  26223. if (this._environmentTexture === value) {
  26224. return;
  26225. }
  26226. this._environmentTexture = value;
  26227. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  26228. },
  26229. enumerable: true,
  26230. configurable: true
  26231. });
  26232. Object.defineProperty(Scene.prototype, "imageProcessingConfiguration", {
  26233. /**
  26234. * Default image processing configuration used either in the rendering
  26235. * Forward main pass or through the imageProcessingPostProcess if present.
  26236. * As in the majority of the scene they are the same (exception for multi camera),
  26237. * this is easier to reference from here than from all the materials and post process.
  26238. *
  26239. * No setter as we it is a shared configuration, you can set the values instead.
  26240. */
  26241. get: function () {
  26242. return this._imageProcessingConfiguration;
  26243. },
  26244. enumerable: true,
  26245. configurable: true
  26246. });
  26247. Object.defineProperty(Scene.prototype, "forceWireframe", {
  26248. get: function () {
  26249. return this._forceWireframe;
  26250. },
  26251. /**
  26252. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  26253. */
  26254. set: function (value) {
  26255. if (this._forceWireframe === value) {
  26256. return;
  26257. }
  26258. this._forceWireframe = value;
  26259. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26260. },
  26261. enumerable: true,
  26262. configurable: true
  26263. });
  26264. Object.defineProperty(Scene.prototype, "forcePointsCloud", {
  26265. get: function () {
  26266. return this._forcePointsCloud;
  26267. },
  26268. /**
  26269. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  26270. */
  26271. set: function (value) {
  26272. if (this._forcePointsCloud === value) {
  26273. return;
  26274. }
  26275. this._forcePointsCloud = value;
  26276. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26277. },
  26278. enumerable: true,
  26279. configurable: true
  26280. });
  26281. Object.defineProperty(Scene.prototype, "animationPropertiesOverride", {
  26282. /**
  26283. * Gets or sets the animation properties override
  26284. */
  26285. get: function () {
  26286. return this._animationPropertiesOverride;
  26287. },
  26288. set: function (value) {
  26289. this._animationPropertiesOverride = value;
  26290. },
  26291. enumerable: true,
  26292. configurable: true
  26293. });
  26294. Object.defineProperty(Scene.prototype, "onDispose", {
  26295. /** Sets a function to be executed when this scene is disposed. */
  26296. set: function (callback) {
  26297. if (this._onDisposeObserver) {
  26298. this.onDisposeObservable.remove(this._onDisposeObserver);
  26299. }
  26300. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  26301. },
  26302. enumerable: true,
  26303. configurable: true
  26304. });
  26305. Object.defineProperty(Scene.prototype, "beforeRender", {
  26306. /** Sets a function to be executed before rendering this scene */
  26307. set: function (callback) {
  26308. if (this._onBeforeRenderObserver) {
  26309. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  26310. }
  26311. if (callback) {
  26312. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  26313. }
  26314. },
  26315. enumerable: true,
  26316. configurable: true
  26317. });
  26318. Object.defineProperty(Scene.prototype, "afterRender", {
  26319. /** Sets a function to be executed after rendering this scene */
  26320. set: function (callback) {
  26321. if (this._onAfterRenderObserver) {
  26322. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  26323. }
  26324. if (callback) {
  26325. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  26326. }
  26327. },
  26328. enumerable: true,
  26329. configurable: true
  26330. });
  26331. Object.defineProperty(Scene.prototype, "beforeCameraRender", {
  26332. /** Sets a function to be executed before rendering a camera*/
  26333. set: function (callback) {
  26334. if (this._onBeforeCameraRenderObserver) {
  26335. this.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  26336. }
  26337. this._onBeforeCameraRenderObserver = this.onBeforeCameraRenderObservable.add(callback);
  26338. },
  26339. enumerable: true,
  26340. configurable: true
  26341. });
  26342. Object.defineProperty(Scene.prototype, "afterCameraRender", {
  26343. /** Sets a function to be executed after rendering a camera*/
  26344. set: function (callback) {
  26345. if (this._onAfterCameraRenderObserver) {
  26346. this.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  26347. }
  26348. this._onAfterCameraRenderObserver = this.onAfterCameraRenderObservable.add(callback);
  26349. },
  26350. enumerable: true,
  26351. configurable: true
  26352. });
  26353. Object.defineProperty(Scene.prototype, "unTranslatedPointer", {
  26354. /**
  26355. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  26356. */
  26357. get: function () {
  26358. return new BABYLON.Vector2(this._unTranslatedPointerX, this._unTranslatedPointerY);
  26359. },
  26360. enumerable: true,
  26361. configurable: true
  26362. });
  26363. Object.defineProperty(Scene.prototype, "useRightHandedSystem", {
  26364. get: function () {
  26365. return this._useRightHandedSystem;
  26366. },
  26367. /**
  26368. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  26369. */
  26370. set: function (value) {
  26371. if (this._useRightHandedSystem === value) {
  26372. return;
  26373. }
  26374. this._useRightHandedSystem = value;
  26375. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26376. },
  26377. enumerable: true,
  26378. configurable: true
  26379. });
  26380. /**
  26381. * Sets the step Id used by deterministic lock step
  26382. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  26383. * @param newStepId defines the step Id
  26384. */
  26385. Scene.prototype.setStepId = function (newStepId) {
  26386. this._currentStepId = newStepId;
  26387. };
  26388. /**
  26389. * Gets the step Id used by deterministic lock step
  26390. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  26391. * @returns the step Id
  26392. */
  26393. Scene.prototype.getStepId = function () {
  26394. return this._currentStepId;
  26395. };
  26396. /**
  26397. * Gets the internal step used by deterministic lock step
  26398. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  26399. * @returns the internal step
  26400. */
  26401. Scene.prototype.getInternalStep = function () {
  26402. return this._currentInternalStep;
  26403. };
  26404. Object.defineProperty(Scene.prototype, "fogEnabled", {
  26405. get: function () {
  26406. return this._fogEnabled;
  26407. },
  26408. /**
  26409. * Gets or sets a boolean indicating if fog is enabled on this scene
  26410. * @see http://doc.babylonjs.com/babylon101/environment#fog
  26411. * (Default is true)
  26412. */
  26413. set: function (value) {
  26414. if (this._fogEnabled === value) {
  26415. return;
  26416. }
  26417. this._fogEnabled = value;
  26418. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26419. },
  26420. enumerable: true,
  26421. configurable: true
  26422. });
  26423. Object.defineProperty(Scene.prototype, "fogMode", {
  26424. get: function () {
  26425. return this._fogMode;
  26426. },
  26427. /**
  26428. * Gets or sets the fog mode to use
  26429. * @see http://doc.babylonjs.com/babylon101/environment#fog
  26430. * | mode | value |
  26431. * | --- | --- |
  26432. * | FOGMODE_NONE | 0 |
  26433. * | FOGMODE_EXP | 1 |
  26434. * | FOGMODE_EXP2 | 2 |
  26435. * | FOGMODE_LINEAR | 3 |
  26436. */
  26437. set: function (value) {
  26438. if (this._fogMode === value) {
  26439. return;
  26440. }
  26441. this._fogMode = value;
  26442. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26443. },
  26444. enumerable: true,
  26445. configurable: true
  26446. });
  26447. Object.defineProperty(Scene.prototype, "shadowsEnabled", {
  26448. get: function () {
  26449. return this._shadowsEnabled;
  26450. },
  26451. /**
  26452. * Gets or sets a boolean indicating if shadows are enabled on this scene
  26453. */
  26454. set: function (value) {
  26455. if (this._shadowsEnabled === value) {
  26456. return;
  26457. }
  26458. this._shadowsEnabled = value;
  26459. this.markAllMaterialsAsDirty(BABYLON.Material.LightDirtyFlag);
  26460. },
  26461. enumerable: true,
  26462. configurable: true
  26463. });
  26464. Object.defineProperty(Scene.prototype, "lightsEnabled", {
  26465. get: function () {
  26466. return this._lightsEnabled;
  26467. },
  26468. /**
  26469. * Gets or sets a boolean indicating if lights are enabled on this scene
  26470. */
  26471. set: function (value) {
  26472. if (this._lightsEnabled === value) {
  26473. return;
  26474. }
  26475. this._lightsEnabled = value;
  26476. this.markAllMaterialsAsDirty(BABYLON.Material.LightDirtyFlag);
  26477. },
  26478. enumerable: true,
  26479. configurable: true
  26480. });
  26481. Object.defineProperty(Scene.prototype, "activeCamera", {
  26482. /** Gets or sets the current active camera */
  26483. get: function () {
  26484. return this._activeCamera;
  26485. },
  26486. set: function (value) {
  26487. if (value === this._activeCamera) {
  26488. return;
  26489. }
  26490. this._activeCamera = value;
  26491. this.onActiveCameraChanged.notifyObservers(this);
  26492. },
  26493. enumerable: true,
  26494. configurable: true
  26495. });
  26496. Object.defineProperty(Scene.prototype, "defaultMaterial", {
  26497. /** The default material used on meshes when no material is affected */
  26498. get: function () {
  26499. if (!this._defaultMaterial) {
  26500. this._defaultMaterial = new BABYLON.StandardMaterial("default material", this);
  26501. }
  26502. return this._defaultMaterial;
  26503. },
  26504. /** The default material used on meshes when no material is affected */
  26505. set: function (value) {
  26506. this._defaultMaterial = value;
  26507. },
  26508. enumerable: true,
  26509. configurable: true
  26510. });
  26511. Object.defineProperty(Scene.prototype, "texturesEnabled", {
  26512. get: function () {
  26513. return this._texturesEnabled;
  26514. },
  26515. /**
  26516. * Gets or sets a boolean indicating if textures are enabled on this scene
  26517. */
  26518. set: function (value) {
  26519. if (this._texturesEnabled === value) {
  26520. return;
  26521. }
  26522. this._texturesEnabled = value;
  26523. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  26524. },
  26525. enumerable: true,
  26526. configurable: true
  26527. });
  26528. Object.defineProperty(Scene.prototype, "skeletonsEnabled", {
  26529. get: function () {
  26530. return this._skeletonsEnabled;
  26531. },
  26532. /**
  26533. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  26534. */
  26535. set: function (value) {
  26536. if (this._skeletonsEnabled === value) {
  26537. return;
  26538. }
  26539. this._skeletonsEnabled = value;
  26540. this.markAllMaterialsAsDirty(BABYLON.Material.AttributesDirtyFlag);
  26541. },
  26542. enumerable: true,
  26543. configurable: true
  26544. });
  26545. Object.defineProperty(Scene.prototype, "_isAlternateRenderingEnabled", {
  26546. /** @hidden */
  26547. get: function () {
  26548. return this._alternateRendering;
  26549. },
  26550. enumerable: true,
  26551. configurable: true
  26552. });
  26553. Object.defineProperty(Scene.prototype, "frustumPlanes", {
  26554. /**
  26555. * Gets the list of frustum planes (built from the active camera)
  26556. */
  26557. get: function () {
  26558. return this._frustumPlanes;
  26559. },
  26560. enumerable: true,
  26561. configurable: true
  26562. });
  26563. /**
  26564. * Registers the transient components if needed.
  26565. */
  26566. Scene.prototype._registerTransientComponents = function () {
  26567. // Register components that have been associated lately to the scene.
  26568. if (this._transientComponents.length > 0) {
  26569. for (var _i = 0, _a = this._transientComponents; _i < _a.length; _i++) {
  26570. var component = _a[_i];
  26571. component.register();
  26572. }
  26573. this._transientComponents = [];
  26574. }
  26575. };
  26576. /**
  26577. * @hidden
  26578. * Add a component to the scene.
  26579. * Note that the ccomponent could be registered on th next frame if this is called after
  26580. * the register component stage.
  26581. * @param component Defines the component to add to the scene
  26582. */
  26583. Scene.prototype._addComponent = function (component) {
  26584. this._components.push(component);
  26585. this._transientComponents.push(component);
  26586. var serializableComponent = component;
  26587. if (serializableComponent.addFromContainer) {
  26588. this._serializableComponents.push(serializableComponent);
  26589. }
  26590. };
  26591. /**
  26592. * @hidden
  26593. * Gets a component from the scene.
  26594. * @param name defines the name of the component to retrieve
  26595. * @returns the component or null if not present
  26596. */
  26597. Scene.prototype._getComponent = function (name) {
  26598. for (var _i = 0, _a = this._components; _i < _a.length; _i++) {
  26599. var component = _a[_i];
  26600. if (component.name === name) {
  26601. return component;
  26602. }
  26603. }
  26604. return null;
  26605. };
  26606. /**
  26607. * @hidden
  26608. */
  26609. Scene.prototype._getDefaultMeshCandidates = function () {
  26610. this._defaultMeshCandidates.data = this.meshes;
  26611. this._defaultMeshCandidates.length = this.meshes.length;
  26612. return this._defaultMeshCandidates;
  26613. };
  26614. /**
  26615. * @hidden
  26616. */
  26617. Scene.prototype._getDefaultSubMeshCandidates = function (mesh) {
  26618. this._defaultSubMeshCandidates.data = mesh.subMeshes;
  26619. this._defaultSubMeshCandidates.length = mesh.subMeshes.length;
  26620. return this._defaultSubMeshCandidates;
  26621. };
  26622. /**
  26623. * Sets the default candidate providers for the scene.
  26624. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  26625. * and getCollidingSubMeshCandidates to their default function
  26626. */
  26627. Scene.prototype.setDefaultCandidateProviders = function () {
  26628. this.getActiveMeshCandidates = this._getDefaultMeshCandidates.bind(this);
  26629. this.getActiveSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  26630. this.getIntersectingSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  26631. this.getCollidingSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  26632. };
  26633. Object.defineProperty(Scene.prototype, "workerCollisions", {
  26634. /**
  26635. * Gets a boolean indicating if collisions are processed on a web worker
  26636. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#web-worker-based-collision-system-since-21
  26637. */
  26638. get: function () {
  26639. return this._workerCollisions;
  26640. },
  26641. set: function (enabled) {
  26642. if (!BABYLON.CollisionCoordinatorLegacy) {
  26643. return;
  26644. }
  26645. enabled = (enabled && !!Worker && !!BABYLON.CollisionWorker);
  26646. this._workerCollisions = enabled;
  26647. if (this.collisionCoordinator) {
  26648. this.collisionCoordinator.destroy();
  26649. }
  26650. this.collisionCoordinator = enabled ? new BABYLON.CollisionCoordinatorWorker() : new BABYLON.CollisionCoordinatorLegacy();
  26651. this.collisionCoordinator.init(this);
  26652. },
  26653. enumerable: true,
  26654. configurable: true
  26655. });
  26656. Object.defineProperty(Scene.prototype, "meshUnderPointer", {
  26657. /**
  26658. * Gets the mesh that is currently under the pointer
  26659. */
  26660. get: function () {
  26661. return this._pointerOverMesh;
  26662. },
  26663. enumerable: true,
  26664. configurable: true
  26665. });
  26666. Object.defineProperty(Scene.prototype, "pointerX", {
  26667. /**
  26668. * Gets the current on-screen X position of the pointer
  26669. */
  26670. get: function () {
  26671. return this._pointerX;
  26672. },
  26673. enumerable: true,
  26674. configurable: true
  26675. });
  26676. Object.defineProperty(Scene.prototype, "pointerY", {
  26677. /**
  26678. * Gets the current on-screen Y position of the pointer
  26679. */
  26680. get: function () {
  26681. return this._pointerY;
  26682. },
  26683. enumerable: true,
  26684. configurable: true
  26685. });
  26686. /**
  26687. * Gets the cached material (ie. the latest rendered one)
  26688. * @returns the cached material
  26689. */
  26690. Scene.prototype.getCachedMaterial = function () {
  26691. return this._cachedMaterial;
  26692. };
  26693. /**
  26694. * Gets the cached effect (ie. the latest rendered one)
  26695. * @returns the cached effect
  26696. */
  26697. Scene.prototype.getCachedEffect = function () {
  26698. return this._cachedEffect;
  26699. };
  26700. /**
  26701. * Gets the cached visibility state (ie. the latest rendered one)
  26702. * @returns the cached visibility state
  26703. */
  26704. Scene.prototype.getCachedVisibility = function () {
  26705. return this._cachedVisibility;
  26706. };
  26707. /**
  26708. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  26709. * @param material defines the current material
  26710. * @param effect defines the current effect
  26711. * @param visibility defines the current visibility state
  26712. * @returns true if one parameter is not cached
  26713. */
  26714. Scene.prototype.isCachedMaterialInvalid = function (material, effect, visibility) {
  26715. if (visibility === void 0) { visibility = 1; }
  26716. return this._cachedEffect !== effect || this._cachedMaterial !== material || this._cachedVisibility !== visibility;
  26717. };
  26718. /**
  26719. * Gets the engine associated with the scene
  26720. * @returns an Engine
  26721. */
  26722. Scene.prototype.getEngine = function () {
  26723. return this._engine;
  26724. };
  26725. /**
  26726. * Gets the total number of vertices rendered per frame
  26727. * @returns the total number of vertices rendered per frame
  26728. */
  26729. Scene.prototype.getTotalVertices = function () {
  26730. return this._totalVertices.current;
  26731. };
  26732. Object.defineProperty(Scene.prototype, "totalVerticesPerfCounter", {
  26733. /**
  26734. * Gets the performance counter for total vertices
  26735. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26736. */
  26737. get: function () {
  26738. return this._totalVertices;
  26739. },
  26740. enumerable: true,
  26741. configurable: true
  26742. });
  26743. /**
  26744. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  26745. * @returns the total number of active indices rendered per frame
  26746. */
  26747. Scene.prototype.getActiveIndices = function () {
  26748. return this._activeIndices.current;
  26749. };
  26750. Object.defineProperty(Scene.prototype, "totalActiveIndicesPerfCounter", {
  26751. /**
  26752. * Gets the performance counter for active indices
  26753. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26754. */
  26755. get: function () {
  26756. return this._activeIndices;
  26757. },
  26758. enumerable: true,
  26759. configurable: true
  26760. });
  26761. /**
  26762. * Gets the total number of active particles rendered per frame
  26763. * @returns the total number of active particles rendered per frame
  26764. */
  26765. Scene.prototype.getActiveParticles = function () {
  26766. return this._activeParticles.current;
  26767. };
  26768. Object.defineProperty(Scene.prototype, "activeParticlesPerfCounter", {
  26769. /**
  26770. * Gets the performance counter for active particles
  26771. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26772. */
  26773. get: function () {
  26774. return this._activeParticles;
  26775. },
  26776. enumerable: true,
  26777. configurable: true
  26778. });
  26779. /**
  26780. * Gets the total number of active bones rendered per frame
  26781. * @returns the total number of active bones rendered per frame
  26782. */
  26783. Scene.prototype.getActiveBones = function () {
  26784. return this._activeBones.current;
  26785. };
  26786. Object.defineProperty(Scene.prototype, "activeBonesPerfCounter", {
  26787. /**
  26788. * Gets the performance counter for active bones
  26789. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26790. */
  26791. get: function () {
  26792. return this._activeBones;
  26793. },
  26794. enumerable: true,
  26795. configurable: true
  26796. });
  26797. /**
  26798. * Gets the array of active meshes
  26799. * @returns an array of AbstractMesh
  26800. */
  26801. Scene.prototype.getActiveMeshes = function () {
  26802. return this._activeMeshes;
  26803. };
  26804. /**
  26805. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  26806. * @returns a number
  26807. */
  26808. Scene.prototype.getAnimationRatio = function () {
  26809. return this._animationRatio !== undefined ? this._animationRatio : 1;
  26810. };
  26811. /**
  26812. * Gets an unique Id for the current render phase
  26813. * @returns a number
  26814. */
  26815. Scene.prototype.getRenderId = function () {
  26816. return this._renderId;
  26817. };
  26818. /**
  26819. * Gets an unique Id for the current frame
  26820. * @returns a number
  26821. */
  26822. Scene.prototype.getFrameId = function () {
  26823. return this._frameId;
  26824. };
  26825. /** Call this function if you want to manually increment the render Id*/
  26826. Scene.prototype.incrementRenderId = function () {
  26827. this._renderId++;
  26828. };
  26829. Scene.prototype._updatePointerPosition = function (evt) {
  26830. var canvasRect = this._engine.getRenderingCanvasClientRect();
  26831. if (!canvasRect) {
  26832. return;
  26833. }
  26834. this._pointerX = evt.clientX - canvasRect.left;
  26835. this._pointerY = evt.clientY - canvasRect.top;
  26836. this._unTranslatedPointerX = this._pointerX;
  26837. this._unTranslatedPointerY = this._pointerY;
  26838. };
  26839. Scene.prototype._createUbo = function () {
  26840. this._sceneUbo = new BABYLON.UniformBuffer(this._engine, undefined, true);
  26841. this._sceneUbo.addUniform("viewProjection", 16);
  26842. this._sceneUbo.addUniform("view", 16);
  26843. };
  26844. Scene.prototype._createAlternateUbo = function () {
  26845. this._alternateSceneUbo = new BABYLON.UniformBuffer(this._engine, undefined, true);
  26846. this._alternateSceneUbo.addUniform("viewProjection", 16);
  26847. this._alternateSceneUbo.addUniform("view", 16);
  26848. };
  26849. // Pointers handling
  26850. Scene.prototype._setRayOnPointerInfo = function (pointerInfo) {
  26851. if (pointerInfo.pickInfo) {
  26852. if (!pointerInfo.pickInfo.ray) {
  26853. pointerInfo.pickInfo.ray = this.createPickingRay(pointerInfo.event.offsetX, pointerInfo.event.offsetY, BABYLON.Matrix.Identity(), this.activeCamera);
  26854. }
  26855. }
  26856. };
  26857. /**
  26858. * Use this method to simulate a pointer move on a mesh
  26859. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  26860. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  26861. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  26862. * @returns the current scene
  26863. */
  26864. Scene.prototype.simulatePointerMove = function (pickResult, pointerEventInit) {
  26865. var evt = new PointerEvent("pointermove", pointerEventInit);
  26866. if (this._checkPrePointerObservable(pickResult, evt, BABYLON.PointerEventTypes.POINTERMOVE)) {
  26867. return this;
  26868. }
  26869. return this._processPointerMove(pickResult, evt);
  26870. };
  26871. Scene.prototype._processPointerMove = function (pickResult, evt) {
  26872. var canvas = this._engine.getRenderingCanvas();
  26873. if (!canvas) {
  26874. return this;
  26875. }
  26876. // Restore pointer
  26877. canvas.style.cursor = this.defaultCursor;
  26878. var isMeshPicked = (pickResult && pickResult.hit && pickResult.pickedMesh) ? true : false;
  26879. if (isMeshPicked) {
  26880. this.setPointerOverMesh(pickResult.pickedMesh);
  26881. if (this._pointerOverMesh && this._pointerOverMesh.actionManager && this._pointerOverMesh.actionManager.hasPointerTriggers) {
  26882. if (this._pointerOverMesh.actionManager.hoverCursor) {
  26883. canvas.style.cursor = this._pointerOverMesh.actionManager.hoverCursor;
  26884. }
  26885. else {
  26886. canvas.style.cursor = this.hoverCursor;
  26887. }
  26888. }
  26889. }
  26890. else {
  26891. this.setPointerOverMesh(null);
  26892. }
  26893. for (var _i = 0, _a = this._pointerMoveStage; _i < _a.length; _i++) {
  26894. var step = _a[_i];
  26895. pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, isMeshPicked, canvas);
  26896. }
  26897. if (pickResult) {
  26898. var type = evt.type === this._wheelEventName ? BABYLON.PointerEventTypes.POINTERWHEEL : BABYLON.PointerEventTypes.POINTERMOVE;
  26899. if (this.onPointerMove) {
  26900. this.onPointerMove(evt, pickResult, type);
  26901. }
  26902. if (this.onPointerObservable.hasObservers()) {
  26903. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  26904. this._setRayOnPointerInfo(pi);
  26905. this.onPointerObservable.notifyObservers(pi, type);
  26906. }
  26907. }
  26908. return this;
  26909. };
  26910. Scene.prototype._checkPrePointerObservable = function (pickResult, evt, type) {
  26911. var pi = new BABYLON.PointerInfoPre(type, evt, this._unTranslatedPointerX, this._unTranslatedPointerY);
  26912. if (pickResult) {
  26913. pi.ray = pickResult.ray;
  26914. }
  26915. this.onPrePointerObservable.notifyObservers(pi, type);
  26916. if (pi.skipOnPointerObservable) {
  26917. return true;
  26918. }
  26919. else {
  26920. return false;
  26921. }
  26922. };
  26923. /**
  26924. * Use this method to simulate a pointer down on a mesh
  26925. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  26926. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  26927. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  26928. * @returns the current scene
  26929. */
  26930. Scene.prototype.simulatePointerDown = function (pickResult, pointerEventInit) {
  26931. var evt = new PointerEvent("pointerdown", pointerEventInit);
  26932. if (this._checkPrePointerObservable(pickResult, evt, BABYLON.PointerEventTypes.POINTERDOWN)) {
  26933. return this;
  26934. }
  26935. return this._processPointerDown(pickResult, evt);
  26936. };
  26937. Scene.prototype._processPointerDown = function (pickResult, evt) {
  26938. var _this = this;
  26939. if (pickResult && pickResult.hit && pickResult.pickedMesh) {
  26940. this._pickedDownMesh = pickResult.pickedMesh;
  26941. var actionManager = pickResult.pickedMesh.actionManager;
  26942. if (actionManager) {
  26943. if (actionManager.hasPickTriggers) {
  26944. actionManager.processTrigger(BABYLON.ActionManager.OnPickDownTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26945. switch (evt.button) {
  26946. case 0:
  26947. actionManager.processTrigger(BABYLON.ActionManager.OnLeftPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26948. break;
  26949. case 1:
  26950. actionManager.processTrigger(BABYLON.ActionManager.OnCenterPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26951. break;
  26952. case 2:
  26953. actionManager.processTrigger(BABYLON.ActionManager.OnRightPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26954. break;
  26955. }
  26956. }
  26957. if (actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnLongPressTrigger)) {
  26958. window.setTimeout(function () {
  26959. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, function (mesh) { return (mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.actionManager && mesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnLongPressTrigger) && mesh == _this._pickedDownMesh); }, false, _this.cameraToUseForPointers);
  26960. if (pickResult && pickResult.hit && pickResult.pickedMesh && actionManager) {
  26961. if (_this._totalPointersPressed !== 0 &&
  26962. ((Date.now() - _this._startingPointerTime) > Scene.LongPressDelay) &&
  26963. !_this._isPointerSwiping()) {
  26964. _this._startingPointerTime = 0;
  26965. actionManager.processTrigger(BABYLON.ActionManager.OnLongPressTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26966. }
  26967. }
  26968. }, Scene.LongPressDelay);
  26969. }
  26970. }
  26971. }
  26972. else {
  26973. for (var _i = 0, _a = this._pointerDownStage; _i < _a.length; _i++) {
  26974. var step = _a[_i];
  26975. pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, evt);
  26976. }
  26977. }
  26978. if (pickResult) {
  26979. var type = BABYLON.PointerEventTypes.POINTERDOWN;
  26980. if (this.onPointerDown) {
  26981. this.onPointerDown(evt, pickResult, type);
  26982. }
  26983. if (this.onPointerObservable.hasObservers()) {
  26984. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  26985. this._setRayOnPointerInfo(pi);
  26986. this.onPointerObservable.notifyObservers(pi, type);
  26987. }
  26988. }
  26989. return this;
  26990. };
  26991. /**
  26992. * Use this method to simulate a pointer up on a mesh
  26993. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  26994. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  26995. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  26996. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  26997. * @returns the current scene
  26998. */
  26999. Scene.prototype.simulatePointerUp = function (pickResult, pointerEventInit, doubleTap) {
  27000. var evt = new PointerEvent("pointerup", pointerEventInit);
  27001. var clickInfo = new ClickInfo();
  27002. if (doubleTap) {
  27003. clickInfo.doubleClick = true;
  27004. }
  27005. else {
  27006. clickInfo.singleClick = true;
  27007. }
  27008. if (this._checkPrePointerObservable(pickResult, evt, BABYLON.PointerEventTypes.POINTERUP)) {
  27009. return this;
  27010. }
  27011. return this._processPointerUp(pickResult, evt, clickInfo);
  27012. };
  27013. Scene.prototype._processPointerUp = function (pickResult, evt, clickInfo) {
  27014. if (pickResult && pickResult && pickResult.pickedMesh) {
  27015. this._pickedUpMesh = pickResult.pickedMesh;
  27016. if (this._pickedDownMesh === this._pickedUpMesh) {
  27017. if (this.onPointerPick) {
  27018. this.onPointerPick(evt, pickResult);
  27019. }
  27020. if (clickInfo.singleClick && !clickInfo.ignore && this.onPointerObservable.hasObservers()) {
  27021. var type_1 = BABYLON.PointerEventTypes.POINTERPICK;
  27022. var pi = new BABYLON.PointerInfo(type_1, evt, pickResult);
  27023. this._setRayOnPointerInfo(pi);
  27024. this.onPointerObservable.notifyObservers(pi, type_1);
  27025. }
  27026. }
  27027. if (pickResult.pickedMesh.actionManager && !clickInfo.ignore) {
  27028. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickUpTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27029. if (!clickInfo.hasSwiped && clickInfo.singleClick) {
  27030. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27031. }
  27032. if (clickInfo.doubleClick && pickResult.pickedMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  27033. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnDoublePickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27034. }
  27035. }
  27036. }
  27037. else {
  27038. if (!clickInfo.ignore) {
  27039. for (var _i = 0, _a = this._pointerUpStage; _i < _a.length; _i++) {
  27040. var step = _a[_i];
  27041. pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, evt);
  27042. }
  27043. }
  27044. }
  27045. if (this._pickedDownMesh &&
  27046. this._pickedDownMesh.actionManager &&
  27047. this._pickedDownMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnPickOutTrigger) &&
  27048. this._pickedDownMesh !== this._pickedUpMesh) {
  27049. this._pickedDownMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickOutTrigger, BABYLON.ActionEvent.CreateNew(this._pickedDownMesh, evt));
  27050. }
  27051. var type = 0;
  27052. if (this.onPointerObservable.hasObservers()) {
  27053. if (!clickInfo.ignore && !clickInfo.hasSwiped) {
  27054. if (clickInfo.singleClick && this.onPointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)) {
  27055. type = BABYLON.PointerEventTypes.POINTERTAP;
  27056. }
  27057. else if (clickInfo.doubleClick && this.onPointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP)) {
  27058. type = BABYLON.PointerEventTypes.POINTERDOUBLETAP;
  27059. }
  27060. if (type) {
  27061. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  27062. this._setRayOnPointerInfo(pi);
  27063. this.onPointerObservable.notifyObservers(pi, type);
  27064. }
  27065. }
  27066. if (!clickInfo.ignore) {
  27067. type = BABYLON.PointerEventTypes.POINTERUP;
  27068. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  27069. this._setRayOnPointerInfo(pi);
  27070. this.onPointerObservable.notifyObservers(pi, type);
  27071. }
  27072. }
  27073. if (this.onPointerUp && !clickInfo.ignore) {
  27074. this.onPointerUp(evt, pickResult, type);
  27075. }
  27076. return this;
  27077. };
  27078. /**
  27079. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  27080. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  27081. * @returns true if the pointer was captured
  27082. */
  27083. Scene.prototype.isPointerCaptured = function (pointerId) {
  27084. if (pointerId === void 0) { pointerId = 0; }
  27085. return this._pointerCaptures[pointerId];
  27086. };
  27087. /** @hidden */
  27088. Scene.prototype._isPointerSwiping = function () {
  27089. return Math.abs(this._startingPointerPosition.x - this._pointerX) > Scene.DragMovementThreshold ||
  27090. Math.abs(this._startingPointerPosition.y - this._pointerY) > Scene.DragMovementThreshold;
  27091. };
  27092. /**
  27093. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  27094. * @param attachUp defines if you want to attach events to pointerup
  27095. * @param attachDown defines if you want to attach events to pointerdown
  27096. * @param attachMove defines if you want to attach events to pointermove
  27097. */
  27098. Scene.prototype.attachControl = function (attachUp, attachDown, attachMove) {
  27099. var _this = this;
  27100. if (attachUp === void 0) { attachUp = true; }
  27101. if (attachDown === void 0) { attachDown = true; }
  27102. if (attachMove === void 0) { attachMove = true; }
  27103. this._initActionManager = function (act, clickInfo) {
  27104. if (!_this._meshPickProceed) {
  27105. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerDownPredicate, false, _this.cameraToUseForPointers);
  27106. _this._currentPickResult = pickResult;
  27107. if (pickResult) {
  27108. act = (pickResult.hit && pickResult.pickedMesh) ? pickResult.pickedMesh.actionManager : null;
  27109. }
  27110. _this._meshPickProceed = true;
  27111. }
  27112. return act;
  27113. };
  27114. this._delayedSimpleClick = function (btn, clickInfo, cb) {
  27115. // double click delay is over and that no double click has been raised since, or the 2 consecutive keys pressed are different
  27116. if ((Date.now() - _this._previousStartingPointerTime > Scene.DoubleClickDelay && !_this._doubleClickOccured) ||
  27117. btn !== _this._previousButtonPressed) {
  27118. _this._doubleClickOccured = false;
  27119. clickInfo.singleClick = true;
  27120. clickInfo.ignore = false;
  27121. cb(clickInfo, _this._currentPickResult);
  27122. }
  27123. };
  27124. this._initClickEvent = function (obs1, obs2, evt, cb) {
  27125. var clickInfo = new ClickInfo();
  27126. _this._currentPickResult = null;
  27127. var act = null;
  27128. var checkPicking = obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERPICK) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERPICK)
  27129. || obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)
  27130. || obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  27131. if (!checkPicking && BABYLON.ActionManager && BABYLON.ActionManager.HasPickTriggers) {
  27132. act = _this._initActionManager(act, clickInfo);
  27133. if (act) {
  27134. checkPicking = act.hasPickTriggers;
  27135. }
  27136. }
  27137. var needToIgnoreNext = false;
  27138. if (checkPicking) {
  27139. var btn = evt.button;
  27140. clickInfo.hasSwiped = _this._isPointerSwiping();
  27141. if (!clickInfo.hasSwiped) {
  27142. var checkSingleClickImmediately = !Scene.ExclusiveDoubleClickMode;
  27143. if (!checkSingleClickImmediately) {
  27144. checkSingleClickImmediately = !obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) &&
  27145. !obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  27146. if (checkSingleClickImmediately && !BABYLON.ActionManager.HasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  27147. act = _this._initActionManager(act, clickInfo);
  27148. if (act) {
  27149. checkSingleClickImmediately = !act.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger);
  27150. }
  27151. }
  27152. }
  27153. if (checkSingleClickImmediately) {
  27154. // single click detected if double click delay is over or two different successive keys pressed without exclusive double click or no double click required
  27155. if (Date.now() - _this._previousStartingPointerTime > Scene.DoubleClickDelay ||
  27156. btn !== _this._previousButtonPressed) {
  27157. clickInfo.singleClick = true;
  27158. cb(clickInfo, _this._currentPickResult);
  27159. needToIgnoreNext = true;
  27160. }
  27161. }
  27162. // at least one double click is required to be check and exclusive double click is enabled
  27163. else {
  27164. // wait that no double click has been raised during the double click delay
  27165. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  27166. _this._delayedSimpleClickTimeout = window.setTimeout(_this._delayedSimpleClick.bind(_this, btn, clickInfo, cb), Scene.DoubleClickDelay);
  27167. }
  27168. var checkDoubleClick = obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) ||
  27169. obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  27170. if (!checkDoubleClick && BABYLON.ActionManager.HasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  27171. act = _this._initActionManager(act, clickInfo);
  27172. if (act) {
  27173. checkDoubleClick = act.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger);
  27174. }
  27175. }
  27176. if (checkDoubleClick) {
  27177. // two successive keys pressed are equal, double click delay is not over and double click has not just occurred
  27178. if (btn === _this._previousButtonPressed &&
  27179. Date.now() - _this._previousStartingPointerTime < Scene.DoubleClickDelay &&
  27180. !_this._doubleClickOccured) {
  27181. // pointer has not moved for 2 clicks, it's a double click
  27182. if (!clickInfo.hasSwiped &&
  27183. !_this._isPointerSwiping()) {
  27184. _this._previousStartingPointerTime = 0;
  27185. _this._doubleClickOccured = true;
  27186. clickInfo.doubleClick = true;
  27187. clickInfo.ignore = false;
  27188. if (Scene.ExclusiveDoubleClickMode && _this._previousDelayedSimpleClickTimeout) {
  27189. clearTimeout(_this._previousDelayedSimpleClickTimeout);
  27190. }
  27191. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  27192. cb(clickInfo, _this._currentPickResult);
  27193. }
  27194. // if the two successive clicks are too far, it's just two simple clicks
  27195. else {
  27196. _this._doubleClickOccured = false;
  27197. _this._previousStartingPointerTime = _this._startingPointerTime;
  27198. _this._previousStartingPointerPosition.x = _this._startingPointerPosition.x;
  27199. _this._previousStartingPointerPosition.y = _this._startingPointerPosition.y;
  27200. _this._previousButtonPressed = btn;
  27201. if (Scene.ExclusiveDoubleClickMode) {
  27202. if (_this._previousDelayedSimpleClickTimeout) {
  27203. clearTimeout(_this._previousDelayedSimpleClickTimeout);
  27204. }
  27205. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  27206. cb(clickInfo, _this._previousPickResult);
  27207. }
  27208. else {
  27209. cb(clickInfo, _this._currentPickResult);
  27210. }
  27211. }
  27212. needToIgnoreNext = true;
  27213. }
  27214. // just the first click of the double has been raised
  27215. else {
  27216. _this._doubleClickOccured = false;
  27217. _this._previousStartingPointerTime = _this._startingPointerTime;
  27218. _this._previousStartingPointerPosition.x = _this._startingPointerPosition.x;
  27219. _this._previousStartingPointerPosition.y = _this._startingPointerPosition.y;
  27220. _this._previousButtonPressed = btn;
  27221. }
  27222. }
  27223. }
  27224. }
  27225. if (!needToIgnoreNext) {
  27226. cb(clickInfo, _this._currentPickResult);
  27227. }
  27228. };
  27229. this._onPointerMove = function (evt) {
  27230. _this._updatePointerPosition(evt);
  27231. // PreObservable support
  27232. if (_this._checkPrePointerObservable(null, evt, evt.type === _this._wheelEventName ? BABYLON.PointerEventTypes.POINTERWHEEL : BABYLON.PointerEventTypes.POINTERMOVE)) {
  27233. return;
  27234. }
  27235. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  27236. return;
  27237. }
  27238. if (!_this.pointerMovePredicate) {
  27239. _this.pointerMovePredicate = function (mesh) { return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled() && (mesh.enablePointerMoveEvents || _this.constantlyUpdateMeshUnderPointer || (mesh.actionManager !== null && mesh.actionManager !== undefined)); };
  27240. }
  27241. // Meshes
  27242. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerMovePredicate, false, _this.cameraToUseForPointers);
  27243. _this._processPointerMove(pickResult, evt);
  27244. };
  27245. this._onPointerDown = function (evt) {
  27246. _this._totalPointersPressed++;
  27247. _this._pickedDownMesh = null;
  27248. _this._meshPickProceed = false;
  27249. _this._updatePointerPosition(evt);
  27250. if (_this.preventDefaultOnPointerDown && canvas) {
  27251. evt.preventDefault();
  27252. canvas.focus();
  27253. }
  27254. _this._startingPointerPosition.x = _this._pointerX;
  27255. _this._startingPointerPosition.y = _this._pointerY;
  27256. _this._startingPointerTime = Date.now();
  27257. // PreObservable support
  27258. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERDOWN)) {
  27259. return;
  27260. }
  27261. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  27262. return;
  27263. }
  27264. _this._pointerCaptures[evt.pointerId] = true;
  27265. if (!_this.pointerDownPredicate) {
  27266. _this.pointerDownPredicate = function (mesh) {
  27267. return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled();
  27268. };
  27269. }
  27270. // Meshes
  27271. _this._pickedDownMesh = null;
  27272. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerDownPredicate, false, _this.cameraToUseForPointers);
  27273. _this._processPointerDown(pickResult, evt);
  27274. };
  27275. this._onPointerUp = function (evt) {
  27276. if (_this._totalPointersPressed === 0) { // We are attaching the pointer up to windows because of a bug in FF
  27277. return; // So we need to test it the pointer down was pressed before.
  27278. }
  27279. _this._totalPointersPressed--;
  27280. _this._pickedUpMesh = null;
  27281. _this._meshPickProceed = false;
  27282. _this._updatePointerPosition(evt);
  27283. if (_this.preventDefaultOnPointerUp && canvas) {
  27284. evt.preventDefault();
  27285. canvas.focus();
  27286. }
  27287. _this._initClickEvent(_this.onPrePointerObservable, _this.onPointerObservable, evt, function (clickInfo, pickResult) {
  27288. _this._pointerCaptures[evt.pointerId] = false;
  27289. // PreObservable support
  27290. if (_this.onPrePointerObservable.hasObservers()) {
  27291. if (!clickInfo.ignore) {
  27292. if (!clickInfo.hasSwiped) {
  27293. if (clickInfo.singleClick && _this.onPrePointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)) {
  27294. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERTAP)) {
  27295. return;
  27296. }
  27297. }
  27298. if (clickInfo.doubleClick && _this.onPrePointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP)) {
  27299. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERDOUBLETAP)) {
  27300. return;
  27301. }
  27302. }
  27303. }
  27304. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERUP)) {
  27305. return;
  27306. }
  27307. }
  27308. }
  27309. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  27310. return;
  27311. }
  27312. if (!_this.pointerUpPredicate) {
  27313. _this.pointerUpPredicate = function (mesh) {
  27314. return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled();
  27315. };
  27316. }
  27317. // Meshes
  27318. if (!_this._meshPickProceed && (BABYLON.ActionManager && BABYLON.ActionManager.HasTriggers || _this.onPointerObservable.hasObservers())) {
  27319. _this._initActionManager(null, clickInfo);
  27320. }
  27321. if (!pickResult) {
  27322. pickResult = _this._currentPickResult;
  27323. }
  27324. _this._processPointerUp(pickResult, evt, clickInfo);
  27325. _this._previousPickResult = _this._currentPickResult;
  27326. });
  27327. };
  27328. this._onKeyDown = function (evt) {
  27329. var type = BABYLON.KeyboardEventTypes.KEYDOWN;
  27330. if (_this.onPreKeyboardObservable.hasObservers()) {
  27331. var pi = new BABYLON.KeyboardInfoPre(type, evt);
  27332. _this.onPreKeyboardObservable.notifyObservers(pi, type);
  27333. if (pi.skipOnPointerObservable) {
  27334. return;
  27335. }
  27336. }
  27337. if (_this.onKeyboardObservable.hasObservers()) {
  27338. var pi = new BABYLON.KeyboardInfo(type, evt);
  27339. _this.onKeyboardObservable.notifyObservers(pi, type);
  27340. }
  27341. if (_this.actionManager) {
  27342. _this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyDownTrigger, BABYLON.ActionEvent.CreateNewFromScene(_this, evt));
  27343. }
  27344. };
  27345. this._onKeyUp = function (evt) {
  27346. var type = BABYLON.KeyboardEventTypes.KEYUP;
  27347. if (_this.onPreKeyboardObservable.hasObservers()) {
  27348. var pi = new BABYLON.KeyboardInfoPre(type, evt);
  27349. _this.onPreKeyboardObservable.notifyObservers(pi, type);
  27350. if (pi.skipOnPointerObservable) {
  27351. return;
  27352. }
  27353. }
  27354. if (_this.onKeyboardObservable.hasObservers()) {
  27355. var pi = new BABYLON.KeyboardInfo(type, evt);
  27356. _this.onKeyboardObservable.notifyObservers(pi, type);
  27357. }
  27358. if (_this.actionManager) {
  27359. _this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyUpTrigger, BABYLON.ActionEvent.CreateNewFromScene(_this, evt));
  27360. }
  27361. };
  27362. var engine = this.getEngine();
  27363. this._onCanvasFocusObserver = engine.onCanvasFocusObservable.add(function () {
  27364. if (!canvas) {
  27365. return;
  27366. }
  27367. canvas.addEventListener("keydown", _this._onKeyDown, false);
  27368. canvas.addEventListener("keyup", _this._onKeyUp, false);
  27369. });
  27370. this._onCanvasBlurObserver = engine.onCanvasBlurObservable.add(function () {
  27371. if (!canvas) {
  27372. return;
  27373. }
  27374. canvas.removeEventListener("keydown", _this._onKeyDown);
  27375. canvas.removeEventListener("keyup", _this._onKeyUp);
  27376. });
  27377. var eventPrefix = BABYLON.Tools.GetPointerPrefix();
  27378. var canvas = this._engine.getRenderingCanvas();
  27379. if (!canvas) {
  27380. return;
  27381. }
  27382. if (attachMove) {
  27383. canvas.addEventListener(eventPrefix + "move", this._onPointerMove, false);
  27384. // Wheel
  27385. this._wheelEventName = "onwheel" in document.createElement("div") ? "wheel" : // Modern browsers support "wheel"
  27386. document.onmousewheel !== undefined ? "mousewheel" : // Webkit and IE support at least "mousewheel"
  27387. "DOMMouseScroll"; // let's assume that remaining browsers are older Firefox
  27388. canvas.addEventListener(this._wheelEventName, this._onPointerMove, false);
  27389. }
  27390. if (attachDown) {
  27391. canvas.addEventListener(eventPrefix + "down", this._onPointerDown, false);
  27392. }
  27393. if (attachUp) {
  27394. window.addEventListener(eventPrefix + "up", this._onPointerUp, false);
  27395. }
  27396. canvas.tabIndex = 1;
  27397. };
  27398. /** Detaches all event handlers*/
  27399. Scene.prototype.detachControl = function () {
  27400. var engine = this.getEngine();
  27401. var eventPrefix = BABYLON.Tools.GetPointerPrefix();
  27402. var canvas = engine.getRenderingCanvas();
  27403. if (!canvas) {
  27404. return;
  27405. }
  27406. canvas.removeEventListener(eventPrefix + "move", this._onPointerMove);
  27407. canvas.removeEventListener(eventPrefix + "down", this._onPointerDown);
  27408. window.removeEventListener(eventPrefix + "up", this._onPointerUp);
  27409. if (this._onCanvasBlurObserver) {
  27410. engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  27411. }
  27412. if (this._onCanvasFocusObserver) {
  27413. engine.onCanvasFocusObservable.remove(this._onCanvasFocusObserver);
  27414. }
  27415. // Wheel
  27416. canvas.removeEventListener(this._wheelEventName, this._onPointerMove);
  27417. // Keyboard
  27418. canvas.removeEventListener("keydown", this._onKeyDown);
  27419. canvas.removeEventListener("keyup", this._onKeyUp);
  27420. // Observables
  27421. this.onKeyboardObservable.clear();
  27422. this.onPreKeyboardObservable.clear();
  27423. this.onPointerObservable.clear();
  27424. this.onPrePointerObservable.clear();
  27425. };
  27426. /**
  27427. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  27428. * Delay loaded resources are not taking in account
  27429. * @return true if all required resources are ready
  27430. */
  27431. Scene.prototype.isReady = function () {
  27432. if (this._isDisposed) {
  27433. return false;
  27434. }
  27435. var index;
  27436. var engine = this.getEngine();
  27437. // Effects
  27438. if (!engine.areAllEffectsReady()) {
  27439. return false;
  27440. }
  27441. // Pending data
  27442. if (this._pendingData.length > 0) {
  27443. return false;
  27444. }
  27445. // Meshes
  27446. for (index = 0; index < this.meshes.length; index++) {
  27447. var mesh = this.meshes[index];
  27448. if (!mesh.isEnabled()) {
  27449. continue;
  27450. }
  27451. if (!mesh.subMeshes || mesh.subMeshes.length === 0) {
  27452. continue;
  27453. }
  27454. if (!mesh.isReady(true)) {
  27455. return false;
  27456. }
  27457. var hardwareInstancedRendering = mesh.getClassName() === "InstancedMesh" || mesh.getClassName() === "InstancedLinesMesh" || engine.getCaps().instancedArrays && mesh.instances.length > 0;
  27458. // Is Ready For Mesh
  27459. for (var _i = 0, _a = this._isReadyForMeshStage; _i < _a.length; _i++) {
  27460. var step = _a[_i];
  27461. if (!step.action(mesh, hardwareInstancedRendering)) {
  27462. return false;
  27463. }
  27464. }
  27465. }
  27466. // Geometries
  27467. for (index = 0; index < this.geometries.length; index++) {
  27468. var geometry = this.geometries[index];
  27469. if (geometry.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  27470. return false;
  27471. }
  27472. }
  27473. // Post-processes
  27474. if (this.activeCameras && this.activeCameras.length > 0) {
  27475. for (var _b = 0, _c = this.activeCameras; _b < _c.length; _b++) {
  27476. var camera = _c[_b];
  27477. if (!camera.isReady(true)) {
  27478. return false;
  27479. }
  27480. }
  27481. }
  27482. else if (this.activeCamera) {
  27483. if (!this.activeCamera.isReady(true)) {
  27484. return false;
  27485. }
  27486. }
  27487. // Particles
  27488. for (var _d = 0, _e = this.particleSystems; _d < _e.length; _d++) {
  27489. var particleSystem = _e[_d];
  27490. if (!particleSystem.isReady()) {
  27491. return false;
  27492. }
  27493. }
  27494. return true;
  27495. };
  27496. /** Resets all cached information relative to material (including effect and visibility) */
  27497. Scene.prototype.resetCachedMaterial = function () {
  27498. this._cachedMaterial = null;
  27499. this._cachedEffect = null;
  27500. this._cachedVisibility = null;
  27501. };
  27502. /**
  27503. * Registers a function to be called before every frame render
  27504. * @param func defines the function to register
  27505. */
  27506. Scene.prototype.registerBeforeRender = function (func) {
  27507. this.onBeforeRenderObservable.add(func);
  27508. };
  27509. /**
  27510. * Unregisters a function called before every frame render
  27511. * @param func defines the function to unregister
  27512. */
  27513. Scene.prototype.unregisterBeforeRender = function (func) {
  27514. this.onBeforeRenderObservable.removeCallback(func);
  27515. };
  27516. /**
  27517. * Registers a function to be called after every frame render
  27518. * @param func defines the function to register
  27519. */
  27520. Scene.prototype.registerAfterRender = function (func) {
  27521. this.onAfterRenderObservable.add(func);
  27522. };
  27523. /**
  27524. * Unregisters a function called after every frame render
  27525. * @param func defines the function to unregister
  27526. */
  27527. Scene.prototype.unregisterAfterRender = function (func) {
  27528. this.onAfterRenderObservable.removeCallback(func);
  27529. };
  27530. Scene.prototype._executeOnceBeforeRender = function (func) {
  27531. var _this = this;
  27532. var execFunc = function () {
  27533. func();
  27534. setTimeout(function () {
  27535. _this.unregisterBeforeRender(execFunc);
  27536. });
  27537. };
  27538. this.registerBeforeRender(execFunc);
  27539. };
  27540. /**
  27541. * The provided function will run before render once and will be disposed afterwards.
  27542. * A timeout delay can be provided so that the function will be executed in N ms.
  27543. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  27544. * @param func The function to be executed.
  27545. * @param timeout optional delay in ms
  27546. */
  27547. Scene.prototype.executeOnceBeforeRender = function (func, timeout) {
  27548. var _this = this;
  27549. if (timeout !== undefined) {
  27550. setTimeout(function () {
  27551. _this._executeOnceBeforeRender(func);
  27552. }, timeout);
  27553. }
  27554. else {
  27555. this._executeOnceBeforeRender(func);
  27556. }
  27557. };
  27558. /** @hidden */
  27559. Scene.prototype._addPendingData = function (data) {
  27560. this._pendingData.push(data);
  27561. };
  27562. /** @hidden */
  27563. Scene.prototype._removePendingData = function (data) {
  27564. var wasLoading = this.isLoading;
  27565. var index = this._pendingData.indexOf(data);
  27566. if (index !== -1) {
  27567. this._pendingData.splice(index, 1);
  27568. }
  27569. if (wasLoading && !this.isLoading) {
  27570. this.onDataLoadedObservable.notifyObservers(this);
  27571. }
  27572. };
  27573. /**
  27574. * Returns the number of items waiting to be loaded
  27575. * @returns the number of items waiting to be loaded
  27576. */
  27577. Scene.prototype.getWaitingItemsCount = function () {
  27578. return this._pendingData.length;
  27579. };
  27580. Object.defineProperty(Scene.prototype, "isLoading", {
  27581. /**
  27582. * Returns a boolean indicating if the scene is still loading data
  27583. */
  27584. get: function () {
  27585. return this._pendingData.length > 0;
  27586. },
  27587. enumerable: true,
  27588. configurable: true
  27589. });
  27590. /**
  27591. * Registers a function to be executed when the scene is ready
  27592. * @param {Function} func - the function to be executed
  27593. */
  27594. Scene.prototype.executeWhenReady = function (func) {
  27595. var _this = this;
  27596. this.onReadyObservable.add(func);
  27597. if (this._executeWhenReadyTimeoutId !== -1) {
  27598. return;
  27599. }
  27600. this._executeWhenReadyTimeoutId = setTimeout(function () {
  27601. _this._checkIsReady();
  27602. }, 150);
  27603. };
  27604. /**
  27605. * Returns a promise that resolves when the scene is ready
  27606. * @returns A promise that resolves when the scene is ready
  27607. */
  27608. Scene.prototype.whenReadyAsync = function () {
  27609. var _this = this;
  27610. return new Promise(function (resolve) {
  27611. _this.executeWhenReady(function () {
  27612. resolve();
  27613. });
  27614. });
  27615. };
  27616. /** @hidden */
  27617. Scene.prototype._checkIsReady = function () {
  27618. var _this = this;
  27619. this._registerTransientComponents();
  27620. if (this.isReady()) {
  27621. this.onReadyObservable.notifyObservers(this);
  27622. this.onReadyObservable.clear();
  27623. this._executeWhenReadyTimeoutId = -1;
  27624. return;
  27625. }
  27626. this._executeWhenReadyTimeoutId = setTimeout(function () {
  27627. _this._checkIsReady();
  27628. }, 150);
  27629. };
  27630. // Animations
  27631. /**
  27632. * Will start the animation sequence of a given target
  27633. * @param target defines the target
  27634. * @param from defines from which frame should animation start
  27635. * @param to defines until which frame should animation run.
  27636. * @param weight defines the weight to apply to the animation (1.0 by default)
  27637. * @param loop defines if the animation loops
  27638. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  27639. * @param onAnimationEnd defines the function to be executed when the animation ends
  27640. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  27641. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  27642. * @returns the animatable object created for this animation
  27643. */
  27644. Scene.prototype.beginWeightedAnimation = function (target, from, to, weight, loop, speedRatio, onAnimationEnd, animatable, targetMask) {
  27645. if (weight === void 0) { weight = 1.0; }
  27646. if (speedRatio === void 0) { speedRatio = 1.0; }
  27647. var returnedAnimatable = this.beginAnimation(target, from, to, loop, speedRatio, onAnimationEnd, animatable, false, targetMask);
  27648. returnedAnimatable.weight = weight;
  27649. return returnedAnimatable;
  27650. };
  27651. /**
  27652. * Will start the animation sequence of a given target
  27653. * @param target defines the target
  27654. * @param from defines from which frame should animation start
  27655. * @param to defines until which frame should animation run.
  27656. * @param loop defines if the animation loops
  27657. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  27658. * @param onAnimationEnd defines the function to be executed when the animation ends
  27659. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  27660. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  27661. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  27662. * @returns the animatable object created for this animation
  27663. */
  27664. Scene.prototype.beginAnimation = function (target, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask) {
  27665. if (speedRatio === void 0) { speedRatio = 1.0; }
  27666. if (stopCurrent === void 0) { stopCurrent = true; }
  27667. if (from > to && speedRatio > 0) {
  27668. speedRatio *= -1;
  27669. }
  27670. if (stopCurrent) {
  27671. this.stopAnimation(target, undefined, targetMask);
  27672. }
  27673. if (!animatable) {
  27674. animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd);
  27675. }
  27676. var shouldRunTargetAnimations = targetMask ? targetMask(target) : true;
  27677. // Local animations
  27678. if (target.animations && shouldRunTargetAnimations) {
  27679. animatable.appendAnimations(target, target.animations);
  27680. }
  27681. // Children animations
  27682. if (target.getAnimatables) {
  27683. var animatables = target.getAnimatables();
  27684. for (var index = 0; index < animatables.length; index++) {
  27685. this.beginAnimation(animatables[index], from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask);
  27686. }
  27687. }
  27688. animatable.reset();
  27689. return animatable;
  27690. };
  27691. /**
  27692. * Will start the animation sequence of a given target and its hierarchy
  27693. * @param target defines the target
  27694. * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used.
  27695. * @param from defines from which frame should animation start
  27696. * @param to defines until which frame should animation run.
  27697. * @param loop defines if the animation loops
  27698. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  27699. * @param onAnimationEnd defines the function to be executed when the animation ends
  27700. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  27701. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  27702. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  27703. * @returns the list of created animatables
  27704. */
  27705. Scene.prototype.beginHierarchyAnimation = function (target, directDescendantsOnly, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask) {
  27706. if (speedRatio === void 0) { speedRatio = 1.0; }
  27707. if (stopCurrent === void 0) { stopCurrent = true; }
  27708. var children = target.getDescendants(directDescendantsOnly);
  27709. var result = [];
  27710. result.push(this.beginAnimation(target, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask));
  27711. for (var _i = 0, children_1 = children; _i < children_1.length; _i++) {
  27712. var child = children_1[_i];
  27713. result.push(this.beginAnimation(child, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask));
  27714. }
  27715. return result;
  27716. };
  27717. /**
  27718. * Begin a new animation on a given node
  27719. * @param target defines the target where the animation will take place
  27720. * @param animations defines the list of animations to start
  27721. * @param from defines the initial value
  27722. * @param to defines the final value
  27723. * @param loop defines if you want animation to loop (off by default)
  27724. * @param speedRatio defines the speed ratio to apply to all animations
  27725. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  27726. * @returns the list of created animatables
  27727. */
  27728. Scene.prototype.beginDirectAnimation = function (target, animations, from, to, loop, speedRatio, onAnimationEnd) {
  27729. if (speedRatio === undefined) {
  27730. speedRatio = 1.0;
  27731. }
  27732. var animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd, animations);
  27733. return animatable;
  27734. };
  27735. /**
  27736. * Begin a new animation on a given node and its hierarchy
  27737. * @param target defines the root node where the animation will take place
  27738. * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used.
  27739. * @param animations defines the list of animations to start
  27740. * @param from defines the initial value
  27741. * @param to defines the final value
  27742. * @param loop defines if you want animation to loop (off by default)
  27743. * @param speedRatio defines the speed ratio to apply to all animations
  27744. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  27745. * @returns the list of animatables created for all nodes
  27746. */
  27747. Scene.prototype.beginDirectHierarchyAnimation = function (target, directDescendantsOnly, animations, from, to, loop, speedRatio, onAnimationEnd) {
  27748. var children = target.getDescendants(directDescendantsOnly);
  27749. var result = [];
  27750. result.push(this.beginDirectAnimation(target, animations, from, to, loop, speedRatio, onAnimationEnd));
  27751. for (var _i = 0, children_2 = children; _i < children_2.length; _i++) {
  27752. var child = children_2[_i];
  27753. result.push(this.beginDirectAnimation(child, animations, from, to, loop, speedRatio, onAnimationEnd));
  27754. }
  27755. return result;
  27756. };
  27757. /**
  27758. * Gets the animatable associated with a specific target
  27759. * @param target defines the target of the animatable
  27760. * @returns the required animatable if found
  27761. */
  27762. Scene.prototype.getAnimatableByTarget = function (target) {
  27763. for (var index = 0; index < this._activeAnimatables.length; index++) {
  27764. if (this._activeAnimatables[index].target === target) {
  27765. return this._activeAnimatables[index];
  27766. }
  27767. }
  27768. return null;
  27769. };
  27770. /**
  27771. * Gets all animatables associated with a given target
  27772. * @param target defines the target to look animatables for
  27773. * @returns an array of Animatables
  27774. */
  27775. Scene.prototype.getAllAnimatablesByTarget = function (target) {
  27776. var result = [];
  27777. for (var index = 0; index < this._activeAnimatables.length; index++) {
  27778. if (this._activeAnimatables[index].target === target) {
  27779. result.push(this._activeAnimatables[index]);
  27780. }
  27781. }
  27782. return result;
  27783. };
  27784. Object.defineProperty(Scene.prototype, "animatables", {
  27785. /**
  27786. * Gets all animatable attached to the scene
  27787. */
  27788. get: function () {
  27789. return this._activeAnimatables;
  27790. },
  27791. enumerable: true,
  27792. configurable: true
  27793. });
  27794. /**
  27795. * Will stop the animation of the given target
  27796. * @param target - the target
  27797. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  27798. * @param targetMask - a function that determines if the animation should be stopped based on its target (all animations will be stopped if both this and animationName are empty)
  27799. */
  27800. Scene.prototype.stopAnimation = function (target, animationName, targetMask) {
  27801. var animatables = this.getAllAnimatablesByTarget(target);
  27802. for (var _i = 0, animatables_1 = animatables; _i < animatables_1.length; _i++) {
  27803. var animatable = animatables_1[_i];
  27804. animatable.stop(animationName, targetMask);
  27805. }
  27806. };
  27807. /**
  27808. * Stops and removes all animations that have been applied to the scene
  27809. */
  27810. Scene.prototype.stopAllAnimations = function () {
  27811. if (this._activeAnimatables) {
  27812. for (var i = 0; i < this._activeAnimatables.length; i++) {
  27813. this._activeAnimatables[i].stop();
  27814. }
  27815. this._activeAnimatables = [];
  27816. }
  27817. for (var _i = 0, _a = this.animationGroups; _i < _a.length; _i++) {
  27818. var group = _a[_i];
  27819. group.stop();
  27820. }
  27821. };
  27822. Scene.prototype._animate = function () {
  27823. if (!this.animationsEnabled || this._activeAnimatables.length === 0) {
  27824. return;
  27825. }
  27826. // Getting time
  27827. var now = BABYLON.Tools.Now;
  27828. if (!this._animationTimeLast) {
  27829. if (this._pendingData.length > 0) {
  27830. return;
  27831. }
  27832. this._animationTimeLast = now;
  27833. }
  27834. var deltaTime = this.useConstantAnimationDeltaTime ? 16.0 : (now - this._animationTimeLast) * this.animationTimeScale;
  27835. this._animationTime += deltaTime;
  27836. this._animationTimeLast = now;
  27837. for (var index = 0; index < this._activeAnimatables.length; index++) {
  27838. this._activeAnimatables[index]._animate(this._animationTime);
  27839. }
  27840. // Late animation bindings
  27841. this._processLateAnimationBindings();
  27842. };
  27843. /** @hidden */
  27844. Scene.prototype._registerTargetForLateAnimationBinding = function (runtimeAnimation, originalValue) {
  27845. var target = runtimeAnimation.target;
  27846. this._registeredForLateAnimationBindings.pushNoDuplicate(target);
  27847. if (!target._lateAnimationHolders) {
  27848. target._lateAnimationHolders = {};
  27849. }
  27850. if (!target._lateAnimationHolders[runtimeAnimation.targetPath]) {
  27851. target._lateAnimationHolders[runtimeAnimation.targetPath] = {
  27852. totalWeight: 0,
  27853. animations: [],
  27854. originalValue: originalValue
  27855. };
  27856. }
  27857. target._lateAnimationHolders[runtimeAnimation.targetPath].animations.push(runtimeAnimation);
  27858. target._lateAnimationHolders[runtimeAnimation.targetPath].totalWeight += runtimeAnimation.weight;
  27859. };
  27860. Scene.prototype._processLateAnimationBindingsForMatrices = function (holder) {
  27861. var normalizer = 1.0;
  27862. var finalPosition = BABYLON.Tmp.Vector3[0];
  27863. var finalScaling = BABYLON.Tmp.Vector3[1];
  27864. var finalQuaternion = BABYLON.Tmp.Quaternion[0];
  27865. var startIndex = 0;
  27866. var originalAnimation = holder.animations[0];
  27867. var originalValue = holder.originalValue;
  27868. var scale = 1;
  27869. if (holder.totalWeight < 1.0) {
  27870. // We need to mix the original value in
  27871. originalValue.decompose(finalScaling, finalQuaternion, finalPosition);
  27872. scale = 1.0 - holder.totalWeight;
  27873. }
  27874. else {
  27875. startIndex = 1;
  27876. // We need to normalize the weights
  27877. normalizer = holder.totalWeight;
  27878. originalAnimation.currentValue.decompose(finalScaling, finalQuaternion, finalPosition);
  27879. scale = originalAnimation.weight / normalizer;
  27880. if (scale == 1) {
  27881. return originalAnimation.currentValue;
  27882. }
  27883. }
  27884. finalScaling.scaleInPlace(scale);
  27885. finalPosition.scaleInPlace(scale);
  27886. finalQuaternion.scaleInPlace(scale);
  27887. for (var animIndex = startIndex; animIndex < holder.animations.length; animIndex++) {
  27888. var runtimeAnimation = holder.animations[animIndex];
  27889. var scale = runtimeAnimation.weight / normalizer;
  27890. var currentPosition = BABYLON.Tmp.Vector3[2];
  27891. var currentScaling = BABYLON.Tmp.Vector3[3];
  27892. var currentQuaternion = BABYLON.Tmp.Quaternion[1];
  27893. runtimeAnimation.currentValue.decompose(currentScaling, currentQuaternion, currentPosition);
  27894. currentScaling.scaleAndAddToRef(scale, finalScaling);
  27895. currentQuaternion.scaleAndAddToRef(scale, finalQuaternion);
  27896. currentPosition.scaleAndAddToRef(scale, finalPosition);
  27897. }
  27898. BABYLON.Matrix.ComposeToRef(finalScaling, finalQuaternion, finalPosition, originalAnimation._workValue);
  27899. return originalAnimation._workValue;
  27900. };
  27901. Scene.prototype._processLateAnimationBindingsForQuaternions = function (holder, refQuaternion) {
  27902. var originalAnimation = holder.animations[0];
  27903. var originalValue = holder.originalValue;
  27904. if (holder.animations.length === 1) {
  27905. BABYLON.Quaternion.SlerpToRef(originalValue, originalAnimation.currentValue, Math.min(1.0, holder.totalWeight), refQuaternion);
  27906. return refQuaternion;
  27907. }
  27908. var normalizer = 1.0;
  27909. var quaternions;
  27910. var weights;
  27911. if (holder.totalWeight < 1.0) {
  27912. var scale = 1.0 - holder.totalWeight;
  27913. quaternions = [];
  27914. weights = [];
  27915. quaternions.push(originalValue);
  27916. weights.push(scale);
  27917. }
  27918. else {
  27919. if (holder.animations.length === 2) { // Slerp as soon as we can
  27920. BABYLON.Quaternion.SlerpToRef(holder.animations[0].currentValue, holder.animations[1].currentValue, holder.animations[1].weight / holder.totalWeight, refQuaternion);
  27921. return refQuaternion;
  27922. }
  27923. quaternions = [];
  27924. weights = [];
  27925. normalizer = holder.totalWeight;
  27926. }
  27927. for (var animIndex = 0; animIndex < holder.animations.length; animIndex++) {
  27928. var runtimeAnimation = holder.animations[animIndex];
  27929. quaternions.push(runtimeAnimation.currentValue);
  27930. weights.push(runtimeAnimation.weight / normalizer);
  27931. }
  27932. // https://gamedev.stackexchange.com/questions/62354/method-for-interpolation-between-3-quaternions
  27933. var cumulativeAmount = 0;
  27934. var cumulativeQuaternion = null;
  27935. for (var index = 0; index < quaternions.length;) {
  27936. if (!cumulativeQuaternion) {
  27937. BABYLON.Quaternion.SlerpToRef(quaternions[index], quaternions[index + 1], weights[index + 1] / (weights[index] + weights[index + 1]), refQuaternion);
  27938. cumulativeQuaternion = refQuaternion;
  27939. cumulativeAmount = weights[index] + weights[index + 1];
  27940. index += 2;
  27941. continue;
  27942. }
  27943. cumulativeAmount += weights[index];
  27944. BABYLON.Quaternion.SlerpToRef(cumulativeQuaternion, quaternions[index], weights[index] / cumulativeAmount, cumulativeQuaternion);
  27945. index++;
  27946. }
  27947. return cumulativeQuaternion;
  27948. };
  27949. Scene.prototype._processLateAnimationBindings = function () {
  27950. if (!this._registeredForLateAnimationBindings.length) {
  27951. return;
  27952. }
  27953. for (var index = 0; index < this._registeredForLateAnimationBindings.length; index++) {
  27954. var target = this._registeredForLateAnimationBindings.data[index];
  27955. for (var path in target._lateAnimationHolders) {
  27956. var holder = target._lateAnimationHolders[path];
  27957. var originalAnimation = holder.animations[0];
  27958. var originalValue = holder.originalValue;
  27959. var matrixDecomposeMode = BABYLON.Animation.AllowMatrixDecomposeForInterpolation && originalValue.m; // ie. data is matrix
  27960. var finalValue = target[path];
  27961. if (matrixDecomposeMode) {
  27962. finalValue = this._processLateAnimationBindingsForMatrices(holder);
  27963. }
  27964. else {
  27965. var quaternionMode = originalValue.w !== undefined;
  27966. if (quaternionMode) {
  27967. finalValue = this._processLateAnimationBindingsForQuaternions(holder, finalValue || BABYLON.Quaternion.Identity());
  27968. }
  27969. else {
  27970. var startIndex = 0;
  27971. var normalizer = 1.0;
  27972. if (holder.totalWeight < 1.0) {
  27973. // We need to mix the original value in
  27974. if (originalValue.scale) {
  27975. finalValue = originalValue.scale(1.0 - holder.totalWeight);
  27976. }
  27977. else {
  27978. finalValue = originalValue * (1.0 - holder.totalWeight);
  27979. }
  27980. }
  27981. else {
  27982. // We need to normalize the weights
  27983. normalizer = holder.totalWeight;
  27984. var scale_1 = originalAnimation.weight / normalizer;
  27985. if (scale_1 !== 1) {
  27986. if (originalAnimation.currentValue.scale) {
  27987. finalValue = originalAnimation.currentValue.scale(scale_1);
  27988. }
  27989. else {
  27990. finalValue = originalAnimation.currentValue * scale_1;
  27991. }
  27992. }
  27993. else {
  27994. finalValue = originalAnimation.currentValue;
  27995. }
  27996. startIndex = 1;
  27997. }
  27998. for (var animIndex = startIndex; animIndex < holder.animations.length; animIndex++) {
  27999. var runtimeAnimation = holder.animations[animIndex];
  28000. var scale = runtimeAnimation.weight / normalizer;
  28001. if (runtimeAnimation.currentValue.scaleAndAddToRef) {
  28002. runtimeAnimation.currentValue.scaleAndAddToRef(scale, finalValue);
  28003. }
  28004. else {
  28005. finalValue += runtimeAnimation.currentValue * scale;
  28006. }
  28007. }
  28008. }
  28009. }
  28010. target[path] = finalValue;
  28011. }
  28012. target._lateAnimationHolders = {};
  28013. }
  28014. this._registeredForLateAnimationBindings.reset();
  28015. };
  28016. // Matrix
  28017. /** @hidden */
  28018. Scene.prototype._switchToAlternateCameraConfiguration = function (active) {
  28019. this._useAlternateCameraConfiguration = active;
  28020. };
  28021. /**
  28022. * Gets the current view matrix
  28023. * @returns a Matrix
  28024. */
  28025. Scene.prototype.getViewMatrix = function () {
  28026. return this._useAlternateCameraConfiguration ? this._alternateViewMatrix : this._viewMatrix;
  28027. };
  28028. /**
  28029. * Gets the current projection matrix
  28030. * @returns a Matrix
  28031. */
  28032. Scene.prototype.getProjectionMatrix = function () {
  28033. return this._useAlternateCameraConfiguration ? this._alternateProjectionMatrix : this._projectionMatrix;
  28034. };
  28035. /**
  28036. * Gets the current transform matrix
  28037. * @returns a Matrix made of View * Projection
  28038. */
  28039. Scene.prototype.getTransformMatrix = function () {
  28040. return this._useAlternateCameraConfiguration ? this._alternateTransformMatrix : this._transformMatrix;
  28041. };
  28042. /**
  28043. * Sets the current transform matrix
  28044. * @param view defines the View matrix to use
  28045. * @param projection defines the Projection matrix to use
  28046. */
  28047. Scene.prototype.setTransformMatrix = function (view, projection) {
  28048. if (this._viewUpdateFlag === view.updateFlag && this._projectionUpdateFlag === projection.updateFlag) {
  28049. return;
  28050. }
  28051. this._viewUpdateFlag = view.updateFlag;
  28052. this._projectionUpdateFlag = projection.updateFlag;
  28053. this._viewMatrix = view;
  28054. this._projectionMatrix = projection;
  28055. this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  28056. // Update frustum
  28057. if (!this._frustumPlanes) {
  28058. this._frustumPlanes = BABYLON.Frustum.GetPlanes(this._transformMatrix);
  28059. }
  28060. else {
  28061. BABYLON.Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);
  28062. }
  28063. if (this.activeCamera && this.activeCamera._alternateCamera) {
  28064. var otherCamera = this.activeCamera._alternateCamera;
  28065. otherCamera.getViewMatrix().multiplyToRef(otherCamera.getProjectionMatrix(), BABYLON.Tmp.Matrix[0]);
  28066. BABYLON.Frustum.GetRightPlaneToRef(BABYLON.Tmp.Matrix[0], this._frustumPlanes[3]); // Replace right plane by second camera right plane
  28067. }
  28068. if (this._sceneUbo.useUbo) {
  28069. this._sceneUbo.updateMatrix("viewProjection", this._transformMatrix);
  28070. this._sceneUbo.updateMatrix("view", this._viewMatrix);
  28071. this._sceneUbo.update();
  28072. }
  28073. };
  28074. /** @hidden */
  28075. Scene.prototype._setAlternateTransformMatrix = function (view, projection) {
  28076. if (this._alternateViewUpdateFlag === view.updateFlag && this._alternateProjectionUpdateFlag === projection.updateFlag) {
  28077. return;
  28078. }
  28079. this._alternateViewUpdateFlag = view.updateFlag;
  28080. this._alternateProjectionUpdateFlag = projection.updateFlag;
  28081. this._alternateViewMatrix = view;
  28082. this._alternateProjectionMatrix = projection;
  28083. if (!this._alternateTransformMatrix) {
  28084. this._alternateTransformMatrix = BABYLON.Matrix.Zero();
  28085. }
  28086. this._alternateViewMatrix.multiplyToRef(this._alternateProjectionMatrix, this._alternateTransformMatrix);
  28087. if (!this._alternateSceneUbo) {
  28088. this._createAlternateUbo();
  28089. }
  28090. if (this._alternateSceneUbo.useUbo) {
  28091. this._alternateSceneUbo.updateMatrix("viewProjection", this._alternateTransformMatrix);
  28092. this._alternateSceneUbo.updateMatrix("view", this._alternateViewMatrix);
  28093. this._alternateSceneUbo.update();
  28094. }
  28095. };
  28096. /**
  28097. * Gets the uniform buffer used to store scene data
  28098. * @returns a UniformBuffer
  28099. */
  28100. Scene.prototype.getSceneUniformBuffer = function () {
  28101. return this._useAlternateCameraConfiguration ? this._alternateSceneUbo : this._sceneUbo;
  28102. };
  28103. /**
  28104. * Gets an unique (relatively to the current scene) Id
  28105. * @returns an unique number for the scene
  28106. */
  28107. Scene.prototype.getUniqueId = function () {
  28108. var result = Scene._uniqueIdCounter;
  28109. Scene._uniqueIdCounter++;
  28110. return result;
  28111. };
  28112. /**
  28113. * Add a mesh to the list of scene's meshes
  28114. * @param newMesh defines the mesh to add
  28115. * @param recursive if all child meshes should also be added to the scene
  28116. */
  28117. Scene.prototype.addMesh = function (newMesh, recursive) {
  28118. var _this = this;
  28119. if (recursive === void 0) { recursive = false; }
  28120. this.meshes.push(newMesh);
  28121. //notify the collision coordinator
  28122. if (this.collisionCoordinator) {
  28123. this.collisionCoordinator.onMeshAdded(newMesh);
  28124. }
  28125. newMesh._resyncLightSources();
  28126. this.onNewMeshAddedObservable.notifyObservers(newMesh);
  28127. if (recursive) {
  28128. newMesh.getChildMeshes().forEach(function (m) {
  28129. _this.addMesh(m);
  28130. });
  28131. }
  28132. };
  28133. /**
  28134. * Remove a mesh for the list of scene's meshes
  28135. * @param toRemove defines the mesh to remove
  28136. * @param recursive if all child meshes should also be removed from the scene
  28137. * @returns the index where the mesh was in the mesh list
  28138. */
  28139. Scene.prototype.removeMesh = function (toRemove, recursive) {
  28140. var _this = this;
  28141. if (recursive === void 0) { recursive = false; }
  28142. var index = this.meshes.indexOf(toRemove);
  28143. if (index !== -1) {
  28144. // Remove from the scene if mesh found
  28145. this.meshes[index] = this.meshes[this.meshes.length - 1];
  28146. this.meshes.pop();
  28147. }
  28148. this.onMeshRemovedObservable.notifyObservers(toRemove);
  28149. if (recursive) {
  28150. toRemove.getChildMeshes().forEach(function (m) {
  28151. _this.removeMesh(m);
  28152. });
  28153. }
  28154. return index;
  28155. };
  28156. /**
  28157. * Add a transform node to the list of scene's transform nodes
  28158. * @param newTransformNode defines the transform node to add
  28159. */
  28160. Scene.prototype.addTransformNode = function (newTransformNode) {
  28161. newTransformNode._indexInSceneTransformNodesArray = this.transformNodes.length;
  28162. this.transformNodes.push(newTransformNode);
  28163. this.onNewTransformNodeAddedObservable.notifyObservers(newTransformNode);
  28164. };
  28165. /**
  28166. * Remove a transform node for the list of scene's transform nodes
  28167. * @param toRemove defines the transform node to remove
  28168. * @returns the index where the transform node was in the transform node list
  28169. */
  28170. Scene.prototype.removeTransformNode = function (toRemove) {
  28171. var index = toRemove._indexInSceneTransformNodesArray;
  28172. if (index !== -1) {
  28173. if (index !== this.transformNodes.length - 1) {
  28174. var lastNode = this.transformNodes[this.transformNodes.length - 1];
  28175. this.transformNodes[index] = lastNode;
  28176. lastNode._indexInSceneTransformNodesArray = index;
  28177. }
  28178. toRemove._indexInSceneTransformNodesArray = -1;
  28179. this.transformNodes.pop();
  28180. }
  28181. this.onTransformNodeRemovedObservable.notifyObservers(toRemove);
  28182. return index;
  28183. };
  28184. /**
  28185. * Remove a skeleton for the list of scene's skeletons
  28186. * @param toRemove defines the skeleton to remove
  28187. * @returns the index where the skeleton was in the skeleton list
  28188. */
  28189. Scene.prototype.removeSkeleton = function (toRemove) {
  28190. var index = this.skeletons.indexOf(toRemove);
  28191. if (index !== -1) {
  28192. // Remove from the scene if found
  28193. this.skeletons.splice(index, 1);
  28194. }
  28195. return index;
  28196. };
  28197. /**
  28198. * Remove a morph target for the list of scene's morph targets
  28199. * @param toRemove defines the morph target to remove
  28200. * @returns the index where the morph target was in the morph target list
  28201. */
  28202. Scene.prototype.removeMorphTargetManager = function (toRemove) {
  28203. var index = this.morphTargetManagers.indexOf(toRemove);
  28204. if (index !== -1) {
  28205. // Remove from the scene if found
  28206. this.morphTargetManagers.splice(index, 1);
  28207. }
  28208. return index;
  28209. };
  28210. /**
  28211. * Remove a light for the list of scene's lights
  28212. * @param toRemove defines the light to remove
  28213. * @returns the index where the light was in the light list
  28214. */
  28215. Scene.prototype.removeLight = function (toRemove) {
  28216. var index = this.lights.indexOf(toRemove);
  28217. if (index !== -1) {
  28218. // Remove from meshes
  28219. for (var _i = 0, _a = this.meshes; _i < _a.length; _i++) {
  28220. var mesh = _a[_i];
  28221. mesh._removeLightSource(toRemove);
  28222. }
  28223. // Remove from the scene if mesh found
  28224. this.lights.splice(index, 1);
  28225. this.sortLightsByPriority();
  28226. }
  28227. this.onLightRemovedObservable.notifyObservers(toRemove);
  28228. return index;
  28229. };
  28230. /**
  28231. * Remove a camera for the list of scene's cameras
  28232. * @param toRemove defines the camera to remove
  28233. * @returns the index where the camera was in the camera list
  28234. */
  28235. Scene.prototype.removeCamera = function (toRemove) {
  28236. var index = this.cameras.indexOf(toRemove);
  28237. if (index !== -1) {
  28238. // Remove from the scene if mesh found
  28239. this.cameras.splice(index, 1);
  28240. }
  28241. // Remove from activeCameras
  28242. var index2 = this.activeCameras.indexOf(toRemove);
  28243. if (index2 !== -1) {
  28244. // Remove from the scene if mesh found
  28245. this.activeCameras.splice(index2, 1);
  28246. }
  28247. // Reset the activeCamera
  28248. if (this.activeCamera === toRemove) {
  28249. if (this.cameras.length > 0) {
  28250. this.activeCamera = this.cameras[0];
  28251. }
  28252. else {
  28253. this.activeCamera = null;
  28254. }
  28255. }
  28256. this.onCameraRemovedObservable.notifyObservers(toRemove);
  28257. return index;
  28258. };
  28259. /**
  28260. * Remove a particle system for the list of scene's particle systems
  28261. * @param toRemove defines the particle system to remove
  28262. * @returns the index where the particle system was in the particle system list
  28263. */
  28264. Scene.prototype.removeParticleSystem = function (toRemove) {
  28265. var index = this.particleSystems.indexOf(toRemove);
  28266. if (index !== -1) {
  28267. this.particleSystems.splice(index, 1);
  28268. }
  28269. return index;
  28270. };
  28271. /**
  28272. * Remove a animation for the list of scene's animations
  28273. * @param toRemove defines the animation to remove
  28274. * @returns the index where the animation was in the animation list
  28275. */
  28276. Scene.prototype.removeAnimation = function (toRemove) {
  28277. var index = this.animations.indexOf(toRemove);
  28278. if (index !== -1) {
  28279. this.animations.splice(index, 1);
  28280. }
  28281. return index;
  28282. };
  28283. /**
  28284. * Removes the given animation group from this scene.
  28285. * @param toRemove The animation group to remove
  28286. * @returns The index of the removed animation group
  28287. */
  28288. Scene.prototype.removeAnimationGroup = function (toRemove) {
  28289. var index = this.animationGroups.indexOf(toRemove);
  28290. if (index !== -1) {
  28291. this.animationGroups.splice(index, 1);
  28292. }
  28293. return index;
  28294. };
  28295. /**
  28296. * Removes the given multi-material from this scene.
  28297. * @param toRemove The multi-material to remove
  28298. * @returns The index of the removed multi-material
  28299. */
  28300. Scene.prototype.removeMultiMaterial = function (toRemove) {
  28301. var index = this.multiMaterials.indexOf(toRemove);
  28302. if (index !== -1) {
  28303. this.multiMaterials.splice(index, 1);
  28304. }
  28305. return index;
  28306. };
  28307. /**
  28308. * Removes the given material from this scene.
  28309. * @param toRemove The material to remove
  28310. * @returns The index of the removed material
  28311. */
  28312. Scene.prototype.removeMaterial = function (toRemove) {
  28313. var index = toRemove._indexInSceneMaterialArray;
  28314. if (index !== -1) {
  28315. if (index !== this.materials.length - 1) {
  28316. var lastMaterial = this.materials[this.materials.length - 1];
  28317. this.materials[index] = lastMaterial;
  28318. lastMaterial._indexInSceneMaterialArray = index;
  28319. }
  28320. toRemove._indexInSceneMaterialArray = -1;
  28321. this.materials.pop();
  28322. }
  28323. this.onMaterialRemovedObservable.notifyObservers(toRemove);
  28324. return index;
  28325. };
  28326. /**
  28327. * Removes the given action manager from this scene.
  28328. * @param toRemove The action manager to remove
  28329. * @returns The index of the removed action manager
  28330. */
  28331. Scene.prototype.removeActionManager = function (toRemove) {
  28332. var index = this.actionManagers.indexOf(toRemove);
  28333. if (index !== -1) {
  28334. this.actionManagers.splice(index, 1);
  28335. }
  28336. return index;
  28337. };
  28338. /**
  28339. * Removes the given texture from this scene.
  28340. * @param toRemove The texture to remove
  28341. * @returns The index of the removed texture
  28342. */
  28343. Scene.prototype.removeTexture = function (toRemove) {
  28344. var index = this.textures.indexOf(toRemove);
  28345. if (index !== -1) {
  28346. this.textures.splice(index, 1);
  28347. }
  28348. this.onTextureRemovedObservable.notifyObservers(toRemove);
  28349. return index;
  28350. };
  28351. /**
  28352. * Adds the given light to this scene
  28353. * @param newLight The light to add
  28354. */
  28355. Scene.prototype.addLight = function (newLight) {
  28356. this.lights.push(newLight);
  28357. this.sortLightsByPriority();
  28358. // Add light to all meshes (To support if the light is removed and then readded)
  28359. for (var _i = 0, _a = this.meshes; _i < _a.length; _i++) {
  28360. var mesh = _a[_i];
  28361. if (mesh._lightSources.indexOf(newLight) === -1) {
  28362. mesh._lightSources.push(newLight);
  28363. mesh._resyncLightSources();
  28364. }
  28365. }
  28366. this.onNewLightAddedObservable.notifyObservers(newLight);
  28367. };
  28368. /**
  28369. * Sorts the list list based on light priorities
  28370. */
  28371. Scene.prototype.sortLightsByPriority = function () {
  28372. if (this.requireLightSorting) {
  28373. this.lights.sort(BABYLON.Light.CompareLightsPriority);
  28374. }
  28375. };
  28376. /**
  28377. * Adds the given camera to this scene
  28378. * @param newCamera The camera to add
  28379. */
  28380. Scene.prototype.addCamera = function (newCamera) {
  28381. this.cameras.push(newCamera);
  28382. this.onNewCameraAddedObservable.notifyObservers(newCamera);
  28383. };
  28384. /**
  28385. * Adds the given skeleton to this scene
  28386. * @param newSkeleton The skeleton to add
  28387. */
  28388. Scene.prototype.addSkeleton = function (newSkeleton) {
  28389. this.skeletons.push(newSkeleton);
  28390. };
  28391. /**
  28392. * Adds the given particle system to this scene
  28393. * @param newParticleSystem The particle system to add
  28394. */
  28395. Scene.prototype.addParticleSystem = function (newParticleSystem) {
  28396. this.particleSystems.push(newParticleSystem);
  28397. };
  28398. /**
  28399. * Adds the given animation to this scene
  28400. * @param newAnimation The animation to add
  28401. */
  28402. Scene.prototype.addAnimation = function (newAnimation) {
  28403. this.animations.push(newAnimation);
  28404. };
  28405. /**
  28406. * Adds the given animation group to this scene.
  28407. * @param newAnimationGroup The animation group to add
  28408. */
  28409. Scene.prototype.addAnimationGroup = function (newAnimationGroup) {
  28410. this.animationGroups.push(newAnimationGroup);
  28411. };
  28412. /**
  28413. * Adds the given multi-material to this scene
  28414. * @param newMultiMaterial The multi-material to add
  28415. */
  28416. Scene.prototype.addMultiMaterial = function (newMultiMaterial) {
  28417. this.multiMaterials.push(newMultiMaterial);
  28418. };
  28419. /**
  28420. * Adds the given material to this scene
  28421. * @param newMaterial The material to add
  28422. */
  28423. Scene.prototype.addMaterial = function (newMaterial) {
  28424. newMaterial._indexInSceneMaterialArray = this.materials.length;
  28425. this.materials.push(newMaterial);
  28426. this.onNewMaterialAddedObservable.notifyObservers(newMaterial);
  28427. };
  28428. /**
  28429. * Adds the given morph target to this scene
  28430. * @param newMorphTargetManager The morph target to add
  28431. */
  28432. Scene.prototype.addMorphTargetManager = function (newMorphTargetManager) {
  28433. this.morphTargetManagers.push(newMorphTargetManager);
  28434. };
  28435. /**
  28436. * Adds the given geometry to this scene
  28437. * @param newGeometry The geometry to add
  28438. */
  28439. Scene.prototype.addGeometry = function (newGeometry) {
  28440. if (this.geometriesById) {
  28441. this.geometriesById[newGeometry.id] = this.geometries.length;
  28442. }
  28443. this.geometries.push(newGeometry);
  28444. };
  28445. /**
  28446. * Adds the given action manager to this scene
  28447. * @param newActionManager The action manager to add
  28448. */
  28449. Scene.prototype.addActionManager = function (newActionManager) {
  28450. this.actionManagers.push(newActionManager);
  28451. };
  28452. /**
  28453. * Adds the given texture to this scene.
  28454. * @param newTexture The texture to add
  28455. */
  28456. Scene.prototype.addTexture = function (newTexture) {
  28457. this.textures.push(newTexture);
  28458. this.onNewTextureAddedObservable.notifyObservers(newTexture);
  28459. };
  28460. /**
  28461. * Switch active camera
  28462. * @param newCamera defines the new active camera
  28463. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  28464. */
  28465. Scene.prototype.switchActiveCamera = function (newCamera, attachControl) {
  28466. if (attachControl === void 0) { attachControl = true; }
  28467. var canvas = this._engine.getRenderingCanvas();
  28468. if (!canvas) {
  28469. return;
  28470. }
  28471. if (this.activeCamera) {
  28472. this.activeCamera.detachControl(canvas);
  28473. }
  28474. this.activeCamera = newCamera;
  28475. if (attachControl) {
  28476. newCamera.attachControl(canvas);
  28477. }
  28478. };
  28479. /**
  28480. * sets the active camera of the scene using its ID
  28481. * @param id defines the camera's ID
  28482. * @return the new active camera or null if none found.
  28483. */
  28484. Scene.prototype.setActiveCameraByID = function (id) {
  28485. var camera = this.getCameraByID(id);
  28486. if (camera) {
  28487. this.activeCamera = camera;
  28488. return camera;
  28489. }
  28490. return null;
  28491. };
  28492. /**
  28493. * sets the active camera of the scene using its name
  28494. * @param name defines the camera's name
  28495. * @returns the new active camera or null if none found.
  28496. */
  28497. Scene.prototype.setActiveCameraByName = function (name) {
  28498. var camera = this.getCameraByName(name);
  28499. if (camera) {
  28500. this.activeCamera = camera;
  28501. return camera;
  28502. }
  28503. return null;
  28504. };
  28505. /**
  28506. * get an animation group using its name
  28507. * @param name defines the material's name
  28508. * @return the animation group or null if none found.
  28509. */
  28510. Scene.prototype.getAnimationGroupByName = function (name) {
  28511. for (var index = 0; index < this.animationGroups.length; index++) {
  28512. if (this.animationGroups[index].name === name) {
  28513. return this.animationGroups[index];
  28514. }
  28515. }
  28516. return null;
  28517. };
  28518. /**
  28519. * get a material using its id
  28520. * @param id defines the material's ID
  28521. * @return the material or null if none found.
  28522. */
  28523. Scene.prototype.getMaterialByID = function (id) {
  28524. for (var index = 0; index < this.materials.length; index++) {
  28525. if (this.materials[index].id === id) {
  28526. return this.materials[index];
  28527. }
  28528. }
  28529. return null;
  28530. };
  28531. /**
  28532. * Gets a material using its name
  28533. * @param name defines the material's name
  28534. * @return the material or null if none found.
  28535. */
  28536. Scene.prototype.getMaterialByName = function (name) {
  28537. for (var index = 0; index < this.materials.length; index++) {
  28538. if (this.materials[index].name === name) {
  28539. return this.materials[index];
  28540. }
  28541. }
  28542. return null;
  28543. };
  28544. /**
  28545. * Gets a camera using its id
  28546. * @param id defines the id to look for
  28547. * @returns the camera or null if not found
  28548. */
  28549. Scene.prototype.getCameraByID = function (id) {
  28550. for (var index = 0; index < this.cameras.length; index++) {
  28551. if (this.cameras[index].id === id) {
  28552. return this.cameras[index];
  28553. }
  28554. }
  28555. return null;
  28556. };
  28557. /**
  28558. * Gets a camera using its unique id
  28559. * @param uniqueId defines the unique id to look for
  28560. * @returns the camera or null if not found
  28561. */
  28562. Scene.prototype.getCameraByUniqueID = function (uniqueId) {
  28563. for (var index = 0; index < this.cameras.length; index++) {
  28564. if (this.cameras[index].uniqueId === uniqueId) {
  28565. return this.cameras[index];
  28566. }
  28567. }
  28568. return null;
  28569. };
  28570. /**
  28571. * Gets a camera using its name
  28572. * @param name defines the camera's name
  28573. * @return the camera or null if none found.
  28574. */
  28575. Scene.prototype.getCameraByName = function (name) {
  28576. for (var index = 0; index < this.cameras.length; index++) {
  28577. if (this.cameras[index].name === name) {
  28578. return this.cameras[index];
  28579. }
  28580. }
  28581. return null;
  28582. };
  28583. /**
  28584. * Gets a bone using its id
  28585. * @param id defines the bone's id
  28586. * @return the bone or null if not found
  28587. */
  28588. Scene.prototype.getBoneByID = function (id) {
  28589. for (var skeletonIndex = 0; skeletonIndex < this.skeletons.length; skeletonIndex++) {
  28590. var skeleton = this.skeletons[skeletonIndex];
  28591. for (var boneIndex = 0; boneIndex < skeleton.bones.length; boneIndex++) {
  28592. if (skeleton.bones[boneIndex].id === id) {
  28593. return skeleton.bones[boneIndex];
  28594. }
  28595. }
  28596. }
  28597. return null;
  28598. };
  28599. /**
  28600. * Gets a bone using its id
  28601. * @param name defines the bone's name
  28602. * @return the bone or null if not found
  28603. */
  28604. Scene.prototype.getBoneByName = function (name) {
  28605. for (var skeletonIndex = 0; skeletonIndex < this.skeletons.length; skeletonIndex++) {
  28606. var skeleton = this.skeletons[skeletonIndex];
  28607. for (var boneIndex = 0; boneIndex < skeleton.bones.length; boneIndex++) {
  28608. if (skeleton.bones[boneIndex].name === name) {
  28609. return skeleton.bones[boneIndex];
  28610. }
  28611. }
  28612. }
  28613. return null;
  28614. };
  28615. /**
  28616. * Gets a light node using its name
  28617. * @param name defines the the light's name
  28618. * @return the light or null if none found.
  28619. */
  28620. Scene.prototype.getLightByName = function (name) {
  28621. for (var index = 0; index < this.lights.length; index++) {
  28622. if (this.lights[index].name === name) {
  28623. return this.lights[index];
  28624. }
  28625. }
  28626. return null;
  28627. };
  28628. /**
  28629. * Gets a light node using its id
  28630. * @param id defines the light's id
  28631. * @return the light or null if none found.
  28632. */
  28633. Scene.prototype.getLightByID = function (id) {
  28634. for (var index = 0; index < this.lights.length; index++) {
  28635. if (this.lights[index].id === id) {
  28636. return this.lights[index];
  28637. }
  28638. }
  28639. return null;
  28640. };
  28641. /**
  28642. * Gets a light node using its scene-generated unique ID
  28643. * @param uniqueId defines the light's unique id
  28644. * @return the light or null if none found.
  28645. */
  28646. Scene.prototype.getLightByUniqueID = function (uniqueId) {
  28647. for (var index = 0; index < this.lights.length; index++) {
  28648. if (this.lights[index].uniqueId === uniqueId) {
  28649. return this.lights[index];
  28650. }
  28651. }
  28652. return null;
  28653. };
  28654. /**
  28655. * Gets a particle system by id
  28656. * @param id defines the particle system id
  28657. * @return the corresponding system or null if none found
  28658. */
  28659. Scene.prototype.getParticleSystemByID = function (id) {
  28660. for (var index = 0; index < this.particleSystems.length; index++) {
  28661. if (this.particleSystems[index].id === id) {
  28662. return this.particleSystems[index];
  28663. }
  28664. }
  28665. return null;
  28666. };
  28667. /**
  28668. * Gets a geometry using its ID
  28669. * @param id defines the geometry's id
  28670. * @return the geometry or null if none found.
  28671. */
  28672. Scene.prototype.getGeometryByID = function (id) {
  28673. if (this.geometriesById) {
  28674. var index_1 = this.geometriesById[id];
  28675. if (index_1 !== undefined) {
  28676. return this.geometries[index_1];
  28677. }
  28678. }
  28679. else {
  28680. for (var index = 0; index < this.geometries.length; index++) {
  28681. if (this.geometries[index].id === id) {
  28682. return this.geometries[index];
  28683. }
  28684. }
  28685. }
  28686. return null;
  28687. };
  28688. Scene.prototype._getGeometryByUniqueID = function (id) {
  28689. for (var index = 0; index < this.geometries.length; index++) {
  28690. if (this.geometries[index].uniqueId === id) {
  28691. return this.geometries[index];
  28692. }
  28693. }
  28694. return null;
  28695. };
  28696. /**
  28697. * Add a new geometry to this scene
  28698. * @param geometry defines the geometry to be added to the scene.
  28699. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  28700. * @return a boolean defining if the geometry was added or not
  28701. */
  28702. Scene.prototype.pushGeometry = function (geometry, force) {
  28703. if (!force && this._getGeometryByUniqueID(geometry.uniqueId)) {
  28704. return false;
  28705. }
  28706. this.addGeometry(geometry);
  28707. //notify the collision coordinator
  28708. if (this.collisionCoordinator) {
  28709. this.collisionCoordinator.onGeometryAdded(geometry);
  28710. }
  28711. this.onNewGeometryAddedObservable.notifyObservers(geometry);
  28712. return true;
  28713. };
  28714. /**
  28715. * Removes an existing geometry
  28716. * @param geometry defines the geometry to be removed from the scene
  28717. * @return a boolean defining if the geometry was removed or not
  28718. */
  28719. Scene.prototype.removeGeometry = function (geometry) {
  28720. var index;
  28721. if (this.geometriesById) {
  28722. index = this.geometriesById[geometry.id];
  28723. if (index === undefined) {
  28724. return false;
  28725. }
  28726. }
  28727. else {
  28728. index = this.geometries.indexOf(geometry);
  28729. if (index < 0) {
  28730. return false;
  28731. }
  28732. }
  28733. if (index !== this.geometries.length - 1) {
  28734. var lastGeometry = this.geometries[this.geometries.length - 1];
  28735. this.geometries[index] = lastGeometry;
  28736. if (this.geometriesById) {
  28737. this.geometriesById[lastGeometry.id] = index;
  28738. this.geometriesById[geometry.id] = undefined;
  28739. }
  28740. }
  28741. this.geometries.pop();
  28742. //notify the collision coordinator
  28743. if (this.collisionCoordinator) {
  28744. this.collisionCoordinator.onGeometryDeleted(geometry);
  28745. }
  28746. this.onGeometryRemovedObservable.notifyObservers(geometry);
  28747. return true;
  28748. };
  28749. /**
  28750. * Gets the list of geometries attached to the scene
  28751. * @returns an array of Geometry
  28752. */
  28753. Scene.prototype.getGeometries = function () {
  28754. return this.geometries;
  28755. };
  28756. /**
  28757. * Gets the first added mesh found of a given ID
  28758. * @param id defines the id to search for
  28759. * @return the mesh found or null if not found at all
  28760. */
  28761. Scene.prototype.getMeshByID = function (id) {
  28762. for (var index = 0; index < this.meshes.length; index++) {
  28763. if (this.meshes[index].id === id) {
  28764. return this.meshes[index];
  28765. }
  28766. }
  28767. return null;
  28768. };
  28769. /**
  28770. * Gets a list of meshes using their id
  28771. * @param id defines the id to search for
  28772. * @returns a list of meshes
  28773. */
  28774. Scene.prototype.getMeshesByID = function (id) {
  28775. return this.meshes.filter(function (m) {
  28776. return m.id === id;
  28777. });
  28778. };
  28779. /**
  28780. * Gets the first added transform node found of a given ID
  28781. * @param id defines the id to search for
  28782. * @return the found transform node or null if not found at all.
  28783. */
  28784. Scene.prototype.getTransformNodeByID = function (id) {
  28785. for (var index = 0; index < this.transformNodes.length; index++) {
  28786. if (this.transformNodes[index].id === id) {
  28787. return this.transformNodes[index];
  28788. }
  28789. }
  28790. return null;
  28791. };
  28792. /**
  28793. * Gets a list of transform nodes using their id
  28794. * @param id defines the id to search for
  28795. * @returns a list of transform nodes
  28796. */
  28797. Scene.prototype.getTransformNodesByID = function (id) {
  28798. return this.transformNodes.filter(function (m) {
  28799. return m.id === id;
  28800. });
  28801. };
  28802. /**
  28803. * Gets a mesh with its auto-generated unique id
  28804. * @param uniqueId defines the unique id to search for
  28805. * @return the found mesh or null if not found at all.
  28806. */
  28807. Scene.prototype.getMeshByUniqueID = function (uniqueId) {
  28808. for (var index = 0; index < this.meshes.length; index++) {
  28809. if (this.meshes[index].uniqueId === uniqueId) {
  28810. return this.meshes[index];
  28811. }
  28812. }
  28813. return null;
  28814. };
  28815. /**
  28816. * Gets a the last added mesh using a given id
  28817. * @param id defines the id to search for
  28818. * @return the found mesh or null if not found at all.
  28819. */
  28820. Scene.prototype.getLastMeshByID = function (id) {
  28821. for (var index = this.meshes.length - 1; index >= 0; index--) {
  28822. if (this.meshes[index].id === id) {
  28823. return this.meshes[index];
  28824. }
  28825. }
  28826. return null;
  28827. };
  28828. /**
  28829. * Gets a the last added node (Mesh, Camera, Light) using a given id
  28830. * @param id defines the id to search for
  28831. * @return the found node or null if not found at all
  28832. */
  28833. Scene.prototype.getLastEntryByID = function (id) {
  28834. var index;
  28835. for (index = this.meshes.length - 1; index >= 0; index--) {
  28836. if (this.meshes[index].id === id) {
  28837. return this.meshes[index];
  28838. }
  28839. }
  28840. for (index = this.transformNodes.length - 1; index >= 0; index--) {
  28841. if (this.transformNodes[index].id === id) {
  28842. return this.transformNodes[index];
  28843. }
  28844. }
  28845. for (index = this.cameras.length - 1; index >= 0; index--) {
  28846. if (this.cameras[index].id === id) {
  28847. return this.cameras[index];
  28848. }
  28849. }
  28850. for (index = this.lights.length - 1; index >= 0; index--) {
  28851. if (this.lights[index].id === id) {
  28852. return this.lights[index];
  28853. }
  28854. }
  28855. return null;
  28856. };
  28857. /**
  28858. * Gets a node (Mesh, Camera, Light) using a given id
  28859. * @param id defines the id to search for
  28860. * @return the found node or null if not found at all
  28861. */
  28862. Scene.prototype.getNodeByID = function (id) {
  28863. var mesh = this.getMeshByID(id);
  28864. if (mesh) {
  28865. return mesh;
  28866. }
  28867. var transformNode = this.getTransformNodeByID(id);
  28868. if (transformNode) {
  28869. return transformNode;
  28870. }
  28871. var light = this.getLightByID(id);
  28872. if (light) {
  28873. return light;
  28874. }
  28875. var camera = this.getCameraByID(id);
  28876. if (camera) {
  28877. return camera;
  28878. }
  28879. var bone = this.getBoneByID(id);
  28880. if (bone) {
  28881. return bone;
  28882. }
  28883. return null;
  28884. };
  28885. /**
  28886. * Gets a node (Mesh, Camera, Light) using a given name
  28887. * @param name defines the name to search for
  28888. * @return the found node or null if not found at all.
  28889. */
  28890. Scene.prototype.getNodeByName = function (name) {
  28891. var mesh = this.getMeshByName(name);
  28892. if (mesh) {
  28893. return mesh;
  28894. }
  28895. var transformNode = this.getTransformNodeByName(name);
  28896. if (transformNode) {
  28897. return transformNode;
  28898. }
  28899. var light = this.getLightByName(name);
  28900. if (light) {
  28901. return light;
  28902. }
  28903. var camera = this.getCameraByName(name);
  28904. if (camera) {
  28905. return camera;
  28906. }
  28907. var bone = this.getBoneByName(name);
  28908. if (bone) {
  28909. return bone;
  28910. }
  28911. return null;
  28912. };
  28913. /**
  28914. * Gets a mesh using a given name
  28915. * @param name defines the name to search for
  28916. * @return the found mesh or null if not found at all.
  28917. */
  28918. Scene.prototype.getMeshByName = function (name) {
  28919. for (var index = 0; index < this.meshes.length; index++) {
  28920. if (this.meshes[index].name === name) {
  28921. return this.meshes[index];
  28922. }
  28923. }
  28924. return null;
  28925. };
  28926. /**
  28927. * Gets a transform node using a given name
  28928. * @param name defines the name to search for
  28929. * @return the found transform node or null if not found at all.
  28930. */
  28931. Scene.prototype.getTransformNodeByName = function (name) {
  28932. for (var index = 0; index < this.transformNodes.length; index++) {
  28933. if (this.transformNodes[index].name === name) {
  28934. return this.transformNodes[index];
  28935. }
  28936. }
  28937. return null;
  28938. };
  28939. /**
  28940. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  28941. * @param id defines the id to search for
  28942. * @return the found skeleton or null if not found at all.
  28943. */
  28944. Scene.prototype.getLastSkeletonByID = function (id) {
  28945. for (var index = this.skeletons.length - 1; index >= 0; index--) {
  28946. if (this.skeletons[index].id === id) {
  28947. return this.skeletons[index];
  28948. }
  28949. }
  28950. return null;
  28951. };
  28952. /**
  28953. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  28954. * @param id defines the id to search for
  28955. * @return the found skeleton or null if not found at all.
  28956. */
  28957. Scene.prototype.getSkeletonById = function (id) {
  28958. for (var index = 0; index < this.skeletons.length; index++) {
  28959. if (this.skeletons[index].id === id) {
  28960. return this.skeletons[index];
  28961. }
  28962. }
  28963. return null;
  28964. };
  28965. /**
  28966. * Gets a skeleton using a given name
  28967. * @param name defines the name to search for
  28968. * @return the found skeleton or null if not found at all.
  28969. */
  28970. Scene.prototype.getSkeletonByName = function (name) {
  28971. for (var index = 0; index < this.skeletons.length; index++) {
  28972. if (this.skeletons[index].name === name) {
  28973. return this.skeletons[index];
  28974. }
  28975. }
  28976. return null;
  28977. };
  28978. /**
  28979. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  28980. * @param id defines the id to search for
  28981. * @return the found morph target manager or null if not found at all.
  28982. */
  28983. Scene.prototype.getMorphTargetManagerById = function (id) {
  28984. for (var index = 0; index < this.morphTargetManagers.length; index++) {
  28985. if (this.morphTargetManagers[index].uniqueId === id) {
  28986. return this.morphTargetManagers[index];
  28987. }
  28988. }
  28989. return null;
  28990. };
  28991. /**
  28992. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  28993. * @param id defines the id to search for
  28994. * @return the found morph target or null if not found at all.
  28995. */
  28996. Scene.prototype.getMorphTargetById = function (id) {
  28997. for (var managerIndex = 0; managerIndex < this.morphTargetManagers.length; ++managerIndex) {
  28998. var morphTargetManager = this.morphTargetManagers[managerIndex];
  28999. for (var index = 0; index < morphTargetManager.numTargets; ++index) {
  29000. var target = morphTargetManager.getTarget(index);
  29001. if (target.id === id) {
  29002. return target;
  29003. }
  29004. }
  29005. }
  29006. return null;
  29007. };
  29008. /**
  29009. * Gets a boolean indicating if the given mesh is active
  29010. * @param mesh defines the mesh to look for
  29011. * @returns true if the mesh is in the active list
  29012. */
  29013. Scene.prototype.isActiveMesh = function (mesh) {
  29014. return (this._activeMeshes.indexOf(mesh) !== -1);
  29015. };
  29016. Object.defineProperty(Scene.prototype, "uid", {
  29017. /**
  29018. * Return a unique id as a string which can serve as an identifier for the scene
  29019. */
  29020. get: function () {
  29021. if (!this._uid) {
  29022. this._uid = BABYLON.Tools.RandomId();
  29023. }
  29024. return this._uid;
  29025. },
  29026. enumerable: true,
  29027. configurable: true
  29028. });
  29029. /**
  29030. * Add an externaly attached data from its key.
  29031. * This method call will fail and return false, if such key already exists.
  29032. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  29033. * @param key the unique key that identifies the data
  29034. * @param data the data object to associate to the key for this Engine instance
  29035. * @return true if no such key were already present and the data was added successfully, false otherwise
  29036. */
  29037. Scene.prototype.addExternalData = function (key, data) {
  29038. if (!this._externalData) {
  29039. this._externalData = new BABYLON.StringDictionary();
  29040. }
  29041. return this._externalData.add(key, data);
  29042. };
  29043. /**
  29044. * Get an externaly attached data from its key
  29045. * @param key the unique key that identifies the data
  29046. * @return the associated data, if present (can be null), or undefined if not present
  29047. */
  29048. Scene.prototype.getExternalData = function (key) {
  29049. if (!this._externalData) {
  29050. return null;
  29051. }
  29052. return this._externalData.get(key);
  29053. };
  29054. /**
  29055. * Get an externaly attached data from its key, create it using a factory if it's not already present
  29056. * @param key the unique key that identifies the data
  29057. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  29058. * @return the associated data, can be null if the factory returned null.
  29059. */
  29060. Scene.prototype.getOrAddExternalDataWithFactory = function (key, factory) {
  29061. if (!this._externalData) {
  29062. this._externalData = new BABYLON.StringDictionary();
  29063. }
  29064. return this._externalData.getOrAddWithFactory(key, factory);
  29065. };
  29066. /**
  29067. * Remove an externaly attached data from the Engine instance
  29068. * @param key the unique key that identifies the data
  29069. * @return true if the data was successfully removed, false if it doesn't exist
  29070. */
  29071. Scene.prototype.removeExternalData = function (key) {
  29072. return this._externalData.remove(key);
  29073. };
  29074. Scene.prototype._evaluateSubMesh = function (subMesh, mesh) {
  29075. if (this.dispatchAllSubMeshesOfActiveMeshes || mesh.alwaysSelectAsActiveMesh || mesh.subMeshes.length === 1 || subMesh.isInFrustum(this._frustumPlanes)) {
  29076. for (var _i = 0, _a = this._evaluateSubMeshStage; _i < _a.length; _i++) {
  29077. var step = _a[_i];
  29078. step.action(mesh, subMesh);
  29079. }
  29080. var material = subMesh.getMaterial();
  29081. if (material !== null && material !== undefined) {
  29082. // Render targets
  29083. if (material.hasRenderTargetTextures && material.getRenderTargetTextures !== undefined) {
  29084. if (this._processedMaterials.indexOf(material) === -1) {
  29085. this._processedMaterials.push(material);
  29086. this._renderTargets.concatWithNoDuplicate(material.getRenderTargetTextures());
  29087. }
  29088. }
  29089. // Dispatch
  29090. this._activeIndices.addCount(subMesh.indexCount, false);
  29091. this._renderingManager.dispatch(subMesh, mesh, material);
  29092. }
  29093. }
  29094. };
  29095. /**
  29096. * Clear the processed materials smart array preventing retention point in material dispose.
  29097. */
  29098. Scene.prototype.freeProcessedMaterials = function () {
  29099. this._processedMaterials.dispose();
  29100. };
  29101. Object.defineProperty(Scene.prototype, "blockfreeActiveMeshesAndRenderingGroups", {
  29102. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  29103. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  29104. * when disposing several meshes in a row or a hierarchy of meshes.
  29105. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  29106. */
  29107. get: function () {
  29108. return this._preventFreeActiveMeshesAndRenderingGroups;
  29109. },
  29110. set: function (value) {
  29111. if (this._preventFreeActiveMeshesAndRenderingGroups === value) {
  29112. return;
  29113. }
  29114. if (value) {
  29115. this.freeActiveMeshes();
  29116. this.freeRenderingGroups();
  29117. }
  29118. this._preventFreeActiveMeshesAndRenderingGroups = value;
  29119. },
  29120. enumerable: true,
  29121. configurable: true
  29122. });
  29123. /**
  29124. * Clear the active meshes smart array preventing retention point in mesh dispose.
  29125. */
  29126. Scene.prototype.freeActiveMeshes = function () {
  29127. if (this.blockfreeActiveMeshesAndRenderingGroups) {
  29128. return;
  29129. }
  29130. this._activeMeshes.dispose();
  29131. if (this.activeCamera && this.activeCamera._activeMeshes) {
  29132. this.activeCamera._activeMeshes.dispose();
  29133. }
  29134. if (this.activeCameras) {
  29135. for (var i = 0; i < this.activeCameras.length; i++) {
  29136. var activeCamera = this.activeCameras[i];
  29137. if (activeCamera && activeCamera._activeMeshes) {
  29138. activeCamera._activeMeshes.dispose();
  29139. }
  29140. }
  29141. }
  29142. };
  29143. /**
  29144. * Clear the info related to rendering groups preventing retention points during dispose.
  29145. */
  29146. Scene.prototype.freeRenderingGroups = function () {
  29147. if (this.blockfreeActiveMeshesAndRenderingGroups) {
  29148. return;
  29149. }
  29150. if (this._renderingManager) {
  29151. this._renderingManager.freeRenderingGroups();
  29152. }
  29153. if (this.textures) {
  29154. for (var i = 0; i < this.textures.length; i++) {
  29155. var texture = this.textures[i];
  29156. if (texture && texture.renderList) {
  29157. texture.freeRenderingGroups();
  29158. }
  29159. }
  29160. }
  29161. };
  29162. /** @hidden */
  29163. Scene.prototype._isInIntermediateRendering = function () {
  29164. return this._intermediateRendering;
  29165. };
  29166. /**
  29167. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  29168. * @returns the current scene
  29169. */
  29170. Scene.prototype.freezeActiveMeshes = function () {
  29171. if (!this.activeCamera) {
  29172. return this;
  29173. }
  29174. if (!this._frustumPlanes) {
  29175. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix());
  29176. }
  29177. this._evaluateActiveMeshes();
  29178. this._activeMeshesFrozen = true;
  29179. return this;
  29180. };
  29181. /**
  29182. * Use this function to restart evaluating active meshes on every frame
  29183. * @returns the current scene
  29184. */
  29185. Scene.prototype.unfreezeActiveMeshes = function () {
  29186. this._activeMeshesFrozen = false;
  29187. return this;
  29188. };
  29189. Scene.prototype._evaluateActiveMeshes = function () {
  29190. if (this._activeMeshesFrozen && this._activeMeshes.length) {
  29191. return;
  29192. }
  29193. if (!this.activeCamera) {
  29194. return;
  29195. }
  29196. this.onBeforeActiveMeshesEvaluationObservable.notifyObservers(this);
  29197. this.activeCamera._activeMeshes.reset();
  29198. this._activeMeshes.reset();
  29199. this._renderingManager.reset();
  29200. this._processedMaterials.reset();
  29201. this._activeParticleSystems.reset();
  29202. this._activeSkeletons.reset();
  29203. this._softwareSkinnedMeshes.reset();
  29204. for (var _i = 0, _a = this._beforeEvaluateActiveMeshStage; _i < _a.length; _i++) {
  29205. var step = _a[_i];
  29206. step.action();
  29207. }
  29208. // Determine mesh candidates
  29209. var meshes = this.getActiveMeshCandidates();
  29210. // Check each mesh
  29211. var len = meshes.length;
  29212. for (var i = 0; i < len; i++) {
  29213. var mesh = meshes.data[i];
  29214. if (mesh.isBlocked) {
  29215. continue;
  29216. }
  29217. this._totalVertices.addCount(mesh.getTotalVertices(), false);
  29218. if (!mesh.isReady() || !mesh.isEnabled()) {
  29219. continue;
  29220. }
  29221. mesh.computeWorldMatrix();
  29222. // Intersections
  29223. if (mesh.actionManager && mesh.actionManager.hasSpecificTriggers2(BABYLON.ActionManager.OnIntersectionEnterTrigger, BABYLON.ActionManager.OnIntersectionExitTrigger)) {
  29224. this._meshesForIntersections.pushNoDuplicate(mesh);
  29225. }
  29226. // Switch to current LOD
  29227. var meshLOD = mesh.getLOD(this.activeCamera);
  29228. if (meshLOD === undefined || meshLOD === null) {
  29229. continue;
  29230. }
  29231. mesh._preActivate();
  29232. if (mesh.isVisible && mesh.visibility > 0 && ((mesh.layerMask & this.activeCamera.layerMask) !== 0) && (mesh.alwaysSelectAsActiveMesh || mesh.isInFrustum(this._frustumPlanes))) {
  29233. this._activeMeshes.push(mesh);
  29234. this.activeCamera._activeMeshes.push(mesh);
  29235. mesh._activate(this._renderId);
  29236. if (meshLOD !== mesh) {
  29237. meshLOD._activate(this._renderId);
  29238. }
  29239. this._activeMesh(mesh, meshLOD);
  29240. }
  29241. }
  29242. this.onAfterActiveMeshesEvaluationObservable.notifyObservers(this);
  29243. // Particle systems
  29244. if (this.particlesEnabled) {
  29245. this.onBeforeParticlesRenderingObservable.notifyObservers(this);
  29246. for (var particleIndex = 0; particleIndex < this.particleSystems.length; particleIndex++) {
  29247. var particleSystem = this.particleSystems[particleIndex];
  29248. if (!particleSystem.isStarted() || !particleSystem.emitter) {
  29249. continue;
  29250. }
  29251. var emitter = particleSystem.emitter;
  29252. if (!emitter.position || emitter.isEnabled()) {
  29253. this._activeParticleSystems.push(particleSystem);
  29254. particleSystem.animate();
  29255. this._renderingManager.dispatchParticles(particleSystem);
  29256. }
  29257. }
  29258. this.onAfterParticlesRenderingObservable.notifyObservers(this);
  29259. }
  29260. };
  29261. Scene.prototype._activeMesh = function (sourceMesh, mesh) {
  29262. if (this._skeletonsEnabled && mesh.skeleton !== null && mesh.skeleton !== undefined) {
  29263. if (this._activeSkeletons.pushNoDuplicate(mesh.skeleton)) {
  29264. mesh.skeleton.prepare();
  29265. }
  29266. if (!mesh.computeBonesUsingShaders) {
  29267. this._softwareSkinnedMeshes.pushNoDuplicate(mesh);
  29268. }
  29269. }
  29270. for (var _i = 0, _a = this._activeMeshStage; _i < _a.length; _i++) {
  29271. var step = _a[_i];
  29272. step.action(sourceMesh, mesh);
  29273. }
  29274. if (mesh !== undefined && mesh !== null
  29275. && mesh.subMeshes !== undefined && mesh.subMeshes !== null && mesh.subMeshes.length > 0) {
  29276. var subMeshes = this.getActiveSubMeshCandidates(mesh);
  29277. var len = subMeshes.length;
  29278. for (var i = 0; i < len; i++) {
  29279. var subMesh = subMeshes.data[i];
  29280. this._evaluateSubMesh(subMesh, mesh);
  29281. }
  29282. }
  29283. };
  29284. /**
  29285. * Update the transform matrix to update from the current active camera
  29286. * @param force defines a boolean used to force the update even if cache is up to date
  29287. */
  29288. Scene.prototype.updateTransformMatrix = function (force) {
  29289. if (!this.activeCamera) {
  29290. return;
  29291. }
  29292. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(force));
  29293. };
  29294. /**
  29295. * Defines an alternate camera (used mostly in VR-like scenario where two cameras can render the same scene from a slightly different point of view)
  29296. * @param alternateCamera defines the camera to use
  29297. */
  29298. Scene.prototype.updateAlternateTransformMatrix = function (alternateCamera) {
  29299. this._setAlternateTransformMatrix(alternateCamera.getViewMatrix(), alternateCamera.getProjectionMatrix());
  29300. };
  29301. Scene.prototype._renderForCamera = function (camera, rigParent) {
  29302. if (camera && camera._skipRendering) {
  29303. return;
  29304. }
  29305. var engine = this._engine;
  29306. this.activeCamera = camera;
  29307. if (!this.activeCamera) {
  29308. throw new Error("Active camera not set");
  29309. }
  29310. // Viewport
  29311. engine.setViewport(this.activeCamera.viewport);
  29312. // Camera
  29313. this.resetCachedMaterial();
  29314. this._renderId++;
  29315. this.updateTransformMatrix();
  29316. if (camera._alternateCamera) {
  29317. this.updateAlternateTransformMatrix(camera._alternateCamera);
  29318. this._alternateRendering = true;
  29319. }
  29320. this.onBeforeCameraRenderObservable.notifyObservers(this.activeCamera);
  29321. // Meshes
  29322. this._evaluateActiveMeshes();
  29323. // Software skinning
  29324. for (var softwareSkinnedMeshIndex = 0; softwareSkinnedMeshIndex < this._softwareSkinnedMeshes.length; softwareSkinnedMeshIndex++) {
  29325. var mesh = this._softwareSkinnedMeshes.data[softwareSkinnedMeshIndex];
  29326. mesh.applySkeleton(mesh.skeleton);
  29327. }
  29328. // Render targets
  29329. this.onBeforeRenderTargetsRenderObservable.notifyObservers(this);
  29330. if (camera.customRenderTargets && camera.customRenderTargets.length > 0) {
  29331. this._renderTargets.concatWithNoDuplicate(camera.customRenderTargets);
  29332. }
  29333. if (rigParent && rigParent.customRenderTargets && rigParent.customRenderTargets.length > 0) {
  29334. this._renderTargets.concatWithNoDuplicate(rigParent.customRenderTargets);
  29335. }
  29336. // Collects render targets from external components.
  29337. for (var _i = 0, _a = this._gatherActiveCameraRenderTargetsStage; _i < _a.length; _i++) {
  29338. var step = _a[_i];
  29339. step.action(this._renderTargets);
  29340. }
  29341. if (this.renderTargetsEnabled) {
  29342. this._intermediateRendering = true;
  29343. if (this._renderTargets.length > 0) {
  29344. BABYLON.Tools.StartPerformanceCounter("Render targets", this._renderTargets.length > 0);
  29345. for (var renderIndex = 0; renderIndex < this._renderTargets.length; renderIndex++) {
  29346. var renderTarget = this._renderTargets.data[renderIndex];
  29347. if (renderTarget._shouldRender()) {
  29348. this._renderId++;
  29349. var hasSpecialRenderTargetCamera = renderTarget.activeCamera && renderTarget.activeCamera !== this.activeCamera;
  29350. renderTarget.render(hasSpecialRenderTargetCamera, this.dumpNextRenderTargets);
  29351. }
  29352. }
  29353. BABYLON.Tools.EndPerformanceCounter("Render targets", this._renderTargets.length > 0);
  29354. this._renderId++;
  29355. }
  29356. for (var _b = 0, _c = this._cameraDrawRenderTargetStage; _b < _c.length; _b++) {
  29357. var step = _c[_b];
  29358. step.action(this.activeCamera);
  29359. }
  29360. this._intermediateRendering = false;
  29361. if (this.activeCamera.outputRenderTarget) {
  29362. var internalTexture = this.activeCamera.outputRenderTarget.getInternalTexture();
  29363. if (internalTexture) {
  29364. engine.bindFramebuffer(internalTexture);
  29365. }
  29366. else {
  29367. BABYLON.Tools.Error("Camera contains invalid customDefaultRenderTarget");
  29368. }
  29369. }
  29370. else {
  29371. engine.restoreDefaultFramebuffer(); // Restore back buffer if needed
  29372. }
  29373. }
  29374. this.onAfterRenderTargetsRenderObservable.notifyObservers(this);
  29375. // Prepare Frame
  29376. if (this.postProcessManager) {
  29377. this.postProcessManager._prepareFrame();
  29378. }
  29379. // Before Camera Draw
  29380. for (var _d = 0, _e = this._beforeCameraDrawStage; _d < _e.length; _d++) {
  29381. var step = _e[_d];
  29382. step.action(this.activeCamera);
  29383. }
  29384. // Render
  29385. this.onBeforeDrawPhaseObservable.notifyObservers(this);
  29386. this._renderingManager.render(null, null, true, true);
  29387. this.onAfterDrawPhaseObservable.notifyObservers(this);
  29388. // After Camera Draw
  29389. for (var _f = 0, _g = this._afterCameraDrawStage; _f < _g.length; _f++) {
  29390. var step = _g[_f];
  29391. step.action(this.activeCamera);
  29392. }
  29393. // Finalize frame
  29394. if (this.postProcessManager) {
  29395. this.postProcessManager._finalizeFrame(camera.isIntermediate);
  29396. }
  29397. // Reset some special arrays
  29398. this._renderTargets.reset();
  29399. this._alternateRendering = false;
  29400. this.onAfterCameraRenderObservable.notifyObservers(this.activeCamera);
  29401. };
  29402. Scene.prototype._processSubCameras = function (camera) {
  29403. if (camera.cameraRigMode === BABYLON.Camera.RIG_MODE_NONE) {
  29404. this._renderForCamera(camera);
  29405. return;
  29406. }
  29407. // rig cameras
  29408. for (var index = 0; index < camera._rigCameras.length; index++) {
  29409. this._renderForCamera(camera._rigCameras[index], camera);
  29410. }
  29411. this.activeCamera = camera;
  29412. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix());
  29413. };
  29414. Scene.prototype._checkIntersections = function () {
  29415. for (var index = 0; index < this._meshesForIntersections.length; index++) {
  29416. var sourceMesh = this._meshesForIntersections.data[index];
  29417. if (!sourceMesh.actionManager) {
  29418. continue;
  29419. }
  29420. for (var actionIndex = 0; actionIndex < sourceMesh.actionManager.actions.length; actionIndex++) {
  29421. var action = sourceMesh.actionManager.actions[actionIndex];
  29422. if (action.trigger === BABYLON.ActionManager.OnIntersectionEnterTrigger || action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29423. var parameters = action.getTriggerParameter();
  29424. var otherMesh = parameters instanceof BABYLON.AbstractMesh ? parameters : parameters.mesh;
  29425. var areIntersecting = otherMesh.intersectsMesh(sourceMesh, parameters.usePreciseIntersection);
  29426. var currentIntersectionInProgress = sourceMesh._intersectionsInProgress.indexOf(otherMesh);
  29427. if (areIntersecting && currentIntersectionInProgress === -1) {
  29428. if (action.trigger === BABYLON.ActionManager.OnIntersectionEnterTrigger) {
  29429. action._executeCurrent(BABYLON.ActionEvent.CreateNew(sourceMesh, undefined, otherMesh));
  29430. sourceMesh._intersectionsInProgress.push(otherMesh);
  29431. }
  29432. else if (action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29433. sourceMesh._intersectionsInProgress.push(otherMesh);
  29434. }
  29435. }
  29436. else if (!areIntersecting && currentIntersectionInProgress > -1) {
  29437. //They intersected, and now they don't.
  29438. //is this trigger an exit trigger? execute an event.
  29439. if (action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29440. action._executeCurrent(BABYLON.ActionEvent.CreateNew(sourceMesh, undefined, otherMesh));
  29441. }
  29442. //if this is an exit trigger, or no exit trigger exists, remove the id from the intersection in progress array.
  29443. if (!sourceMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnIntersectionExitTrigger, function (parameter) {
  29444. var parameterMesh = parameter instanceof BABYLON.AbstractMesh ? parameter : parameter.mesh;
  29445. return otherMesh === parameterMesh;
  29446. }) || action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29447. sourceMesh._intersectionsInProgress.splice(currentIntersectionInProgress, 1);
  29448. }
  29449. }
  29450. }
  29451. }
  29452. }
  29453. };
  29454. /** @hidden */
  29455. Scene.prototype._advancePhysicsEngineStep = function (step) {
  29456. // Do nothing. Code will be replaced if physics engine component is referenced
  29457. };
  29458. /**
  29459. * Render the scene
  29460. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  29461. */
  29462. Scene.prototype.render = function (updateCameras) {
  29463. if (updateCameras === void 0) { updateCameras = true; }
  29464. if (this.isDisposed) {
  29465. return;
  29466. }
  29467. this._frameId++;
  29468. // Register components that have been associated lately to the scene.
  29469. this._registerTransientComponents();
  29470. this._activeParticles.fetchNewFrame();
  29471. this._totalVertices.fetchNewFrame();
  29472. this._activeIndices.fetchNewFrame();
  29473. this._activeBones.fetchNewFrame();
  29474. this._meshesForIntersections.reset();
  29475. this.resetCachedMaterial();
  29476. this.onBeforeAnimationsObservable.notifyObservers(this);
  29477. // Actions
  29478. if (this.actionManager) {
  29479. this.actionManager.processTrigger(BABYLON.ActionManager.OnEveryFrameTrigger);
  29480. }
  29481. if (this._engine.isDeterministicLockStep()) {
  29482. var deltaTime = Math.max(Scene.MinDeltaTime, Math.min(this._engine.getDeltaTime(), Scene.MaxDeltaTime)) + this._timeAccumulator;
  29483. var defaultFPS = (60.0 / 1000.0);
  29484. var defaultFrameTime = this.getDeterministicFrameTime();
  29485. var stepsTaken = 0;
  29486. var maxSubSteps = this._engine.getLockstepMaxSteps();
  29487. var internalSteps = Math.floor(deltaTime / (1000 * defaultFPS));
  29488. internalSteps = Math.min(internalSteps, maxSubSteps);
  29489. do {
  29490. this.onBeforeStepObservable.notifyObservers(this);
  29491. // Animations
  29492. this._animationRatio = defaultFrameTime * defaultFPS;
  29493. this._animate();
  29494. this.onAfterAnimationsObservable.notifyObservers(this);
  29495. // Physics
  29496. this._advancePhysicsEngineStep(defaultFrameTime);
  29497. this.onAfterStepObservable.notifyObservers(this);
  29498. this._currentStepId++;
  29499. stepsTaken++;
  29500. deltaTime -= defaultFrameTime;
  29501. } while (deltaTime > 0 && stepsTaken < internalSteps);
  29502. this._timeAccumulator = deltaTime < 0 ? 0 : deltaTime;
  29503. }
  29504. else {
  29505. // Animations
  29506. var deltaTime = this.useConstantAnimationDeltaTime ? 16 : Math.max(Scene.MinDeltaTime, Math.min(this._engine.getDeltaTime(), Scene.MaxDeltaTime));
  29507. this._animationRatio = deltaTime * (60.0 / 1000.0);
  29508. this._animate();
  29509. this.onAfterAnimationsObservable.notifyObservers(this);
  29510. // Physics
  29511. this._advancePhysicsEngineStep(deltaTime);
  29512. }
  29513. // Before camera update steps
  29514. for (var _i = 0, _a = this._beforeCameraUpdateStage; _i < _a.length; _i++) {
  29515. var step = _a[_i];
  29516. step.action();
  29517. }
  29518. // Update Cameras
  29519. if (updateCameras) {
  29520. if (this.activeCameras.length > 0) {
  29521. for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {
  29522. var camera = this.activeCameras[cameraIndex];
  29523. camera.update();
  29524. if (camera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  29525. // rig cameras
  29526. for (var index = 0; index < camera._rigCameras.length; index++) {
  29527. camera._rigCameras[index].update();
  29528. }
  29529. }
  29530. }
  29531. }
  29532. else if (this.activeCamera) {
  29533. this.activeCamera.update();
  29534. if (this.activeCamera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  29535. // rig cameras
  29536. for (var index = 0; index < this.activeCamera._rigCameras.length; index++) {
  29537. this.activeCamera._rigCameras[index].update();
  29538. }
  29539. }
  29540. }
  29541. }
  29542. // Before render
  29543. this.onBeforeRenderObservable.notifyObservers(this);
  29544. // Customs render targets
  29545. this.onBeforeRenderTargetsRenderObservable.notifyObservers(this);
  29546. var engine = this.getEngine();
  29547. var currentActiveCamera = this.activeCamera;
  29548. if (this.renderTargetsEnabled) {
  29549. BABYLON.Tools.StartPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
  29550. this._intermediateRendering = true;
  29551. for (var customIndex = 0; customIndex < this.customRenderTargets.length; customIndex++) {
  29552. var renderTarget = this.customRenderTargets[customIndex];
  29553. if (renderTarget._shouldRender()) {
  29554. this._renderId++;
  29555. this.activeCamera = renderTarget.activeCamera || this.activeCamera;
  29556. if (!this.activeCamera) {
  29557. throw new Error("Active camera not set");
  29558. }
  29559. // Viewport
  29560. engine.setViewport(this.activeCamera.viewport);
  29561. // Camera
  29562. this.updateTransformMatrix();
  29563. renderTarget.render(currentActiveCamera !== this.activeCamera, this.dumpNextRenderTargets);
  29564. }
  29565. }
  29566. BABYLON.Tools.EndPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
  29567. this._intermediateRendering = false;
  29568. this._renderId++;
  29569. }
  29570. // Restore back buffer
  29571. if (this.customRenderTargets.length > 0) {
  29572. engine.restoreDefaultFramebuffer();
  29573. }
  29574. this.onAfterRenderTargetsRenderObservable.notifyObservers(this);
  29575. this.activeCamera = currentActiveCamera;
  29576. for (var _b = 0, _c = this._beforeClearStage; _b < _c.length; _b++) {
  29577. var step = _c[_b];
  29578. step.action();
  29579. }
  29580. // Clear
  29581. if (this.autoClearDepthAndStencil || this.autoClear) {
  29582. this._engine.clear(this.clearColor, this.autoClear || this.forceWireframe || this.forcePointsCloud, this.autoClearDepthAndStencil, this.autoClearDepthAndStencil);
  29583. }
  29584. // Collects render targets from external components.
  29585. for (var _d = 0, _e = this._gatherRenderTargetsStage; _d < _e.length; _d++) {
  29586. var step = _e[_d];
  29587. step.action(this._renderTargets);
  29588. }
  29589. // Multi-cameras?
  29590. if (this.activeCameras.length > 0) {
  29591. for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {
  29592. if (cameraIndex > 0) {
  29593. this._engine.clear(null, false, true, true);
  29594. }
  29595. this._processSubCameras(this.activeCameras[cameraIndex]);
  29596. }
  29597. }
  29598. else {
  29599. if (!this.activeCamera) {
  29600. throw new Error("No camera defined");
  29601. }
  29602. this._processSubCameras(this.activeCamera);
  29603. }
  29604. // Intersection checks
  29605. this._checkIntersections();
  29606. // Executes the after render stage actions.
  29607. for (var _f = 0, _g = this._afterRenderStage; _f < _g.length; _f++) {
  29608. var step = _g[_f];
  29609. step.action();
  29610. }
  29611. // After render
  29612. if (this.afterRender) {
  29613. this.afterRender();
  29614. }
  29615. this.onAfterRenderObservable.notifyObservers(this);
  29616. // Cleaning
  29617. if (this._toBeDisposed.length) {
  29618. for (var index = 0; index < this._toBeDisposed.length; index++) {
  29619. var data = this._toBeDisposed[index];
  29620. if (data) {
  29621. data.dispose();
  29622. }
  29623. }
  29624. this._toBeDisposed = [];
  29625. }
  29626. if (this.dumpNextRenderTargets) {
  29627. this.dumpNextRenderTargets = false;
  29628. }
  29629. this._activeBones.addCount(0, true);
  29630. this._activeIndices.addCount(0, true);
  29631. this._activeParticles.addCount(0, true);
  29632. };
  29633. /**
  29634. * Freeze all materials
  29635. * A frozen material will not be updatable but should be faster to render
  29636. */
  29637. Scene.prototype.freezeMaterials = function () {
  29638. for (var i = 0; i < this.materials.length; i++) {
  29639. this.materials[i].freeze();
  29640. }
  29641. };
  29642. /**
  29643. * Unfreeze all materials
  29644. * A frozen material will not be updatable but should be faster to render
  29645. */
  29646. Scene.prototype.unfreezeMaterials = function () {
  29647. for (var i = 0; i < this.materials.length; i++) {
  29648. this.materials[i].unfreeze();
  29649. }
  29650. };
  29651. /**
  29652. * Releases all held ressources
  29653. */
  29654. Scene.prototype.dispose = function () {
  29655. this.beforeRender = null;
  29656. this.afterRender = null;
  29657. this.skeletons = [];
  29658. this.morphTargetManagers = [];
  29659. this._transientComponents = [];
  29660. this._isReadyForMeshStage.clear();
  29661. this._beforeEvaluateActiveMeshStage.clear();
  29662. this._evaluateSubMeshStage.clear();
  29663. this._activeMeshStage.clear();
  29664. this._cameraDrawRenderTargetStage.clear();
  29665. this._beforeCameraDrawStage.clear();
  29666. this._beforeRenderTargetDrawStage.clear();
  29667. this._beforeRenderingGroupDrawStage.clear();
  29668. this._beforeRenderingMeshStage.clear();
  29669. this._afterRenderingMeshStage.clear();
  29670. this._afterRenderingGroupDrawStage.clear();
  29671. this._afterCameraDrawStage.clear();
  29672. this._afterRenderTargetDrawStage.clear();
  29673. this._afterRenderStage.clear();
  29674. this._beforeCameraUpdateStage.clear();
  29675. this._beforeClearStage.clear();
  29676. this._gatherRenderTargetsStage.clear();
  29677. this._gatherActiveCameraRenderTargetsStage.clear();
  29678. this._pointerMoveStage.clear();
  29679. this._pointerDownStage.clear();
  29680. this._pointerUpStage.clear();
  29681. for (var _i = 0, _a = this._components; _i < _a.length; _i++) {
  29682. var component = _a[_i];
  29683. component.dispose();
  29684. }
  29685. this.importedMeshesFiles = new Array();
  29686. this.stopAllAnimations();
  29687. this.resetCachedMaterial();
  29688. // Smart arrays
  29689. if (this.activeCamera) {
  29690. this.activeCamera._activeMeshes.dispose();
  29691. this.activeCamera = null;
  29692. }
  29693. this._activeMeshes.dispose();
  29694. this._renderingManager.dispose();
  29695. this._processedMaterials.dispose();
  29696. this._activeParticleSystems.dispose();
  29697. this._activeSkeletons.dispose();
  29698. this._softwareSkinnedMeshes.dispose();
  29699. this._renderTargets.dispose();
  29700. this._registeredForLateAnimationBindings.dispose();
  29701. this._meshesForIntersections.dispose();
  29702. this._toBeDisposed = [];
  29703. // Abort active requests
  29704. for (var _b = 0, _c = this._activeRequests; _b < _c.length; _b++) {
  29705. var request = _c[_b];
  29706. request.abort();
  29707. }
  29708. // Events
  29709. this.onDisposeObservable.notifyObservers(this);
  29710. this.onDisposeObservable.clear();
  29711. this.onBeforeRenderObservable.clear();
  29712. this.onAfterRenderObservable.clear();
  29713. this.onBeforeRenderTargetsRenderObservable.clear();
  29714. this.onAfterRenderTargetsRenderObservable.clear();
  29715. this.onAfterStepObservable.clear();
  29716. this.onBeforeStepObservable.clear();
  29717. this.onBeforeActiveMeshesEvaluationObservable.clear();
  29718. this.onAfterActiveMeshesEvaluationObservable.clear();
  29719. this.onBeforeParticlesRenderingObservable.clear();
  29720. this.onAfterParticlesRenderingObservable.clear();
  29721. this.onBeforeDrawPhaseObservable.clear();
  29722. this.onAfterDrawPhaseObservable.clear();
  29723. this.onBeforeAnimationsObservable.clear();
  29724. this.onAfterAnimationsObservable.clear();
  29725. this.onDataLoadedObservable.clear();
  29726. this.onBeforeRenderingGroupObservable.clear();
  29727. this.onAfterRenderingGroupObservable.clear();
  29728. this.onMeshImportedObservable.clear();
  29729. this.onBeforeCameraRenderObservable.clear();
  29730. this.onAfterCameraRenderObservable.clear();
  29731. this.onReadyObservable.clear();
  29732. this.onNewCameraAddedObservable.clear();
  29733. this.onCameraRemovedObservable.clear();
  29734. this.onNewLightAddedObservable.clear();
  29735. this.onLightRemovedObservable.clear();
  29736. this.onNewGeometryAddedObservable.clear();
  29737. this.onGeometryRemovedObservable.clear();
  29738. this.onNewTransformNodeAddedObservable.clear();
  29739. this.onTransformNodeRemovedObservable.clear();
  29740. this.onNewMeshAddedObservable.clear();
  29741. this.onMeshRemovedObservable.clear();
  29742. this.onNewMaterialAddedObservable.clear();
  29743. this.onMaterialRemovedObservable.clear();
  29744. this.onNewTextureAddedObservable.clear();
  29745. this.onTextureRemovedObservable.clear();
  29746. this.onPrePointerObservable.clear();
  29747. this.onPointerObservable.clear();
  29748. this.onPreKeyboardObservable.clear();
  29749. this.onKeyboardObservable.clear();
  29750. this.onActiveCameraChanged.clear();
  29751. this.detachControl();
  29752. // Detach cameras
  29753. var canvas = this._engine.getRenderingCanvas();
  29754. if (canvas) {
  29755. var index;
  29756. for (index = 0; index < this.cameras.length; index++) {
  29757. this.cameras[index].detachControl(canvas);
  29758. }
  29759. }
  29760. // Release animation groups
  29761. while (this.animationGroups.length) {
  29762. this.animationGroups[0].dispose();
  29763. }
  29764. // Release lights
  29765. while (this.lights.length) {
  29766. this.lights[0].dispose();
  29767. }
  29768. // Release meshes
  29769. while (this.meshes.length) {
  29770. this.meshes[0].dispose(true);
  29771. }
  29772. while (this.transformNodes.length) {
  29773. this.removeTransformNode(this.transformNodes[0]);
  29774. }
  29775. // Release cameras
  29776. while (this.cameras.length) {
  29777. this.cameras[0].dispose();
  29778. }
  29779. // Release materials
  29780. if (this.defaultMaterial) {
  29781. this.defaultMaterial.dispose();
  29782. }
  29783. while (this.multiMaterials.length) {
  29784. this.multiMaterials[0].dispose();
  29785. }
  29786. while (this.materials.length) {
  29787. this.materials[0].dispose();
  29788. }
  29789. // Release particles
  29790. while (this.particleSystems.length) {
  29791. this.particleSystems[0].dispose();
  29792. }
  29793. // Release postProcesses
  29794. while (this.postProcesses.length) {
  29795. this.postProcesses[0].dispose();
  29796. }
  29797. // Release textures
  29798. while (this.textures.length) {
  29799. this.textures[0].dispose();
  29800. }
  29801. // Release UBO
  29802. this._sceneUbo.dispose();
  29803. if (this._alternateSceneUbo) {
  29804. this._alternateSceneUbo.dispose();
  29805. }
  29806. // Post-processes
  29807. this.postProcessManager.dispose();
  29808. // Remove from engine
  29809. index = this._engine.scenes.indexOf(this);
  29810. if (index > -1) {
  29811. this._engine.scenes.splice(index, 1);
  29812. }
  29813. this._engine.wipeCaches(true);
  29814. this._isDisposed = true;
  29815. };
  29816. Object.defineProperty(Scene.prototype, "isDisposed", {
  29817. /**
  29818. * Gets if the scene is already disposed
  29819. */
  29820. get: function () {
  29821. return this._isDisposed;
  29822. },
  29823. enumerable: true,
  29824. configurable: true
  29825. });
  29826. /**
  29827. * Call this function to reduce memory footprint of the scene.
  29828. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  29829. */
  29830. Scene.prototype.clearCachedVertexData = function () {
  29831. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  29832. var mesh = this.meshes[meshIndex];
  29833. var geometry = mesh.geometry;
  29834. if (geometry) {
  29835. geometry._indices = [];
  29836. for (var vbName in geometry._vertexBuffers) {
  29837. if (!geometry._vertexBuffers.hasOwnProperty(vbName)) {
  29838. continue;
  29839. }
  29840. geometry._vertexBuffers[vbName]._buffer._data = null;
  29841. }
  29842. }
  29843. }
  29844. };
  29845. /**
  29846. * This function will remove the local cached buffer data from texture.
  29847. * It will save memory but will prevent the texture from being rebuilt
  29848. */
  29849. Scene.prototype.cleanCachedTextureBuffer = function () {
  29850. for (var _i = 0, _a = this.textures; _i < _a.length; _i++) {
  29851. var baseTexture = _a[_i];
  29852. var buffer = baseTexture._buffer;
  29853. if (buffer) {
  29854. baseTexture._buffer = null;
  29855. }
  29856. }
  29857. };
  29858. /**
  29859. * Get the world extend vectors with an optional filter
  29860. *
  29861. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  29862. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  29863. */
  29864. Scene.prototype.getWorldExtends = function (filterPredicate) {
  29865. var min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  29866. var max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  29867. filterPredicate = filterPredicate || (function () { return true; });
  29868. this.meshes.filter(filterPredicate).forEach(function (mesh) {
  29869. mesh.computeWorldMatrix(true);
  29870. if (!mesh.subMeshes || mesh.subMeshes.length === 0 || mesh.infiniteDistance) {
  29871. return;
  29872. }
  29873. var boundingInfo = mesh.getBoundingInfo();
  29874. var minBox = boundingInfo.boundingBox.minimumWorld;
  29875. var maxBox = boundingInfo.boundingBox.maximumWorld;
  29876. BABYLON.Tools.CheckExtends(minBox, min, max);
  29877. BABYLON.Tools.CheckExtends(maxBox, min, max);
  29878. });
  29879. return {
  29880. min: min,
  29881. max: max
  29882. };
  29883. };
  29884. // Picking
  29885. /**
  29886. * Creates a ray that can be used to pick in the scene
  29887. * @param x defines the x coordinate of the origin (on-screen)
  29888. * @param y defines the y coordinate of the origin (on-screen)
  29889. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  29890. * @param camera defines the camera to use for the picking
  29891. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  29892. * @returns a Ray
  29893. */
  29894. Scene.prototype.createPickingRay = function (x, y, world, camera, cameraViewSpace) {
  29895. if (cameraViewSpace === void 0) { cameraViewSpace = false; }
  29896. var result = BABYLON.Ray.Zero();
  29897. this.createPickingRayToRef(x, y, world, result, camera, cameraViewSpace);
  29898. return result;
  29899. };
  29900. /**
  29901. * Creates a ray that can be used to pick in the scene
  29902. * @param x defines the x coordinate of the origin (on-screen)
  29903. * @param y defines the y coordinate of the origin (on-screen)
  29904. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  29905. * @param result defines the ray where to store the picking ray
  29906. * @param camera defines the camera to use for the picking
  29907. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  29908. * @returns the current scene
  29909. */
  29910. Scene.prototype.createPickingRayToRef = function (x, y, world, result, camera, cameraViewSpace) {
  29911. if (cameraViewSpace === void 0) { cameraViewSpace = false; }
  29912. var engine = this._engine;
  29913. if (!camera) {
  29914. if (!this.activeCamera) {
  29915. throw new Error("Active camera not set");
  29916. }
  29917. camera = this.activeCamera;
  29918. }
  29919. var cameraViewport = camera.viewport;
  29920. var viewport = cameraViewport.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  29921. // Moving coordinates to local viewport world
  29922. x = x / this._engine.getHardwareScalingLevel() - viewport.x;
  29923. y = y / this._engine.getHardwareScalingLevel() - (this._engine.getRenderHeight() - viewport.y - viewport.height);
  29924. result.update(x, y, viewport.width, viewport.height, world ? world : BABYLON.Matrix.IdentityReadOnly, cameraViewSpace ? BABYLON.Matrix.IdentityReadOnly : camera.getViewMatrix(), camera.getProjectionMatrix());
  29925. return this;
  29926. };
  29927. /**
  29928. * Creates a ray that can be used to pick in the scene
  29929. * @param x defines the x coordinate of the origin (on-screen)
  29930. * @param y defines the y coordinate of the origin (on-screen)
  29931. * @param camera defines the camera to use for the picking
  29932. * @returns a Ray
  29933. */
  29934. Scene.prototype.createPickingRayInCameraSpace = function (x, y, camera) {
  29935. var result = BABYLON.Ray.Zero();
  29936. this.createPickingRayInCameraSpaceToRef(x, y, result, camera);
  29937. return result;
  29938. };
  29939. /**
  29940. * Creates a ray that can be used to pick in the scene
  29941. * @param x defines the x coordinate of the origin (on-screen)
  29942. * @param y defines the y coordinate of the origin (on-screen)
  29943. * @param result defines the ray where to store the picking ray
  29944. * @param camera defines the camera to use for the picking
  29945. * @returns the current scene
  29946. */
  29947. Scene.prototype.createPickingRayInCameraSpaceToRef = function (x, y, result, camera) {
  29948. if (!BABYLON.PickingInfo) {
  29949. return this;
  29950. }
  29951. var engine = this._engine;
  29952. if (!camera) {
  29953. if (!this.activeCamera) {
  29954. throw new Error("Active camera not set");
  29955. }
  29956. camera = this.activeCamera;
  29957. }
  29958. var cameraViewport = camera.viewport;
  29959. var viewport = cameraViewport.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  29960. var identity = BABYLON.Matrix.Identity();
  29961. // Moving coordinates to local viewport world
  29962. x = x / this._engine.getHardwareScalingLevel() - viewport.x;
  29963. y = y / this._engine.getHardwareScalingLevel() - (this._engine.getRenderHeight() - viewport.y - viewport.height);
  29964. result.update(x, y, viewport.width, viewport.height, identity, identity, camera.getProjectionMatrix());
  29965. return this;
  29966. };
  29967. Scene.prototype._internalPick = function (rayFunction, predicate, fastCheck) {
  29968. if (!BABYLON.PickingInfo) {
  29969. return null;
  29970. }
  29971. var pickingInfo = null;
  29972. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  29973. var mesh = this.meshes[meshIndex];
  29974. if (predicate) {
  29975. if (!predicate(mesh)) {
  29976. continue;
  29977. }
  29978. }
  29979. else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {
  29980. continue;
  29981. }
  29982. var world = mesh.getWorldMatrix();
  29983. var ray = rayFunction(world);
  29984. var result = mesh.intersects(ray, fastCheck);
  29985. if (!result || !result.hit) {
  29986. continue;
  29987. }
  29988. if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance) {
  29989. continue;
  29990. }
  29991. pickingInfo = result;
  29992. if (fastCheck) {
  29993. break;
  29994. }
  29995. }
  29996. return pickingInfo || new BABYLON.PickingInfo();
  29997. };
  29998. Scene.prototype._internalMultiPick = function (rayFunction, predicate) {
  29999. if (!BABYLON.PickingInfo) {
  30000. return null;
  30001. }
  30002. var pickingInfos = new Array();
  30003. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  30004. var mesh = this.meshes[meshIndex];
  30005. if (predicate) {
  30006. if (!predicate(mesh)) {
  30007. continue;
  30008. }
  30009. }
  30010. else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {
  30011. continue;
  30012. }
  30013. var world = mesh.getWorldMatrix();
  30014. var ray = rayFunction(world);
  30015. var result = mesh.intersects(ray, false);
  30016. if (!result || !result.hit) {
  30017. continue;
  30018. }
  30019. pickingInfos.push(result);
  30020. }
  30021. return pickingInfos;
  30022. };
  30023. /** Launch a ray to try to pick a mesh in the scene
  30024. * @param x position on screen
  30025. * @param y position on screen
  30026. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
  30027. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  30028. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  30029. * @returns a PickingInfo
  30030. */
  30031. Scene.prototype.pick = function (x, y, predicate, fastCheck, camera) {
  30032. var _this = this;
  30033. if (!BABYLON.PickingInfo) {
  30034. return null;
  30035. }
  30036. var result = this._internalPick(function (world) {
  30037. _this.createPickingRayToRef(x, y, world, _this._tempPickingRay, camera || null);
  30038. return _this._tempPickingRay;
  30039. }, predicate, fastCheck);
  30040. if (result) {
  30041. result.ray = this.createPickingRay(x, y, BABYLON.Matrix.Identity(), camera || null);
  30042. }
  30043. return result;
  30044. };
  30045. /** Use the given ray to pick a mesh in the scene
  30046. * @param ray The ray to use to pick meshes
  30047. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must have isPickable set to true
  30048. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  30049. * @returns a PickingInfo
  30050. */
  30051. Scene.prototype.pickWithRay = function (ray, predicate, fastCheck) {
  30052. var _this = this;
  30053. var result = this._internalPick(function (world) {
  30054. if (!_this._pickWithRayInverseMatrix) {
  30055. _this._pickWithRayInverseMatrix = BABYLON.Matrix.Identity();
  30056. }
  30057. world.invertToRef(_this._pickWithRayInverseMatrix);
  30058. if (!_this._cachedRayForTransform) {
  30059. _this._cachedRayForTransform = BABYLON.Ray.Zero();
  30060. }
  30061. BABYLON.Ray.TransformToRef(ray, _this._pickWithRayInverseMatrix, _this._cachedRayForTransform);
  30062. return _this._cachedRayForTransform;
  30063. }, predicate, fastCheck);
  30064. if (result) {
  30065. result.ray = ray;
  30066. }
  30067. return result;
  30068. };
  30069. /**
  30070. * Launch a ray to try to pick a mesh in the scene
  30071. * @param x X position on screen
  30072. * @param y Y position on screen
  30073. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
  30074. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  30075. * @returns an array of PickingInfo
  30076. */
  30077. Scene.prototype.multiPick = function (x, y, predicate, camera) {
  30078. var _this = this;
  30079. return this._internalMultiPick(function (world) { return _this.createPickingRay(x, y, world, camera || null); }, predicate);
  30080. };
  30081. /**
  30082. * Launch a ray to try to pick a mesh in the scene
  30083. * @param ray Ray to use
  30084. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
  30085. * @returns an array of PickingInfo
  30086. */
  30087. Scene.prototype.multiPickWithRay = function (ray, predicate) {
  30088. var _this = this;
  30089. return this._internalMultiPick(function (world) {
  30090. if (!_this._pickWithRayInverseMatrix) {
  30091. _this._pickWithRayInverseMatrix = BABYLON.Matrix.Identity();
  30092. }
  30093. world.invertToRef(_this._pickWithRayInverseMatrix);
  30094. if (!_this._cachedRayForTransform) {
  30095. _this._cachedRayForTransform = BABYLON.Ray.Zero();
  30096. }
  30097. BABYLON.Ray.TransformToRef(ray, _this._pickWithRayInverseMatrix, _this._cachedRayForTransform);
  30098. return _this._cachedRayForTransform;
  30099. }, predicate);
  30100. };
  30101. /**
  30102. * Force the value of meshUnderPointer
  30103. * @param mesh defines the mesh to use
  30104. */
  30105. Scene.prototype.setPointerOverMesh = function (mesh) {
  30106. if (this._pointerOverMesh === mesh) {
  30107. return;
  30108. }
  30109. if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
  30110. this._pointerOverMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOutTrigger, BABYLON.ActionEvent.CreateNew(this._pointerOverMesh));
  30111. }
  30112. this._pointerOverMesh = mesh;
  30113. if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
  30114. this._pointerOverMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOverTrigger, BABYLON.ActionEvent.CreateNew(this._pointerOverMesh));
  30115. }
  30116. };
  30117. /**
  30118. * Gets the mesh under the pointer
  30119. * @returns a Mesh or null if no mesh is under the pointer
  30120. */
  30121. Scene.prototype.getPointerOverMesh = function () {
  30122. return this._pointerOverMesh;
  30123. };
  30124. // Misc.
  30125. /** @hidden */
  30126. Scene.prototype._rebuildGeometries = function () {
  30127. for (var _i = 0, _a = this.geometries; _i < _a.length; _i++) {
  30128. var geometry = _a[_i];
  30129. geometry._rebuild();
  30130. }
  30131. for (var _b = 0, _c = this.meshes; _b < _c.length; _b++) {
  30132. var mesh = _c[_b];
  30133. mesh._rebuild();
  30134. }
  30135. if (this.postProcessManager) {
  30136. this.postProcessManager._rebuild();
  30137. }
  30138. for (var _d = 0, _e = this._components; _d < _e.length; _d++) {
  30139. var component = _e[_d];
  30140. component.rebuild();
  30141. }
  30142. for (var _f = 0, _g = this.particleSystems; _f < _g.length; _f++) {
  30143. var system = _g[_f];
  30144. system.rebuild();
  30145. }
  30146. };
  30147. /** @hidden */
  30148. Scene.prototype._rebuildTextures = function () {
  30149. for (var _i = 0, _a = this.textures; _i < _a.length; _i++) {
  30150. var texture = _a[_i];
  30151. texture._rebuild();
  30152. }
  30153. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  30154. };
  30155. // Tags
  30156. Scene.prototype._getByTags = function (list, tagsQuery, forEach) {
  30157. if (tagsQuery === undefined) {
  30158. // returns the complete list (could be done with BABYLON.Tags.MatchesQuery but no need to have a for-loop here)
  30159. return list;
  30160. }
  30161. var listByTags = [];
  30162. forEach = forEach || (function (item) { return; });
  30163. for (var i in list) {
  30164. var item = list[i];
  30165. if (BABYLON.Tags && BABYLON.Tags.MatchesQuery(item, tagsQuery)) {
  30166. listByTags.push(item);
  30167. forEach(item);
  30168. }
  30169. }
  30170. return listByTags;
  30171. };
  30172. /**
  30173. * Get a list of meshes by tags
  30174. * @param tagsQuery defines the tags query to use
  30175. * @param forEach defines a predicate used to filter results
  30176. * @returns an array of Mesh
  30177. */
  30178. Scene.prototype.getMeshesByTags = function (tagsQuery, forEach) {
  30179. return this._getByTags(this.meshes, tagsQuery, forEach);
  30180. };
  30181. /**
  30182. * Get a list of cameras by tags
  30183. * @param tagsQuery defines the tags query to use
  30184. * @param forEach defines a predicate used to filter results
  30185. * @returns an array of Camera
  30186. */
  30187. Scene.prototype.getCamerasByTags = function (tagsQuery, forEach) {
  30188. return this._getByTags(this.cameras, tagsQuery, forEach);
  30189. };
  30190. /**
  30191. * Get a list of lights by tags
  30192. * @param tagsQuery defines the tags query to use
  30193. * @param forEach defines a predicate used to filter results
  30194. * @returns an array of Light
  30195. */
  30196. Scene.prototype.getLightsByTags = function (tagsQuery, forEach) {
  30197. return this._getByTags(this.lights, tagsQuery, forEach);
  30198. };
  30199. /**
  30200. * Get a list of materials by tags
  30201. * @param tagsQuery defines the tags query to use
  30202. * @param forEach defines a predicate used to filter results
  30203. * @returns an array of Material
  30204. */
  30205. Scene.prototype.getMaterialByTags = function (tagsQuery, forEach) {
  30206. return this._getByTags(this.materials, tagsQuery, forEach).concat(this._getByTags(this.multiMaterials, tagsQuery, forEach));
  30207. };
  30208. /**
  30209. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  30210. * This allowed control for front to back rendering or reversly depending of the special needs.
  30211. *
  30212. * @param renderingGroupId The rendering group id corresponding to its index
  30213. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  30214. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  30215. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  30216. */
  30217. Scene.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  30218. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  30219. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  30220. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  30221. this._renderingManager.setRenderingOrder(renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn);
  30222. };
  30223. /**
  30224. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  30225. *
  30226. * @param renderingGroupId The rendering group id corresponding to its index
  30227. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  30228. * @param depth Automatically clears depth between groups if true and autoClear is true.
  30229. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  30230. */
  30231. Scene.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil, depth, stencil) {
  30232. if (depth === void 0) { depth = true; }
  30233. if (stencil === void 0) { stencil = true; }
  30234. this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil, depth, stencil);
  30235. };
  30236. /**
  30237. * Gets the current auto clear configuration for one rendering group of the rendering
  30238. * manager.
  30239. * @param index the rendering group index to get the information for
  30240. * @returns The auto clear setup for the requested rendering group
  30241. */
  30242. Scene.prototype.getAutoClearDepthStencilSetup = function (index) {
  30243. return this._renderingManager.getAutoClearDepthStencilSetup(index);
  30244. };
  30245. Object.defineProperty(Scene.prototype, "blockMaterialDirtyMechanism", {
  30246. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  30247. get: function () {
  30248. return this._blockMaterialDirtyMechanism;
  30249. },
  30250. set: function (value) {
  30251. if (this._blockMaterialDirtyMechanism === value) {
  30252. return;
  30253. }
  30254. this._blockMaterialDirtyMechanism = value;
  30255. if (!value) { // Do a complete update
  30256. this.markAllMaterialsAsDirty(BABYLON.Material.AllDirtyFlag);
  30257. }
  30258. },
  30259. enumerable: true,
  30260. configurable: true
  30261. });
  30262. /**
  30263. * Will flag all materials as dirty to trigger new shader compilation
  30264. * @param flag defines the flag used to specify which material part must be marked as dirty
  30265. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  30266. */
  30267. Scene.prototype.markAllMaterialsAsDirty = function (flag, predicate) {
  30268. if (this._blockMaterialDirtyMechanism) {
  30269. return;
  30270. }
  30271. for (var _i = 0, _a = this.materials; _i < _a.length; _i++) {
  30272. var material = _a[_i];
  30273. if (predicate && !predicate(material)) {
  30274. continue;
  30275. }
  30276. material.markAsDirty(flag);
  30277. }
  30278. };
  30279. /** @hidden */
  30280. Scene.prototype._loadFile = function (url, onSuccess, onProgress, useOfflineSupport, useArrayBuffer, onError) {
  30281. var _this = this;
  30282. var request = BABYLON.Tools.LoadFile(url, onSuccess, onProgress, useOfflineSupport ? this.offlineProvider : undefined, useArrayBuffer, onError);
  30283. this._activeRequests.push(request);
  30284. request.onCompleteObservable.add(function (request) {
  30285. _this._activeRequests.splice(_this._activeRequests.indexOf(request), 1);
  30286. });
  30287. return request;
  30288. };
  30289. /** @hidden */
  30290. Scene.prototype._loadFileAsync = function (url, useOfflineSupport, useArrayBuffer) {
  30291. var _this = this;
  30292. return new Promise(function (resolve, reject) {
  30293. _this._loadFile(url, function (data) {
  30294. resolve(data);
  30295. }, undefined, useOfflineSupport, useArrayBuffer, function (request, exception) {
  30296. reject(exception);
  30297. });
  30298. });
  30299. };
  30300. // Statics
  30301. Scene._uniqueIdCounter = 0;
  30302. /** The fog is deactivated */
  30303. Scene.FOGMODE_NONE = 0;
  30304. /** The fog density is following an exponential function */
  30305. Scene.FOGMODE_EXP = 1;
  30306. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  30307. Scene.FOGMODE_EXP2 = 2;
  30308. /** The fog density is following a linear function. */
  30309. Scene.FOGMODE_LINEAR = 3;
  30310. /**
  30311. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  30312. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  30313. */
  30314. Scene.MinDeltaTime = 1.0;
  30315. /**
  30316. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  30317. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  30318. */
  30319. Scene.MaxDeltaTime = 1000.0;
  30320. /** The distance in pixel that you have to move to prevent some events */
  30321. Scene.DragMovementThreshold = 10; // in pixels
  30322. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  30323. Scene.LongPressDelay = 500; // in milliseconds
  30324. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  30325. Scene.DoubleClickDelay = 300; // in milliseconds
  30326. /** If you need to check double click without raising a single click at first click, enable this flag */
  30327. Scene.ExclusiveDoubleClickMode = false;
  30328. return Scene;
  30329. }(BABYLON.AbstractScene));
  30330. BABYLON.Scene = Scene;
  30331. })(BABYLON || (BABYLON = {}));
  30332. //# sourceMappingURL=babylon.scene.js.map
  30333. var BABYLON;
  30334. (function (BABYLON) {
  30335. /**
  30336. * Set of assets to keep when moving a scene into an asset container.
  30337. */
  30338. var KeepAssets = /** @class */ (function (_super) {
  30339. __extends(KeepAssets, _super);
  30340. function KeepAssets() {
  30341. return _super !== null && _super.apply(this, arguments) || this;
  30342. }
  30343. return KeepAssets;
  30344. }(BABYLON.AbstractScene));
  30345. BABYLON.KeepAssets = KeepAssets;
  30346. /**
  30347. * Container with a set of assets that can be added or removed from a scene.
  30348. */
  30349. var AssetContainer = /** @class */ (function (_super) {
  30350. __extends(AssetContainer, _super);
  30351. /**
  30352. * Instantiates an AssetContainer.
  30353. * @param scene The scene the AssetContainer belongs to.
  30354. */
  30355. function AssetContainer(scene) {
  30356. var _this = _super.call(this) || this;
  30357. _this.scene = scene;
  30358. _this["sounds"] = [];
  30359. _this["effectLayers"] = [];
  30360. _this["layers"] = [];
  30361. _this["lensFlareSystems"] = [];
  30362. _this["proceduralTextures"] = [];
  30363. return _this;
  30364. }
  30365. /**
  30366. * Adds all the assets from the container to the scene.
  30367. */
  30368. AssetContainer.prototype.addAllToScene = function () {
  30369. var _this = this;
  30370. this.cameras.forEach(function (o) {
  30371. _this.scene.addCamera(o);
  30372. });
  30373. this.lights.forEach(function (o) {
  30374. _this.scene.addLight(o);
  30375. });
  30376. this.meshes.forEach(function (o) {
  30377. _this.scene.addMesh(o);
  30378. });
  30379. this.skeletons.forEach(function (o) {
  30380. _this.scene.addSkeleton(o);
  30381. });
  30382. this.animations.forEach(function (o) {
  30383. _this.scene.addAnimation(o);
  30384. });
  30385. this.animationGroups.forEach(function (o) {
  30386. _this.scene.addAnimationGroup(o);
  30387. });
  30388. this.multiMaterials.forEach(function (o) {
  30389. _this.scene.addMultiMaterial(o);
  30390. });
  30391. this.materials.forEach(function (o) {
  30392. _this.scene.addMaterial(o);
  30393. });
  30394. this.morphTargetManagers.forEach(function (o) {
  30395. _this.scene.addMorphTargetManager(o);
  30396. });
  30397. this.geometries.forEach(function (o) {
  30398. _this.scene.addGeometry(o);
  30399. });
  30400. this.transformNodes.forEach(function (o) {
  30401. _this.scene.addTransformNode(o);
  30402. });
  30403. this.actionManagers.forEach(function (o) {
  30404. _this.scene.addActionManager(o);
  30405. });
  30406. this.textures.forEach(function (o) {
  30407. _this.scene.addTexture(o);
  30408. });
  30409. for (var _i = 0, _a = this.scene._serializableComponents; _i < _a.length; _i++) {
  30410. var component = _a[_i];
  30411. component.addFromContainer(this);
  30412. }
  30413. };
  30414. /**
  30415. * Removes all the assets in the container from the scene
  30416. */
  30417. AssetContainer.prototype.removeAllFromScene = function () {
  30418. var _this = this;
  30419. this.cameras.forEach(function (o) {
  30420. _this.scene.removeCamera(o);
  30421. });
  30422. this.lights.forEach(function (o) {
  30423. _this.scene.removeLight(o);
  30424. });
  30425. this.meshes.forEach(function (o) {
  30426. _this.scene.removeMesh(o);
  30427. });
  30428. this.skeletons.forEach(function (o) {
  30429. _this.scene.removeSkeleton(o);
  30430. });
  30431. this.animations.forEach(function (o) {
  30432. _this.scene.removeAnimation(o);
  30433. });
  30434. this.animationGroups.forEach(function (o) {
  30435. _this.scene.removeAnimationGroup(o);
  30436. });
  30437. this.multiMaterials.forEach(function (o) {
  30438. _this.scene.removeMultiMaterial(o);
  30439. });
  30440. this.materials.forEach(function (o) {
  30441. _this.scene.removeMaterial(o);
  30442. });
  30443. this.morphTargetManagers.forEach(function (o) {
  30444. _this.scene.removeMorphTargetManager(o);
  30445. });
  30446. this.geometries.forEach(function (o) {
  30447. _this.scene.removeGeometry(o);
  30448. });
  30449. this.transformNodes.forEach(function (o) {
  30450. _this.scene.removeTransformNode(o);
  30451. });
  30452. this.actionManagers.forEach(function (o) {
  30453. _this.scene.removeActionManager(o);
  30454. });
  30455. this.textures.forEach(function (o) {
  30456. _this.scene.removeTexture(o);
  30457. });
  30458. for (var _i = 0, _a = this.scene._serializableComponents; _i < _a.length; _i++) {
  30459. var component = _a[_i];
  30460. component.removeFromContainer(this);
  30461. }
  30462. };
  30463. /**
  30464. * Disposes all the assets in the container
  30465. */
  30466. AssetContainer.prototype.dispose = function () {
  30467. this.cameras.forEach(function (o) {
  30468. o.dispose();
  30469. });
  30470. this.lights.forEach(function (o) {
  30471. o.dispose();
  30472. });
  30473. this.meshes.forEach(function (o) {
  30474. o.dispose();
  30475. });
  30476. this.skeletons.forEach(function (o) {
  30477. o.dispose();
  30478. });
  30479. this.animationGroups.forEach(function (o) {
  30480. o.dispose();
  30481. });
  30482. this.multiMaterials.forEach(function (o) {
  30483. o.dispose();
  30484. });
  30485. this.materials.forEach(function (o) {
  30486. o.dispose();
  30487. });
  30488. this.geometries.forEach(function (o) {
  30489. o.dispose();
  30490. });
  30491. this.transformNodes.forEach(function (o) {
  30492. o.dispose();
  30493. });
  30494. this.actionManagers.forEach(function (o) {
  30495. o.dispose();
  30496. });
  30497. this.textures.forEach(function (o) {
  30498. o.dispose();
  30499. });
  30500. for (var _i = 0, _a = this.scene._serializableComponents; _i < _a.length; _i++) {
  30501. var component = _a[_i];
  30502. component.dispose();
  30503. }
  30504. };
  30505. AssetContainer.prototype._moveAssets = function (sourceAssets, targetAssets, keepAssets) {
  30506. if (!sourceAssets) {
  30507. return;
  30508. }
  30509. for (var _i = 0, sourceAssets_1 = sourceAssets; _i < sourceAssets_1.length; _i++) {
  30510. var asset = sourceAssets_1[_i];
  30511. var move = true;
  30512. if (keepAssets) {
  30513. for (var _a = 0, keepAssets_1 = keepAssets; _a < keepAssets_1.length; _a++) {
  30514. var keepAsset = keepAssets_1[_a];
  30515. if (asset === keepAsset) {
  30516. move = false;
  30517. break;
  30518. }
  30519. }
  30520. }
  30521. if (move) {
  30522. targetAssets.push(asset);
  30523. }
  30524. }
  30525. };
  30526. /**
  30527. * Removes all the assets contained in the scene and adds them to the container.
  30528. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  30529. */
  30530. AssetContainer.prototype.moveAllFromScene = function (keepAssets) {
  30531. if (keepAssets === undefined) {
  30532. keepAssets = new KeepAssets();
  30533. }
  30534. for (var key in this) {
  30535. if (this.hasOwnProperty(key)) {
  30536. this[key] = this[key] || [];
  30537. this._moveAssets(this.scene[key], this[key], keepAssets[key]);
  30538. }
  30539. }
  30540. this.removeAllFromScene();
  30541. };
  30542. /**
  30543. * Adds all meshes in the asset container to a root mesh that can be used to position all the contained meshes. The root mesh is then added to the front of the meshes in the assetContainer.
  30544. * @returns the root mesh
  30545. */
  30546. AssetContainer.prototype.createRootMesh = function () {
  30547. var rootMesh = new BABYLON.Mesh("assetContainerRootMesh", this.scene);
  30548. this.meshes.forEach(function (m) {
  30549. if (!m.parent) {
  30550. rootMesh.addChild(m);
  30551. }
  30552. });
  30553. this.meshes.unshift(rootMesh);
  30554. return rootMesh;
  30555. };
  30556. return AssetContainer;
  30557. }(BABYLON.AbstractScene));
  30558. BABYLON.AssetContainer = AssetContainer;
  30559. })(BABYLON || (BABYLON = {}));
  30560. //# sourceMappingURL=babylon.assetContainer.js.map
  30561. var BABYLON;
  30562. (function (BABYLON) {
  30563. /**
  30564. * Class used to store data that will be store in GPU memory
  30565. */
  30566. var Buffer = /** @class */ (function () {
  30567. /**
  30568. * Constructor
  30569. * @param engine the engine
  30570. * @param data the data to use for this buffer
  30571. * @param updatable whether the data is updatable
  30572. * @param stride the stride (optional)
  30573. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  30574. * @param instanced whether the buffer is instanced (optional)
  30575. * @param useBytes set to true if the stride in in bytes (optional)
  30576. */
  30577. function Buffer(engine, data, updatable, stride, postponeInternalCreation, instanced, useBytes) {
  30578. if (stride === void 0) { stride = 0; }
  30579. if (postponeInternalCreation === void 0) { postponeInternalCreation = false; }
  30580. if (instanced === void 0) { instanced = false; }
  30581. if (useBytes === void 0) { useBytes = false; }
  30582. if (engine instanceof BABYLON.Mesh) { // old versions of BABYLON.VertexBuffer accepted 'mesh' instead of 'engine'
  30583. this._engine = engine.getScene().getEngine();
  30584. }
  30585. else {
  30586. this._engine = engine;
  30587. }
  30588. this._updatable = updatable;
  30589. this._instanced = instanced;
  30590. this._data = data;
  30591. this.byteStride = useBytes ? stride : stride * Float32Array.BYTES_PER_ELEMENT;
  30592. if (!postponeInternalCreation) { // by default
  30593. this.create();
  30594. }
  30595. }
  30596. /**
  30597. * Create a new VertexBuffer based on the current buffer
  30598. * @param kind defines the vertex buffer kind (position, normal, etc.)
  30599. * @param offset defines offset in the buffer (0 by default)
  30600. * @param size defines the size in floats of attributes (position is 3 for instance)
  30601. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  30602. * @param instanced defines if the vertex buffer contains indexed data
  30603. * @param useBytes defines if the offset and stride are in bytes
  30604. * @returns the new vertex buffer
  30605. */
  30606. Buffer.prototype.createVertexBuffer = function (kind, offset, size, stride, instanced, useBytes) {
  30607. if (useBytes === void 0) { useBytes = false; }
  30608. var byteOffset = useBytes ? offset : offset * Float32Array.BYTES_PER_ELEMENT;
  30609. var byteStride = stride ? (useBytes ? stride : stride * Float32Array.BYTES_PER_ELEMENT) : this.byteStride;
  30610. // a lot of these parameters are ignored as they are overriden by the buffer
  30611. return new BABYLON.VertexBuffer(this._engine, this, kind, this._updatable, true, byteStride, instanced === undefined ? this._instanced : instanced, byteOffset, size, undefined, undefined, true);
  30612. };
  30613. // Properties
  30614. /**
  30615. * Gets a boolean indicating if the Buffer is updatable?
  30616. * @returns true if the buffer is updatable
  30617. */
  30618. Buffer.prototype.isUpdatable = function () {
  30619. return this._updatable;
  30620. };
  30621. /**
  30622. * Gets current buffer's data
  30623. * @returns a DataArray or null
  30624. */
  30625. Buffer.prototype.getData = function () {
  30626. return this._data;
  30627. };
  30628. /**
  30629. * Gets underlying native buffer
  30630. * @returns underlying native buffer
  30631. */
  30632. Buffer.prototype.getBuffer = function () {
  30633. return this._buffer;
  30634. };
  30635. /**
  30636. * Gets the stride in float32 units (i.e. byte stride / 4).
  30637. * May not be an integer if the byte stride is not divisible by 4.
  30638. * DEPRECATED. Use byteStride instead.
  30639. * @returns the stride in float32 units
  30640. */
  30641. Buffer.prototype.getStrideSize = function () {
  30642. return this.byteStride / Float32Array.BYTES_PER_ELEMENT;
  30643. };
  30644. // Methods
  30645. /**
  30646. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  30647. * @param data defines the data to store
  30648. */
  30649. Buffer.prototype.create = function (data) {
  30650. if (data === void 0) { data = null; }
  30651. if (!data && this._buffer) {
  30652. return; // nothing to do
  30653. }
  30654. data = data || this._data;
  30655. if (!data) {
  30656. return;
  30657. }
  30658. if (!this._buffer) { // create buffer
  30659. if (this._updatable) {
  30660. this._buffer = this._engine.createDynamicVertexBuffer(data);
  30661. this._data = data;
  30662. }
  30663. else {
  30664. this._buffer = this._engine.createVertexBuffer(data);
  30665. }
  30666. }
  30667. else if (this._updatable) { // update buffer
  30668. this._engine.updateDynamicVertexBuffer(this._buffer, data);
  30669. this._data = data;
  30670. }
  30671. };
  30672. /** @hidden */
  30673. Buffer.prototype._rebuild = function () {
  30674. this._buffer = null;
  30675. this.create(this._data);
  30676. };
  30677. /**
  30678. * Update current buffer data
  30679. * @param data defines the data to store
  30680. */
  30681. Buffer.prototype.update = function (data) {
  30682. this.create(data);
  30683. };
  30684. /**
  30685. * Updates the data directly.
  30686. * @param data the new data
  30687. * @param offset the new offset
  30688. * @param vertexCount the vertex count (optional)
  30689. * @param useBytes set to true if the offset is in bytes
  30690. */
  30691. Buffer.prototype.updateDirectly = function (data, offset, vertexCount, useBytes) {
  30692. if (useBytes === void 0) { useBytes = false; }
  30693. if (!this._buffer) {
  30694. return;
  30695. }
  30696. if (this._updatable) { // update buffer
  30697. this._engine.updateDynamicVertexBuffer(this._buffer, data, useBytes ? offset : offset * Float32Array.BYTES_PER_ELEMENT, (vertexCount ? vertexCount * this.byteStride : undefined));
  30698. this._data = null;
  30699. }
  30700. };
  30701. /**
  30702. * Release all resources
  30703. */
  30704. Buffer.prototype.dispose = function () {
  30705. if (!this._buffer) {
  30706. return;
  30707. }
  30708. if (this._engine._releaseBuffer(this._buffer)) {
  30709. this._buffer = null;
  30710. }
  30711. };
  30712. return Buffer;
  30713. }());
  30714. BABYLON.Buffer = Buffer;
  30715. })(BABYLON || (BABYLON = {}));
  30716. //# sourceMappingURL=babylon.buffer.js.map
  30717. var BABYLON;
  30718. (function (BABYLON) {
  30719. /**
  30720. * Specialized buffer used to store vertex data
  30721. */
  30722. var VertexBuffer = /** @class */ (function () {
  30723. /**
  30724. * Constructor
  30725. * @param engine the engine
  30726. * @param data the data to use for this vertex buffer
  30727. * @param kind the vertex buffer kind
  30728. * @param updatable whether the data is updatable
  30729. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  30730. * @param stride the stride (optional)
  30731. * @param instanced whether the buffer is instanced (optional)
  30732. * @param offset the offset of the data (optional)
  30733. * @param size the number of components (optional)
  30734. * @param type the type of the component (optional)
  30735. * @param normalized whether the data contains normalized data (optional)
  30736. * @param useBytes set to true if stride and offset are in bytes (optional)
  30737. */
  30738. function VertexBuffer(engine, data, kind, updatable, postponeInternalCreation, stride, instanced, offset, size, type, normalized, useBytes) {
  30739. if (normalized === void 0) { normalized = false; }
  30740. if (useBytes === void 0) { useBytes = false; }
  30741. if (data instanceof BABYLON.Buffer) {
  30742. this._buffer = data;
  30743. this._ownsBuffer = false;
  30744. }
  30745. else {
  30746. this._buffer = new BABYLON.Buffer(engine, data, updatable, stride, postponeInternalCreation, instanced, useBytes);
  30747. this._ownsBuffer = true;
  30748. }
  30749. this._kind = kind;
  30750. if (type == undefined) {
  30751. var data_1 = this.getData();
  30752. this.type = VertexBuffer.FLOAT;
  30753. if (data_1 instanceof Int8Array) {
  30754. this.type = VertexBuffer.BYTE;
  30755. }
  30756. else if (data_1 instanceof Uint8Array) {
  30757. this.type = VertexBuffer.UNSIGNED_BYTE;
  30758. }
  30759. else if (data_1 instanceof Int16Array) {
  30760. this.type = VertexBuffer.SHORT;
  30761. }
  30762. else if (data_1 instanceof Uint16Array) {
  30763. this.type = VertexBuffer.UNSIGNED_SHORT;
  30764. }
  30765. else if (data_1 instanceof Int32Array) {
  30766. this.type = VertexBuffer.INT;
  30767. }
  30768. else if (data_1 instanceof Uint32Array) {
  30769. this.type = VertexBuffer.UNSIGNED_INT;
  30770. }
  30771. }
  30772. else {
  30773. this.type = type;
  30774. }
  30775. var typeByteLength = VertexBuffer.GetTypeByteLength(this.type);
  30776. if (useBytes) {
  30777. this._size = size || (stride ? (stride / typeByteLength) : VertexBuffer.DeduceStride(kind));
  30778. this.byteStride = stride || this._buffer.byteStride || (this._size * typeByteLength);
  30779. this.byteOffset = offset || 0;
  30780. }
  30781. else {
  30782. this._size = size || stride || VertexBuffer.DeduceStride(kind);
  30783. this.byteStride = stride ? (stride * typeByteLength) : (this._buffer.byteStride || (this._size * typeByteLength));
  30784. this.byteOffset = (offset || 0) * typeByteLength;
  30785. }
  30786. this.normalized = normalized;
  30787. this._instanced = instanced !== undefined ? instanced : false;
  30788. this._instanceDivisor = instanced ? 1 : 0;
  30789. }
  30790. Object.defineProperty(VertexBuffer.prototype, "instanceDivisor", {
  30791. /**
  30792. * Gets or sets the instance divisor when in instanced mode
  30793. */
  30794. get: function () {
  30795. return this._instanceDivisor;
  30796. },
  30797. set: function (value) {
  30798. this._instanceDivisor = value;
  30799. if (value == 0) {
  30800. this._instanced = false;
  30801. }
  30802. else {
  30803. this._instanced = true;
  30804. }
  30805. },
  30806. enumerable: true,
  30807. configurable: true
  30808. });
  30809. /** @hidden */
  30810. VertexBuffer.prototype._rebuild = function () {
  30811. if (!this._buffer) {
  30812. return;
  30813. }
  30814. this._buffer._rebuild();
  30815. };
  30816. /**
  30817. * Returns the kind of the VertexBuffer (string)
  30818. * @returns a string
  30819. */
  30820. VertexBuffer.prototype.getKind = function () {
  30821. return this._kind;
  30822. };
  30823. // Properties
  30824. /**
  30825. * Gets a boolean indicating if the VertexBuffer is updatable?
  30826. * @returns true if the buffer is updatable
  30827. */
  30828. VertexBuffer.prototype.isUpdatable = function () {
  30829. return this._buffer.isUpdatable();
  30830. };
  30831. /**
  30832. * Gets current buffer's data
  30833. * @returns a DataArray or null
  30834. */
  30835. VertexBuffer.prototype.getData = function () {
  30836. return this._buffer.getData();
  30837. };
  30838. /**
  30839. * Gets underlying native buffer
  30840. * @returns underlying native buffer
  30841. */
  30842. VertexBuffer.prototype.getBuffer = function () {
  30843. return this._buffer.getBuffer();
  30844. };
  30845. /**
  30846. * Gets the stride in float32 units (i.e. byte stride / 4).
  30847. * May not be an integer if the byte stride is not divisible by 4.
  30848. * DEPRECATED. Use byteStride instead.
  30849. * @returns the stride in float32 units
  30850. */
  30851. VertexBuffer.prototype.getStrideSize = function () {
  30852. return this.byteStride / VertexBuffer.GetTypeByteLength(this.type);
  30853. };
  30854. /**
  30855. * Returns the offset as a multiple of the type byte length.
  30856. * DEPRECATED. Use byteOffset instead.
  30857. * @returns the offset in bytes
  30858. */
  30859. VertexBuffer.prototype.getOffset = function () {
  30860. return this.byteOffset / VertexBuffer.GetTypeByteLength(this.type);
  30861. };
  30862. /**
  30863. * Returns the number of components per vertex attribute (integer)
  30864. * @returns the size in float
  30865. */
  30866. VertexBuffer.prototype.getSize = function () {
  30867. return this._size;
  30868. };
  30869. /**
  30870. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  30871. * @returns true if this buffer is instanced
  30872. */
  30873. VertexBuffer.prototype.getIsInstanced = function () {
  30874. return this._instanced;
  30875. };
  30876. /**
  30877. * Returns the instancing divisor, zero for non-instanced (integer).
  30878. * @returns a number
  30879. */
  30880. VertexBuffer.prototype.getInstanceDivisor = function () {
  30881. return this._instanceDivisor;
  30882. };
  30883. // Methods
  30884. /**
  30885. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  30886. * @param data defines the data to store
  30887. */
  30888. VertexBuffer.prototype.create = function (data) {
  30889. this._buffer.create(data);
  30890. };
  30891. /**
  30892. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  30893. * This function will create a new buffer if the current one is not updatable
  30894. * @param data defines the data to store
  30895. */
  30896. VertexBuffer.prototype.update = function (data) {
  30897. this._buffer.update(data);
  30898. };
  30899. /**
  30900. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  30901. * Returns the directly updated WebGLBuffer.
  30902. * @param data the new data
  30903. * @param offset the new offset
  30904. * @param useBytes set to true if the offset is in bytes
  30905. */
  30906. VertexBuffer.prototype.updateDirectly = function (data, offset, useBytes) {
  30907. if (useBytes === void 0) { useBytes = false; }
  30908. this._buffer.updateDirectly(data, offset, undefined, useBytes);
  30909. };
  30910. /**
  30911. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  30912. */
  30913. VertexBuffer.prototype.dispose = function () {
  30914. if (this._ownsBuffer) {
  30915. this._buffer.dispose();
  30916. }
  30917. };
  30918. /**
  30919. * Enumerates each value of this vertex buffer as numbers.
  30920. * @param count the number of values to enumerate
  30921. * @param callback the callback function called for each value
  30922. */
  30923. VertexBuffer.prototype.forEach = function (count, callback) {
  30924. VertexBuffer.ForEach(this._buffer.getData(), this.byteOffset, this.byteStride, this._size, this.type, count, this.normalized, callback);
  30925. };
  30926. /**
  30927. * Deduces the stride given a kind.
  30928. * @param kind The kind string to deduce
  30929. * @returns The deduced stride
  30930. */
  30931. VertexBuffer.DeduceStride = function (kind) {
  30932. switch (kind) {
  30933. case VertexBuffer.UVKind:
  30934. case VertexBuffer.UV2Kind:
  30935. case VertexBuffer.UV3Kind:
  30936. case VertexBuffer.UV4Kind:
  30937. case VertexBuffer.UV5Kind:
  30938. case VertexBuffer.UV6Kind:
  30939. return 2;
  30940. case VertexBuffer.NormalKind:
  30941. case VertexBuffer.PositionKind:
  30942. return 3;
  30943. case VertexBuffer.ColorKind:
  30944. case VertexBuffer.MatricesIndicesKind:
  30945. case VertexBuffer.MatricesIndicesExtraKind:
  30946. case VertexBuffer.MatricesWeightsKind:
  30947. case VertexBuffer.MatricesWeightsExtraKind:
  30948. case VertexBuffer.TangentKind:
  30949. return 4;
  30950. default:
  30951. throw new Error("Invalid kind '" + kind + "'");
  30952. }
  30953. };
  30954. /**
  30955. * Gets the byte length of the given type.
  30956. * @param type the type
  30957. * @returns the number of bytes
  30958. */
  30959. VertexBuffer.GetTypeByteLength = function (type) {
  30960. switch (type) {
  30961. case VertexBuffer.BYTE:
  30962. case VertexBuffer.UNSIGNED_BYTE:
  30963. return 1;
  30964. case VertexBuffer.SHORT:
  30965. case VertexBuffer.UNSIGNED_SHORT:
  30966. return 2;
  30967. case VertexBuffer.INT:
  30968. case VertexBuffer.FLOAT:
  30969. return 4;
  30970. default:
  30971. throw new Error("Invalid type '" + type + "'");
  30972. }
  30973. };
  30974. /**
  30975. * Enumerates each value of the given parameters as numbers.
  30976. * @param data the data to enumerate
  30977. * @param byteOffset the byte offset of the data
  30978. * @param byteStride the byte stride of the data
  30979. * @param componentCount the number of components per element
  30980. * @param componentType the type of the component
  30981. * @param count the total number of components
  30982. * @param normalized whether the data is normalized
  30983. * @param callback the callback function called for each value
  30984. */
  30985. VertexBuffer.ForEach = function (data, byteOffset, byteStride, componentCount, componentType, count, normalized, callback) {
  30986. if (data instanceof Array) {
  30987. var offset = byteOffset / 4;
  30988. var stride = byteStride / 4;
  30989. for (var index = 0; index < count; index += componentCount) {
  30990. for (var componentIndex = 0; componentIndex < componentCount; componentIndex++) {
  30991. callback(data[offset + componentIndex], index + componentIndex);
  30992. }
  30993. offset += stride;
  30994. }
  30995. }
  30996. else {
  30997. var dataView = data instanceof ArrayBuffer ? new DataView(data) : new DataView(data.buffer, data.byteOffset, data.byteLength);
  30998. var componentByteLength = VertexBuffer.GetTypeByteLength(componentType);
  30999. for (var index = 0; index < count; index += componentCount) {
  31000. var componentByteOffset = byteOffset;
  31001. for (var componentIndex = 0; componentIndex < componentCount; componentIndex++) {
  31002. var value = VertexBuffer._GetFloatValue(dataView, componentType, componentByteOffset, normalized);
  31003. callback(value, index + componentIndex);
  31004. componentByteOffset += componentByteLength;
  31005. }
  31006. byteOffset += byteStride;
  31007. }
  31008. }
  31009. };
  31010. VertexBuffer._GetFloatValue = function (dataView, type, byteOffset, normalized) {
  31011. switch (type) {
  31012. case VertexBuffer.BYTE: {
  31013. var value = dataView.getInt8(byteOffset);
  31014. if (normalized) {
  31015. value = Math.max(value / 127, -1);
  31016. }
  31017. return value;
  31018. }
  31019. case VertexBuffer.UNSIGNED_BYTE: {
  31020. var value = dataView.getUint8(byteOffset);
  31021. if (normalized) {
  31022. value = value / 255;
  31023. }
  31024. return value;
  31025. }
  31026. case VertexBuffer.SHORT: {
  31027. var value = dataView.getInt16(byteOffset, true);
  31028. if (normalized) {
  31029. value = Math.max(value / 16383, -1);
  31030. }
  31031. return value;
  31032. }
  31033. case VertexBuffer.UNSIGNED_SHORT: {
  31034. var value = dataView.getUint16(byteOffset, true);
  31035. if (normalized) {
  31036. value = value / 65535;
  31037. }
  31038. return value;
  31039. }
  31040. case VertexBuffer.FLOAT: {
  31041. return dataView.getFloat32(byteOffset, true);
  31042. }
  31043. default: {
  31044. throw new Error("Invalid component type " + type);
  31045. }
  31046. }
  31047. };
  31048. /**
  31049. * The byte type.
  31050. */
  31051. VertexBuffer.BYTE = 5120;
  31052. /**
  31053. * The unsigned byte type.
  31054. */
  31055. VertexBuffer.UNSIGNED_BYTE = 5121;
  31056. /**
  31057. * The short type.
  31058. */
  31059. VertexBuffer.SHORT = 5122;
  31060. /**
  31061. * The unsigned short type.
  31062. */
  31063. VertexBuffer.UNSIGNED_SHORT = 5123;
  31064. /**
  31065. * The integer type.
  31066. */
  31067. VertexBuffer.INT = 5124;
  31068. /**
  31069. * The unsigned integer type.
  31070. */
  31071. VertexBuffer.UNSIGNED_INT = 5125;
  31072. /**
  31073. * The float type.
  31074. */
  31075. VertexBuffer.FLOAT = 5126;
  31076. // Enums
  31077. /**
  31078. * Positions
  31079. */
  31080. VertexBuffer.PositionKind = "position";
  31081. /**
  31082. * Normals
  31083. */
  31084. VertexBuffer.NormalKind = "normal";
  31085. /**
  31086. * Tangents
  31087. */
  31088. VertexBuffer.TangentKind = "tangent";
  31089. /**
  31090. * Texture coordinates
  31091. */
  31092. VertexBuffer.UVKind = "uv";
  31093. /**
  31094. * Texture coordinates 2
  31095. */
  31096. VertexBuffer.UV2Kind = "uv2";
  31097. /**
  31098. * Texture coordinates 3
  31099. */
  31100. VertexBuffer.UV3Kind = "uv3";
  31101. /**
  31102. * Texture coordinates 4
  31103. */
  31104. VertexBuffer.UV4Kind = "uv4";
  31105. /**
  31106. * Texture coordinates 5
  31107. */
  31108. VertexBuffer.UV5Kind = "uv5";
  31109. /**
  31110. * Texture coordinates 6
  31111. */
  31112. VertexBuffer.UV6Kind = "uv6";
  31113. /**
  31114. * Colors
  31115. */
  31116. VertexBuffer.ColorKind = "color";
  31117. /**
  31118. * Matrix indices (for bones)
  31119. */
  31120. VertexBuffer.MatricesIndicesKind = "matricesIndices";
  31121. /**
  31122. * Matrix weights (for bones)
  31123. */
  31124. VertexBuffer.MatricesWeightsKind = "matricesWeights";
  31125. /**
  31126. * Additional matrix indices (for bones)
  31127. */
  31128. VertexBuffer.MatricesIndicesExtraKind = "matricesIndicesExtra";
  31129. /**
  31130. * Additional matrix weights (for bones)
  31131. */
  31132. VertexBuffer.MatricesWeightsExtraKind = "matricesWeightsExtra";
  31133. return VertexBuffer;
  31134. }());
  31135. BABYLON.VertexBuffer = VertexBuffer;
  31136. })(BABYLON || (BABYLON = {}));
  31137. //# sourceMappingURL=babylon.vertexBuffer.js.map
  31138. //# sourceMappingURL=babylon.internalTextureLoader.js.map
  31139. var BABYLON;
  31140. (function (BABYLON) {
  31141. /**
  31142. * Internal class used by the engine to get list of InternalTexture already bound to the GL context
  31143. */
  31144. var DummyInternalTextureTracker = /** @class */ (function () {
  31145. function DummyInternalTextureTracker() {
  31146. /**
  31147. * Gets or set the previous tracker in the list
  31148. */
  31149. this.previous = null;
  31150. /**
  31151. * Gets or set the next tracker in the list
  31152. */
  31153. this.next = null;
  31154. }
  31155. return DummyInternalTextureTracker;
  31156. }());
  31157. BABYLON.DummyInternalTextureTracker = DummyInternalTextureTracker;
  31158. })(BABYLON || (BABYLON = {}));
  31159. //# sourceMappingURL=babylon.internalTextureTracker.js.map
  31160. var BABYLON;
  31161. (function (BABYLON) {
  31162. /**
  31163. * Class used to store data associated with WebGL texture data for the engine
  31164. * This class should not be used directly
  31165. */
  31166. var InternalTexture = /** @class */ (function () {
  31167. /**
  31168. * Creates a new InternalTexture
  31169. * @param engine defines the engine to use
  31170. * @param dataSource defines the type of data that will be used
  31171. * @param delayAllocation if the texture allocation should be delayed (default: false)
  31172. */
  31173. function InternalTexture(engine, dataSource, delayAllocation) {
  31174. if (delayAllocation === void 0) { delayAllocation = false; }
  31175. /**
  31176. * Observable called when the texture is loaded
  31177. */
  31178. this.onLoadedObservable = new BABYLON.Observable();
  31179. /**
  31180. * Gets or set the previous tracker in the list
  31181. */
  31182. this.previous = null;
  31183. /**
  31184. * Gets or set the next tracker in the list
  31185. */
  31186. this.next = null;
  31187. // Private
  31188. /** @hidden */
  31189. this._initialSlot = -1;
  31190. /** @hidden */
  31191. this._designatedSlot = -1;
  31192. /** @hidden */
  31193. this._dataSource = InternalTexture.DATASOURCE_UNKNOWN;
  31194. /** @hidden */
  31195. this._comparisonFunction = 0;
  31196. /** @hidden */
  31197. this._sphericalPolynomial = null;
  31198. /** @hidden */
  31199. this._lodGenerationScale = 0;
  31200. /** @hidden */
  31201. this._lodGenerationOffset = 0;
  31202. /** @hidden */
  31203. this._isRGBD = false;
  31204. /** @hidden */
  31205. this._references = 1;
  31206. this._engine = engine;
  31207. this._dataSource = dataSource;
  31208. if (!delayAllocation) {
  31209. this._webGLTexture = engine._createTexture();
  31210. }
  31211. }
  31212. /**
  31213. * Gets the Engine the texture belongs to.
  31214. * @returns The babylon engine
  31215. */
  31216. InternalTexture.prototype.getEngine = function () {
  31217. return this._engine;
  31218. };
  31219. Object.defineProperty(InternalTexture.prototype, "dataSource", {
  31220. /**
  31221. * Gets the data source type of the texture (can be one of the BABYLON.InternalTexture.DATASOURCE_XXXX)
  31222. */
  31223. get: function () {
  31224. return this._dataSource;
  31225. },
  31226. enumerable: true,
  31227. configurable: true
  31228. });
  31229. /**
  31230. * Increments the number of references (ie. the number of Texture that point to it)
  31231. */
  31232. InternalTexture.prototype.incrementReferences = function () {
  31233. this._references++;
  31234. };
  31235. /**
  31236. * Change the size of the texture (not the size of the content)
  31237. * @param width defines the new width
  31238. * @param height defines the new height
  31239. * @param depth defines the new depth (1 by default)
  31240. */
  31241. InternalTexture.prototype.updateSize = function (width, height, depth) {
  31242. if (depth === void 0) { depth = 1; }
  31243. this.width = width;
  31244. this.height = height;
  31245. this.depth = depth;
  31246. this.baseWidth = width;
  31247. this.baseHeight = height;
  31248. this.baseDepth = depth;
  31249. this._size = width * height * depth;
  31250. };
  31251. /** @hidden */
  31252. InternalTexture.prototype._rebuild = function () {
  31253. var _this = this;
  31254. var proxy;
  31255. this.isReady = false;
  31256. this._cachedCoordinatesMode = null;
  31257. this._cachedWrapU = null;
  31258. this._cachedWrapV = null;
  31259. this._cachedAnisotropicFilteringLevel = null;
  31260. switch (this._dataSource) {
  31261. case InternalTexture.DATASOURCE_TEMP:
  31262. return;
  31263. case InternalTexture.DATASOURCE_URL:
  31264. proxy = this._engine.createTexture(this.url, !this.generateMipMaps, this.invertY, null, this.samplingMode, function () {
  31265. proxy._swapAndDie(_this);
  31266. _this.isReady = true;
  31267. }, null, this._buffer, undefined, this.format);
  31268. return;
  31269. case InternalTexture.DATASOURCE_RAW:
  31270. proxy = this._engine.createRawTexture(this._bufferView, this.baseWidth, this.baseHeight, this.format, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  31271. proxy._swapAndDie(this);
  31272. this.isReady = true;
  31273. return;
  31274. case InternalTexture.DATASOURCE_RAW3D:
  31275. proxy = this._engine.createRawTexture3D(this._bufferView, this.baseWidth, this.baseHeight, this.baseDepth, this.format, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  31276. proxy._swapAndDie(this);
  31277. this.isReady = true;
  31278. return;
  31279. case InternalTexture.DATASOURCE_DYNAMIC:
  31280. proxy = this._engine.createDynamicTexture(this.baseWidth, this.baseHeight, this.generateMipMaps, this.samplingMode);
  31281. proxy._swapAndDie(this);
  31282. this._engine.updateDynamicTexture(this, this._engine.getRenderingCanvas(), this.invertY, undefined, undefined, true);
  31283. // The engine will make sure to update content so no need to flag it as isReady = true
  31284. return;
  31285. case InternalTexture.DATASOURCE_RENDERTARGET:
  31286. var options = new BABYLON.RenderTargetCreationOptions();
  31287. options.generateDepthBuffer = this._generateDepthBuffer;
  31288. options.generateMipMaps = this.generateMipMaps;
  31289. options.generateStencilBuffer = this._generateStencilBuffer;
  31290. options.samplingMode = this.samplingMode;
  31291. options.type = this.type;
  31292. if (this.isCube) {
  31293. proxy = this._engine.createRenderTargetCubeTexture(this.width, options);
  31294. }
  31295. else {
  31296. var size = {
  31297. width: this.width,
  31298. height: this.height
  31299. };
  31300. proxy = this._engine.createRenderTargetTexture(size, options);
  31301. }
  31302. proxy._swapAndDie(this);
  31303. this.isReady = true;
  31304. return;
  31305. case InternalTexture.DATASOURCE_DEPTHTEXTURE:
  31306. var depthTextureOptions = {
  31307. bilinearFiltering: this.samplingMode !== BABYLON.Texture.BILINEAR_SAMPLINGMODE,
  31308. comparisonFunction: this._comparisonFunction,
  31309. generateStencil: this._generateStencilBuffer,
  31310. isCube: this.isCube
  31311. };
  31312. proxy = this._engine.createDepthStencilTexture({ width: this.width, height: this.height }, depthTextureOptions);
  31313. proxy._swapAndDie(this);
  31314. this.isReady = true;
  31315. return;
  31316. case InternalTexture.DATASOURCE_CUBE:
  31317. proxy = this._engine.createCubeTexture(this.url, null, this._files, !this.generateMipMaps, function () {
  31318. proxy._swapAndDie(_this);
  31319. _this.isReady = true;
  31320. }, null, this.format, this._extension);
  31321. return;
  31322. case InternalTexture.DATASOURCE_CUBERAW:
  31323. proxy = this._engine.createRawCubeTexture(this._bufferViewArray, this.width, this.format, this.type, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  31324. proxy._swapAndDie(this);
  31325. this.isReady = true;
  31326. return;
  31327. case InternalTexture.DATASOURCE_CUBERAW_RGBD:
  31328. proxy = this._engine.createRawCubeTexture(null, this.width, this.format, this.type, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  31329. BABYLON.RawCubeTexture._UpdateRGBDAsync(proxy, this._bufferViewArrayArray, this._sphericalPolynomial, this._lodGenerationScale, this._lodGenerationOffset).then(function () {
  31330. proxy._swapAndDie(_this);
  31331. _this.isReady = true;
  31332. });
  31333. return;
  31334. case InternalTexture.DATASOURCE_CUBEPREFILTERED:
  31335. proxy = this._engine.createPrefilteredCubeTexture(this.url, null, this._lodGenerationScale, this._lodGenerationOffset, function (proxy) {
  31336. if (proxy) {
  31337. proxy._swapAndDie(_this);
  31338. }
  31339. _this.isReady = true;
  31340. }, null, this.format, this._extension);
  31341. proxy._sphericalPolynomial = this._sphericalPolynomial;
  31342. return;
  31343. }
  31344. };
  31345. /** @hidden */
  31346. InternalTexture.prototype._swapAndDie = function (target) {
  31347. target._webGLTexture = this._webGLTexture;
  31348. if (this._framebuffer) {
  31349. target._framebuffer = this._framebuffer;
  31350. }
  31351. if (this._depthStencilBuffer) {
  31352. target._depthStencilBuffer = this._depthStencilBuffer;
  31353. }
  31354. if (this._lodTextureHigh) {
  31355. if (target._lodTextureHigh) {
  31356. target._lodTextureHigh.dispose();
  31357. }
  31358. target._lodTextureHigh = this._lodTextureHigh;
  31359. }
  31360. if (this._lodTextureMid) {
  31361. if (target._lodTextureMid) {
  31362. target._lodTextureMid.dispose();
  31363. }
  31364. target._lodTextureMid = this._lodTextureMid;
  31365. }
  31366. if (this._lodTextureLow) {
  31367. if (target._lodTextureLow) {
  31368. target._lodTextureLow.dispose();
  31369. }
  31370. target._lodTextureLow = this._lodTextureLow;
  31371. }
  31372. var cache = this._engine.getLoadedTexturesCache();
  31373. var index = cache.indexOf(this);
  31374. if (index !== -1) {
  31375. cache.splice(index, 1);
  31376. }
  31377. };
  31378. /**
  31379. * Dispose the current allocated resources
  31380. */
  31381. InternalTexture.prototype.dispose = function () {
  31382. if (!this._webGLTexture) {
  31383. return;
  31384. }
  31385. this._references--;
  31386. if (this._references === 0) {
  31387. this._engine._releaseTexture(this);
  31388. this._webGLTexture = null;
  31389. this.previous = null;
  31390. this.next = null;
  31391. }
  31392. };
  31393. /**
  31394. * The source of the texture data is unknown
  31395. */
  31396. InternalTexture.DATASOURCE_UNKNOWN = 0;
  31397. /**
  31398. * Texture data comes from an URL
  31399. */
  31400. InternalTexture.DATASOURCE_URL = 1;
  31401. /**
  31402. * Texture data is only used for temporary storage
  31403. */
  31404. InternalTexture.DATASOURCE_TEMP = 2;
  31405. /**
  31406. * Texture data comes from raw data (ArrayBuffer)
  31407. */
  31408. InternalTexture.DATASOURCE_RAW = 3;
  31409. /**
  31410. * Texture content is dynamic (video or dynamic texture)
  31411. */
  31412. InternalTexture.DATASOURCE_DYNAMIC = 4;
  31413. /**
  31414. * Texture content is generated by rendering to it
  31415. */
  31416. InternalTexture.DATASOURCE_RENDERTARGET = 5;
  31417. /**
  31418. * Texture content is part of a multi render target process
  31419. */
  31420. InternalTexture.DATASOURCE_MULTIRENDERTARGET = 6;
  31421. /**
  31422. * Texture data comes from a cube data file
  31423. */
  31424. InternalTexture.DATASOURCE_CUBE = 7;
  31425. /**
  31426. * Texture data comes from a raw cube data
  31427. */
  31428. InternalTexture.DATASOURCE_CUBERAW = 8;
  31429. /**
  31430. * Texture data come from a prefiltered cube data file
  31431. */
  31432. InternalTexture.DATASOURCE_CUBEPREFILTERED = 9;
  31433. /**
  31434. * Texture content is raw 3D data
  31435. */
  31436. InternalTexture.DATASOURCE_RAW3D = 10;
  31437. /**
  31438. * Texture content is a depth texture
  31439. */
  31440. InternalTexture.DATASOURCE_DEPTHTEXTURE = 11;
  31441. /**
  31442. * Texture data comes from a raw cube data encoded with RGBD
  31443. */
  31444. InternalTexture.DATASOURCE_CUBERAW_RGBD = 12;
  31445. return InternalTexture;
  31446. }());
  31447. BABYLON.InternalTexture = InternalTexture;
  31448. })(BABYLON || (BABYLON = {}));
  31449. //# sourceMappingURL=babylon.internalTexture.js.map
  31450. var BABYLON;
  31451. (function (BABYLON) {
  31452. /**
  31453. * Base class of all the textures in babylon.
  31454. * It groups all the common properties the materials, post process, lights... might need
  31455. * in order to make a correct use of the texture.
  31456. */
  31457. var BaseTexture = /** @class */ (function () {
  31458. /**
  31459. * Instantiates a new BaseTexture.
  31460. * Base class of all the textures in babylon.
  31461. * It groups all the common properties the materials, post process, lights... might need
  31462. * in order to make a correct use of the texture.
  31463. * @param scene Define the scene the texture blongs to
  31464. */
  31465. function BaseTexture(scene) {
  31466. /**
  31467. * Gets or sets an object used to store user defined information.
  31468. */
  31469. this.metadata = null;
  31470. this._hasAlpha = false;
  31471. /**
  31472. * Defines if the alpha value should be determined via the rgb values.
  31473. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  31474. */
  31475. this.getAlphaFromRGB = false;
  31476. /**
  31477. * Intensity or strength of the texture.
  31478. * It is commonly used by materials to fine tune the intensity of the texture
  31479. */
  31480. this.level = 1;
  31481. /**
  31482. * Define the UV chanel to use starting from 0 and defaulting to 0.
  31483. * This is part of the texture as textures usually maps to one uv set.
  31484. */
  31485. this.coordinatesIndex = 0;
  31486. this._coordinatesMode = BABYLON.Texture.EXPLICIT_MODE;
  31487. /**
  31488. * | Value | Type | Description |
  31489. * | ----- | ------------------ | ----------- |
  31490. * | 0 | CLAMP_ADDRESSMODE | |
  31491. * | 1 | WRAP_ADDRESSMODE | |
  31492. * | 2 | MIRROR_ADDRESSMODE | |
  31493. */
  31494. this.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  31495. /**
  31496. * | Value | Type | Description |
  31497. * | ----- | ------------------ | ----------- |
  31498. * | 0 | CLAMP_ADDRESSMODE | |
  31499. * | 1 | WRAP_ADDRESSMODE | |
  31500. * | 2 | MIRROR_ADDRESSMODE | |
  31501. */
  31502. this.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  31503. /**
  31504. * | Value | Type | Description |
  31505. * | ----- | ------------------ | ----------- |
  31506. * | 0 | CLAMP_ADDRESSMODE | |
  31507. * | 1 | WRAP_ADDRESSMODE | |
  31508. * | 2 | MIRROR_ADDRESSMODE | |
  31509. */
  31510. this.wrapR = BABYLON.Texture.WRAP_ADDRESSMODE;
  31511. /**
  31512. * With compliant hardware and browser (supporting anisotropic filtering)
  31513. * this defines the level of anisotropic filtering in the texture.
  31514. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  31515. */
  31516. this.anisotropicFilteringLevel = BaseTexture.DEFAULT_ANISOTROPIC_FILTERING_LEVEL;
  31517. /**
  31518. * Define if the texture is a cube texture or if false a 2d texture.
  31519. */
  31520. this.isCube = false;
  31521. /**
  31522. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  31523. */
  31524. this.is3D = false;
  31525. /**
  31526. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  31527. * HDR texture are usually stored in linear space.
  31528. * This only impacts the PBR and Background materials
  31529. */
  31530. this.gammaSpace = true;
  31531. /**
  31532. * Is Z inverted in the texture (useful in a cube texture).
  31533. */
  31534. this.invertZ = false;
  31535. /**
  31536. * @hidden
  31537. */
  31538. this.lodLevelInAlpha = false;
  31539. /**
  31540. * Define if the texture is a render target.
  31541. */
  31542. this.isRenderTarget = false;
  31543. /**
  31544. * Define the list of animation attached to the texture.
  31545. */
  31546. this.animations = new Array();
  31547. /**
  31548. * An event triggered when the texture is disposed.
  31549. */
  31550. this.onDisposeObservable = new BABYLON.Observable();
  31551. /**
  31552. * Define the current state of the loading sequence when in delayed load mode.
  31553. */
  31554. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  31555. this._cachedSize = BABYLON.Size.Zero();
  31556. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  31557. if (this._scene) {
  31558. this._scene.addTexture(this);
  31559. this.uniqueId = this._scene.getUniqueId();
  31560. }
  31561. this._uid = null;
  31562. }
  31563. Object.defineProperty(BaseTexture.prototype, "hasAlpha", {
  31564. get: function () {
  31565. return this._hasAlpha;
  31566. },
  31567. /**
  31568. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  31569. */
  31570. set: function (value) {
  31571. if (this._hasAlpha === value) {
  31572. return;
  31573. }
  31574. this._hasAlpha = value;
  31575. if (this._scene) {
  31576. this._scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag | BABYLON.Material.MiscDirtyFlag);
  31577. }
  31578. },
  31579. enumerable: true,
  31580. configurable: true
  31581. });
  31582. Object.defineProperty(BaseTexture.prototype, "coordinatesMode", {
  31583. get: function () {
  31584. return this._coordinatesMode;
  31585. },
  31586. /**
  31587. * How a texture is mapped.
  31588. *
  31589. * | Value | Type | Description |
  31590. * | ----- | ----------------------------------- | ----------- |
  31591. * | 0 | EXPLICIT_MODE | |
  31592. * | 1 | SPHERICAL_MODE | |
  31593. * | 2 | PLANAR_MODE | |
  31594. * | 3 | CUBIC_MODE | |
  31595. * | 4 | PROJECTION_MODE | |
  31596. * | 5 | SKYBOX_MODE | |
  31597. * | 6 | INVCUBIC_MODE | |
  31598. * | 7 | EQUIRECTANGULAR_MODE | |
  31599. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  31600. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  31601. */
  31602. set: function (value) {
  31603. if (this._coordinatesMode === value) {
  31604. return;
  31605. }
  31606. this._coordinatesMode = value;
  31607. if (this._scene) {
  31608. this._scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  31609. }
  31610. },
  31611. enumerable: true,
  31612. configurable: true
  31613. });
  31614. Object.defineProperty(BaseTexture.prototype, "isRGBD", {
  31615. /**
  31616. * Gets whether or not the texture contains RGBD data.
  31617. */
  31618. get: function () {
  31619. return this._texture != null && this._texture._isRGBD;
  31620. },
  31621. enumerable: true,
  31622. configurable: true
  31623. });
  31624. Object.defineProperty(BaseTexture.prototype, "lodGenerationOffset", {
  31625. /**
  31626. * With prefiltered texture, defined the offset used during the prefiltering steps.
  31627. */
  31628. get: function () {
  31629. if (this._texture) {
  31630. return this._texture._lodGenerationOffset;
  31631. }
  31632. return 0.0;
  31633. },
  31634. set: function (value) {
  31635. if (this._texture) {
  31636. this._texture._lodGenerationOffset = value;
  31637. }
  31638. },
  31639. enumerable: true,
  31640. configurable: true
  31641. });
  31642. Object.defineProperty(BaseTexture.prototype, "lodGenerationScale", {
  31643. /**
  31644. * With prefiltered texture, defined the scale used during the prefiltering steps.
  31645. */
  31646. get: function () {
  31647. if (this._texture) {
  31648. return this._texture._lodGenerationScale;
  31649. }
  31650. return 0.0;
  31651. },
  31652. set: function (value) {
  31653. if (this._texture) {
  31654. this._texture._lodGenerationScale = value;
  31655. }
  31656. },
  31657. enumerable: true,
  31658. configurable: true
  31659. });
  31660. Object.defineProperty(BaseTexture.prototype, "uid", {
  31661. /**
  31662. * Define the unique id of the texture in the scene.
  31663. */
  31664. get: function () {
  31665. if (!this._uid) {
  31666. this._uid = BABYLON.Tools.RandomId();
  31667. }
  31668. return this._uid;
  31669. },
  31670. enumerable: true,
  31671. configurable: true
  31672. });
  31673. /**
  31674. * Return a string representation of the texture.
  31675. * @returns the texture as a string
  31676. */
  31677. BaseTexture.prototype.toString = function () {
  31678. return this.name;
  31679. };
  31680. /**
  31681. * Get the class name of the texture.
  31682. * @returns "BaseTexture"
  31683. */
  31684. BaseTexture.prototype.getClassName = function () {
  31685. return "BaseTexture";
  31686. };
  31687. Object.defineProperty(BaseTexture.prototype, "onDispose", {
  31688. /**
  31689. * Callback triggered when the texture has been disposed.
  31690. * Kept for back compatibility, you can use the onDisposeObservable instead.
  31691. */
  31692. set: function (callback) {
  31693. if (this._onDisposeObserver) {
  31694. this.onDisposeObservable.remove(this._onDisposeObserver);
  31695. }
  31696. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  31697. },
  31698. enumerable: true,
  31699. configurable: true
  31700. });
  31701. Object.defineProperty(BaseTexture.prototype, "isBlocking", {
  31702. /**
  31703. * Define if the texture is preventinga material to render or not.
  31704. * If not and the texture is not ready, the engine will use a default black texture instead.
  31705. */
  31706. get: function () {
  31707. return true;
  31708. },
  31709. enumerable: true,
  31710. configurable: true
  31711. });
  31712. /**
  31713. * Get the scene the texture belongs to.
  31714. * @returns the scene or null if undefined
  31715. */
  31716. BaseTexture.prototype.getScene = function () {
  31717. return this._scene;
  31718. };
  31719. /**
  31720. * Get the texture transform matrix used to offset tile the texture for istance.
  31721. * @returns the transformation matrix
  31722. */
  31723. BaseTexture.prototype.getTextureMatrix = function () {
  31724. return BABYLON.Matrix.IdentityReadOnly;
  31725. };
  31726. /**
  31727. * Get the texture reflection matrix used to rotate/transform the reflection.
  31728. * @returns the reflection matrix
  31729. */
  31730. BaseTexture.prototype.getReflectionTextureMatrix = function () {
  31731. return BABYLON.Matrix.IdentityReadOnly;
  31732. };
  31733. /**
  31734. * Get the underlying lower level texture from Babylon.
  31735. * @returns the insternal texture
  31736. */
  31737. BaseTexture.prototype.getInternalTexture = function () {
  31738. return this._texture;
  31739. };
  31740. /**
  31741. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  31742. * @returns true if ready or not blocking
  31743. */
  31744. BaseTexture.prototype.isReadyOrNotBlocking = function () {
  31745. return !this.isBlocking || this.isReady();
  31746. };
  31747. /**
  31748. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  31749. * @returns true if fully ready
  31750. */
  31751. BaseTexture.prototype.isReady = function () {
  31752. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  31753. this.delayLoad();
  31754. return false;
  31755. }
  31756. if (this._texture) {
  31757. return this._texture.isReady;
  31758. }
  31759. return false;
  31760. };
  31761. /**
  31762. * Get the size of the texture.
  31763. * @returns the texture size.
  31764. */
  31765. BaseTexture.prototype.getSize = function () {
  31766. if (this._texture) {
  31767. if (this._texture.width) {
  31768. this._cachedSize.width = this._texture.width;
  31769. this._cachedSize.height = this._texture.height;
  31770. return this._cachedSize;
  31771. }
  31772. if (this._texture._size) {
  31773. this._cachedSize.width = this._texture._size;
  31774. this._cachedSize.height = this._texture._size;
  31775. return this._cachedSize;
  31776. }
  31777. }
  31778. return this._cachedSize;
  31779. };
  31780. /**
  31781. * Get the base size of the texture.
  31782. * It can be different from the size if the texture has been resized for POT for instance
  31783. * @returns the base size
  31784. */
  31785. BaseTexture.prototype.getBaseSize = function () {
  31786. if (!this.isReady() || !this._texture) {
  31787. return BABYLON.Size.Zero();
  31788. }
  31789. if (this._texture._size) {
  31790. return new BABYLON.Size(this._texture._size, this._texture._size);
  31791. }
  31792. return new BABYLON.Size(this._texture.baseWidth, this._texture.baseHeight);
  31793. };
  31794. /**
  31795. * Scales the texture if is `canRescale()`
  31796. * @param ratio the resize factor we want to use to rescale
  31797. */
  31798. BaseTexture.prototype.scale = function (ratio) {
  31799. };
  31800. Object.defineProperty(BaseTexture.prototype, "canRescale", {
  31801. /**
  31802. * Get if the texture can rescale.
  31803. */
  31804. get: function () {
  31805. return false;
  31806. },
  31807. enumerable: true,
  31808. configurable: true
  31809. });
  31810. /** @hidden */
  31811. BaseTexture.prototype._getFromCache = function (url, noMipmap, sampling) {
  31812. if (!this._scene) {
  31813. return null;
  31814. }
  31815. var texturesCache = this._scene.getEngine().getLoadedTexturesCache();
  31816. for (var index = 0; index < texturesCache.length; index++) {
  31817. var texturesCacheEntry = texturesCache[index];
  31818. if (texturesCacheEntry.url === url && texturesCacheEntry.generateMipMaps === !noMipmap) {
  31819. if (!sampling || sampling === texturesCacheEntry.samplingMode) {
  31820. texturesCacheEntry.incrementReferences();
  31821. return texturesCacheEntry;
  31822. }
  31823. }
  31824. }
  31825. return null;
  31826. };
  31827. /** @hidden */
  31828. BaseTexture.prototype._rebuild = function () {
  31829. };
  31830. /**
  31831. * Triggers the load sequence in delayed load mode.
  31832. */
  31833. BaseTexture.prototype.delayLoad = function () {
  31834. };
  31835. /**
  31836. * Clones the texture.
  31837. * @returns the cloned texture
  31838. */
  31839. BaseTexture.prototype.clone = function () {
  31840. return null;
  31841. };
  31842. Object.defineProperty(BaseTexture.prototype, "textureType", {
  31843. /**
  31844. * Get the texture underlying type (INT, FLOAT...)
  31845. */
  31846. get: function () {
  31847. if (!this._texture) {
  31848. return BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  31849. }
  31850. return (this._texture.type !== undefined) ? this._texture.type : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  31851. },
  31852. enumerable: true,
  31853. configurable: true
  31854. });
  31855. Object.defineProperty(BaseTexture.prototype, "textureFormat", {
  31856. /**
  31857. * Get the texture underlying format (RGB, RGBA...)
  31858. */
  31859. get: function () {
  31860. if (!this._texture) {
  31861. return BABYLON.Engine.TEXTUREFORMAT_RGBA;
  31862. }
  31863. return (this._texture.format !== undefined) ? this._texture.format : BABYLON.Engine.TEXTUREFORMAT_RGBA;
  31864. },
  31865. enumerable: true,
  31866. configurable: true
  31867. });
  31868. /**
  31869. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  31870. * This will returns an RGBA array buffer containing either in values (0-255) or
  31871. * float values (0-1) depending of the underlying buffer type.
  31872. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  31873. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  31874. * @param buffer defines a user defined buffer to fill with data (can be null)
  31875. * @returns The Array buffer containing the pixels data.
  31876. */
  31877. BaseTexture.prototype.readPixels = function (faceIndex, level, buffer) {
  31878. if (faceIndex === void 0) { faceIndex = 0; }
  31879. if (level === void 0) { level = 0; }
  31880. if (buffer === void 0) { buffer = null; }
  31881. if (!this._texture) {
  31882. return null;
  31883. }
  31884. var size = this.getSize();
  31885. var width = size.width;
  31886. var height = size.height;
  31887. var scene = this.getScene();
  31888. if (!scene) {
  31889. return null;
  31890. }
  31891. var engine = scene.getEngine();
  31892. if (level != 0) {
  31893. width = width / Math.pow(2, level);
  31894. height = height / Math.pow(2, level);
  31895. width = Math.round(width);
  31896. height = Math.round(height);
  31897. }
  31898. if (this._texture.isCube) {
  31899. return engine._readTexturePixels(this._texture, width, height, faceIndex, level, buffer);
  31900. }
  31901. return engine._readTexturePixels(this._texture, width, height, -1, level, buffer);
  31902. };
  31903. /**
  31904. * Release and destroy the underlying lower level texture aka internalTexture.
  31905. */
  31906. BaseTexture.prototype.releaseInternalTexture = function () {
  31907. if (this._texture) {
  31908. this._texture.dispose();
  31909. this._texture = null;
  31910. }
  31911. };
  31912. Object.defineProperty(BaseTexture.prototype, "sphericalPolynomial", {
  31913. /**
  31914. * Get the polynomial representation of the texture data.
  31915. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  31916. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  31917. */
  31918. get: function () {
  31919. if (!this._texture || !BABYLON.CubeMapToSphericalPolynomialTools || !this.isReady()) {
  31920. return null;
  31921. }
  31922. if (!this._texture._sphericalPolynomial) {
  31923. this._texture._sphericalPolynomial =
  31924. BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapTextureToSphericalPolynomial(this);
  31925. }
  31926. return this._texture._sphericalPolynomial;
  31927. },
  31928. set: function (value) {
  31929. if (this._texture) {
  31930. this._texture._sphericalPolynomial = value;
  31931. }
  31932. },
  31933. enumerable: true,
  31934. configurable: true
  31935. });
  31936. Object.defineProperty(BaseTexture.prototype, "_lodTextureHigh", {
  31937. /** @hidden */
  31938. get: function () {
  31939. if (this._texture) {
  31940. return this._texture._lodTextureHigh;
  31941. }
  31942. return null;
  31943. },
  31944. enumerable: true,
  31945. configurable: true
  31946. });
  31947. Object.defineProperty(BaseTexture.prototype, "_lodTextureMid", {
  31948. /** @hidden */
  31949. get: function () {
  31950. if (this._texture) {
  31951. return this._texture._lodTextureMid;
  31952. }
  31953. return null;
  31954. },
  31955. enumerable: true,
  31956. configurable: true
  31957. });
  31958. Object.defineProperty(BaseTexture.prototype, "_lodTextureLow", {
  31959. /** @hidden */
  31960. get: function () {
  31961. if (this._texture) {
  31962. return this._texture._lodTextureLow;
  31963. }
  31964. return null;
  31965. },
  31966. enumerable: true,
  31967. configurable: true
  31968. });
  31969. /**
  31970. * Dispose the texture and release its associated resources.
  31971. */
  31972. BaseTexture.prototype.dispose = function () {
  31973. if (!this._scene) {
  31974. return;
  31975. }
  31976. // Animations
  31977. this._scene.stopAnimation(this);
  31978. // Remove from scene
  31979. this._scene._removePendingData(this);
  31980. var index = this._scene.textures.indexOf(this);
  31981. if (index >= 0) {
  31982. this._scene.textures.splice(index, 1);
  31983. }
  31984. this._scene.onTextureRemovedObservable.notifyObservers(this);
  31985. if (this._texture === undefined) {
  31986. return;
  31987. }
  31988. // Release
  31989. this.releaseInternalTexture();
  31990. // Callback
  31991. this.onDisposeObservable.notifyObservers(this);
  31992. this.onDisposeObservable.clear();
  31993. };
  31994. /**
  31995. * Serialize the texture into a JSON representation that can be parsed later on.
  31996. * @returns the JSON representation of the texture
  31997. */
  31998. BaseTexture.prototype.serialize = function () {
  31999. if (!this.name) {
  32000. return null;
  32001. }
  32002. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  32003. // Animations
  32004. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  32005. return serializationObject;
  32006. };
  32007. /**
  32008. * Helper function to be called back once a list of texture contains only ready textures.
  32009. * @param textures Define the list of textures to wait for
  32010. * @param callback Define the callback triggered once the entire list will be ready
  32011. */
  32012. BaseTexture.WhenAllReady = function (textures, callback) {
  32013. var numRemaining = textures.length;
  32014. if (numRemaining === 0) {
  32015. callback();
  32016. return;
  32017. }
  32018. var _loop_1 = function () {
  32019. texture = textures[i];
  32020. if (texture.isReady()) {
  32021. if (--numRemaining === 0) {
  32022. callback();
  32023. }
  32024. }
  32025. else {
  32026. onLoadObservable = texture.onLoadObservable;
  32027. var onLoadCallback_1 = function () {
  32028. onLoadObservable.removeCallback(onLoadCallback_1);
  32029. if (--numRemaining === 0) {
  32030. callback();
  32031. }
  32032. };
  32033. onLoadObservable.add(onLoadCallback_1);
  32034. }
  32035. };
  32036. var texture, onLoadObservable;
  32037. for (var i = 0; i < textures.length; i++) {
  32038. _loop_1();
  32039. }
  32040. };
  32041. /**
  32042. * Default anisotropic filtering level for the application.
  32043. * It is set to 4 as a good tradeoff between perf and quality.
  32044. */
  32045. BaseTexture.DEFAULT_ANISOTROPIC_FILTERING_LEVEL = 4;
  32046. __decorate([
  32047. BABYLON.serialize()
  32048. ], BaseTexture.prototype, "uniqueId", void 0);
  32049. __decorate([
  32050. BABYLON.serialize()
  32051. ], BaseTexture.prototype, "name", void 0);
  32052. __decorate([
  32053. BABYLON.serialize()
  32054. ], BaseTexture.prototype, "metadata", void 0);
  32055. __decorate([
  32056. BABYLON.serialize("hasAlpha")
  32057. ], BaseTexture.prototype, "_hasAlpha", void 0);
  32058. __decorate([
  32059. BABYLON.serialize()
  32060. ], BaseTexture.prototype, "getAlphaFromRGB", void 0);
  32061. __decorate([
  32062. BABYLON.serialize()
  32063. ], BaseTexture.prototype, "level", void 0);
  32064. __decorate([
  32065. BABYLON.serialize()
  32066. ], BaseTexture.prototype, "coordinatesIndex", void 0);
  32067. __decorate([
  32068. BABYLON.serialize("coordinatesMode")
  32069. ], BaseTexture.prototype, "_coordinatesMode", void 0);
  32070. __decorate([
  32071. BABYLON.serialize()
  32072. ], BaseTexture.prototype, "wrapU", void 0);
  32073. __decorate([
  32074. BABYLON.serialize()
  32075. ], BaseTexture.prototype, "wrapV", void 0);
  32076. __decorate([
  32077. BABYLON.serialize()
  32078. ], BaseTexture.prototype, "wrapR", void 0);
  32079. __decorate([
  32080. BABYLON.serialize()
  32081. ], BaseTexture.prototype, "anisotropicFilteringLevel", void 0);
  32082. __decorate([
  32083. BABYLON.serialize()
  32084. ], BaseTexture.prototype, "isCube", void 0);
  32085. __decorate([
  32086. BABYLON.serialize()
  32087. ], BaseTexture.prototype, "is3D", void 0);
  32088. __decorate([
  32089. BABYLON.serialize()
  32090. ], BaseTexture.prototype, "gammaSpace", void 0);
  32091. __decorate([
  32092. BABYLON.serialize()
  32093. ], BaseTexture.prototype, "invertZ", void 0);
  32094. __decorate([
  32095. BABYLON.serialize()
  32096. ], BaseTexture.prototype, "lodLevelInAlpha", void 0);
  32097. __decorate([
  32098. BABYLON.serialize()
  32099. ], BaseTexture.prototype, "lodGenerationOffset", null);
  32100. __decorate([
  32101. BABYLON.serialize()
  32102. ], BaseTexture.prototype, "lodGenerationScale", null);
  32103. __decorate([
  32104. BABYLON.serialize()
  32105. ], BaseTexture.prototype, "isRenderTarget", void 0);
  32106. return BaseTexture;
  32107. }());
  32108. BABYLON.BaseTexture = BaseTexture;
  32109. })(BABYLON || (BABYLON = {}));
  32110. //# sourceMappingURL=babylon.baseTexture.js.map
  32111. var BABYLON;
  32112. (function (BABYLON) {
  32113. /**
  32114. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  32115. * @see http://doc.babylonjs.com/babylon101/materials#texture
  32116. */
  32117. var Texture = /** @class */ (function (_super) {
  32118. __extends(Texture, _super);
  32119. /**
  32120. * Instantiates a new texture.
  32121. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  32122. * @see http://doc.babylonjs.com/babylon101/materials#texture
  32123. * @param url define the url of the picture to load as a texture
  32124. * @param scene define the scene the texture will belong to
  32125. * @param noMipmap define if the texture will require mip maps or not
  32126. * @param invertY define if the texture needs to be inverted on the y axis during loading
  32127. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  32128. * @param onLoad define a callback triggered when the texture has been loaded
  32129. * @param onError define a callback triggered when an error occurred during the loading session
  32130. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  32131. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  32132. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  32133. */
  32134. function Texture(url, scene, noMipmap, invertY, samplingMode, onLoad, onError, buffer, deleteBuffer, format) {
  32135. if (noMipmap === void 0) { noMipmap = false; }
  32136. if (invertY === void 0) { invertY = true; }
  32137. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  32138. if (onLoad === void 0) { onLoad = null; }
  32139. if (onError === void 0) { onError = null; }
  32140. if (buffer === void 0) { buffer = null; }
  32141. if (deleteBuffer === void 0) { deleteBuffer = false; }
  32142. var _this = _super.call(this, scene) || this;
  32143. /**
  32144. * Define an offset on the texture to offset the u coordinates of the UVs
  32145. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  32146. */
  32147. _this.uOffset = 0;
  32148. /**
  32149. * Define an offset on the texture to offset the v coordinates of the UVs
  32150. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  32151. */
  32152. _this.vOffset = 0;
  32153. /**
  32154. * Define an offset on the texture to scale the u coordinates of the UVs
  32155. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  32156. */
  32157. _this.uScale = 1.0;
  32158. /**
  32159. * Define an offset on the texture to scale the v coordinates of the UVs
  32160. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  32161. */
  32162. _this.vScale = 1.0;
  32163. /**
  32164. * Define an offset on the texture to rotate around the u coordinates of the UVs
  32165. * @see http://doc.babylonjs.com/how_to/more_materials
  32166. */
  32167. _this.uAng = 0;
  32168. /**
  32169. * Define an offset on the texture to rotate around the v coordinates of the UVs
  32170. * @see http://doc.babylonjs.com/how_to/more_materials
  32171. */
  32172. _this.vAng = 0;
  32173. /**
  32174. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  32175. * @see http://doc.babylonjs.com/how_to/more_materials
  32176. */
  32177. _this.wAng = 0;
  32178. /**
  32179. * Defines the center of rotation (U)
  32180. */
  32181. _this.uRotationCenter = 0.5;
  32182. /**
  32183. * Defines the center of rotation (V)
  32184. */
  32185. _this.vRotationCenter = 0.5;
  32186. /**
  32187. * Defines the center of rotation (W)
  32188. */
  32189. _this.wRotationCenter = 0.5;
  32190. /**
  32191. * Observable triggered once the texture has been loaded.
  32192. */
  32193. _this.onLoadObservable = new BABYLON.Observable();
  32194. _this._isBlocking = true;
  32195. _this.name = url || "";
  32196. _this.url = url;
  32197. _this._noMipmap = noMipmap;
  32198. _this._invertY = invertY;
  32199. _this._samplingMode = samplingMode;
  32200. _this._buffer = buffer;
  32201. _this._deleteBuffer = deleteBuffer;
  32202. if (format) {
  32203. _this._format = format;
  32204. }
  32205. scene = _this.getScene();
  32206. if (!scene) {
  32207. return _this;
  32208. }
  32209. scene.getEngine().onBeforeTextureInitObservable.notifyObservers(_this);
  32210. var load = function () {
  32211. if (_this.onLoadObservable.hasObservers()) {
  32212. _this.onLoadObservable.notifyObservers(_this);
  32213. }
  32214. if (onLoad) {
  32215. onLoad();
  32216. }
  32217. if (!_this.isBlocking && scene) {
  32218. scene.resetCachedMaterial();
  32219. }
  32220. };
  32221. if (!_this.url) {
  32222. _this._delayedOnLoad = load;
  32223. _this._delayedOnError = onError;
  32224. return _this;
  32225. }
  32226. _this._texture = _this._getFromCache(_this.url, noMipmap, samplingMode);
  32227. if (!_this._texture) {
  32228. if (!scene.useDelayedTextureLoading) {
  32229. _this._texture = scene.getEngine().createTexture(_this.url, noMipmap, invertY, scene, _this._samplingMode, load, onError, _this._buffer, undefined, _this._format);
  32230. if (deleteBuffer) {
  32231. delete _this._buffer;
  32232. }
  32233. }
  32234. else {
  32235. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  32236. _this._delayedOnLoad = load;
  32237. _this._delayedOnError = onError;
  32238. }
  32239. }
  32240. else {
  32241. if (_this._texture.isReady) {
  32242. BABYLON.Tools.SetImmediate(function () { return load(); });
  32243. }
  32244. else {
  32245. _this._texture.onLoadedObservable.add(load);
  32246. }
  32247. }
  32248. return _this;
  32249. }
  32250. Object.defineProperty(Texture.prototype, "noMipmap", {
  32251. /**
  32252. * Are mip maps generated for this texture or not.
  32253. */
  32254. get: function () {
  32255. return this._noMipmap;
  32256. },
  32257. enumerable: true,
  32258. configurable: true
  32259. });
  32260. Object.defineProperty(Texture.prototype, "isBlocking", {
  32261. get: function () {
  32262. return this._isBlocking;
  32263. },
  32264. /**
  32265. * Is the texture preventing material to render while loading.
  32266. * If false, a default texture will be used instead of the loading one during the preparation step.
  32267. */
  32268. set: function (value) {
  32269. this._isBlocking = value;
  32270. },
  32271. enumerable: true,
  32272. configurable: true
  32273. });
  32274. Object.defineProperty(Texture.prototype, "samplingMode", {
  32275. /**
  32276. * Get the current sampling mode associated with the texture.
  32277. */
  32278. get: function () {
  32279. return this._samplingMode;
  32280. },
  32281. enumerable: true,
  32282. configurable: true
  32283. });
  32284. Object.defineProperty(Texture.prototype, "invertY", {
  32285. /**
  32286. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  32287. */
  32288. get: function () {
  32289. return this._invertY;
  32290. },
  32291. enumerable: true,
  32292. configurable: true
  32293. });
  32294. /**
  32295. * Update the url (and optional buffer) of this texture if url was null during construction.
  32296. * @param url the url of the texture
  32297. * @param buffer the buffer of the texture (defaults to null)
  32298. */
  32299. Texture.prototype.updateURL = function (url, buffer) {
  32300. if (buffer === void 0) { buffer = null; }
  32301. if (this.url) {
  32302. throw new Error("URL is already set");
  32303. }
  32304. this.url = url;
  32305. this._buffer = buffer;
  32306. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  32307. this.delayLoad();
  32308. };
  32309. /**
  32310. * Finish the loading sequence of a texture flagged as delayed load.
  32311. * @hidden
  32312. */
  32313. Texture.prototype.delayLoad = function () {
  32314. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  32315. return;
  32316. }
  32317. var scene = this.getScene();
  32318. if (!scene) {
  32319. return;
  32320. }
  32321. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  32322. this._texture = this._getFromCache(this.url, this._noMipmap, this._samplingMode);
  32323. if (!this._texture) {
  32324. this._texture = scene.getEngine().createTexture(this.url, this._noMipmap, this._invertY, scene, this._samplingMode, this._delayedOnLoad, this._delayedOnError, this._buffer, null, this._format);
  32325. if (this._deleteBuffer) {
  32326. delete this._buffer;
  32327. }
  32328. }
  32329. else {
  32330. if (this._delayedOnLoad) {
  32331. if (this._texture.isReady) {
  32332. BABYLON.Tools.SetImmediate(this._delayedOnLoad);
  32333. }
  32334. else {
  32335. this._texture.onLoadedObservable.add(this._delayedOnLoad);
  32336. }
  32337. }
  32338. }
  32339. this._delayedOnLoad = null;
  32340. this._delayedOnError = null;
  32341. };
  32342. /**
  32343. * Update the sampling mode of the texture.
  32344. * Default is Trilinear mode.
  32345. *
  32346. * | Value | Type | Description |
  32347. * | ----- | ------------------ | ----------- |
  32348. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  32349. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  32350. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  32351. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  32352. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  32353. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  32354. * | 7 | NEAREST_LINEAR | |
  32355. * | 8 | NEAREST_NEAREST | |
  32356. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  32357. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  32358. * | 11 | LINEAR_LINEAR | |
  32359. * | 12 | LINEAR_NEAREST | |
  32360. *
  32361. * > _mag_: magnification filter (close to the viewer)
  32362. * > _min_: minification filter (far from the viewer)
  32363. * > _mip_: filter used between mip map levels
  32364. *@param samplingMode Define the new sampling mode of the texture
  32365. */
  32366. Texture.prototype.updateSamplingMode = function (samplingMode) {
  32367. if (!this._texture) {
  32368. return;
  32369. }
  32370. var scene = this.getScene();
  32371. if (!scene) {
  32372. return;
  32373. }
  32374. this._samplingMode = samplingMode;
  32375. scene.getEngine().updateTextureSamplingMode(samplingMode, this._texture);
  32376. };
  32377. Texture.prototype._prepareRowForTextureGeneration = function (x, y, z, t) {
  32378. x *= this.uScale;
  32379. y *= this.vScale;
  32380. x -= this.uRotationCenter * this.uScale;
  32381. y -= this.vRotationCenter * this.vScale;
  32382. z -= this.wRotationCenter;
  32383. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, y, z, this._rowGenerationMatrix, t);
  32384. t.x += this.uRotationCenter * this.uScale + this.uOffset;
  32385. t.y += this.vRotationCenter * this.vScale + this.vOffset;
  32386. t.z += this.wRotationCenter;
  32387. };
  32388. /**
  32389. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  32390. * @returns the transform matrix of the texture.
  32391. */
  32392. Texture.prototype.getTextureMatrix = function () {
  32393. var _this = this;
  32394. if (this.uOffset === this._cachedUOffset &&
  32395. this.vOffset === this._cachedVOffset &&
  32396. this.uScale === this._cachedUScale &&
  32397. this.vScale === this._cachedVScale &&
  32398. this.uAng === this._cachedUAng &&
  32399. this.vAng === this._cachedVAng &&
  32400. this.wAng === this._cachedWAng) {
  32401. return this._cachedTextureMatrix;
  32402. }
  32403. this._cachedUOffset = this.uOffset;
  32404. this._cachedVOffset = this.vOffset;
  32405. this._cachedUScale = this.uScale;
  32406. this._cachedVScale = this.vScale;
  32407. this._cachedUAng = this.uAng;
  32408. this._cachedVAng = this.vAng;
  32409. this._cachedWAng = this.wAng;
  32410. if (!this._cachedTextureMatrix) {
  32411. this._cachedTextureMatrix = BABYLON.Matrix.Zero();
  32412. this._rowGenerationMatrix = new BABYLON.Matrix();
  32413. this._t0 = BABYLON.Vector3.Zero();
  32414. this._t1 = BABYLON.Vector3.Zero();
  32415. this._t2 = BABYLON.Vector3.Zero();
  32416. }
  32417. BABYLON.Matrix.RotationYawPitchRollToRef(this.vAng, this.uAng, this.wAng, this._rowGenerationMatrix);
  32418. this._prepareRowForTextureGeneration(0, 0, 0, this._t0);
  32419. this._prepareRowForTextureGeneration(1.0, 0, 0, this._t1);
  32420. this._prepareRowForTextureGeneration(0, 1.0, 0, this._t2);
  32421. this._t1.subtractInPlace(this._t0);
  32422. this._t2.subtractInPlace(this._t0);
  32423. BABYLON.Matrix.FromValuesToRef(this._t1.x, this._t1.y, this._t1.z, 0.0, this._t2.x, this._t2.y, this._t2.z, 0.0, this._t0.x, this._t0.y, this._t0.z, 0.0, 0.0, 0.0, 0.0, 1.0, this._cachedTextureMatrix);
  32424. var scene = this.getScene();
  32425. if (!scene) {
  32426. return this._cachedTextureMatrix;
  32427. }
  32428. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag, function (mat) {
  32429. return mat.hasTexture(_this);
  32430. });
  32431. return this._cachedTextureMatrix;
  32432. };
  32433. /**
  32434. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  32435. * @returns The reflection texture transform
  32436. */
  32437. Texture.prototype.getReflectionTextureMatrix = function () {
  32438. var _this = this;
  32439. var scene = this.getScene();
  32440. if (!scene) {
  32441. return this._cachedTextureMatrix;
  32442. }
  32443. if (this.uOffset === this._cachedUOffset &&
  32444. this.vOffset === this._cachedVOffset &&
  32445. this.uScale === this._cachedUScale &&
  32446. this.vScale === this._cachedVScale &&
  32447. this.coordinatesMode === this._cachedCoordinatesMode) {
  32448. if (this.coordinatesMode === Texture.PROJECTION_MODE) {
  32449. if (this._cachedProjectionMatrixId === scene.getProjectionMatrix().updateFlag) {
  32450. return this._cachedTextureMatrix;
  32451. }
  32452. }
  32453. else {
  32454. return this._cachedTextureMatrix;
  32455. }
  32456. }
  32457. if (!this._cachedTextureMatrix) {
  32458. this._cachedTextureMatrix = BABYLON.Matrix.Zero();
  32459. }
  32460. if (!this._projectionModeMatrix) {
  32461. this._projectionModeMatrix = BABYLON.Matrix.Zero();
  32462. }
  32463. this._cachedUOffset = this.uOffset;
  32464. this._cachedVOffset = this.vOffset;
  32465. this._cachedUScale = this.uScale;
  32466. this._cachedVScale = this.vScale;
  32467. this._cachedCoordinatesMode = this.coordinatesMode;
  32468. switch (this.coordinatesMode) {
  32469. case Texture.PLANAR_MODE:
  32470. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  32471. this._cachedTextureMatrix[0] = this.uScale;
  32472. this._cachedTextureMatrix[5] = this.vScale;
  32473. this._cachedTextureMatrix[12] = this.uOffset;
  32474. this._cachedTextureMatrix[13] = this.vOffset;
  32475. break;
  32476. case Texture.PROJECTION_MODE:
  32477. BABYLON.Matrix.FromValuesToRef(0.5, 0.0, 0.0, 0.0, 0.0, -0.5, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.5, 0.5, 1.0, 1.0, this._projectionModeMatrix);
  32478. var projectionMatrix = scene.getProjectionMatrix();
  32479. this._cachedProjectionMatrixId = projectionMatrix.updateFlag;
  32480. projectionMatrix.multiplyToRef(this._projectionModeMatrix, this._cachedTextureMatrix);
  32481. break;
  32482. default:
  32483. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  32484. break;
  32485. }
  32486. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag, function (mat) {
  32487. return (mat.getActiveTextures().indexOf(_this) !== -1);
  32488. });
  32489. return this._cachedTextureMatrix;
  32490. };
  32491. /**
  32492. * Clones the texture.
  32493. * @returns the cloned texture
  32494. */
  32495. Texture.prototype.clone = function () {
  32496. var _this = this;
  32497. return BABYLON.SerializationHelper.Clone(function () {
  32498. return new Texture(_this._texture ? _this._texture.url : null, _this.getScene(), _this._noMipmap, _this._invertY, _this._samplingMode);
  32499. }, this);
  32500. };
  32501. /**
  32502. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  32503. * @returns The JSON representation of the texture
  32504. */
  32505. Texture.prototype.serialize = function () {
  32506. var serializationObject = _super.prototype.serialize.call(this);
  32507. if (typeof this._buffer === "string" && this._buffer.substr(0, 5) === "data:") {
  32508. serializationObject.base64String = this._buffer;
  32509. serializationObject.name = serializationObject.name.replace("data:", "");
  32510. }
  32511. serializationObject.invertY = this._invertY;
  32512. serializationObject.samplingMode = this.samplingMode;
  32513. return serializationObject;
  32514. };
  32515. /**
  32516. * Get the current class name of the texture useful for serialization or dynamic coding.
  32517. * @returns "Texture"
  32518. */
  32519. Texture.prototype.getClassName = function () {
  32520. return "Texture";
  32521. };
  32522. /**
  32523. * Dispose the texture and release its associated resources.
  32524. */
  32525. Texture.prototype.dispose = function () {
  32526. _super.prototype.dispose.call(this);
  32527. this.onLoadObservable.clear();
  32528. this._delayedOnLoad = null;
  32529. this._delayedOnError = null;
  32530. };
  32531. /**
  32532. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  32533. * @param parsedTexture Define the JSON representation of the texture
  32534. * @param scene Define the scene the parsed texture should be instantiated in
  32535. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  32536. * @returns The parsed texture if successful
  32537. */
  32538. Texture.Parse = function (parsedTexture, scene, rootUrl) {
  32539. if (parsedTexture.customType) {
  32540. var customTexture = BABYLON.Tools.Instantiate(parsedTexture.customType);
  32541. // Update Sampling Mode
  32542. var parsedCustomTexture = customTexture.Parse(parsedTexture, scene, rootUrl);
  32543. if (parsedTexture.samplingMode && parsedCustomTexture.updateSamplingMode && parsedCustomTexture._samplingMode) {
  32544. if (parsedCustomTexture._samplingMode !== parsedTexture.samplingMode) {
  32545. parsedCustomTexture.updateSamplingMode(parsedTexture.samplingMode);
  32546. }
  32547. }
  32548. return parsedCustomTexture;
  32549. }
  32550. if (parsedTexture.isCube) {
  32551. return BABYLON.CubeTexture.Parse(parsedTexture, scene, rootUrl);
  32552. }
  32553. if (!parsedTexture.name && !parsedTexture.isRenderTarget) {
  32554. return null;
  32555. }
  32556. var texture = BABYLON.SerializationHelper.Parse(function () {
  32557. var generateMipMaps = true;
  32558. if (parsedTexture.noMipmap) {
  32559. generateMipMaps = false;
  32560. }
  32561. if (parsedTexture.mirrorPlane) {
  32562. var mirrorTexture = new BABYLON.MirrorTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene, generateMipMaps);
  32563. mirrorTexture._waitingRenderList = parsedTexture.renderList;
  32564. mirrorTexture.mirrorPlane = BABYLON.Plane.FromArray(parsedTexture.mirrorPlane);
  32565. return mirrorTexture;
  32566. }
  32567. else if (parsedTexture.isRenderTarget) {
  32568. var renderTargetTexture = new BABYLON.RenderTargetTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene, generateMipMaps);
  32569. renderTargetTexture._waitingRenderList = parsedTexture.renderList;
  32570. return renderTargetTexture;
  32571. }
  32572. else {
  32573. var texture;
  32574. if (parsedTexture.base64String) {
  32575. texture = Texture.CreateFromBase64String(parsedTexture.base64String, parsedTexture.name, scene, !generateMipMaps);
  32576. }
  32577. else {
  32578. var url = rootUrl + parsedTexture.name;
  32579. if (Texture.UseSerializedUrlIfAny && parsedTexture.url) {
  32580. url = parsedTexture.url;
  32581. }
  32582. texture = new Texture(url, scene, !generateMipMaps, parsedTexture.invertY);
  32583. }
  32584. return texture;
  32585. }
  32586. }, parsedTexture, scene);
  32587. // Update Sampling Mode
  32588. if (parsedTexture.samplingMode) {
  32589. var sampling = parsedTexture.samplingMode;
  32590. if (texture._samplingMode !== sampling) {
  32591. texture.updateSamplingMode(sampling);
  32592. }
  32593. }
  32594. // Animations
  32595. if (parsedTexture.animations) {
  32596. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  32597. var parsedAnimation = parsedTexture.animations[animationIndex];
  32598. texture.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  32599. }
  32600. }
  32601. return texture;
  32602. };
  32603. /**
  32604. * Creates a texture from its base 64 representation.
  32605. * @param data Define the base64 payload without the data: prefix
  32606. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  32607. * @param scene Define the scene the texture should belong to
  32608. * @param noMipmap Forces the texture to not create mip map information if true
  32609. * @param invertY define if the texture needs to be inverted on the y axis during loading
  32610. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  32611. * @param onLoad define a callback triggered when the texture has been loaded
  32612. * @param onError define a callback triggered when an error occurred during the loading session
  32613. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  32614. * @returns the created texture
  32615. */
  32616. Texture.CreateFromBase64String = function (data, name, scene, noMipmap, invertY, samplingMode, onLoad, onError, format) {
  32617. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  32618. if (onLoad === void 0) { onLoad = null; }
  32619. if (onError === void 0) { onError = null; }
  32620. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  32621. return new Texture("data:" + name, scene, noMipmap, invertY, samplingMode, onLoad, onError, data, false, format);
  32622. };
  32623. /**
  32624. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  32625. * @param data Define the base64 payload without the data: prefix
  32626. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  32627. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  32628. * @param scene Define the scene the texture should belong to
  32629. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  32630. * @param noMipmap Forces the texture to not create mip map information if true
  32631. * @param invertY define if the texture needs to be inverted on the y axis during loading
  32632. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  32633. * @param onLoad define a callback triggered when the texture has been loaded
  32634. * @param onError define a callback triggered when an error occurred during the loading session
  32635. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  32636. * @returns the created texture
  32637. */
  32638. Texture.LoadFromDataString = function (name, buffer, scene, deleteBuffer, noMipmap, invertY, samplingMode, onLoad, onError, format) {
  32639. if (deleteBuffer === void 0) { deleteBuffer = false; }
  32640. if (noMipmap === void 0) { noMipmap = false; }
  32641. if (invertY === void 0) { invertY = true; }
  32642. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  32643. if (onLoad === void 0) { onLoad = null; }
  32644. if (onError === void 0) { onError = null; }
  32645. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  32646. if (name.substr(0, 5) !== "data:") {
  32647. name = "data:" + name;
  32648. }
  32649. return new Texture(name, scene, noMipmap, invertY, samplingMode, onLoad, onError, buffer, deleteBuffer, format);
  32650. };
  32651. /** nearest is mag = nearest and min = nearest and mip = linear */
  32652. Texture.NEAREST_SAMPLINGMODE = BABYLON.Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  32653. /** nearest is mag = nearest and min = nearest and mip = linear */
  32654. Texture.NEAREST_NEAREST_MIPLINEAR = BABYLON.Engine.TEXTURE_NEAREST_NEAREST_MIPLINEAR; // nearest is mag = nearest and min = nearest and mip = linear
  32655. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32656. Texture.BILINEAR_SAMPLINGMODE = BABYLON.Engine.TEXTURE_BILINEAR_SAMPLINGMODE;
  32657. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32658. Texture.LINEAR_LINEAR_MIPNEAREST = BABYLON.Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST; // Bilinear is mag = linear and min = linear and mip = nearest
  32659. /** Trilinear is mag = linear and min = linear and mip = linear */
  32660. Texture.TRILINEAR_SAMPLINGMODE = BABYLON.Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
  32661. /** Trilinear is mag = linear and min = linear and mip = linear */
  32662. Texture.LINEAR_LINEAR_MIPLINEAR = BABYLON.Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR; // Trilinear is mag = linear and min = linear and mip = linear
  32663. /** mag = nearest and min = nearest and mip = nearest */
  32664. Texture.NEAREST_NEAREST_MIPNEAREST = BABYLON.Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST;
  32665. /** mag = nearest and min = linear and mip = nearest */
  32666. Texture.NEAREST_LINEAR_MIPNEAREST = BABYLON.Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST;
  32667. /** mag = nearest and min = linear and mip = linear */
  32668. Texture.NEAREST_LINEAR_MIPLINEAR = BABYLON.Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR;
  32669. /** mag = nearest and min = linear and mip = none */
  32670. Texture.NEAREST_LINEAR = BABYLON.Engine.TEXTURE_NEAREST_LINEAR;
  32671. /** mag = nearest and min = nearest and mip = none */
  32672. Texture.NEAREST_NEAREST = BABYLON.Engine.TEXTURE_NEAREST_NEAREST;
  32673. /** mag = linear and min = nearest and mip = nearest */
  32674. Texture.LINEAR_NEAREST_MIPNEAREST = BABYLON.Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST;
  32675. /** mag = linear and min = nearest and mip = linear */
  32676. Texture.LINEAR_NEAREST_MIPLINEAR = BABYLON.Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR;
  32677. /** mag = linear and min = linear and mip = none */
  32678. Texture.LINEAR_LINEAR = BABYLON.Engine.TEXTURE_LINEAR_LINEAR;
  32679. /** mag = linear and min = nearest and mip = none */
  32680. Texture.LINEAR_NEAREST = BABYLON.Engine.TEXTURE_LINEAR_NEAREST;
  32681. /** Explicit coordinates mode */
  32682. Texture.EXPLICIT_MODE = BABYLON.Engine.TEXTURE_EXPLICIT_MODE;
  32683. /** Spherical coordinates mode */
  32684. Texture.SPHERICAL_MODE = BABYLON.Engine.TEXTURE_SPHERICAL_MODE;
  32685. /** Planar coordinates mode */
  32686. Texture.PLANAR_MODE = BABYLON.Engine.TEXTURE_PLANAR_MODE;
  32687. /** Cubic coordinates mode */
  32688. Texture.CUBIC_MODE = BABYLON.Engine.TEXTURE_CUBIC_MODE;
  32689. /** Projection coordinates mode */
  32690. Texture.PROJECTION_MODE = BABYLON.Engine.TEXTURE_PROJECTION_MODE;
  32691. /** Inverse Cubic coordinates mode */
  32692. Texture.SKYBOX_MODE = BABYLON.Engine.TEXTURE_SKYBOX_MODE;
  32693. /** Inverse Cubic coordinates mode */
  32694. Texture.INVCUBIC_MODE = BABYLON.Engine.TEXTURE_INVCUBIC_MODE;
  32695. /** Equirectangular coordinates mode */
  32696. Texture.EQUIRECTANGULAR_MODE = BABYLON.Engine.TEXTURE_EQUIRECTANGULAR_MODE;
  32697. /** Equirectangular Fixed coordinates mode */
  32698. Texture.FIXED_EQUIRECTANGULAR_MODE = BABYLON.Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MODE;
  32699. /** Equirectangular Fixed Mirrored coordinates mode */
  32700. Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE = BABYLON.Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE;
  32701. /** Texture is not repeating outside of 0..1 UVs */
  32702. Texture.CLAMP_ADDRESSMODE = BABYLON.Engine.TEXTURE_CLAMP_ADDRESSMODE;
  32703. /** Texture is repeating outside of 0..1 UVs */
  32704. Texture.WRAP_ADDRESSMODE = BABYLON.Engine.TEXTURE_WRAP_ADDRESSMODE;
  32705. /** Texture is repeating and mirrored */
  32706. Texture.MIRROR_ADDRESSMODE = BABYLON.Engine.TEXTURE_MIRROR_ADDRESSMODE;
  32707. /**
  32708. * Gets or sets a boolean which defines if the texture url must be build from the serialized URL instead of just using the name and loading them side by side with the scene file
  32709. */
  32710. Texture.UseSerializedUrlIfAny = false;
  32711. __decorate([
  32712. BABYLON.serialize()
  32713. ], Texture.prototype, "url", void 0);
  32714. __decorate([
  32715. BABYLON.serialize()
  32716. ], Texture.prototype, "uOffset", void 0);
  32717. __decorate([
  32718. BABYLON.serialize()
  32719. ], Texture.prototype, "vOffset", void 0);
  32720. __decorate([
  32721. BABYLON.serialize()
  32722. ], Texture.prototype, "uScale", void 0);
  32723. __decorate([
  32724. BABYLON.serialize()
  32725. ], Texture.prototype, "vScale", void 0);
  32726. __decorate([
  32727. BABYLON.serialize()
  32728. ], Texture.prototype, "uAng", void 0);
  32729. __decorate([
  32730. BABYLON.serialize()
  32731. ], Texture.prototype, "vAng", void 0);
  32732. __decorate([
  32733. BABYLON.serialize()
  32734. ], Texture.prototype, "wAng", void 0);
  32735. __decorate([
  32736. BABYLON.serialize()
  32737. ], Texture.prototype, "uRotationCenter", void 0);
  32738. __decorate([
  32739. BABYLON.serialize()
  32740. ], Texture.prototype, "vRotationCenter", void 0);
  32741. __decorate([
  32742. BABYLON.serialize()
  32743. ], Texture.prototype, "wRotationCenter", void 0);
  32744. __decorate([
  32745. BABYLON.serialize()
  32746. ], Texture.prototype, "isBlocking", null);
  32747. return Texture;
  32748. }(BABYLON.BaseTexture));
  32749. BABYLON.Texture = Texture;
  32750. })(BABYLON || (BABYLON = {}));
  32751. //# sourceMappingURL=babylon.texture.js.map
  32752. var BABYLON;
  32753. (function (BABYLON) {
  32754. /**
  32755. * @hidden
  32756. **/
  32757. var _CreationDataStorage = /** @class */ (function () {
  32758. function _CreationDataStorage() {
  32759. }
  32760. return _CreationDataStorage;
  32761. }());
  32762. BABYLON._CreationDataStorage = _CreationDataStorage;
  32763. /**
  32764. * @hidden
  32765. **/
  32766. var _InstanceDataStorage = /** @class */ (function () {
  32767. function _InstanceDataStorage() {
  32768. this.visibleInstances = {};
  32769. this.renderIdForInstances = new Array();
  32770. this.batchCache = new _InstancesBatch();
  32771. this.instancesBufferSize = 32 * 16 * 4; // let's start with a maximum of 32 instances
  32772. }
  32773. return _InstanceDataStorage;
  32774. }());
  32775. /**
  32776. * @hidden
  32777. **/
  32778. var _InstancesBatch = /** @class */ (function () {
  32779. function _InstancesBatch() {
  32780. this.mustReturn = false;
  32781. this.visibleInstances = new Array();
  32782. this.renderSelf = new Array();
  32783. }
  32784. return _InstancesBatch;
  32785. }());
  32786. BABYLON._InstancesBatch = _InstancesBatch;
  32787. /**
  32788. * Class used to represent renderable models
  32789. */
  32790. var Mesh = /** @class */ (function (_super) {
  32791. __extends(Mesh, _super);
  32792. /**
  32793. * @constructor
  32794. * @param name The value used by scene.getMeshByName() to do a lookup.
  32795. * @param scene The scene to add this mesh to.
  32796. * @param parent The parent of this mesh, if it has one
  32797. * @param source An optional Mesh from which geometry is shared, cloned.
  32798. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  32799. * When false, achieved by calling a clone(), also passing False.
  32800. * This will make creation of children, recursive.
  32801. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  32802. */
  32803. function Mesh(name, scene, parent, source, doNotCloneChildren, clonePhysicsImpostor) {
  32804. if (scene === void 0) { scene = null; }
  32805. if (parent === void 0) { parent = null; }
  32806. if (source === void 0) { source = null; }
  32807. if (clonePhysicsImpostor === void 0) { clonePhysicsImpostor = true; }
  32808. var _this = _super.call(this, name, scene) || this;
  32809. // Members
  32810. /**
  32811. * Gets the delay loading state of the mesh (when delay loading is turned on)
  32812. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  32813. */
  32814. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  32815. /**
  32816. * Gets the list of instances created from this mesh
  32817. * it is not supposed to be modified manually.
  32818. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  32819. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  32820. */
  32821. _this.instances = new Array();
  32822. _this._LODLevels = new Array();
  32823. /** @hidden */
  32824. _this._instanceDataStorage = new _InstanceDataStorage();
  32825. // Use by builder only to know what orientation were the mesh build in.
  32826. /** @hidden */
  32827. _this._originalBuilderSideOrientation = Mesh.DEFAULTSIDE;
  32828. /**
  32829. * Use this property to change the original side orientation defined at construction time
  32830. */
  32831. _this.overrideMaterialSideOrientation = null;
  32832. _this._areNormalsFrozen = false; // Will be used by ribbons mainly
  32833. // Will be used to save a source mesh reference, If any
  32834. _this._source = null;
  32835. scene = _this.getScene();
  32836. if (source) {
  32837. // Geometry
  32838. if (source._geometry) {
  32839. source._geometry.applyToMesh(_this);
  32840. }
  32841. // Deep copy
  32842. BABYLON.Tools.DeepCopy(source, _this, ["name", "material", "skeleton", "instances", "parent", "uniqueId",
  32843. "source", "metadata", "hasLODLevels", "geometry", "isBlocked", "areNormalsFrozen",
  32844. "onBeforeDrawObservable", "onBeforeRenderObservable", "onAfterRenderObservable", "onBeforeDraw"
  32845. ], ["_poseMatrix"]);
  32846. // Source mesh
  32847. _this._source = source;
  32848. if (scene.useClonedMeshhMap) {
  32849. if (!source.meshMap) {
  32850. source.meshMap = {};
  32851. }
  32852. source.meshMap[_this.uniqueId] = _this;
  32853. }
  32854. // Construction Params
  32855. // Clone parameters allowing mesh to be updated in case of parametric shapes.
  32856. _this._originalBuilderSideOrientation = source._originalBuilderSideOrientation;
  32857. _this._creationDataStorage = source._creationDataStorage;
  32858. // Animation ranges
  32859. if (_this._source._ranges) {
  32860. var ranges = _this._source._ranges;
  32861. for (var name in ranges) {
  32862. if (!ranges.hasOwnProperty(name)) {
  32863. continue;
  32864. }
  32865. if (!ranges[name]) {
  32866. continue;
  32867. }
  32868. _this.createAnimationRange(name, ranges[name].from, ranges[name].to);
  32869. }
  32870. }
  32871. // Metadata
  32872. if (source.metadata && source.metadata.clone) {
  32873. _this.metadata = source.metadata.clone();
  32874. }
  32875. else {
  32876. _this.metadata = source.metadata;
  32877. }
  32878. // Tags
  32879. if (BABYLON.Tags && BABYLON.Tags.HasTags(source)) {
  32880. BABYLON.Tags.AddTagsTo(_this, BABYLON.Tags.GetTags(source, true));
  32881. }
  32882. // Parent
  32883. _this.parent = source.parent;
  32884. // Pivot
  32885. _this.setPivotMatrix(source.getPivotMatrix());
  32886. _this.id = name + "." + source.id;
  32887. // Material
  32888. _this.material = source.material;
  32889. var index;
  32890. if (!doNotCloneChildren) {
  32891. // Children
  32892. var directDescendants = source.getDescendants(true);
  32893. for (var index_1 = 0; index_1 < directDescendants.length; index_1++) {
  32894. var child = directDescendants[index_1];
  32895. if (child.clone) {
  32896. child.clone(name + "." + child.name, _this);
  32897. }
  32898. }
  32899. }
  32900. // Physics clone
  32901. var physicsEngine = _this.getScene().getPhysicsEngine();
  32902. if (clonePhysicsImpostor && physicsEngine) {
  32903. var impostor = physicsEngine.getImpostorForPhysicsObject(source);
  32904. if (impostor) {
  32905. _this.physicsImpostor = impostor.clone(_this);
  32906. }
  32907. }
  32908. // Particles
  32909. for (index = 0; index < scene.particleSystems.length; index++) {
  32910. var system = scene.particleSystems[index];
  32911. if (system.emitter === source) {
  32912. system.clone(system.name, _this);
  32913. }
  32914. }
  32915. _this.refreshBoundingInfo();
  32916. _this.computeWorldMatrix(true);
  32917. }
  32918. // Parent
  32919. if (parent !== null) {
  32920. _this.parent = parent;
  32921. }
  32922. return _this;
  32923. }
  32924. Object.defineProperty(Mesh.prototype, "onBeforeRenderObservable", {
  32925. /**
  32926. * An event triggered before rendering the mesh
  32927. */
  32928. get: function () {
  32929. if (!this._onBeforeRenderObservable) {
  32930. this._onBeforeRenderObservable = new BABYLON.Observable();
  32931. }
  32932. return this._onBeforeRenderObservable;
  32933. },
  32934. enumerable: true,
  32935. configurable: true
  32936. });
  32937. Object.defineProperty(Mesh.prototype, "onAfterRenderObservable", {
  32938. /**
  32939. * An event triggered after rendering the mesh
  32940. */
  32941. get: function () {
  32942. if (!this._onAfterRenderObservable) {
  32943. this._onAfterRenderObservable = new BABYLON.Observable();
  32944. }
  32945. return this._onAfterRenderObservable;
  32946. },
  32947. enumerable: true,
  32948. configurable: true
  32949. });
  32950. Object.defineProperty(Mesh.prototype, "onBeforeDrawObservable", {
  32951. /**
  32952. * An event triggered before drawing the mesh
  32953. */
  32954. get: function () {
  32955. if (!this._onBeforeDrawObservable) {
  32956. this._onBeforeDrawObservable = new BABYLON.Observable();
  32957. }
  32958. return this._onBeforeDrawObservable;
  32959. },
  32960. enumerable: true,
  32961. configurable: true
  32962. });
  32963. Object.defineProperty(Mesh.prototype, "onBeforeDraw", {
  32964. /**
  32965. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  32966. */
  32967. set: function (callback) {
  32968. if (this._onBeforeDrawObserver) {
  32969. this.onBeforeDrawObservable.remove(this._onBeforeDrawObserver);
  32970. }
  32971. this._onBeforeDrawObserver = this.onBeforeDrawObservable.add(callback);
  32972. },
  32973. enumerable: true,
  32974. configurable: true
  32975. });
  32976. Object.defineProperty(Mesh.prototype, "morphTargetManager", {
  32977. /**
  32978. * Gets or sets the morph target manager
  32979. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  32980. */
  32981. get: function () {
  32982. return this._morphTargetManager;
  32983. },
  32984. set: function (value) {
  32985. if (this._morphTargetManager === value) {
  32986. return;
  32987. }
  32988. this._morphTargetManager = value;
  32989. this._syncGeometryWithMorphTargetManager();
  32990. },
  32991. enumerable: true,
  32992. configurable: true
  32993. });
  32994. Object.defineProperty(Mesh.prototype, "source", {
  32995. /**
  32996. * Gets the source mesh (the one used to clone this one from)
  32997. */
  32998. get: function () {
  32999. return this._source;
  33000. },
  33001. enumerable: true,
  33002. configurable: true
  33003. });
  33004. Object.defineProperty(Mesh.prototype, "isUnIndexed", {
  33005. /**
  33006. * Gets or sets a boolean indicating that this mesh does not use index buffer
  33007. */
  33008. get: function () {
  33009. return this._unIndexed;
  33010. },
  33011. set: function (value) {
  33012. if (this._unIndexed !== value) {
  33013. this._unIndexed = value;
  33014. this._markSubMeshesAsAttributesDirty();
  33015. }
  33016. },
  33017. enumerable: true,
  33018. configurable: true
  33019. });
  33020. // Methods
  33021. /**
  33022. * Gets the class name
  33023. * @returns the string "Mesh".
  33024. */
  33025. Mesh.prototype.getClassName = function () {
  33026. return "Mesh";
  33027. };
  33028. /**
  33029. * Returns a description of this mesh
  33030. * @param fullDetails define if full details about this mesh must be used
  33031. * @returns a descriptive string representing this mesh
  33032. */
  33033. Mesh.prototype.toString = function (fullDetails) {
  33034. var ret = _super.prototype.toString.call(this, fullDetails);
  33035. ret += ", n vertices: " + this.getTotalVertices();
  33036. ret += ", parent: " + (this._waitingParentId ? this._waitingParentId : (this.parent ? this.parent.name : "NONE"));
  33037. if (this.animations) {
  33038. for (var i = 0; i < this.animations.length; i++) {
  33039. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  33040. }
  33041. }
  33042. if (fullDetails) {
  33043. if (this._geometry) {
  33044. var ib = this.getIndices();
  33045. var vb = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  33046. if (vb && ib) {
  33047. ret += ", flat shading: " + (vb.length / 3 === ib.length ? "YES" : "NO");
  33048. }
  33049. }
  33050. else {
  33051. ret += ", flat shading: UNKNOWN";
  33052. }
  33053. }
  33054. return ret;
  33055. };
  33056. /** @hidden */
  33057. Mesh.prototype._unBindEffect = function () {
  33058. _super.prototype._unBindEffect.call(this);
  33059. for (var _i = 0, _a = this.instances; _i < _a.length; _i++) {
  33060. var instance = _a[_i];
  33061. instance._unBindEffect();
  33062. }
  33063. };
  33064. Object.defineProperty(Mesh.prototype, "hasLODLevels", {
  33065. /**
  33066. * Gets a boolean indicating if this mesh has LOD
  33067. */
  33068. get: function () {
  33069. return this._LODLevels.length > 0;
  33070. },
  33071. enumerable: true,
  33072. configurable: true
  33073. });
  33074. /**
  33075. * Gets the list of MeshLODLevel associated with the current mesh
  33076. * @returns an array of MeshLODLevel
  33077. */
  33078. Mesh.prototype.getLODLevels = function () {
  33079. return this._LODLevels;
  33080. };
  33081. Mesh.prototype._sortLODLevels = function () {
  33082. this._LODLevels.sort(function (a, b) {
  33083. if (a.distance < b.distance) {
  33084. return 1;
  33085. }
  33086. if (a.distance > b.distance) {
  33087. return -1;
  33088. }
  33089. return 0;
  33090. });
  33091. };
  33092. /**
  33093. * Add a mesh as LOD level triggered at the given distance.
  33094. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  33095. * @param distance The distance from the center of the object to show this level
  33096. * @param mesh The mesh to be added as LOD level (can be null)
  33097. * @return This mesh (for chaining)
  33098. */
  33099. Mesh.prototype.addLODLevel = function (distance, mesh) {
  33100. if (mesh && mesh._masterMesh) {
  33101. BABYLON.Tools.Warn("You cannot use a mesh as LOD level twice");
  33102. return this;
  33103. }
  33104. var level = new BABYLON.MeshLODLevel(distance, mesh);
  33105. this._LODLevels.push(level);
  33106. if (mesh) {
  33107. mesh._masterMesh = this;
  33108. }
  33109. this._sortLODLevels();
  33110. return this;
  33111. };
  33112. /**
  33113. * Returns the LOD level mesh at the passed distance or null if not found.
  33114. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  33115. * @param distance The distance from the center of the object to show this level
  33116. * @returns a Mesh or `null`
  33117. */
  33118. Mesh.prototype.getLODLevelAtDistance = function (distance) {
  33119. for (var index = 0; index < this._LODLevels.length; index++) {
  33120. var level = this._LODLevels[index];
  33121. if (level.distance === distance) {
  33122. return level.mesh;
  33123. }
  33124. }
  33125. return null;
  33126. };
  33127. /**
  33128. * Remove a mesh from the LOD array
  33129. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  33130. * @param mesh defines the mesh to be removed
  33131. * @return This mesh (for chaining)
  33132. */
  33133. Mesh.prototype.removeLODLevel = function (mesh) {
  33134. for (var index = 0; index < this._LODLevels.length; index++) {
  33135. if (this._LODLevels[index].mesh === mesh) {
  33136. this._LODLevels.splice(index, 1);
  33137. if (mesh) {
  33138. mesh._masterMesh = null;
  33139. }
  33140. }
  33141. }
  33142. this._sortLODLevels();
  33143. return this;
  33144. };
  33145. /**
  33146. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  33147. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  33148. * @param camera defines the camera to use to compute distance
  33149. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  33150. * @return This mesh (for chaining)
  33151. */
  33152. Mesh.prototype.getLOD = function (camera, boundingSphere) {
  33153. if (!this._LODLevels || this._LODLevels.length === 0) {
  33154. return this;
  33155. }
  33156. var bSphere;
  33157. if (boundingSphere) {
  33158. bSphere = boundingSphere;
  33159. }
  33160. else {
  33161. var boundingInfo = this.getBoundingInfo();
  33162. bSphere = boundingInfo.boundingSphere;
  33163. }
  33164. var distanceToCamera = bSphere.centerWorld.subtract(camera.globalPosition).length();
  33165. if (this._LODLevels[this._LODLevels.length - 1].distance > distanceToCamera) {
  33166. if (this.onLODLevelSelection) {
  33167. this.onLODLevelSelection(distanceToCamera, this, this._LODLevels[this._LODLevels.length - 1].mesh);
  33168. }
  33169. return this;
  33170. }
  33171. for (var index = 0; index < this._LODLevels.length; index++) {
  33172. var level = this._LODLevels[index];
  33173. if (level.distance < distanceToCamera) {
  33174. if (level.mesh) {
  33175. level.mesh._preActivate();
  33176. level.mesh._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);
  33177. }
  33178. if (this.onLODLevelSelection) {
  33179. this.onLODLevelSelection(distanceToCamera, this, level.mesh);
  33180. }
  33181. return level.mesh;
  33182. }
  33183. }
  33184. if (this.onLODLevelSelection) {
  33185. this.onLODLevelSelection(distanceToCamera, this, this);
  33186. }
  33187. return this;
  33188. };
  33189. Object.defineProperty(Mesh.prototype, "geometry", {
  33190. /**
  33191. * Gets the mesh internal Geometry object
  33192. */
  33193. get: function () {
  33194. return this._geometry;
  33195. },
  33196. enumerable: true,
  33197. configurable: true
  33198. });
  33199. /**
  33200. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  33201. * @returns the total number of vertices
  33202. */
  33203. Mesh.prototype.getTotalVertices = function () {
  33204. if (this._geometry === null || this._geometry === undefined) {
  33205. return 0;
  33206. }
  33207. return this._geometry.getTotalVertices();
  33208. };
  33209. /**
  33210. * Returns the content of an associated vertex buffer
  33211. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  33212. * - BABYLON.VertexBuffer.PositionKind
  33213. * - BABYLON.VertexBuffer.UVKind
  33214. * - BABYLON.VertexBuffer.UV2Kind
  33215. * - BABYLON.VertexBuffer.UV3Kind
  33216. * - BABYLON.VertexBuffer.UV4Kind
  33217. * - BABYLON.VertexBuffer.UV5Kind
  33218. * - BABYLON.VertexBuffer.UV6Kind
  33219. * - BABYLON.VertexBuffer.ColorKind
  33220. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33221. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33222. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33223. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33224. * @param copyWhenShared defines a boolean indicating that if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one
  33225. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  33226. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  33227. */
  33228. Mesh.prototype.getVerticesData = function (kind, copyWhenShared, forceCopy) {
  33229. if (!this._geometry) {
  33230. return null;
  33231. }
  33232. return this._geometry.getVerticesData(kind, copyWhenShared, forceCopy);
  33233. };
  33234. /**
  33235. * Returns the mesh VertexBuffer object from the requested `kind`
  33236. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  33237. * - BABYLON.VertexBuffer.PositionKind
  33238. * - BABYLON.VertexBuffer.UVKind
  33239. * - BABYLON.VertexBuffer.UV2Kind
  33240. * - BABYLON.VertexBuffer.UV3Kind
  33241. * - BABYLON.VertexBuffer.UV4Kind
  33242. * - BABYLON.VertexBuffer.UV5Kind
  33243. * - BABYLON.VertexBuffer.UV6Kind
  33244. * - BABYLON.VertexBuffer.ColorKind
  33245. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33246. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33247. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33248. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33249. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  33250. */
  33251. Mesh.prototype.getVertexBuffer = function (kind) {
  33252. if (!this._geometry) {
  33253. return null;
  33254. }
  33255. return this._geometry.getVertexBuffer(kind);
  33256. };
  33257. /**
  33258. * Tests if a specific vertex buffer is associated with this mesh
  33259. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  33260. * - BABYLON.VertexBuffer.PositionKind
  33261. * - BABYLON.VertexBuffer.UVKind
  33262. * - BABYLON.VertexBuffer.UV2Kind
  33263. * - BABYLON.VertexBuffer.UV3Kind
  33264. * - BABYLON.VertexBuffer.UV4Kind
  33265. * - BABYLON.VertexBuffer.UV5Kind
  33266. * - BABYLON.VertexBuffer.UV6Kind
  33267. * - BABYLON.VertexBuffer.ColorKind
  33268. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33269. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33270. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33271. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33272. * @returns a boolean
  33273. */
  33274. Mesh.prototype.isVerticesDataPresent = function (kind) {
  33275. if (!this._geometry) {
  33276. if (this._delayInfo) {
  33277. return this._delayInfo.indexOf(kind) !== -1;
  33278. }
  33279. return false;
  33280. }
  33281. return this._geometry.isVerticesDataPresent(kind);
  33282. };
  33283. /**
  33284. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  33285. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  33286. * - BABYLON.VertexBuffer.PositionKind
  33287. * - BABYLON.VertexBuffer.UVKind
  33288. * - BABYLON.VertexBuffer.UV2Kind
  33289. * - BABYLON.VertexBuffer.UV3Kind
  33290. * - BABYLON.VertexBuffer.UV4Kind
  33291. * - BABYLON.VertexBuffer.UV5Kind
  33292. * - BABYLON.VertexBuffer.UV6Kind
  33293. * - BABYLON.VertexBuffer.ColorKind
  33294. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33295. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33296. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33297. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33298. * @returns a boolean
  33299. */
  33300. Mesh.prototype.isVertexBufferUpdatable = function (kind) {
  33301. if (!this._geometry) {
  33302. if (this._delayInfo) {
  33303. return this._delayInfo.indexOf(kind) !== -1;
  33304. }
  33305. return false;
  33306. }
  33307. return this._geometry.isVertexBufferUpdatable(kind);
  33308. };
  33309. /**
  33310. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  33311. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  33312. * - BABYLON.VertexBuffer.PositionKind
  33313. * - BABYLON.VertexBuffer.UVKind
  33314. * - BABYLON.VertexBuffer.UV2Kind
  33315. * - BABYLON.VertexBuffer.UV3Kind
  33316. * - BABYLON.VertexBuffer.UV4Kind
  33317. * - BABYLON.VertexBuffer.UV5Kind
  33318. * - BABYLON.VertexBuffer.UV6Kind
  33319. * - BABYLON.VertexBuffer.ColorKind
  33320. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33321. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33322. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33323. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33324. * @returns an array of strings
  33325. */
  33326. Mesh.prototype.getVerticesDataKinds = function () {
  33327. if (!this._geometry) {
  33328. var result = new Array();
  33329. if (this._delayInfo) {
  33330. this._delayInfo.forEach(function (kind, index, array) {
  33331. result.push(kind);
  33332. });
  33333. }
  33334. return result;
  33335. }
  33336. return this._geometry.getVerticesDataKinds();
  33337. };
  33338. /**
  33339. * Returns a positive integer : the total number of indices in this mesh geometry.
  33340. * @returns the numner of indices or zero if the mesh has no geometry.
  33341. */
  33342. Mesh.prototype.getTotalIndices = function () {
  33343. if (!this._geometry) {
  33344. return 0;
  33345. }
  33346. return this._geometry.getTotalIndices();
  33347. };
  33348. /**
  33349. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  33350. * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
  33351. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  33352. * @returns the indices array or an empty array if the mesh has no geometry
  33353. */
  33354. Mesh.prototype.getIndices = function (copyWhenShared, forceCopy) {
  33355. if (!this._geometry) {
  33356. return [];
  33357. }
  33358. return this._geometry.getIndices(copyWhenShared, forceCopy);
  33359. };
  33360. Object.defineProperty(Mesh.prototype, "isBlocked", {
  33361. get: function () {
  33362. return this._masterMesh !== null && this._masterMesh !== undefined;
  33363. },
  33364. enumerable: true,
  33365. configurable: true
  33366. });
  33367. /**
  33368. * Determine if the current mesh is ready to be rendered
  33369. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  33370. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  33371. * @returns true if all associated assets are ready (material, textures, shaders)
  33372. */
  33373. Mesh.prototype.isReady = function (completeCheck, forceInstanceSupport) {
  33374. if (completeCheck === void 0) { completeCheck = false; }
  33375. if (forceInstanceSupport === void 0) { forceInstanceSupport = false; }
  33376. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  33377. return false;
  33378. }
  33379. if (!_super.prototype.isReady.call(this, completeCheck)) {
  33380. return false;
  33381. }
  33382. if (!this.subMeshes || this.subMeshes.length === 0) {
  33383. return true;
  33384. }
  33385. if (!completeCheck) {
  33386. return true;
  33387. }
  33388. var engine = this.getEngine();
  33389. var scene = this.getScene();
  33390. var hardwareInstancedRendering = forceInstanceSupport || engine.getCaps().instancedArrays && this.instances.length > 0;
  33391. this.computeWorldMatrix();
  33392. var mat = this.material || scene.defaultMaterial;
  33393. if (mat) {
  33394. if (mat._storeEffectOnSubMeshes) {
  33395. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  33396. var subMesh = _a[_i];
  33397. var effectiveMaterial = subMesh.getMaterial();
  33398. if (effectiveMaterial) {
  33399. if (effectiveMaterial._storeEffectOnSubMeshes) {
  33400. if (!effectiveMaterial.isReadyForSubMesh(this, subMesh, hardwareInstancedRendering)) {
  33401. return false;
  33402. }
  33403. }
  33404. else {
  33405. if (!effectiveMaterial.isReady(this, hardwareInstancedRendering)) {
  33406. return false;
  33407. }
  33408. }
  33409. }
  33410. }
  33411. }
  33412. else {
  33413. if (!mat.isReady(this, hardwareInstancedRendering)) {
  33414. return false;
  33415. }
  33416. }
  33417. }
  33418. // Shadows
  33419. for (var _b = 0, _c = this._lightSources; _b < _c.length; _b++) {
  33420. var light = _c[_b];
  33421. var generator = light.getShadowGenerator();
  33422. if (generator) {
  33423. for (var _d = 0, _e = this.subMeshes; _d < _e.length; _d++) {
  33424. var subMesh = _e[_d];
  33425. if (!generator.isReady(subMesh, hardwareInstancedRendering)) {
  33426. return false;
  33427. }
  33428. }
  33429. }
  33430. }
  33431. // LOD
  33432. for (var _f = 0, _g = this._LODLevels; _f < _g.length; _f++) {
  33433. var lod = _g[_f];
  33434. if (lod.mesh && !lod.mesh.isReady(hardwareInstancedRendering)) {
  33435. return false;
  33436. }
  33437. }
  33438. return true;
  33439. };
  33440. Object.defineProperty(Mesh.prototype, "areNormalsFrozen", {
  33441. /**
  33442. * Gets a boolean indicating if the normals aren't to be recomputed on next mesh `positions` array update. This property is pertinent only for updatable parametric shapes.
  33443. */
  33444. get: function () {
  33445. return this._areNormalsFrozen;
  33446. },
  33447. enumerable: true,
  33448. configurable: true
  33449. });
  33450. /**
  33451. * This function affects parametric shapes on vertex position update only : ribbons, tubes, etc. It has no effect at all on other shapes. It prevents the mesh normals from being recomputed on next `positions` array update.
  33452. * @returns the current mesh
  33453. */
  33454. Mesh.prototype.freezeNormals = function () {
  33455. this._areNormalsFrozen = true;
  33456. return this;
  33457. };
  33458. /**
  33459. * This function affects parametric shapes on vertex position update only : ribbons, tubes, etc. It has no effect at all on other shapes. It reactivates the mesh normals computation if it was previously frozen
  33460. * @returns the current mesh
  33461. */
  33462. Mesh.prototype.unfreezeNormals = function () {
  33463. this._areNormalsFrozen = false;
  33464. return this;
  33465. };
  33466. Object.defineProperty(Mesh.prototype, "overridenInstanceCount", {
  33467. /**
  33468. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  33469. */
  33470. set: function (count) {
  33471. this._instanceDataStorage.overridenInstanceCount = count;
  33472. },
  33473. enumerable: true,
  33474. configurable: true
  33475. });
  33476. // Methods
  33477. /** @hidden */
  33478. Mesh.prototype._preActivate = function () {
  33479. var sceneRenderId = this.getScene().getRenderId();
  33480. if (this._preActivateId === sceneRenderId) {
  33481. return this;
  33482. }
  33483. this._preActivateId = sceneRenderId;
  33484. this._instanceDataStorage.visibleInstances = null;
  33485. return this;
  33486. };
  33487. /** @hidden */
  33488. Mesh.prototype._preActivateForIntermediateRendering = function (renderId) {
  33489. if (this._instanceDataStorage.visibleInstances) {
  33490. this._instanceDataStorage.visibleInstances.intermediateDefaultRenderId = renderId;
  33491. }
  33492. return this;
  33493. };
  33494. /** @hidden */
  33495. Mesh.prototype._registerInstanceForRenderId = function (instance, renderId) {
  33496. if (!this._instanceDataStorage.visibleInstances) {
  33497. this._instanceDataStorage.visibleInstances = {
  33498. defaultRenderId: renderId,
  33499. selfDefaultRenderId: this._renderId
  33500. };
  33501. }
  33502. if (!this._instanceDataStorage.visibleInstances[renderId]) {
  33503. this._instanceDataStorage.visibleInstances[renderId] = new Array();
  33504. }
  33505. this._instanceDataStorage.visibleInstances[renderId].push(instance);
  33506. return this;
  33507. };
  33508. /**
  33509. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  33510. * This means the mesh underlying bounding box and sphere are recomputed.
  33511. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  33512. * @returns the current mesh
  33513. */
  33514. Mesh.prototype.refreshBoundingInfo = function (applySkeleton) {
  33515. if (applySkeleton === void 0) { applySkeleton = false; }
  33516. if (this._boundingInfo && this._boundingInfo.isLocked) {
  33517. return this;
  33518. }
  33519. var bias = this.geometry ? this.geometry.boundingBias : null;
  33520. this._refreshBoundingInfo(this._getPositionData(applySkeleton), bias);
  33521. return this;
  33522. };
  33523. /** @hidden */
  33524. Mesh.prototype._createGlobalSubMesh = function (force) {
  33525. var totalVertices = this.getTotalVertices();
  33526. if (!totalVertices || !this.getIndices()) {
  33527. return null;
  33528. }
  33529. // Check if we need to recreate the submeshes
  33530. if (this.subMeshes && this.subMeshes.length > 0) {
  33531. var ib = this.getIndices();
  33532. if (!ib) {
  33533. return null;
  33534. }
  33535. var totalIndices = ib.length;
  33536. var needToRecreate = false;
  33537. if (force) {
  33538. needToRecreate = true;
  33539. }
  33540. else {
  33541. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  33542. var submesh = _a[_i];
  33543. if (submesh.indexStart + submesh.indexCount >= totalIndices) {
  33544. needToRecreate = true;
  33545. break;
  33546. }
  33547. if (submesh.verticesStart + submesh.verticesCount >= totalVertices) {
  33548. needToRecreate = true;
  33549. break;
  33550. }
  33551. }
  33552. }
  33553. if (!needToRecreate) {
  33554. return this.subMeshes[0];
  33555. }
  33556. }
  33557. this.releaseSubMeshes();
  33558. return new BABYLON.SubMesh(0, 0, totalVertices, 0, this.getTotalIndices(), this);
  33559. };
  33560. /**
  33561. * This function will subdivide the mesh into multiple submeshes
  33562. * @param count defines the expected number of submeshes
  33563. */
  33564. Mesh.prototype.subdivide = function (count) {
  33565. if (count < 1) {
  33566. return;
  33567. }
  33568. var totalIndices = this.getTotalIndices();
  33569. var subdivisionSize = (totalIndices / count) | 0;
  33570. var offset = 0;
  33571. // Ensure that subdivisionSize is a multiple of 3
  33572. while (subdivisionSize % 3 !== 0) {
  33573. subdivisionSize++;
  33574. }
  33575. this.releaseSubMeshes();
  33576. for (var index = 0; index < count; index++) {
  33577. if (offset >= totalIndices) {
  33578. break;
  33579. }
  33580. BABYLON.SubMesh.CreateFromIndices(0, offset, Math.min(subdivisionSize, totalIndices - offset), this);
  33581. offset += subdivisionSize;
  33582. }
  33583. this.synchronizeInstances();
  33584. };
  33585. /**
  33586. * Copy a FloatArray into a specific associated vertex buffer
  33587. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  33588. * - BABYLON.VertexBuffer.PositionKind
  33589. * - BABYLON.VertexBuffer.UVKind
  33590. * - BABYLON.VertexBuffer.UV2Kind
  33591. * - BABYLON.VertexBuffer.UV3Kind
  33592. * - BABYLON.VertexBuffer.UV4Kind
  33593. * - BABYLON.VertexBuffer.UV5Kind
  33594. * - BABYLON.VertexBuffer.UV6Kind
  33595. * - BABYLON.VertexBuffer.ColorKind
  33596. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33597. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33598. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33599. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33600. * @param data defines the data source
  33601. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  33602. * @param stride defines the data stride size (can be null)
  33603. * @returns the current mesh
  33604. */
  33605. Mesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  33606. if (updatable === void 0) { updatable = false; }
  33607. if (!this._geometry) {
  33608. var vertexData = new BABYLON.VertexData();
  33609. vertexData.set(data, kind);
  33610. var scene = this.getScene();
  33611. new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, updatable, this);
  33612. }
  33613. else {
  33614. this._geometry.setVerticesData(kind, data, updatable, stride);
  33615. }
  33616. return this;
  33617. };
  33618. /**
  33619. * Flags an associated vertex buffer as updatable
  33620. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  33621. * - BABYLON.VertexBuffer.PositionKind
  33622. * - BABYLON.VertexBuffer.UVKind
  33623. * - BABYLON.VertexBuffer.UV2Kind
  33624. * - BABYLON.VertexBuffer.UV3Kind
  33625. * - BABYLON.VertexBuffer.UV4Kind
  33626. * - BABYLON.VertexBuffer.UV5Kind
  33627. * - BABYLON.VertexBuffer.UV6Kind
  33628. * - BABYLON.VertexBuffer.ColorKind
  33629. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33630. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33631. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33632. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33633. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  33634. */
  33635. Mesh.prototype.markVerticesDataAsUpdatable = function (kind, updatable) {
  33636. if (updatable === void 0) { updatable = true; }
  33637. var vb = this.getVertexBuffer(kind);
  33638. if (!vb || vb.isUpdatable() === updatable) {
  33639. return;
  33640. }
  33641. this.setVerticesData(kind, this.getVerticesData(kind), updatable);
  33642. };
  33643. /**
  33644. * Sets the mesh global Vertex Buffer
  33645. * @param buffer defines the buffer to use
  33646. * @returns the current mesh
  33647. */
  33648. Mesh.prototype.setVerticesBuffer = function (buffer) {
  33649. if (!this._geometry) {
  33650. this._geometry = BABYLON.Geometry.CreateGeometryForMesh(this);
  33651. }
  33652. this._geometry.setVerticesBuffer(buffer);
  33653. return this;
  33654. };
  33655. /**
  33656. * Update a specific associated vertex buffer
  33657. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  33658. * - BABYLON.VertexBuffer.PositionKind
  33659. * - BABYLON.VertexBuffer.UVKind
  33660. * - BABYLON.VertexBuffer.UV2Kind
  33661. * - BABYLON.VertexBuffer.UV3Kind
  33662. * - BABYLON.VertexBuffer.UV4Kind
  33663. * - BABYLON.VertexBuffer.UV5Kind
  33664. * - BABYLON.VertexBuffer.UV6Kind
  33665. * - BABYLON.VertexBuffer.ColorKind
  33666. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33667. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33668. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33669. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33670. * @param data defines the data source
  33671. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  33672. * @param makeItUnique defines if the geometry associated with the mesh must be cloned to make the change only for this mesh (and not all meshes associated with the same geometry)
  33673. * @returns the current mesh
  33674. */
  33675. Mesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  33676. if (!this._geometry) {
  33677. return this;
  33678. }
  33679. if (!makeItUnique) {
  33680. this._geometry.updateVerticesData(kind, data, updateExtends);
  33681. }
  33682. else {
  33683. this.makeGeometryUnique();
  33684. this.updateVerticesData(kind, data, updateExtends, false);
  33685. }
  33686. return this;
  33687. };
  33688. /**
  33689. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  33690. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  33691. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  33692. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  33693. * @returns the current mesh
  33694. */
  33695. Mesh.prototype.updateMeshPositions = function (positionFunction, computeNormals) {
  33696. if (computeNormals === void 0) { computeNormals = true; }
  33697. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  33698. if (!positions) {
  33699. return this;
  33700. }
  33701. positionFunction(positions);
  33702. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  33703. if (computeNormals) {
  33704. var indices = this.getIndices();
  33705. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  33706. if (!normals) {
  33707. return this;
  33708. }
  33709. BABYLON.VertexData.ComputeNormals(positions, indices, normals);
  33710. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals, false, false);
  33711. }
  33712. return this;
  33713. };
  33714. /**
  33715. * Creates a un-shared specific occurence of the geometry for the mesh.
  33716. * @returns the current mesh
  33717. */
  33718. Mesh.prototype.makeGeometryUnique = function () {
  33719. if (!this._geometry) {
  33720. return this;
  33721. }
  33722. var oldGeometry = this._geometry;
  33723. var geometry = this._geometry.copy(BABYLON.Geometry.RandomId());
  33724. oldGeometry.releaseForMesh(this, true);
  33725. geometry.applyToMesh(this);
  33726. return this;
  33727. };
  33728. /**
  33729. * Set the index buffer of this mesh
  33730. * @param indices defines the source data
  33731. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  33732. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  33733. * @returns the current mesh
  33734. */
  33735. Mesh.prototype.setIndices = function (indices, totalVertices, updatable) {
  33736. if (totalVertices === void 0) { totalVertices = null; }
  33737. if (updatable === void 0) { updatable = false; }
  33738. if (!this._geometry) {
  33739. var vertexData = new BABYLON.VertexData();
  33740. vertexData.indices = indices;
  33741. var scene = this.getScene();
  33742. new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, updatable, this);
  33743. }
  33744. else {
  33745. this._geometry.setIndices(indices, totalVertices, updatable);
  33746. }
  33747. return this;
  33748. };
  33749. /**
  33750. * Update the current index buffer
  33751. * @param indices defines the source data
  33752. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  33753. * @returns the current mesh
  33754. */
  33755. Mesh.prototype.updateIndices = function (indices, offset) {
  33756. if (!this._geometry) {
  33757. return this;
  33758. }
  33759. this._geometry.updateIndices(indices, offset);
  33760. return this;
  33761. };
  33762. /**
  33763. * Invert the geometry to move from a right handed system to a left handed one.
  33764. * @returns the current mesh
  33765. */
  33766. Mesh.prototype.toLeftHanded = function () {
  33767. if (!this._geometry) {
  33768. return this;
  33769. }
  33770. this._geometry.toLeftHanded();
  33771. return this;
  33772. };
  33773. /** @hidden */
  33774. Mesh.prototype._bind = function (subMesh, effect, fillMode) {
  33775. if (!this._geometry) {
  33776. return this;
  33777. }
  33778. var engine = this.getScene().getEngine();
  33779. // Wireframe
  33780. var indexToBind;
  33781. if (this._unIndexed) {
  33782. indexToBind = null;
  33783. }
  33784. else {
  33785. switch (fillMode) {
  33786. case BABYLON.Material.PointFillMode:
  33787. indexToBind = null;
  33788. break;
  33789. case BABYLON.Material.WireFrameFillMode:
  33790. indexToBind = subMesh._getLinesIndexBuffer(this.getIndices(), engine);
  33791. break;
  33792. default:
  33793. case BABYLON.Material.TriangleFillMode:
  33794. indexToBind = this._unIndexed ? null : this._geometry.getIndexBuffer();
  33795. break;
  33796. }
  33797. }
  33798. // VBOs
  33799. this._geometry._bind(effect, indexToBind);
  33800. return this;
  33801. };
  33802. /** @hidden */
  33803. Mesh.prototype._draw = function (subMesh, fillMode, instancesCount, alternate) {
  33804. if (alternate === void 0) { alternate = false; }
  33805. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  33806. return this;
  33807. }
  33808. if (this._onBeforeDrawObservable) {
  33809. this._onBeforeDrawObservable.notifyObservers(this);
  33810. }
  33811. var scene = this.getScene();
  33812. var engine = scene.getEngine();
  33813. if (this._unIndexed || fillMode == BABYLON.Material.PointFillMode) {
  33814. // or triangles as points
  33815. engine.drawArraysType(fillMode, subMesh.verticesStart, subMesh.verticesCount, instancesCount);
  33816. }
  33817. else if (fillMode == BABYLON.Material.WireFrameFillMode) {
  33818. // Triangles as wireframe
  33819. engine.drawElementsType(fillMode, 0, subMesh._linesIndexCount, instancesCount);
  33820. }
  33821. else {
  33822. engine.drawElementsType(fillMode, subMesh.indexStart, subMesh.indexCount, instancesCount);
  33823. }
  33824. if (scene._isAlternateRenderingEnabled && !alternate) {
  33825. var effect = subMesh.effect || this._effectiveMaterial.getEffect();
  33826. if (!effect || !scene.activeCamera) {
  33827. return this;
  33828. }
  33829. scene._switchToAlternateCameraConfiguration(true);
  33830. this._effectiveMaterial.bindView(effect);
  33831. this._effectiveMaterial.bindViewProjection(effect);
  33832. engine.setViewport(scene.activeCamera._alternateCamera.viewport);
  33833. this._draw(subMesh, fillMode, instancesCount, true);
  33834. engine.setViewport(scene.activeCamera.viewport);
  33835. scene._switchToAlternateCameraConfiguration(false);
  33836. this._effectiveMaterial.bindView(effect);
  33837. this._effectiveMaterial.bindViewProjection(effect);
  33838. }
  33839. return this;
  33840. };
  33841. /**
  33842. * Registers for this mesh a javascript function called just before the rendering process
  33843. * @param func defines the function to call before rendering this mesh
  33844. * @returns the current mesh
  33845. */
  33846. Mesh.prototype.registerBeforeRender = function (func) {
  33847. this.onBeforeRenderObservable.add(func);
  33848. return this;
  33849. };
  33850. /**
  33851. * Disposes a previously registered javascript function called before the rendering
  33852. * @param func defines the function to remove
  33853. * @returns the current mesh
  33854. */
  33855. Mesh.prototype.unregisterBeforeRender = function (func) {
  33856. this.onBeforeRenderObservable.removeCallback(func);
  33857. return this;
  33858. };
  33859. /**
  33860. * Registers for this mesh a javascript function called just after the rendering is complete
  33861. * @param func defines the function to call after rendering this mesh
  33862. * @returns the current mesh
  33863. */
  33864. Mesh.prototype.registerAfterRender = function (func) {
  33865. this.onAfterRenderObservable.add(func);
  33866. return this;
  33867. };
  33868. /**
  33869. * Disposes a previously registered javascript function called after the rendering.
  33870. * @param func defines the function to remove
  33871. * @returns the current mesh
  33872. */
  33873. Mesh.prototype.unregisterAfterRender = function (func) {
  33874. this.onAfterRenderObservable.removeCallback(func);
  33875. return this;
  33876. };
  33877. /** @hidden */
  33878. Mesh.prototype._getInstancesRenderList = function (subMeshId) {
  33879. var scene = this.getScene();
  33880. var batchCache = this._instanceDataStorage.batchCache;
  33881. batchCache.mustReturn = false;
  33882. batchCache.renderSelf[subMeshId] = this.isEnabled() && this.isVisible;
  33883. batchCache.visibleInstances[subMeshId] = null;
  33884. if (this._instanceDataStorage.visibleInstances) {
  33885. var visibleInstances = this._instanceDataStorage.visibleInstances;
  33886. var currentRenderId = scene.getRenderId();
  33887. var defaultRenderId = (scene._isInIntermediateRendering() ? visibleInstances.intermediateDefaultRenderId : visibleInstances.defaultRenderId);
  33888. batchCache.visibleInstances[subMeshId] = visibleInstances[currentRenderId];
  33889. var selfRenderId = this._renderId;
  33890. if (!batchCache.visibleInstances[subMeshId] && defaultRenderId) {
  33891. batchCache.visibleInstances[subMeshId] = visibleInstances[defaultRenderId];
  33892. currentRenderId = Math.max(defaultRenderId, currentRenderId);
  33893. selfRenderId = Math.max(visibleInstances.selfDefaultRenderId, currentRenderId);
  33894. }
  33895. var visibleInstancesForSubMesh = batchCache.visibleInstances[subMeshId];
  33896. if (visibleInstancesForSubMesh && visibleInstancesForSubMesh.length) {
  33897. if (this._instanceDataStorage.renderIdForInstances[subMeshId] === currentRenderId) {
  33898. batchCache.mustReturn = true;
  33899. return batchCache;
  33900. }
  33901. if (currentRenderId !== selfRenderId) {
  33902. batchCache.renderSelf[subMeshId] = false;
  33903. }
  33904. }
  33905. this._instanceDataStorage.renderIdForInstances[subMeshId] = currentRenderId;
  33906. }
  33907. return batchCache;
  33908. };
  33909. /** @hidden */
  33910. Mesh.prototype._renderWithInstances = function (subMesh, fillMode, batch, effect, engine) {
  33911. var visibleInstances = batch.visibleInstances[subMesh._id];
  33912. if (!visibleInstances) {
  33913. return this;
  33914. }
  33915. var matricesCount = visibleInstances.length + 1;
  33916. var bufferSize = matricesCount * 16 * 4;
  33917. var instanceStorage = this._instanceDataStorage;
  33918. var currentInstancesBufferSize = instanceStorage.instancesBufferSize;
  33919. var instancesBuffer = instanceStorage.instancesBuffer;
  33920. while (instanceStorage.instancesBufferSize < bufferSize) {
  33921. instanceStorage.instancesBufferSize *= 2;
  33922. }
  33923. if (!instanceStorage.instancesData || currentInstancesBufferSize != instanceStorage.instancesBufferSize) {
  33924. instanceStorage.instancesData = new Float32Array(instanceStorage.instancesBufferSize / 4);
  33925. }
  33926. var offset = 0;
  33927. var instancesCount = 0;
  33928. var world = this.getWorldMatrix();
  33929. if (batch.renderSelf[subMesh._id]) {
  33930. world.copyToArray(instanceStorage.instancesData, offset);
  33931. offset += 16;
  33932. instancesCount++;
  33933. }
  33934. if (visibleInstances) {
  33935. for (var instanceIndex = 0; instanceIndex < visibleInstances.length; instanceIndex++) {
  33936. var instance = visibleInstances[instanceIndex];
  33937. instance.getWorldMatrix().copyToArray(instanceStorage.instancesData, offset);
  33938. offset += 16;
  33939. instancesCount++;
  33940. }
  33941. }
  33942. if (!instancesBuffer || currentInstancesBufferSize != instanceStorage.instancesBufferSize) {
  33943. if (instancesBuffer) {
  33944. instancesBuffer.dispose();
  33945. }
  33946. instancesBuffer = new BABYLON.Buffer(engine, instanceStorage.instancesData, true, 16, false, true);
  33947. instanceStorage.instancesBuffer = instancesBuffer;
  33948. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world0", 0, 4));
  33949. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world1", 4, 4));
  33950. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world2", 8, 4));
  33951. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world3", 12, 4));
  33952. }
  33953. else {
  33954. instancesBuffer.updateDirectly(instanceStorage.instancesData, 0, instancesCount);
  33955. }
  33956. this._bind(subMesh, effect, fillMode);
  33957. this._draw(subMesh, fillMode, instancesCount);
  33958. engine.unbindInstanceAttributes();
  33959. return this;
  33960. };
  33961. /** @hidden */
  33962. Mesh.prototype._processRendering = function (subMesh, effect, fillMode, batch, hardwareInstancedRendering, onBeforeDraw, effectiveMaterial) {
  33963. var scene = this.getScene();
  33964. var engine = scene.getEngine();
  33965. if (hardwareInstancedRendering) {
  33966. this._renderWithInstances(subMesh, fillMode, batch, effect, engine);
  33967. }
  33968. else {
  33969. if (batch.renderSelf[subMesh._id]) {
  33970. // Draw
  33971. if (onBeforeDraw) {
  33972. onBeforeDraw(false, this.getWorldMatrix(), effectiveMaterial);
  33973. }
  33974. this._draw(subMesh, fillMode, this._instanceDataStorage.overridenInstanceCount);
  33975. }
  33976. var visibleInstancesForSubMesh = batch.visibleInstances[subMesh._id];
  33977. if (visibleInstancesForSubMesh) {
  33978. for (var instanceIndex = 0; instanceIndex < visibleInstancesForSubMesh.length; instanceIndex++) {
  33979. var instance = visibleInstancesForSubMesh[instanceIndex];
  33980. // World
  33981. var world = instance.getWorldMatrix();
  33982. if (onBeforeDraw) {
  33983. onBeforeDraw(true, world, effectiveMaterial);
  33984. }
  33985. // Draw
  33986. this._draw(subMesh, fillMode);
  33987. }
  33988. }
  33989. }
  33990. return this;
  33991. };
  33992. /**
  33993. * Triggers the draw call for the mesh. Usually, you don't need to call this method by your own because the mesh rendering is handled by the scene rendering manager
  33994. * @param subMesh defines the subMesh to render
  33995. * @param enableAlphaMode defines if alpha mode can be changed
  33996. * @returns the current mesh
  33997. */
  33998. Mesh.prototype.render = function (subMesh, enableAlphaMode) {
  33999. if (this._checkOcclusionQuery()) {
  34000. return this;
  34001. }
  34002. var scene = this.getScene();
  34003. // Managing instances
  34004. var batch = this._getInstancesRenderList(subMesh._id);
  34005. if (batch.mustReturn) {
  34006. return this;
  34007. }
  34008. // Checking geometry state
  34009. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  34010. return this;
  34011. }
  34012. if (this._onBeforeRenderObservable) {
  34013. this._onBeforeRenderObservable.notifyObservers(this);
  34014. }
  34015. var engine = scene.getEngine();
  34016. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  34017. // Material
  34018. var material = subMesh.getMaterial();
  34019. if (!material) {
  34020. return this;
  34021. }
  34022. this._effectiveMaterial = material;
  34023. if (this._effectiveMaterial._storeEffectOnSubMeshes) {
  34024. if (!this._effectiveMaterial.isReadyForSubMesh(this, subMesh, hardwareInstancedRendering)) {
  34025. return this;
  34026. }
  34027. }
  34028. else if (!this._effectiveMaterial.isReady(this, hardwareInstancedRendering)) {
  34029. return this;
  34030. }
  34031. // Alpha mode
  34032. if (enableAlphaMode) {
  34033. engine.setAlphaMode(this._effectiveMaterial.alphaMode);
  34034. }
  34035. for (var _i = 0, _a = scene._beforeRenderingMeshStage; _i < _a.length; _i++) {
  34036. var step = _a[_i];
  34037. step.action(this, subMesh, batch);
  34038. }
  34039. var effect;
  34040. if (this._effectiveMaterial._storeEffectOnSubMeshes) {
  34041. effect = subMesh.effect;
  34042. }
  34043. else {
  34044. effect = this._effectiveMaterial.getEffect();
  34045. }
  34046. if (!effect) {
  34047. return this;
  34048. }
  34049. var sideOrientation = this.overrideMaterialSideOrientation;
  34050. if (sideOrientation == null) {
  34051. sideOrientation = this._effectiveMaterial.sideOrientation;
  34052. if (this._getWorldMatrixDeterminant() < 0) {
  34053. sideOrientation = (sideOrientation === BABYLON.Material.ClockWiseSideOrientation ? BABYLON.Material.CounterClockWiseSideOrientation : BABYLON.Material.ClockWiseSideOrientation);
  34054. }
  34055. }
  34056. var reverse = this._effectiveMaterial._preBind(effect, sideOrientation);
  34057. if (this._effectiveMaterial.forceDepthWrite) {
  34058. engine.setDepthWrite(true);
  34059. }
  34060. // Bind
  34061. var fillMode = scene.forcePointsCloud ? BABYLON.Material.PointFillMode : (scene.forceWireframe ? BABYLON.Material.WireFrameFillMode : this._effectiveMaterial.fillMode);
  34062. if (!hardwareInstancedRendering) { // Binding will be done later because we need to add more info to the VB
  34063. this._bind(subMesh, effect, fillMode);
  34064. }
  34065. var world = this.getWorldMatrix();
  34066. if (this._effectiveMaterial._storeEffectOnSubMeshes) {
  34067. this._effectiveMaterial.bindForSubMesh(world, this, subMesh);
  34068. }
  34069. else {
  34070. this._effectiveMaterial.bind(world, this);
  34071. }
  34072. if (!this._effectiveMaterial.backFaceCulling && this._effectiveMaterial.separateCullingPass) {
  34073. engine.setState(true, this._effectiveMaterial.zOffset, false, !reverse);
  34074. this._processRendering(subMesh, effect, fillMode, batch, hardwareInstancedRendering, this._onBeforeDraw, this._effectiveMaterial);
  34075. engine.setState(true, this._effectiveMaterial.zOffset, false, reverse);
  34076. }
  34077. // Draw
  34078. this._processRendering(subMesh, effect, fillMode, batch, hardwareInstancedRendering, this._onBeforeDraw, this._effectiveMaterial);
  34079. // Unbind
  34080. this._effectiveMaterial.unbind();
  34081. for (var _b = 0, _c = scene._afterRenderingMeshStage; _b < _c.length; _b++) {
  34082. var step = _c[_b];
  34083. step.action(this, subMesh, batch);
  34084. }
  34085. if (this._onAfterRenderObservable) {
  34086. this._onAfterRenderObservable.notifyObservers(this);
  34087. }
  34088. return this;
  34089. };
  34090. Mesh.prototype._onBeforeDraw = function (isInstance, world, effectiveMaterial) {
  34091. if (isInstance && effectiveMaterial) {
  34092. effectiveMaterial.bindOnlyWorldMatrix(world);
  34093. }
  34094. };
  34095. /**
  34096. * Renormalize the mesh and patch it up if there are no weights
  34097. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  34098. * However in the case of zero weights then we set just a single influence to 1.
  34099. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  34100. */
  34101. Mesh.prototype.cleanMatrixWeights = function () {
  34102. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  34103. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsExtraKind)) {
  34104. this.normalizeSkinWeightsAndExtra();
  34105. }
  34106. else {
  34107. this.normalizeSkinFourWeights();
  34108. }
  34109. }
  34110. };
  34111. // faster 4 weight version.
  34112. Mesh.prototype.normalizeSkinFourWeights = function () {
  34113. var matricesWeights = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  34114. var numWeights = matricesWeights.length;
  34115. for (var a = 0; a < numWeights; a += 4) {
  34116. // accumulate weights
  34117. var t = matricesWeights[a] + matricesWeights[a + 1] + matricesWeights[a + 2] + matricesWeights[a + 3];
  34118. // check for invalid weight and just set it to 1.
  34119. if (t === 0) {
  34120. matricesWeights[a] = 1;
  34121. }
  34122. else {
  34123. // renormalize so everything adds to 1 use reciprical
  34124. var recip = 1 / t;
  34125. matricesWeights[a] *= recip;
  34126. matricesWeights[a + 1] *= recip;
  34127. matricesWeights[a + 2] *= recip;
  34128. matricesWeights[a + 3] *= recip;
  34129. }
  34130. }
  34131. this.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeights);
  34132. };
  34133. // handle special case of extra verts. (in theory gltf can handle 12 influences)
  34134. Mesh.prototype.normalizeSkinWeightsAndExtra = function () {
  34135. var matricesWeightsExtra = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  34136. var matricesWeights = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  34137. var numWeights = matricesWeights.length;
  34138. for (var a = 0; a < numWeights; a += 4) {
  34139. // accumulate weights
  34140. var t = matricesWeights[a] + matricesWeights[a + 1] + matricesWeights[a + 2] + matricesWeights[a + 3];
  34141. t += matricesWeightsExtra[a] + matricesWeightsExtra[a + 1] + matricesWeightsExtra[a + 2] + matricesWeightsExtra[a + 3];
  34142. // check for invalid weight and just set it to 1.
  34143. if (t === 0) {
  34144. matricesWeights[a] = 1;
  34145. }
  34146. else {
  34147. // renormalize so everything adds to 1 use reciprical
  34148. var recip = 1 / t;
  34149. matricesWeights[a] *= recip;
  34150. matricesWeights[a + 1] *= recip;
  34151. matricesWeights[a + 2] *= recip;
  34152. matricesWeights[a + 3] *= recip;
  34153. // same goes for extras
  34154. matricesWeightsExtra[a] *= recip;
  34155. matricesWeightsExtra[a + 1] *= recip;
  34156. matricesWeightsExtra[a + 2] *= recip;
  34157. matricesWeightsExtra[a + 3] *= recip;
  34158. }
  34159. }
  34160. this.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeights);
  34161. this.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeightsExtra);
  34162. };
  34163. /**
  34164. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  34165. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  34166. * the user know there was an issue with importing the mesh
  34167. * @returns a validation object with skinned, valid and report string
  34168. */
  34169. Mesh.prototype.validateSkinning = function () {
  34170. var matricesWeightsExtra = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  34171. var matricesWeights = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  34172. if (matricesWeights === null || this.skeleton == null) {
  34173. return { skinned: false, valid: true, report: "not skinned" };
  34174. }
  34175. var numWeights = matricesWeights.length;
  34176. var numberNotSorted = 0;
  34177. var missingWeights = 0;
  34178. var maxUsedWeights = 0;
  34179. var numberNotNormalized = 0;
  34180. var numInfluences = matricesWeightsExtra === null ? 4 : 8;
  34181. var usedWeightCounts = new Array();
  34182. for (var a = 0; a <= numInfluences; a++) {
  34183. usedWeightCounts[a] = 0;
  34184. }
  34185. var toleranceEpsilon = 0.001;
  34186. for (var a = 0; a < numWeights; a += 4) {
  34187. var lastWeight = matricesWeights[a];
  34188. var t = lastWeight;
  34189. var usedWeights = t === 0 ? 0 : 1;
  34190. for (var b = 1; b < numInfluences; b++) {
  34191. var d = b < 4 ? matricesWeights[a + b] : matricesWeightsExtra[a + b - 4];
  34192. if (d > lastWeight) {
  34193. numberNotSorted++;
  34194. }
  34195. if (d !== 0) {
  34196. usedWeights++;
  34197. }
  34198. t += d;
  34199. lastWeight = d;
  34200. }
  34201. // count the buffer weights usage
  34202. usedWeightCounts[usedWeights]++;
  34203. // max influences
  34204. if (usedWeights > maxUsedWeights) {
  34205. maxUsedWeights = usedWeights;
  34206. }
  34207. // check for invalid weight and just set it to 1.
  34208. if (t === 0) {
  34209. missingWeights++;
  34210. }
  34211. else {
  34212. // renormalize so everything adds to 1 use reciprical
  34213. var recip = 1 / t;
  34214. var tolerance = 0;
  34215. for (b = 0; b < numInfluences; b++) {
  34216. if (b < 4) {
  34217. tolerance += Math.abs(matricesWeights[a + b] - (matricesWeights[a + b] * recip));
  34218. }
  34219. else {
  34220. tolerance += Math.abs(matricesWeightsExtra[a + b - 4] - (matricesWeightsExtra[a + b - 4] * recip));
  34221. }
  34222. }
  34223. // arbitary epsilon value for dicdating not normalized
  34224. if (tolerance > toleranceEpsilon) {
  34225. numberNotNormalized++;
  34226. }
  34227. }
  34228. }
  34229. // validate bone indices are in range of the skeleton
  34230. var numBones = this.skeleton.bones.length;
  34231. var matricesIndices = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  34232. var matricesIndicesExtra = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  34233. var numBadBoneIndices = 0;
  34234. for (var a = 0; a < numWeights; a++) {
  34235. for (var b = 0; b < numInfluences; b++) {
  34236. var index = b < 4 ? matricesIndices[b] : matricesIndicesExtra[b - 4];
  34237. if (index >= numBones || index < 0) {
  34238. numBadBoneIndices++;
  34239. }
  34240. }
  34241. }
  34242. // log mesh stats
  34243. var output = "Number of Weights = " + numWeights / 4 + "\nMaximum influences = " + maxUsedWeights +
  34244. "\nMissing Weights = " + missingWeights + "\nNot Sorted = " + numberNotSorted +
  34245. "\nNot Normalized = " + numberNotNormalized + "\nWeightCounts = [" + usedWeightCounts + "]" +
  34246. "\nNumber of bones = " + numBones + "\nBad Bone Indices = " + numBadBoneIndices;
  34247. return { skinned: true, valid: missingWeights === 0 && numberNotNormalized === 0 && numBadBoneIndices === 0, report: output };
  34248. };
  34249. /** @hidden */
  34250. Mesh.prototype._checkDelayState = function () {
  34251. var scene = this.getScene();
  34252. if (this._geometry) {
  34253. this._geometry.load(scene);
  34254. }
  34255. else if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  34256. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
  34257. this._queueLoad(scene);
  34258. }
  34259. return this;
  34260. };
  34261. Mesh.prototype._queueLoad = function (scene) {
  34262. var _this = this;
  34263. scene._addPendingData(this);
  34264. var getBinaryData = (this.delayLoadingFile.indexOf(".babylonbinarymeshdata") !== -1);
  34265. BABYLON.Tools.LoadFile(this.delayLoadingFile, function (data) {
  34266. if (data instanceof ArrayBuffer) {
  34267. _this._delayLoadingFunction(data, _this);
  34268. }
  34269. else {
  34270. _this._delayLoadingFunction(JSON.parse(data), _this);
  34271. }
  34272. _this.instances.forEach(function (instance) {
  34273. instance._syncSubMeshes();
  34274. });
  34275. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  34276. scene._removePendingData(_this);
  34277. }, function () { }, scene.offlineProvider, getBinaryData);
  34278. return this;
  34279. };
  34280. /**
  34281. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  34282. * A mesh is in the frustum if its bounding box intersects the frustum
  34283. * @param frustumPlanes defines the frustum to test
  34284. * @returns true if the mesh is in the frustum planes
  34285. */
  34286. Mesh.prototype.isInFrustum = function (frustumPlanes) {
  34287. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  34288. return false;
  34289. }
  34290. if (!_super.prototype.isInFrustum.call(this, frustumPlanes)) {
  34291. return false;
  34292. }
  34293. this._checkDelayState();
  34294. return true;
  34295. };
  34296. /**
  34297. * Sets the mesh material by the material or multiMaterial `id` property
  34298. * @param id is a string identifying the material or the multiMaterial
  34299. * @returns the current mesh
  34300. */
  34301. Mesh.prototype.setMaterialByID = function (id) {
  34302. var materials = this.getScene().materials;
  34303. var index;
  34304. for (index = materials.length - 1; index > -1; index--) {
  34305. if (materials[index].id === id) {
  34306. this.material = materials[index];
  34307. return this;
  34308. }
  34309. }
  34310. // Multi
  34311. var multiMaterials = this.getScene().multiMaterials;
  34312. for (index = multiMaterials.length - 1; index > -1; index--) {
  34313. if (multiMaterials[index].id === id) {
  34314. this.material = multiMaterials[index];
  34315. return this;
  34316. }
  34317. }
  34318. return this;
  34319. };
  34320. /**
  34321. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  34322. * @returns an array of IAnimatable
  34323. */
  34324. Mesh.prototype.getAnimatables = function () {
  34325. var results = new Array();
  34326. if (this.material) {
  34327. results.push(this.material);
  34328. }
  34329. if (this.skeleton) {
  34330. results.push(this.skeleton);
  34331. }
  34332. return results;
  34333. };
  34334. /**
  34335. * Modifies the mesh geometry according to the passed transformation matrix.
  34336. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  34337. * The mesh normals are modified using the same transformation.
  34338. * Note that, under the hood, this method sets a new VertexBuffer each call.
  34339. * @param transform defines the transform matrix to use
  34340. * @see http://doc.babylonjs.com/resources/baking_transformations
  34341. * @returns the current mesh
  34342. */
  34343. Mesh.prototype.bakeTransformIntoVertices = function (transform) {
  34344. // Position
  34345. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  34346. return this;
  34347. }
  34348. var submeshes = this.subMeshes.splice(0);
  34349. this._resetPointsArrayCache();
  34350. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  34351. var temp = new Array();
  34352. var index;
  34353. for (index = 0; index < data.length; index += 3) {
  34354. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(data, index), transform).toArray(temp, index);
  34355. }
  34356. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.PositionKind).isUpdatable());
  34357. // Normals
  34358. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  34359. data = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  34360. temp = [];
  34361. for (index = 0; index < data.length; index += 3) {
  34362. BABYLON.Vector3.TransformNormal(BABYLON.Vector3.FromArray(data, index), transform).normalize().toArray(temp, index);
  34363. }
  34364. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.NormalKind).isUpdatable());
  34365. }
  34366. // flip faces?
  34367. if (transform.m[0] * transform.m[5] * transform.m[10] < 0) {
  34368. this.flipFaces();
  34369. }
  34370. // Restore submeshes
  34371. this.releaseSubMeshes();
  34372. this.subMeshes = submeshes;
  34373. return this;
  34374. };
  34375. /**
  34376. * Modifies the mesh geometry according to its own current World Matrix.
  34377. * The mesh World Matrix is then reset.
  34378. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  34379. * Note that, under the hood, this method sets a new VertexBuffer each call.
  34380. * @see http://doc.babylonjs.com/resources/baking_transformations
  34381. * @returns the current mesh
  34382. */
  34383. Mesh.prototype.bakeCurrentTransformIntoVertices = function () {
  34384. this.bakeTransformIntoVertices(this.computeWorldMatrix(true));
  34385. this.scaling.copyFromFloats(1, 1, 1);
  34386. this.position.copyFromFloats(0, 0, 0);
  34387. this.rotation.copyFromFloats(0, 0, 0);
  34388. //only if quaternion is already set
  34389. if (this.rotationQuaternion) {
  34390. this.rotationQuaternion = BABYLON.Quaternion.Identity();
  34391. }
  34392. this._worldMatrix = BABYLON.Matrix.Identity();
  34393. return this;
  34394. };
  34395. Object.defineProperty(Mesh.prototype, "_positions", {
  34396. // Cache
  34397. /** @hidden */
  34398. get: function () {
  34399. if (this._geometry) {
  34400. return this._geometry._positions;
  34401. }
  34402. return null;
  34403. },
  34404. enumerable: true,
  34405. configurable: true
  34406. });
  34407. /** @hidden */
  34408. Mesh.prototype._resetPointsArrayCache = function () {
  34409. if (this._geometry) {
  34410. this._geometry._resetPointsArrayCache();
  34411. }
  34412. return this;
  34413. };
  34414. /** @hidden */
  34415. Mesh.prototype._generatePointsArray = function () {
  34416. if (this._geometry) {
  34417. return this._geometry._generatePointsArray();
  34418. }
  34419. return false;
  34420. };
  34421. /**
  34422. * Returns a new Mesh object generated from the current mesh properties.
  34423. * This method must not get confused with createInstance()
  34424. * @param name is a string, the name given to the new mesh
  34425. * @param newParent can be any Node object (default `null`)
  34426. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  34427. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  34428. * @returns a new mesh
  34429. */
  34430. Mesh.prototype.clone = function (name, newParent, doNotCloneChildren, clonePhysicsImpostor) {
  34431. if (name === void 0) { name = ""; }
  34432. if (clonePhysicsImpostor === void 0) { clonePhysicsImpostor = true; }
  34433. return new Mesh(name, this.getScene(), newParent, this, doNotCloneChildren, clonePhysicsImpostor);
  34434. };
  34435. /**
  34436. * Releases resources associated with this mesh.
  34437. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  34438. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  34439. */
  34440. Mesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  34441. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  34442. this.morphTargetManager = null;
  34443. if (this._geometry) {
  34444. this._geometry.releaseForMesh(this, true);
  34445. }
  34446. if (this._onBeforeDrawObservable) {
  34447. this._onBeforeDrawObservable.clear();
  34448. }
  34449. if (this._onBeforeRenderObservable) {
  34450. this._onBeforeRenderObservable.clear();
  34451. }
  34452. if (this._onAfterRenderObservable) {
  34453. this._onAfterRenderObservable.clear();
  34454. }
  34455. // Sources
  34456. if (this._scene.useClonedMeshhMap) {
  34457. if (this.meshMap) {
  34458. for (var uniqueId in this.meshMap) {
  34459. var mesh = this.meshMap[uniqueId];
  34460. if (mesh) {
  34461. mesh._source = null;
  34462. this.meshMap[uniqueId] = undefined;
  34463. }
  34464. }
  34465. }
  34466. if (this._source && this._source.meshMap) {
  34467. this._source.meshMap[this.uniqueId] = undefined;
  34468. }
  34469. }
  34470. else {
  34471. var meshes = this.getScene().meshes;
  34472. for (var _i = 0, meshes_1 = meshes; _i < meshes_1.length; _i++) {
  34473. var abstractMesh = meshes_1[_i];
  34474. var mesh = abstractMesh;
  34475. if (mesh._source && mesh._source === this) {
  34476. mesh._source = null;
  34477. }
  34478. }
  34479. }
  34480. this._source = null;
  34481. // Instances
  34482. if (this._instanceDataStorage.instancesBuffer) {
  34483. this._instanceDataStorage.instancesBuffer.dispose();
  34484. this._instanceDataStorage.instancesBuffer = null;
  34485. }
  34486. while (this.instances.length) {
  34487. this.instances[0].dispose();
  34488. }
  34489. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  34490. };
  34491. /**
  34492. * Modifies the mesh geometry according to a displacement map.
  34493. * A displacement map is a colored image. Each pixel color value (actually a gradient computed from red, green, blue values) will give the displacement to apply to each mesh vertex.
  34494. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  34495. * @param url is a string, the URL from the image file is to be downloaded.
  34496. * @param minHeight is the lower limit of the displacement.
  34497. * @param maxHeight is the upper limit of the displacement.
  34498. * @param onSuccess is an optional Javascript function to be called just after the mesh is modified. It is passed the modified mesh and must return nothing.
  34499. * @param uvOffset is an optional vector2 used to offset UV.
  34500. * @param uvScale is an optional vector2 used to scale UV.
  34501. * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.
  34502. * @returns the Mesh.
  34503. */
  34504. Mesh.prototype.applyDisplacementMap = function (url, minHeight, maxHeight, onSuccess, uvOffset, uvScale, forceUpdate) {
  34505. var _this = this;
  34506. if (forceUpdate === void 0) { forceUpdate = false; }
  34507. var scene = this.getScene();
  34508. var onload = function (img) {
  34509. // Getting height map data
  34510. var canvas = document.createElement("canvas");
  34511. var context = canvas.getContext("2d");
  34512. var heightMapWidth = img.width;
  34513. var heightMapHeight = img.height;
  34514. canvas.width = heightMapWidth;
  34515. canvas.height = heightMapHeight;
  34516. context.drawImage(img, 0, 0);
  34517. // Create VertexData from map data
  34518. //Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949
  34519. var buffer = context.getImageData(0, 0, heightMapWidth, heightMapHeight).data;
  34520. _this.applyDisplacementMapFromBuffer(buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight, uvOffset, uvScale, forceUpdate);
  34521. //execute success callback, if set
  34522. if (onSuccess) {
  34523. onSuccess(_this);
  34524. }
  34525. };
  34526. BABYLON.Tools.LoadImage(url, onload, function () { }, scene.offlineProvider);
  34527. return this;
  34528. };
  34529. /**
  34530. * Modifies the mesh geometry according to a displacementMap buffer.
  34531. * A displacement map is a colored image. Each pixel color value (actually a gradient computed from red, green, blue values) will give the displacement to apply to each mesh vertex.
  34532. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  34533. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  34534. * @param heightMapWidth is the width of the buffer image.
  34535. * @param heightMapHeight is the height of the buffer image.
  34536. * @param minHeight is the lower limit of the displacement.
  34537. * @param maxHeight is the upper limit of the displacement.
  34538. * @param onSuccess is an optional Javascript function to be called just after the mesh is modified. It is passed the modified mesh and must return nothing.
  34539. * @param uvOffset is an optional vector2 used to offset UV.
  34540. * @param uvScale is an optional vector2 used to scale UV.
  34541. * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.
  34542. * @returns the Mesh.
  34543. */
  34544. Mesh.prototype.applyDisplacementMapFromBuffer = function (buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight, uvOffset, uvScale, forceUpdate) {
  34545. if (forceUpdate === void 0) { forceUpdate = false; }
  34546. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)
  34547. || !this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)
  34548. || !this.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  34549. BABYLON.Tools.Warn("Cannot call applyDisplacementMap: Given mesh is not complete. Position, Normal or UV are missing");
  34550. return this;
  34551. }
  34552. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind, true, true);
  34553. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  34554. var uvs = this.getVerticesData(BABYLON.VertexBuffer.UVKind);
  34555. var position = BABYLON.Vector3.Zero();
  34556. var normal = BABYLON.Vector3.Zero();
  34557. var uv = BABYLON.Vector2.Zero();
  34558. uvOffset = uvOffset || BABYLON.Vector2.Zero();
  34559. uvScale = uvScale || new BABYLON.Vector2(1, 1);
  34560. for (var index = 0; index < positions.length; index += 3) {
  34561. BABYLON.Vector3.FromArrayToRef(positions, index, position);
  34562. BABYLON.Vector3.FromArrayToRef(normals, index, normal);
  34563. BABYLON.Vector2.FromArrayToRef(uvs, (index / 3) * 2, uv);
  34564. // Compute height
  34565. var u = ((Math.abs(uv.x * uvScale.x + uvOffset.x) * heightMapWidth) % heightMapWidth) | 0;
  34566. var v = ((Math.abs(uv.y * uvScale.y + uvOffset.y) * heightMapHeight) % heightMapHeight) | 0;
  34567. var pos = (u + v * heightMapWidth) * 4;
  34568. var r = buffer[pos] / 255.0;
  34569. var g = buffer[pos + 1] / 255.0;
  34570. var b = buffer[pos + 2] / 255.0;
  34571. var gradient = r * 0.3 + g * 0.59 + b * 0.11;
  34572. normal.normalize();
  34573. normal.scaleInPlace(minHeight + (maxHeight - minHeight) * gradient);
  34574. position = position.add(normal);
  34575. position.toArray(positions, index);
  34576. }
  34577. BABYLON.VertexData.ComputeNormals(positions, this.getIndices(), normals);
  34578. if (forceUpdate) {
  34579. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
  34580. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  34581. }
  34582. else {
  34583. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
  34584. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  34585. }
  34586. return this;
  34587. };
  34588. /**
  34589. * Modify the mesh to get a flat shading rendering.
  34590. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  34591. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  34592. * @returns current mesh
  34593. */
  34594. Mesh.prototype.convertToFlatShadedMesh = function () {
  34595. var kinds = this.getVerticesDataKinds();
  34596. var vbs = {};
  34597. var data = {};
  34598. var newdata = {};
  34599. var updatableNormals = false;
  34600. var kindIndex;
  34601. var kind;
  34602. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34603. kind = kinds[kindIndex];
  34604. var vertexBuffer = this.getVertexBuffer(kind);
  34605. if (kind === BABYLON.VertexBuffer.NormalKind) {
  34606. updatableNormals = vertexBuffer.isUpdatable();
  34607. kinds.splice(kindIndex, 1);
  34608. kindIndex--;
  34609. continue;
  34610. }
  34611. vbs[kind] = vertexBuffer;
  34612. data[kind] = vbs[kind].getData();
  34613. newdata[kind] = [];
  34614. }
  34615. // Save previous submeshes
  34616. var previousSubmeshes = this.subMeshes.slice(0);
  34617. var indices = this.getIndices();
  34618. var totalIndices = this.getTotalIndices();
  34619. // Generating unique vertices per face
  34620. var index;
  34621. for (index = 0; index < totalIndices; index++) {
  34622. var vertexIndex = indices[index];
  34623. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34624. kind = kinds[kindIndex];
  34625. var stride = vbs[kind].getStrideSize();
  34626. for (var offset = 0; offset < stride; offset++) {
  34627. newdata[kind].push(data[kind][vertexIndex * stride + offset]);
  34628. }
  34629. }
  34630. }
  34631. // Updating faces & normal
  34632. var normals = [];
  34633. var positions = newdata[BABYLON.VertexBuffer.PositionKind];
  34634. for (index = 0; index < totalIndices; index += 3) {
  34635. indices[index] = index;
  34636. indices[index + 1] = index + 1;
  34637. indices[index + 2] = index + 2;
  34638. var p1 = BABYLON.Vector3.FromArray(positions, index * 3);
  34639. var p2 = BABYLON.Vector3.FromArray(positions, (index + 1) * 3);
  34640. var p3 = BABYLON.Vector3.FromArray(positions, (index + 2) * 3);
  34641. var p1p2 = p1.subtract(p2);
  34642. var p3p2 = p3.subtract(p2);
  34643. var normal = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(p1p2, p3p2));
  34644. // Store same normals for every vertex
  34645. for (var localIndex = 0; localIndex < 3; localIndex++) {
  34646. normals.push(normal.x);
  34647. normals.push(normal.y);
  34648. normals.push(normal.z);
  34649. }
  34650. }
  34651. this.setIndices(indices);
  34652. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatableNormals);
  34653. // Updating vertex buffers
  34654. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34655. kind = kinds[kindIndex];
  34656. this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());
  34657. }
  34658. // Updating submeshes
  34659. this.releaseSubMeshes();
  34660. for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {
  34661. var previousOne = previousSubmeshes[submeshIndex];
  34662. BABYLON.SubMesh.AddToMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);
  34663. }
  34664. this.synchronizeInstances();
  34665. return this;
  34666. };
  34667. /**
  34668. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  34669. * In other words, more vertices, no more indices and a single bigger VBO.
  34670. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  34671. * @returns current mesh
  34672. */
  34673. Mesh.prototype.convertToUnIndexedMesh = function () {
  34674. var kinds = this.getVerticesDataKinds();
  34675. var vbs = {};
  34676. var data = {};
  34677. var newdata = {};
  34678. var kindIndex;
  34679. var kind;
  34680. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34681. kind = kinds[kindIndex];
  34682. var vertexBuffer = this.getVertexBuffer(kind);
  34683. vbs[kind] = vertexBuffer;
  34684. data[kind] = vbs[kind].getData();
  34685. newdata[kind] = [];
  34686. }
  34687. // Save previous submeshes
  34688. var previousSubmeshes = this.subMeshes.slice(0);
  34689. var indices = this.getIndices();
  34690. var totalIndices = this.getTotalIndices();
  34691. // Generating unique vertices per face
  34692. var index;
  34693. for (index = 0; index < totalIndices; index++) {
  34694. var vertexIndex = indices[index];
  34695. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34696. kind = kinds[kindIndex];
  34697. var stride = vbs[kind].getStrideSize();
  34698. for (var offset = 0; offset < stride; offset++) {
  34699. newdata[kind].push(data[kind][vertexIndex * stride + offset]);
  34700. }
  34701. }
  34702. }
  34703. // Updating indices
  34704. for (index = 0; index < totalIndices; index += 3) {
  34705. indices[index] = index;
  34706. indices[index + 1] = index + 1;
  34707. indices[index + 2] = index + 2;
  34708. }
  34709. this.setIndices(indices);
  34710. // Updating vertex buffers
  34711. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34712. kind = kinds[kindIndex];
  34713. this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());
  34714. }
  34715. // Updating submeshes
  34716. this.releaseSubMeshes();
  34717. for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {
  34718. var previousOne = previousSubmeshes[submeshIndex];
  34719. BABYLON.SubMesh.AddToMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);
  34720. }
  34721. this._unIndexed = true;
  34722. this.synchronizeInstances();
  34723. return this;
  34724. };
  34725. /**
  34726. * Inverses facet orientations.
  34727. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  34728. * @param flipNormals will also inverts the normals
  34729. * @returns current mesh
  34730. */
  34731. Mesh.prototype.flipFaces = function (flipNormals) {
  34732. if (flipNormals === void 0) { flipNormals = false; }
  34733. var vertex_data = BABYLON.VertexData.ExtractFromMesh(this);
  34734. var i;
  34735. if (flipNormals && this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind) && vertex_data.normals) {
  34736. for (i = 0; i < vertex_data.normals.length; i++) {
  34737. vertex_data.normals[i] *= -1;
  34738. }
  34739. }
  34740. if (vertex_data.indices) {
  34741. var temp;
  34742. for (i = 0; i < vertex_data.indices.length; i += 3) {
  34743. // reassign indices
  34744. temp = vertex_data.indices[i + 1];
  34745. vertex_data.indices[i + 1] = vertex_data.indices[i + 2];
  34746. vertex_data.indices[i + 2] = temp;
  34747. }
  34748. }
  34749. vertex_data.applyToMesh(this);
  34750. return this;
  34751. };
  34752. // Instances
  34753. /**
  34754. * Creates a new InstancedMesh object from the mesh model.
  34755. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  34756. * @param name defines the name of the new instance
  34757. * @returns a new InstancedMesh
  34758. */
  34759. Mesh.prototype.createInstance = function (name) {
  34760. return new BABYLON.InstancedMesh(name, this);
  34761. };
  34762. /**
  34763. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  34764. * After this call, all the mesh instances have the same submeshes than the current mesh.
  34765. * @returns the current mesh
  34766. */
  34767. Mesh.prototype.synchronizeInstances = function () {
  34768. for (var instanceIndex = 0; instanceIndex < this.instances.length; instanceIndex++) {
  34769. var instance = this.instances[instanceIndex];
  34770. instance._syncSubMeshes();
  34771. }
  34772. return this;
  34773. };
  34774. /**
  34775. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  34776. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  34777. * This should be used together with the simplification to avoid disappearing triangles.
  34778. * @param successCallback an optional success callback to be called after the optimization finished.
  34779. * @returns the current mesh
  34780. */
  34781. Mesh.prototype.optimizeIndices = function (successCallback) {
  34782. var _this = this;
  34783. var indices = this.getIndices();
  34784. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  34785. if (!positions || !indices) {
  34786. return this;
  34787. }
  34788. var vectorPositions = new Array();
  34789. for (var pos = 0; pos < positions.length; pos = pos + 3) {
  34790. vectorPositions.push(BABYLON.Vector3.FromArray(positions, pos));
  34791. }
  34792. var dupes = new Array();
  34793. BABYLON.AsyncLoop.SyncAsyncForLoop(vectorPositions.length, 40, function (iteration) {
  34794. var realPos = vectorPositions.length - 1 - iteration;
  34795. var testedPosition = vectorPositions[realPos];
  34796. for (var j = 0; j < realPos; ++j) {
  34797. var againstPosition = vectorPositions[j];
  34798. if (testedPosition.equals(againstPosition)) {
  34799. dupes[realPos] = j;
  34800. break;
  34801. }
  34802. }
  34803. }, function () {
  34804. for (var i = 0; i < indices.length; ++i) {
  34805. indices[i] = dupes[indices[i]] || indices[i];
  34806. }
  34807. //indices are now reordered
  34808. var originalSubMeshes = _this.subMeshes.slice(0);
  34809. _this.setIndices(indices);
  34810. _this.subMeshes = originalSubMeshes;
  34811. if (successCallback) {
  34812. successCallback(_this);
  34813. }
  34814. });
  34815. return this;
  34816. };
  34817. /**
  34818. * Serialize current mesh
  34819. * @param serializationObject defines the object which will receive the serialization data
  34820. */
  34821. Mesh.prototype.serialize = function (serializationObject) {
  34822. serializationObject.name = this.name;
  34823. serializationObject.id = this.id;
  34824. serializationObject.type = this.getClassName();
  34825. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  34826. serializationObject.tags = BABYLON.Tags.GetTags(this);
  34827. }
  34828. serializationObject.position = this.position.asArray();
  34829. if (this.rotationQuaternion) {
  34830. serializationObject.rotationQuaternion = this.rotationQuaternion.asArray();
  34831. }
  34832. else if (this.rotation) {
  34833. serializationObject.rotation = this.rotation.asArray();
  34834. }
  34835. serializationObject.scaling = this.scaling.asArray();
  34836. if (this._postMultiplyPivotMatrix) {
  34837. serializationObject.pivotMatrix = this.getPivotMatrix().asArray();
  34838. }
  34839. else {
  34840. serializationObject.localMatrix = this.getPivotMatrix().asArray();
  34841. }
  34842. serializationObject.isEnabled = this.isEnabled(false);
  34843. serializationObject.isVisible = this.isVisible;
  34844. serializationObject.infiniteDistance = this.infiniteDistance;
  34845. serializationObject.pickable = this.isPickable;
  34846. serializationObject.receiveShadows = this.receiveShadows;
  34847. serializationObject.billboardMode = this.billboardMode;
  34848. serializationObject.visibility = this.visibility;
  34849. serializationObject.checkCollisions = this.checkCollisions;
  34850. serializationObject.isBlocker = this.isBlocker;
  34851. // Parent
  34852. if (this.parent) {
  34853. serializationObject.parentId = this.parent.id;
  34854. }
  34855. // Geometry
  34856. serializationObject.isUnIndexed = this.isUnIndexed;
  34857. var geometry = this._geometry;
  34858. if (geometry) {
  34859. var geometryId = geometry.id;
  34860. serializationObject.geometryId = geometryId;
  34861. // SubMeshes
  34862. serializationObject.subMeshes = [];
  34863. for (var subIndex = 0; subIndex < this.subMeshes.length; subIndex++) {
  34864. var subMesh = this.subMeshes[subIndex];
  34865. serializationObject.subMeshes.push({
  34866. materialIndex: subMesh.materialIndex,
  34867. verticesStart: subMesh.verticesStart,
  34868. verticesCount: subMesh.verticesCount,
  34869. indexStart: subMesh.indexStart,
  34870. indexCount: subMesh.indexCount
  34871. });
  34872. }
  34873. }
  34874. // Material
  34875. if (this.material) {
  34876. serializationObject.materialId = this.material.id;
  34877. }
  34878. else {
  34879. this.material = null;
  34880. }
  34881. // Morph targets
  34882. if (this.morphTargetManager) {
  34883. serializationObject.morphTargetManagerId = this.morphTargetManager.uniqueId;
  34884. }
  34885. // Skeleton
  34886. if (this.skeleton) {
  34887. serializationObject.skeletonId = this.skeleton.id;
  34888. }
  34889. // Physics
  34890. //TODO implement correct serialization for physics impostors.
  34891. var impostor = this.getPhysicsImpostor();
  34892. if (impostor) {
  34893. serializationObject.physicsMass = impostor.getParam("mass");
  34894. serializationObject.physicsFriction = impostor.getParam("friction");
  34895. serializationObject.physicsRestitution = impostor.getParam("mass");
  34896. serializationObject.physicsImpostor = impostor.type;
  34897. }
  34898. // Metadata
  34899. if (this.metadata) {
  34900. serializationObject.metadata = this.metadata;
  34901. }
  34902. // Instances
  34903. serializationObject.instances = [];
  34904. for (var index = 0; index < this.instances.length; index++) {
  34905. var instance = this.instances[index];
  34906. if (instance.doNotSerialize) {
  34907. continue;
  34908. }
  34909. var serializationInstance = {
  34910. name: instance.name,
  34911. id: instance.id,
  34912. position: instance.position.asArray(),
  34913. scaling: instance.scaling.asArray()
  34914. };
  34915. if (instance.parent) {
  34916. serializationInstance.parentId = instance.parent.id;
  34917. }
  34918. if (instance.rotationQuaternion) {
  34919. serializationInstance.rotationQuaternion = instance.rotationQuaternion.asArray();
  34920. }
  34921. else if (instance.rotation) {
  34922. serializationInstance.rotation = instance.rotation.asArray();
  34923. }
  34924. serializationObject.instances.push(serializationInstance);
  34925. // Animations
  34926. BABYLON.Animation.AppendSerializedAnimations(instance, serializationInstance);
  34927. serializationInstance.ranges = instance.serializeAnimationRanges();
  34928. }
  34929. //
  34930. // Animations
  34931. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  34932. serializationObject.ranges = this.serializeAnimationRanges();
  34933. // Layer mask
  34934. serializationObject.layerMask = this.layerMask;
  34935. // Alpha
  34936. serializationObject.alphaIndex = this.alphaIndex;
  34937. serializationObject.hasVertexAlpha = this.hasVertexAlpha;
  34938. // Overlay
  34939. serializationObject.overlayAlpha = this.overlayAlpha;
  34940. serializationObject.overlayColor = this.overlayColor.asArray();
  34941. serializationObject.renderOverlay = this.renderOverlay;
  34942. // Fog
  34943. serializationObject.applyFog = this.applyFog;
  34944. // Action Manager
  34945. if (this.actionManager) {
  34946. serializationObject.actions = this.actionManager.serialize(this.name);
  34947. }
  34948. };
  34949. /** @hidden */
  34950. Mesh.prototype._syncGeometryWithMorphTargetManager = function () {
  34951. if (!this.geometry) {
  34952. return;
  34953. }
  34954. this._markSubMeshesAsAttributesDirty();
  34955. var morphTargetManager = this._morphTargetManager;
  34956. if (morphTargetManager && morphTargetManager.vertexCount) {
  34957. if (morphTargetManager.vertexCount !== this.getTotalVertices()) {
  34958. BABYLON.Tools.Error("Mesh is incompatible with morph targets. Targets and mesh must all have the same vertices count.");
  34959. this.morphTargetManager = null;
  34960. return;
  34961. }
  34962. for (var index = 0; index < morphTargetManager.numInfluencers; index++) {
  34963. var morphTarget = morphTargetManager.getActiveTarget(index);
  34964. var positions = morphTarget.getPositions();
  34965. if (!positions) {
  34966. BABYLON.Tools.Error("Invalid morph target. Target must have positions.");
  34967. return;
  34968. }
  34969. this.geometry.setVerticesData(BABYLON.VertexBuffer.PositionKind + index, positions, false, 3);
  34970. var normals = morphTarget.getNormals();
  34971. if (normals) {
  34972. this.geometry.setVerticesData(BABYLON.VertexBuffer.NormalKind + index, normals, false, 3);
  34973. }
  34974. var tangents = morphTarget.getTangents();
  34975. if (tangents) {
  34976. this.geometry.setVerticesData(BABYLON.VertexBuffer.TangentKind + index, tangents, false, 3);
  34977. }
  34978. }
  34979. }
  34980. else {
  34981. var index = 0;
  34982. // Positions
  34983. while (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind + index)) {
  34984. this.geometry.removeVerticesData(BABYLON.VertexBuffer.PositionKind + index);
  34985. if (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind + index)) {
  34986. this.geometry.removeVerticesData(BABYLON.VertexBuffer.NormalKind + index);
  34987. }
  34988. if (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind + index)) {
  34989. this.geometry.removeVerticesData(BABYLON.VertexBuffer.TangentKind + index);
  34990. }
  34991. index++;
  34992. }
  34993. }
  34994. };
  34995. // Statics
  34996. /**
  34997. * Returns a new Mesh object parsed from the source provided.
  34998. * @param parsedMesh is the source
  34999. * @param scene defines the hosting scene
  35000. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  35001. * @returns a new Mesh
  35002. */
  35003. Mesh.Parse = function (parsedMesh, scene, rootUrl) {
  35004. var mesh;
  35005. if (parsedMesh.type && parsedMesh.type === "GroundMesh") {
  35006. mesh = BABYLON.GroundMesh.Parse(parsedMesh, scene);
  35007. }
  35008. else {
  35009. mesh = new Mesh(parsedMesh.name, scene);
  35010. }
  35011. mesh.id = parsedMesh.id;
  35012. if (BABYLON.Tags) {
  35013. BABYLON.Tags.AddTagsTo(mesh, parsedMesh.tags);
  35014. }
  35015. mesh.position = BABYLON.Vector3.FromArray(parsedMesh.position);
  35016. if (parsedMesh.metadata !== undefined) {
  35017. mesh.metadata = parsedMesh.metadata;
  35018. }
  35019. if (parsedMesh.rotationQuaternion) {
  35020. mesh.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedMesh.rotationQuaternion);
  35021. }
  35022. else if (parsedMesh.rotation) {
  35023. mesh.rotation = BABYLON.Vector3.FromArray(parsedMesh.rotation);
  35024. }
  35025. mesh.scaling = BABYLON.Vector3.FromArray(parsedMesh.scaling);
  35026. if (parsedMesh.localMatrix) {
  35027. mesh.setPreTransformMatrix(BABYLON.Matrix.FromArray(parsedMesh.localMatrix));
  35028. }
  35029. else if (parsedMesh.pivotMatrix) {
  35030. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.pivotMatrix));
  35031. }
  35032. mesh.setEnabled(parsedMesh.isEnabled);
  35033. mesh.isVisible = parsedMesh.isVisible;
  35034. mesh.infiniteDistance = parsedMesh.infiniteDistance;
  35035. mesh.showBoundingBox = parsedMesh.showBoundingBox;
  35036. mesh.showSubMeshesBoundingBox = parsedMesh.showSubMeshesBoundingBox;
  35037. if (parsedMesh.applyFog !== undefined) {
  35038. mesh.applyFog = parsedMesh.applyFog;
  35039. }
  35040. if (parsedMesh.pickable !== undefined) {
  35041. mesh.isPickable = parsedMesh.pickable;
  35042. }
  35043. if (parsedMesh.alphaIndex !== undefined) {
  35044. mesh.alphaIndex = parsedMesh.alphaIndex;
  35045. }
  35046. mesh.receiveShadows = parsedMesh.receiveShadows;
  35047. mesh.billboardMode = parsedMesh.billboardMode;
  35048. if (parsedMesh.visibility !== undefined) {
  35049. mesh.visibility = parsedMesh.visibility;
  35050. }
  35051. mesh.checkCollisions = parsedMesh.checkCollisions;
  35052. if (parsedMesh.isBlocker !== undefined) {
  35053. mesh.isBlocker = parsedMesh.isBlocker;
  35054. }
  35055. mesh._shouldGenerateFlatShading = parsedMesh.useFlatShading;
  35056. // freezeWorldMatrix
  35057. if (parsedMesh.freezeWorldMatrix) {
  35058. mesh._waitingFreezeWorldMatrix = parsedMesh.freezeWorldMatrix;
  35059. }
  35060. // Parent
  35061. if (parsedMesh.parentId) {
  35062. mesh._waitingParentId = parsedMesh.parentId;
  35063. }
  35064. // Actions
  35065. if (parsedMesh.actions !== undefined) {
  35066. mesh._waitingActions = parsedMesh.actions;
  35067. }
  35068. // Overlay
  35069. if (parsedMesh.overlayAlpha !== undefined) {
  35070. mesh.overlayAlpha = parsedMesh.overlayAlpha;
  35071. }
  35072. if (parsedMesh.overlayColor !== undefined) {
  35073. mesh.overlayColor = BABYLON.Color3.FromArray(parsedMesh.overlayColor);
  35074. }
  35075. if (parsedMesh.renderOverlay !== undefined) {
  35076. mesh.renderOverlay = parsedMesh.renderOverlay;
  35077. }
  35078. // Geometry
  35079. mesh.isUnIndexed = !!parsedMesh.isUnIndexed;
  35080. mesh.hasVertexAlpha = parsedMesh.hasVertexAlpha;
  35081. if (parsedMesh.delayLoadingFile) {
  35082. mesh.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  35083. mesh.delayLoadingFile = rootUrl + parsedMesh.delayLoadingFile;
  35084. mesh._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMaximum));
  35085. if (parsedMesh._binaryInfo) {
  35086. mesh._binaryInfo = parsedMesh._binaryInfo;
  35087. }
  35088. mesh._delayInfo = [];
  35089. if (parsedMesh.hasUVs) {
  35090. mesh._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  35091. }
  35092. if (parsedMesh.hasUVs2) {
  35093. mesh._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  35094. }
  35095. if (parsedMesh.hasUVs3) {
  35096. mesh._delayInfo.push(BABYLON.VertexBuffer.UV3Kind);
  35097. }
  35098. if (parsedMesh.hasUVs4) {
  35099. mesh._delayInfo.push(BABYLON.VertexBuffer.UV4Kind);
  35100. }
  35101. if (parsedMesh.hasUVs5) {
  35102. mesh._delayInfo.push(BABYLON.VertexBuffer.UV5Kind);
  35103. }
  35104. if (parsedMesh.hasUVs6) {
  35105. mesh._delayInfo.push(BABYLON.VertexBuffer.UV6Kind);
  35106. }
  35107. if (parsedMesh.hasColors) {
  35108. mesh._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  35109. }
  35110. if (parsedMesh.hasMatricesIndices) {
  35111. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  35112. }
  35113. if (parsedMesh.hasMatricesWeights) {
  35114. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  35115. }
  35116. mesh._delayLoadingFunction = BABYLON.Geometry._ImportGeometry;
  35117. if (BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental) {
  35118. mesh._checkDelayState();
  35119. }
  35120. }
  35121. else {
  35122. BABYLON.Geometry._ImportGeometry(parsedMesh, mesh);
  35123. }
  35124. // Material
  35125. if (parsedMesh.materialId) {
  35126. mesh.setMaterialByID(parsedMesh.materialId);
  35127. }
  35128. else {
  35129. mesh.material = null;
  35130. }
  35131. // Morph targets
  35132. if (parsedMesh.morphTargetManagerId > -1) {
  35133. mesh.morphTargetManager = scene.getMorphTargetManagerById(parsedMesh.morphTargetManagerId);
  35134. }
  35135. // Skeleton
  35136. if (parsedMesh.skeletonId > -1) {
  35137. mesh.skeleton = scene.getLastSkeletonByID(parsedMesh.skeletonId);
  35138. if (parsedMesh.numBoneInfluencers) {
  35139. mesh.numBoneInfluencers = parsedMesh.numBoneInfluencers;
  35140. }
  35141. }
  35142. // Animations
  35143. if (parsedMesh.animations) {
  35144. for (var animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  35145. var parsedAnimation = parsedMesh.animations[animationIndex];
  35146. mesh.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  35147. }
  35148. BABYLON.Node.ParseAnimationRanges(mesh, parsedMesh, scene);
  35149. }
  35150. if (parsedMesh.autoAnimate) {
  35151. scene.beginAnimation(mesh, parsedMesh.autoAnimateFrom, parsedMesh.autoAnimateTo, parsedMesh.autoAnimateLoop, parsedMesh.autoAnimateSpeed || 1.0);
  35152. }
  35153. // Layer Mask
  35154. if (parsedMesh.layerMask && (!isNaN(parsedMesh.layerMask))) {
  35155. mesh.layerMask = Math.abs(parseInt(parsedMesh.layerMask));
  35156. }
  35157. else {
  35158. mesh.layerMask = 0x0FFFFFFF;
  35159. }
  35160. // Physics
  35161. if (parsedMesh.physicsImpostor) {
  35162. mesh.physicsImpostor = new BABYLON.PhysicsImpostor(mesh, parsedMesh.physicsImpostor, {
  35163. mass: parsedMesh.physicsMass,
  35164. friction: parsedMesh.physicsFriction,
  35165. restitution: parsedMesh.physicsRestitution
  35166. }, scene);
  35167. }
  35168. // Instances
  35169. if (parsedMesh.instances) {
  35170. for (var index = 0; index < parsedMesh.instances.length; index++) {
  35171. var parsedInstance = parsedMesh.instances[index];
  35172. var instance = mesh.createInstance(parsedInstance.name);
  35173. if (parsedInstance.id) {
  35174. instance.id = parsedInstance.id;
  35175. }
  35176. if (BABYLON.Tags) {
  35177. if (parsedInstance.tags) {
  35178. BABYLON.Tags.AddTagsTo(instance, parsedInstance.tags);
  35179. }
  35180. else {
  35181. BABYLON.Tags.AddTagsTo(instance, parsedMesh.tags);
  35182. }
  35183. }
  35184. instance.position = BABYLON.Vector3.FromArray(parsedInstance.position);
  35185. if (parsedInstance.parentId) {
  35186. instance._waitingParentId = parsedInstance.parentId;
  35187. }
  35188. if (parsedInstance.rotationQuaternion) {
  35189. instance.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedInstance.rotationQuaternion);
  35190. }
  35191. else if (parsedInstance.rotation) {
  35192. instance.rotation = BABYLON.Vector3.FromArray(parsedInstance.rotation);
  35193. }
  35194. instance.scaling = BABYLON.Vector3.FromArray(parsedInstance.scaling);
  35195. if (parsedInstance.checkCollisions != undefined && parsedInstance.checkCollisions != null) {
  35196. instance.checkCollisions = parsedInstance.checkCollisions;
  35197. }
  35198. if (parsedInstance.pickable != undefined && parsedInstance.pickable != null) {
  35199. instance.isPickable = parsedInstance.pickable;
  35200. }
  35201. if (parsedInstance.showBoundingBox != undefined && parsedInstance.showBoundingBox != null) {
  35202. instance.showBoundingBox = parsedInstance.showBoundingBox;
  35203. }
  35204. if (parsedInstance.showSubMeshesBoundingBox != undefined && parsedInstance.showSubMeshesBoundingBox != null) {
  35205. instance.showSubMeshesBoundingBox = parsedInstance.showSubMeshesBoundingBox;
  35206. }
  35207. if (parsedInstance.alphaIndex != undefined && parsedInstance.showSubMeshesBoundingBox != null) {
  35208. instance.alphaIndex = parsedInstance.alphaIndex;
  35209. }
  35210. // Physics
  35211. if (parsedInstance.physicsImpostor) {
  35212. instance.physicsImpostor = new BABYLON.PhysicsImpostor(instance, parsedInstance.physicsImpostor, {
  35213. mass: parsedInstance.physicsMass,
  35214. friction: parsedInstance.physicsFriction,
  35215. restitution: parsedInstance.physicsRestitution
  35216. }, scene);
  35217. }
  35218. // Animation
  35219. if (parsedInstance.animations) {
  35220. for (animationIndex = 0; animationIndex < parsedInstance.animations.length; animationIndex++) {
  35221. parsedAnimation = parsedInstance.animations[animationIndex];
  35222. instance.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  35223. }
  35224. BABYLON.Node.ParseAnimationRanges(instance, parsedInstance, scene);
  35225. if (parsedInstance.autoAnimate) {
  35226. scene.beginAnimation(instance, parsedInstance.autoAnimateFrom, parsedInstance.autoAnimateTo, parsedInstance.autoAnimateLoop, parsedInstance.autoAnimateSpeed || 1.0);
  35227. }
  35228. }
  35229. }
  35230. }
  35231. return mesh;
  35232. };
  35233. /**
  35234. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  35235. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  35236. * @param name defines the name of the mesh to create
  35237. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  35238. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  35239. * @param closePath creates a seam between the first and the last points of each path of the path array
  35240. * @param offset is taken in account only if the `pathArray` is containing a single path
  35241. * @param scene defines the hosting scene
  35242. * @param updatable defines if the mesh must be flagged as updatable
  35243. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35244. * @param instance defines an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#ribbon)
  35245. * @returns a new Mesh
  35246. */
  35247. Mesh.CreateRibbon = function (name, pathArray, closeArray, closePath, offset, scene, updatable, sideOrientation, instance) {
  35248. if (closeArray === void 0) { closeArray = false; }
  35249. if (updatable === void 0) { updatable = false; }
  35250. return BABYLON.MeshBuilder.CreateRibbon(name, {
  35251. pathArray: pathArray,
  35252. closeArray: closeArray,
  35253. closePath: closePath,
  35254. offset: offset,
  35255. updatable: updatable,
  35256. sideOrientation: sideOrientation,
  35257. instance: instance
  35258. }, scene);
  35259. };
  35260. /**
  35261. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  35262. * @param name defines the name of the mesh to create
  35263. * @param radius sets the radius size (float) of the polygon (default 0.5)
  35264. * @param tessellation sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
  35265. * @param scene defines the hosting scene
  35266. * @param updatable defines if the mesh must be flagged as updatable
  35267. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35268. * @returns a new Mesh
  35269. */
  35270. Mesh.CreateDisc = function (name, radius, tessellation, scene, updatable, sideOrientation) {
  35271. if (scene === void 0) { scene = null; }
  35272. var options = {
  35273. radius: radius,
  35274. tessellation: tessellation,
  35275. sideOrientation: sideOrientation,
  35276. updatable: updatable
  35277. };
  35278. return BABYLON.MeshBuilder.CreateDisc(name, options, scene);
  35279. };
  35280. /**
  35281. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  35282. * @param name defines the name of the mesh to create
  35283. * @param size sets the size (float) of each box side (default 1)
  35284. * @param scene defines the hosting scene
  35285. * @param updatable defines if the mesh must be flagged as updatable
  35286. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35287. * @returns a new Mesh
  35288. */
  35289. Mesh.CreateBox = function (name, size, scene, updatable, sideOrientation) {
  35290. if (scene === void 0) { scene = null; }
  35291. var options = {
  35292. size: size,
  35293. sideOrientation: sideOrientation,
  35294. updatable: updatable
  35295. };
  35296. return BABYLON.MeshBuilder.CreateBox(name, options, scene);
  35297. };
  35298. /**
  35299. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  35300. * @param name defines the name of the mesh to create
  35301. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  35302. * @param diameter sets the diameter size (float) of the sphere (default 1)
  35303. * @param scene defines the hosting scene
  35304. * @param updatable defines if the mesh must be flagged as updatable
  35305. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35306. * @returns a new Mesh
  35307. */
  35308. Mesh.CreateSphere = function (name, segments, diameter, scene, updatable, sideOrientation) {
  35309. var options = {
  35310. segments: segments,
  35311. diameterX: diameter,
  35312. diameterY: diameter,
  35313. diameterZ: diameter,
  35314. sideOrientation: sideOrientation,
  35315. updatable: updatable
  35316. };
  35317. return BABYLON.MeshBuilder.CreateSphere(name, options, scene);
  35318. };
  35319. /**
  35320. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  35321. * @param name defines the name of the mesh to create
  35322. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  35323. * @param diameterTop set the top cap diameter (floats, default 1)
  35324. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  35325. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  35326. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  35327. * @param scene defines the hosting scene
  35328. * @param updatable defines if the mesh must be flagged as updatable
  35329. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35330. * @returns a new Mesh
  35331. */
  35332. Mesh.CreateCylinder = function (name, height, diameterTop, diameterBottom, tessellation, subdivisions, scene, updatable, sideOrientation) {
  35333. if (scene === undefined || !(scene instanceof BABYLON.Scene)) {
  35334. if (scene !== undefined) {
  35335. sideOrientation = updatable || Mesh.DEFAULTSIDE;
  35336. updatable = scene;
  35337. }
  35338. scene = subdivisions;
  35339. subdivisions = 1;
  35340. }
  35341. var options = {
  35342. height: height,
  35343. diameterTop: diameterTop,
  35344. diameterBottom: diameterBottom,
  35345. tessellation: tessellation,
  35346. subdivisions: subdivisions,
  35347. sideOrientation: sideOrientation,
  35348. updatable: updatable
  35349. };
  35350. return BABYLON.MeshBuilder.CreateCylinder(name, options, scene);
  35351. };
  35352. // Torus (Code from SharpDX.org)
  35353. /**
  35354. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  35355. * @param name defines the name of the mesh to create
  35356. * @param diameter sets the diameter size (float) of the torus (default 1)
  35357. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  35358. * @param tessellation sets the number of torus sides (postive integer, default 16)
  35359. * @param scene defines the hosting scene
  35360. * @param updatable defines if the mesh must be flagged as updatable
  35361. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35362. * @returns a new Mesh
  35363. */
  35364. Mesh.CreateTorus = function (name, diameter, thickness, tessellation, scene, updatable, sideOrientation) {
  35365. var options = {
  35366. diameter: diameter,
  35367. thickness: thickness,
  35368. tessellation: tessellation,
  35369. sideOrientation: sideOrientation,
  35370. updatable: updatable
  35371. };
  35372. return BABYLON.MeshBuilder.CreateTorus(name, options, scene);
  35373. };
  35374. /**
  35375. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  35376. * @param name defines the name of the mesh to create
  35377. * @param radius sets the global radius size (float) of the torus knot (default 2)
  35378. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  35379. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  35380. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  35381. * @param p the number of windings on X axis (positive integers, default 2)
  35382. * @param q the number of windings on Y axis (positive integers, default 3)
  35383. * @param scene defines the hosting scene
  35384. * @param updatable defines if the mesh must be flagged as updatable
  35385. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35386. * @returns a new Mesh
  35387. */
  35388. Mesh.CreateTorusKnot = function (name, radius, tube, radialSegments, tubularSegments, p, q, scene, updatable, sideOrientation) {
  35389. var options = {
  35390. radius: radius,
  35391. tube: tube,
  35392. radialSegments: radialSegments,
  35393. tubularSegments: tubularSegments,
  35394. p: p,
  35395. q: q,
  35396. sideOrientation: sideOrientation,
  35397. updatable: updatable
  35398. };
  35399. return BABYLON.MeshBuilder.CreateTorusKnot(name, options, scene);
  35400. };
  35401. /**
  35402. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  35403. * @param name defines the name of the mesh to create
  35404. * @param points is an array successive Vector3
  35405. * @param scene defines the hosting scene
  35406. * @param updatable defines if the mesh must be flagged as updatable
  35407. * @param instance is an instance of an existing LineMesh object to be updated with the passed `points` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#lines-and-dashedlines).
  35408. * @returns a new Mesh
  35409. */
  35410. Mesh.CreateLines = function (name, points, scene, updatable, instance) {
  35411. if (scene === void 0) { scene = null; }
  35412. if (updatable === void 0) { updatable = false; }
  35413. if (instance === void 0) { instance = null; }
  35414. var options = {
  35415. points: points,
  35416. updatable: updatable,
  35417. instance: instance
  35418. };
  35419. return BABYLON.MeshBuilder.CreateLines(name, options, scene);
  35420. };
  35421. /**
  35422. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  35423. * @param name defines the name of the mesh to create
  35424. * @param points is an array successive Vector3
  35425. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  35426. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  35427. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  35428. * @param scene defines the hosting scene
  35429. * @param updatable defines if the mesh must be flagged as updatable
  35430. * @param instance is an instance of an existing LineMesh object to be updated with the passed `points` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#lines-and-dashedlines)
  35431. * @returns a new Mesh
  35432. */
  35433. Mesh.CreateDashedLines = function (name, points, dashSize, gapSize, dashNb, scene, updatable, instance) {
  35434. if (scene === void 0) { scene = null; }
  35435. var options = {
  35436. points: points,
  35437. dashSize: dashSize,
  35438. gapSize: gapSize,
  35439. dashNb: dashNb,
  35440. updatable: updatable,
  35441. instance: instance
  35442. };
  35443. return BABYLON.MeshBuilder.CreateDashedLines(name, options, scene);
  35444. };
  35445. /**
  35446. * Creates a polygon mesh.
  35447. * Please consider using the same method from the MeshBuilder class instead.
  35448. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  35449. * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors.
  35450. * You can set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  35451. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  35452. * Remember you can only change the shape positions, not their number when updating a polygon.
  35453. */
  35454. /**
  35455. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  35456. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  35457. * @param name defines the name of the mesh to create
  35458. * @param shape is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  35459. * @param scene defines the hosting scene
  35460. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  35461. * @param updatable defines if the mesh must be flagged as updatable
  35462. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35463. * @returns a new Mesh
  35464. */
  35465. Mesh.CreatePolygon = function (name, shape, scene, holes, updatable, sideOrientation) {
  35466. var options = {
  35467. shape: shape,
  35468. holes: holes,
  35469. updatable: updatable,
  35470. sideOrientation: sideOrientation
  35471. };
  35472. return BABYLON.MeshBuilder.CreatePolygon(name, options, scene);
  35473. };
  35474. /**
  35475. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  35476. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  35477. * @param name defines the name of the mesh to create
  35478. * @param shape is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  35479. * @param depth defines the height of extrusion
  35480. * @param scene defines the hosting scene
  35481. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  35482. * @param updatable defines if the mesh must be flagged as updatable
  35483. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35484. * @returns a new Mesh
  35485. */
  35486. Mesh.ExtrudePolygon = function (name, shape, depth, scene, holes, updatable, sideOrientation) {
  35487. var options = {
  35488. shape: shape,
  35489. holes: holes,
  35490. depth: depth,
  35491. updatable: updatable,
  35492. sideOrientation: sideOrientation
  35493. };
  35494. return BABYLON.MeshBuilder.ExtrudePolygon(name, options, scene);
  35495. };
  35496. /**
  35497. * Creates an extruded shape mesh.
  35498. * The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters. Please consider using the same method from the MeshBuilder class instead
  35499. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  35500. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  35501. * @param name defines the name of the mesh to create
  35502. * @param shape is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis
  35503. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  35504. * @param scale is the value to scale the shape
  35505. * @param rotation is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve
  35506. * @param cap sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  35507. * @param scene defines the hosting scene
  35508. * @param updatable defines if the mesh must be flagged as updatable
  35509. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35510. * @param instance is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#extruded-shape)
  35511. * @returns a new Mesh
  35512. */
  35513. Mesh.ExtrudeShape = function (name, shape, path, scale, rotation, cap, scene, updatable, sideOrientation, instance) {
  35514. if (scene === void 0) { scene = null; }
  35515. var options = {
  35516. shape: shape,
  35517. path: path,
  35518. scale: scale,
  35519. rotation: rotation,
  35520. cap: (cap === 0) ? 0 : cap || Mesh.NO_CAP,
  35521. sideOrientation: sideOrientation,
  35522. instance: instance,
  35523. updatable: updatable
  35524. };
  35525. return BABYLON.MeshBuilder.ExtrudeShape(name, options, scene);
  35526. };
  35527. /**
  35528. * Creates an custom extruded shape mesh.
  35529. * The custom extrusion is a parametric shape.
  35530. * It has no predefined shape. Its final shape will depend on the input parameters.
  35531. * Please consider using the same method from the MeshBuilder class instead
  35532. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  35533. * @param name defines the name of the mesh to create
  35534. * @param shape is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis
  35535. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  35536. * @param scaleFunction is a custom Javascript function called on each path point
  35537. * @param rotationFunction is a custom Javascript function called on each path point
  35538. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  35539. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  35540. * @param cap sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  35541. * @param scene defines the hosting scene
  35542. * @param updatable defines if the mesh must be flagged as updatable
  35543. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35544. * @param instance is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters (http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape)
  35545. * @returns a new Mesh
  35546. */
  35547. Mesh.ExtrudeShapeCustom = function (name, shape, path, scaleFunction, rotationFunction, ribbonCloseArray, ribbonClosePath, cap, scene, updatable, sideOrientation, instance) {
  35548. var options = {
  35549. shape: shape,
  35550. path: path,
  35551. scaleFunction: scaleFunction,
  35552. rotationFunction: rotationFunction,
  35553. ribbonCloseArray: ribbonCloseArray,
  35554. ribbonClosePath: ribbonClosePath,
  35555. cap: (cap === 0) ? 0 : cap || Mesh.NO_CAP,
  35556. sideOrientation: sideOrientation,
  35557. instance: instance,
  35558. updatable: updatable
  35559. };
  35560. return BABYLON.MeshBuilder.ExtrudeShapeCustom(name, options, scene);
  35561. };
  35562. /**
  35563. * Creates lathe mesh.
  35564. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  35565. * Please consider using the same method from the MeshBuilder class instead
  35566. * @param name defines the name of the mesh to create
  35567. * @param shape is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero
  35568. * @param radius is the radius value of the lathe
  35569. * @param tessellation is the side number of the lathe.
  35570. * @param scene defines the hosting scene
  35571. * @param updatable defines if the mesh must be flagged as updatable
  35572. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35573. * @returns a new Mesh
  35574. */
  35575. Mesh.CreateLathe = function (name, shape, radius, tessellation, scene, updatable, sideOrientation) {
  35576. var options = {
  35577. shape: shape,
  35578. radius: radius,
  35579. tessellation: tessellation,
  35580. sideOrientation: sideOrientation,
  35581. updatable: updatable
  35582. };
  35583. return BABYLON.MeshBuilder.CreateLathe(name, options, scene);
  35584. };
  35585. /**
  35586. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  35587. * @param name defines the name of the mesh to create
  35588. * @param size sets the size (float) of both sides of the plane at once (default 1)
  35589. * @param scene defines the hosting scene
  35590. * @param updatable defines if the mesh must be flagged as updatable
  35591. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35592. * @returns a new Mesh
  35593. */
  35594. Mesh.CreatePlane = function (name, size, scene, updatable, sideOrientation) {
  35595. var options = {
  35596. size: size,
  35597. width: size,
  35598. height: size,
  35599. sideOrientation: sideOrientation,
  35600. updatable: updatable
  35601. };
  35602. return BABYLON.MeshBuilder.CreatePlane(name, options, scene);
  35603. };
  35604. /**
  35605. * Creates a ground mesh.
  35606. * Please consider using the same method from the MeshBuilder class instead
  35607. * @param name defines the name of the mesh to create
  35608. * @param width set the width of the ground
  35609. * @param height set the height of the ground
  35610. * @param subdivisions sets the number of subdivisions per side
  35611. * @param scene defines the hosting scene
  35612. * @param updatable defines if the mesh must be flagged as updatable
  35613. * @returns a new Mesh
  35614. */
  35615. Mesh.CreateGround = function (name, width, height, subdivisions, scene, updatable) {
  35616. var options = {
  35617. width: width,
  35618. height: height,
  35619. subdivisions: subdivisions,
  35620. updatable: updatable
  35621. };
  35622. return BABYLON.MeshBuilder.CreateGround(name, options, scene);
  35623. };
  35624. /**
  35625. * Creates a tiled ground mesh.
  35626. * Please consider using the same method from the MeshBuilder class instead
  35627. * @param name defines the name of the mesh to create
  35628. * @param xmin set the ground minimum X coordinate
  35629. * @param zmin set the ground minimum Y coordinate
  35630. * @param xmax set the ground maximum X coordinate
  35631. * @param zmax set the ground maximum Z coordinate
  35632. * @param subdivisions is an object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile
  35633. * @param precision is an object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile
  35634. * @param scene defines the hosting scene
  35635. * @param updatable defines if the mesh must be flagged as updatable
  35636. * @returns a new Mesh
  35637. */
  35638. Mesh.CreateTiledGround = function (name, xmin, zmin, xmax, zmax, subdivisions, precision, scene, updatable) {
  35639. var options = {
  35640. xmin: xmin,
  35641. zmin: zmin,
  35642. xmax: xmax,
  35643. zmax: zmax,
  35644. subdivisions: subdivisions,
  35645. precision: precision,
  35646. updatable: updatable
  35647. };
  35648. return BABYLON.MeshBuilder.CreateTiledGround(name, options, scene);
  35649. };
  35650. /**
  35651. * Creates a ground mesh from a height map.
  35652. * Please consider using the same method from the MeshBuilder class instead
  35653. * @see http://doc.babylonjs.com/babylon101/height_map
  35654. * @param name defines the name of the mesh to create
  35655. * @param url sets the URL of the height map image resource
  35656. * @param width set the ground width size
  35657. * @param height set the ground height size
  35658. * @param subdivisions sets the number of subdivision per side
  35659. * @param minHeight is the minimum altitude on the ground
  35660. * @param maxHeight is the maximum altitude on the ground
  35661. * @param scene defines the hosting scene
  35662. * @param updatable defines if the mesh must be flagged as updatable
  35663. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  35664. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  35665. * @returns a new Mesh
  35666. */
  35667. Mesh.CreateGroundFromHeightMap = function (name, url, width, height, subdivisions, minHeight, maxHeight, scene, updatable, onReady, alphaFilter) {
  35668. var options = {
  35669. width: width,
  35670. height: height,
  35671. subdivisions: subdivisions,
  35672. minHeight: minHeight,
  35673. maxHeight: maxHeight,
  35674. updatable: updatable,
  35675. onReady: onReady,
  35676. alphaFilter: alphaFilter
  35677. };
  35678. return BABYLON.MeshBuilder.CreateGroundFromHeightMap(name, url, options, scene);
  35679. };
  35680. /**
  35681. * Creates a tube mesh.
  35682. * The tube is a parametric shape.
  35683. * It has no predefined shape. Its final shape will depend on the input parameters.
  35684. * Please consider using the same method from the MeshBuilder class instead
  35685. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  35686. * @param name defines the name of the mesh to create
  35687. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  35688. * @param radius sets the tube radius size
  35689. * @param tessellation is the number of sides on the tubular surface
  35690. * @param radiusFunction is a custom function. If it is not null, it overwrittes the parameter `radius`. This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path
  35691. * @param cap sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  35692. * @param scene defines the hosting scene
  35693. * @param updatable defines if the mesh must be flagged as updatable
  35694. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35695. * @param instance is an instance of an existing Tube object to be updated with the passed `pathArray` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#tube)
  35696. * @returns a new Mesh
  35697. */
  35698. Mesh.CreateTube = function (name, path, radius, tessellation, radiusFunction, cap, scene, updatable, sideOrientation, instance) {
  35699. var options = {
  35700. path: path,
  35701. radius: radius,
  35702. tessellation: tessellation,
  35703. radiusFunction: radiusFunction,
  35704. arc: 1,
  35705. cap: cap,
  35706. updatable: updatable,
  35707. sideOrientation: sideOrientation,
  35708. instance: instance
  35709. };
  35710. return BABYLON.MeshBuilder.CreateTube(name, options, scene);
  35711. };
  35712. /**
  35713. * Creates a polyhedron mesh.
  35714. * Please consider using the same method from the MeshBuilder class instead.
  35715. * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial to choose the wanted type
  35716. * * The parameter `size` (positive float, default 1) sets the polygon size
  35717. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  35718. * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`
  35719. * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron
  35720. * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)
  35721. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : http://doc.babylonjs.com/tutorials/CreateBox_Per_Face_Textures_And_Colors
  35722. * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored
  35723. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  35724. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  35725. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  35726. * @param name defines the name of the mesh to create
  35727. * @param options defines the options used to create the mesh
  35728. * @param scene defines the hosting scene
  35729. * @returns a new Mesh
  35730. */
  35731. Mesh.CreatePolyhedron = function (name, options, scene) {
  35732. return BABYLON.MeshBuilder.CreatePolyhedron(name, options, scene);
  35733. };
  35734. /**
  35735. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  35736. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  35737. * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value than `radius`)
  35738. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  35739. * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
  35740. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  35741. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  35742. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  35743. * @param name defines the name of the mesh
  35744. * @param options defines the options used to create the mesh
  35745. * @param scene defines the hosting scene
  35746. * @returns a new Mesh
  35747. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  35748. */
  35749. Mesh.CreateIcoSphere = function (name, options, scene) {
  35750. return BABYLON.MeshBuilder.CreateIcoSphere(name, options, scene);
  35751. };
  35752. /**
  35753. * Creates a decal mesh.
  35754. * Please consider using the same method from the MeshBuilder class instead.
  35755. * A decal is a mesh usually applied as a model onto the surface of another mesh
  35756. * @param name defines the name of the mesh
  35757. * @param sourceMesh defines the mesh receiving the decal
  35758. * @param position sets the position of the decal in world coordinates
  35759. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  35760. * @param size sets the decal scaling
  35761. * @param angle sets the angle to rotate the decal
  35762. * @returns a new Mesh
  35763. */
  35764. Mesh.CreateDecal = function (name, sourceMesh, position, normal, size, angle) {
  35765. var options = {
  35766. position: position,
  35767. normal: normal,
  35768. size: size,
  35769. angle: angle
  35770. };
  35771. return BABYLON.MeshBuilder.CreateDecal(name, sourceMesh, options);
  35772. };
  35773. // Skeletons
  35774. /**
  35775. * Prepare internal position array for software CPU skinning
  35776. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  35777. */
  35778. Mesh.prototype.setPositionsForCPUSkinning = function () {
  35779. if (!this._sourcePositions) {
  35780. var source = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  35781. if (!source) {
  35782. return this._sourcePositions;
  35783. }
  35784. this._sourcePositions = new Float32Array(source);
  35785. if (!this.isVertexBufferUpdatable(BABYLON.VertexBuffer.PositionKind)) {
  35786. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, source, true);
  35787. }
  35788. }
  35789. return this._sourcePositions;
  35790. };
  35791. /**
  35792. * Prepare internal normal array for software CPU skinning
  35793. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  35794. */
  35795. Mesh.prototype.setNormalsForCPUSkinning = function () {
  35796. if (!this._sourceNormals) {
  35797. var source = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  35798. if (!source) {
  35799. return this._sourceNormals;
  35800. }
  35801. this._sourceNormals = new Float32Array(source);
  35802. if (!this.isVertexBufferUpdatable(BABYLON.VertexBuffer.NormalKind)) {
  35803. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, source, true);
  35804. }
  35805. }
  35806. return this._sourceNormals;
  35807. };
  35808. /**
  35809. * Updates the vertex buffer by applying transformation from the bones
  35810. * @param skeleton defines the skeleton to apply to current mesh
  35811. * @returns the current mesh
  35812. */
  35813. Mesh.prototype.applySkeleton = function (skeleton) {
  35814. if (!this.geometry) {
  35815. return this;
  35816. }
  35817. if (this.geometry._softwareSkinningFrameId == this.getScene().getFrameId()) {
  35818. return this;
  35819. }
  35820. this.geometry._softwareSkinningFrameId = this.getScene().getFrameId();
  35821. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  35822. return this;
  35823. }
  35824. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  35825. return this;
  35826. }
  35827. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  35828. return this;
  35829. }
  35830. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  35831. return this;
  35832. }
  35833. if (!this._sourcePositions) {
  35834. var submeshes = this.subMeshes.slice();
  35835. this.setPositionsForCPUSkinning();
  35836. this.subMeshes = submeshes;
  35837. }
  35838. if (!this._sourceNormals) {
  35839. this.setNormalsForCPUSkinning();
  35840. }
  35841. // positionsData checks for not being Float32Array will only pass at most once
  35842. var positionsData = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  35843. if (!positionsData) {
  35844. return this;
  35845. }
  35846. if (!(positionsData instanceof Float32Array)) {
  35847. positionsData = new Float32Array(positionsData);
  35848. }
  35849. // normalsData checks for not being Float32Array will only pass at most once
  35850. var normalsData = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  35851. if (!normalsData) {
  35852. return this;
  35853. }
  35854. if (!(normalsData instanceof Float32Array)) {
  35855. normalsData = new Float32Array(normalsData);
  35856. }
  35857. var matricesIndicesData = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  35858. var matricesWeightsData = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  35859. if (!matricesWeightsData || !matricesIndicesData) {
  35860. return this;
  35861. }
  35862. var needExtras = this.numBoneInfluencers > 4;
  35863. var matricesIndicesExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind) : null;
  35864. var matricesWeightsExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind) : null;
  35865. var skeletonMatrices = skeleton.getTransformMatrices(this);
  35866. var tempVector3 = BABYLON.Vector3.Zero();
  35867. var finalMatrix = new BABYLON.Matrix();
  35868. var tempMatrix = new BABYLON.Matrix();
  35869. var matWeightIdx = 0;
  35870. var inf;
  35871. for (var index = 0; index < positionsData.length; index += 3, matWeightIdx += 4) {
  35872. var weight;
  35873. for (inf = 0; inf < 4; inf++) {
  35874. weight = matricesWeightsData[matWeightIdx + inf];
  35875. if (weight > 0) {
  35876. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesData[matWeightIdx + inf] * 16), weight, tempMatrix);
  35877. finalMatrix.addToSelf(tempMatrix);
  35878. }
  35879. }
  35880. if (needExtras) {
  35881. for (inf = 0; inf < 4; inf++) {
  35882. weight = matricesWeightsExtraData[matWeightIdx + inf];
  35883. if (weight > 0) {
  35884. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesExtraData[matWeightIdx + inf] * 16), weight, tempMatrix);
  35885. finalMatrix.addToSelf(tempMatrix);
  35886. }
  35887. }
  35888. }
  35889. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(this._sourcePositions[index], this._sourcePositions[index + 1], this._sourcePositions[index + 2], finalMatrix, tempVector3);
  35890. tempVector3.toArray(positionsData, index);
  35891. BABYLON.Vector3.TransformNormalFromFloatsToRef(this._sourceNormals[index], this._sourceNormals[index + 1], this._sourceNormals[index + 2], finalMatrix, tempVector3);
  35892. tempVector3.toArray(normalsData, index);
  35893. finalMatrix.reset();
  35894. }
  35895. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData);
  35896. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData);
  35897. return this;
  35898. };
  35899. // Tools
  35900. /**
  35901. * Returns an object containing a min and max Vector3 which are the minimum and maximum vectors of each mesh bounding box from the passed array, in the world coordinates
  35902. * @param meshes defines the list of meshes to scan
  35903. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  35904. */
  35905. Mesh.MinMax = function (meshes) {
  35906. var minVector = null;
  35907. var maxVector = null;
  35908. meshes.forEach(function (mesh, index, array) {
  35909. var boundingInfo = mesh.getBoundingInfo();
  35910. var boundingBox = boundingInfo.boundingBox;
  35911. if (!minVector || !maxVector) {
  35912. minVector = boundingBox.minimumWorld;
  35913. maxVector = boundingBox.maximumWorld;
  35914. }
  35915. else {
  35916. minVector.minimizeInPlace(boundingBox.minimumWorld);
  35917. maxVector.maximizeInPlace(boundingBox.maximumWorld);
  35918. }
  35919. });
  35920. if (!minVector || !maxVector) {
  35921. return {
  35922. min: BABYLON.Vector3.Zero(),
  35923. max: BABYLON.Vector3.Zero()
  35924. };
  35925. }
  35926. return {
  35927. min: minVector,
  35928. max: maxVector
  35929. };
  35930. };
  35931. /**
  35932. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  35933. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  35934. * @returns a vector3
  35935. */
  35936. Mesh.Center = function (meshesOrMinMaxVector) {
  35937. var minMaxVector = (meshesOrMinMaxVector instanceof Array) ? Mesh.MinMax(meshesOrMinMaxVector) : meshesOrMinMaxVector;
  35938. return BABYLON.Vector3.Center(minMaxVector.min, minMaxVector.max);
  35939. };
  35940. /**
  35941. * Merge the array of meshes into a single mesh for performance reasons.
  35942. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  35943. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  35944. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  35945. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  35946. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  35947. * @returns a new mesh
  35948. */
  35949. Mesh.MergeMeshes = function (meshes, disposeSource, allow32BitsIndices, meshSubclass, subdivideWithSubMeshes) {
  35950. if (disposeSource === void 0) { disposeSource = true; }
  35951. var index;
  35952. if (!allow32BitsIndices) {
  35953. var totalVertices = 0;
  35954. // Counting vertices
  35955. for (index = 0; index < meshes.length; index++) {
  35956. if (meshes[index]) {
  35957. totalVertices += meshes[index].getTotalVertices();
  35958. if (totalVertices > 65536) {
  35959. BABYLON.Tools.Warn("Cannot merge meshes because resulting mesh will have more than 65536 vertices. Please use allow32BitsIndices = true to use 32 bits indices");
  35960. return null;
  35961. }
  35962. }
  35963. }
  35964. }
  35965. // Merge
  35966. var vertexData = null;
  35967. var otherVertexData;
  35968. var indiceArray = new Array();
  35969. var source = null;
  35970. for (index = 0; index < meshes.length; index++) {
  35971. if (meshes[index]) {
  35972. var wm = meshes[index].computeWorldMatrix(true);
  35973. otherVertexData = BABYLON.VertexData.ExtractFromMesh(meshes[index], true, true);
  35974. otherVertexData.transform(wm);
  35975. if (vertexData) {
  35976. vertexData.merge(otherVertexData, allow32BitsIndices);
  35977. }
  35978. else {
  35979. vertexData = otherVertexData;
  35980. source = meshes[index];
  35981. }
  35982. if (subdivideWithSubMeshes) {
  35983. indiceArray.push(meshes[index].getTotalIndices());
  35984. }
  35985. }
  35986. }
  35987. source = source;
  35988. if (!meshSubclass) {
  35989. meshSubclass = new Mesh(source.name + "_merged", source.getScene());
  35990. }
  35991. vertexData.applyToMesh(meshSubclass);
  35992. // Setting properties
  35993. meshSubclass.material = source.material;
  35994. meshSubclass.checkCollisions = source.checkCollisions;
  35995. // Cleaning
  35996. if (disposeSource) {
  35997. for (index = 0; index < meshes.length; index++) {
  35998. if (meshes[index]) {
  35999. meshes[index].dispose();
  36000. }
  36001. }
  36002. }
  36003. // Subdivide
  36004. if (subdivideWithSubMeshes) {
  36005. //-- removal of global submesh
  36006. meshSubclass.releaseSubMeshes();
  36007. index = 0;
  36008. var offset = 0;
  36009. //-- apply subdivision according to index table
  36010. while (index < indiceArray.length) {
  36011. BABYLON.SubMesh.CreateFromIndices(0, offset, indiceArray[index], meshSubclass);
  36012. offset += indiceArray[index];
  36013. index++;
  36014. }
  36015. }
  36016. return meshSubclass;
  36017. };
  36018. /** @hidden */
  36019. Mesh.prototype.addInstance = function (instance) {
  36020. instance._indexInSourceMeshInstanceArray = this.instances.length;
  36021. this.instances.push(instance);
  36022. };
  36023. /** @hidden */
  36024. Mesh.prototype.removeInstance = function (instance) {
  36025. // Remove from mesh
  36026. var index = instance._indexInSourceMeshInstanceArray;
  36027. if (index != -1) {
  36028. if (index !== this.instances.length - 1) {
  36029. var last = this.instances[this.instances.length - 1];
  36030. this.instances[index] = last;
  36031. last._indexInSourceMeshInstanceArray = index;
  36032. }
  36033. instance._indexInSourceMeshInstanceArray = -1;
  36034. this.instances.pop();
  36035. }
  36036. };
  36037. // Consts
  36038. /**
  36039. * Mesh side orientation : usually the external or front surface
  36040. */
  36041. Mesh.FRONTSIDE = 0;
  36042. /**
  36043. * Mesh side orientation : usually the internal or back surface
  36044. */
  36045. Mesh.BACKSIDE = 1;
  36046. /**
  36047. * Mesh side orientation : both internal and external or front and back surfaces
  36048. */
  36049. Mesh.DOUBLESIDE = 2;
  36050. /**
  36051. * Mesh side orientation : by default, `FRONTSIDE`
  36052. */
  36053. Mesh.DEFAULTSIDE = 0;
  36054. /**
  36055. * Mesh cap setting : no cap
  36056. */
  36057. Mesh.NO_CAP = 0;
  36058. /**
  36059. * Mesh cap setting : one cap at the beginning of the mesh
  36060. */
  36061. Mesh.CAP_START = 1;
  36062. /**
  36063. * Mesh cap setting : one cap at the end of the mesh
  36064. */
  36065. Mesh.CAP_END = 2;
  36066. /**
  36067. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  36068. */
  36069. Mesh.CAP_ALL = 3;
  36070. return Mesh;
  36071. }(BABYLON.AbstractMesh));
  36072. BABYLON.Mesh = Mesh;
  36073. })(BABYLON || (BABYLON = {}));
  36074. //# sourceMappingURL=babylon.mesh.js.map
  36075. var BABYLON;
  36076. (function (BABYLON) {
  36077. /**
  36078. * Base class for submeshes
  36079. */
  36080. var BaseSubMesh = /** @class */ (function () {
  36081. function BaseSubMesh() {
  36082. }
  36083. Object.defineProperty(BaseSubMesh.prototype, "effect", {
  36084. /**
  36085. * Gets associated effect
  36086. */
  36087. get: function () {
  36088. return this._materialEffect;
  36089. },
  36090. enumerable: true,
  36091. configurable: true
  36092. });
  36093. /**
  36094. * Sets associated effect (effect used to render this submesh)
  36095. * @param effect defines the effect to associate with
  36096. * @param defines defines the set of defines used to compile this effect
  36097. */
  36098. BaseSubMesh.prototype.setEffect = function (effect, defines) {
  36099. if (defines === void 0) { defines = null; }
  36100. if (this._materialEffect === effect) {
  36101. if (!effect) {
  36102. this._materialDefines = null;
  36103. }
  36104. return;
  36105. }
  36106. this._materialDefines = defines;
  36107. this._materialEffect = effect;
  36108. };
  36109. return BaseSubMesh;
  36110. }());
  36111. BABYLON.BaseSubMesh = BaseSubMesh;
  36112. /**
  36113. * Defines a subdivision inside a mesh
  36114. */
  36115. var SubMesh = /** @class */ (function (_super) {
  36116. __extends(SubMesh, _super);
  36117. /**
  36118. * Creates a new submesh
  36119. * @param materialIndex defines the material index to use
  36120. * @param verticesStart defines vertex index start
  36121. * @param verticesCount defines vertices count
  36122. * @param indexStart defines index start
  36123. * @param indexCount defines indices count
  36124. * @param mesh defines the parent mesh
  36125. * @param renderingMesh defines an optional rendering mesh
  36126. * @param createBoundingBox defines if bounding box should be created for this submesh
  36127. */
  36128. function SubMesh(
  36129. /** the material index to use */
  36130. materialIndex,
  36131. /** vertex index start */
  36132. verticesStart,
  36133. /** vertices count */
  36134. verticesCount,
  36135. /** index start */
  36136. indexStart,
  36137. /** indices count */
  36138. indexCount, mesh, renderingMesh, createBoundingBox) {
  36139. if (createBoundingBox === void 0) { createBoundingBox = true; }
  36140. var _this = _super.call(this) || this;
  36141. _this.materialIndex = materialIndex;
  36142. _this.verticesStart = verticesStart;
  36143. _this.verticesCount = verticesCount;
  36144. _this.indexStart = indexStart;
  36145. _this.indexCount = indexCount;
  36146. /** @hidden */
  36147. _this._renderId = 0;
  36148. _this._mesh = mesh;
  36149. _this._renderingMesh = renderingMesh || mesh;
  36150. mesh.subMeshes.push(_this);
  36151. _this._trianglePlanes = [];
  36152. _this._id = mesh.subMeshes.length - 1;
  36153. if (createBoundingBox) {
  36154. _this.refreshBoundingInfo();
  36155. mesh.computeWorldMatrix(true);
  36156. }
  36157. return _this;
  36158. }
  36159. /**
  36160. * Add a new submesh to a mesh
  36161. * @param materialIndex defines the material index to use
  36162. * @param verticesStart defines vertex index start
  36163. * @param verticesCount defines vertices count
  36164. * @param indexStart defines index start
  36165. * @param indexCount defines indices count
  36166. * @param mesh defines the parent mesh
  36167. * @param renderingMesh defines an optional rendering mesh
  36168. * @param createBoundingBox defines if bounding box should be created for this submesh
  36169. * @returns the new submesh
  36170. */
  36171. SubMesh.AddToMesh = function (materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox) {
  36172. if (createBoundingBox === void 0) { createBoundingBox = true; }
  36173. return new SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox);
  36174. };
  36175. Object.defineProperty(SubMesh.prototype, "IsGlobal", {
  36176. /**
  36177. * Returns true if this submesh covers the entire parent mesh
  36178. * @ignorenaming
  36179. */
  36180. get: function () {
  36181. return (this.verticesStart === 0 && this.verticesCount === this._mesh.getTotalVertices());
  36182. },
  36183. enumerable: true,
  36184. configurable: true
  36185. });
  36186. /**
  36187. * Returns the submesh BoudingInfo object
  36188. * @returns current bounding info (or mesh's one if the submesh is global)
  36189. */
  36190. SubMesh.prototype.getBoundingInfo = function () {
  36191. if (this.IsGlobal) {
  36192. return this._mesh.getBoundingInfo();
  36193. }
  36194. return this._boundingInfo;
  36195. };
  36196. /**
  36197. * Sets the submesh BoundingInfo
  36198. * @param boundingInfo defines the new bounding info to use
  36199. * @returns the SubMesh
  36200. */
  36201. SubMesh.prototype.setBoundingInfo = function (boundingInfo) {
  36202. this._boundingInfo = boundingInfo;
  36203. return this;
  36204. };
  36205. /**
  36206. * Returns the mesh of the current submesh
  36207. * @return the parent mesh
  36208. */
  36209. SubMesh.prototype.getMesh = function () {
  36210. return this._mesh;
  36211. };
  36212. /**
  36213. * Returns the rendering mesh of the submesh
  36214. * @returns the rendering mesh (could be different from parent mesh)
  36215. */
  36216. SubMesh.prototype.getRenderingMesh = function () {
  36217. return this._renderingMesh;
  36218. };
  36219. /**
  36220. * Returns the submesh material
  36221. * @returns null or the current material
  36222. */
  36223. SubMesh.prototype.getMaterial = function () {
  36224. var rootMaterial = this._renderingMesh.material;
  36225. if (rootMaterial === null || rootMaterial === undefined) {
  36226. return this._mesh.getScene().defaultMaterial;
  36227. }
  36228. else if (rootMaterial.getSubMaterial) {
  36229. var multiMaterial = rootMaterial;
  36230. var effectiveMaterial = multiMaterial.getSubMaterial(this.materialIndex);
  36231. if (this._currentMaterial !== effectiveMaterial) {
  36232. this._currentMaterial = effectiveMaterial;
  36233. this._materialDefines = null;
  36234. }
  36235. return effectiveMaterial;
  36236. }
  36237. return rootMaterial;
  36238. };
  36239. // Methods
  36240. /**
  36241. * Sets a new updated BoundingInfo object to the submesh
  36242. * @returns the SubMesh
  36243. */
  36244. SubMesh.prototype.refreshBoundingInfo = function () {
  36245. this._lastColliderWorldVertices = null;
  36246. if (this.IsGlobal || !this._renderingMesh || !this._renderingMesh.geometry) {
  36247. return this;
  36248. }
  36249. var data = this._renderingMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  36250. if (!data) {
  36251. this._boundingInfo = this._mesh.getBoundingInfo();
  36252. return this;
  36253. }
  36254. var indices = this._renderingMesh.getIndices();
  36255. var extend;
  36256. //is this the only submesh?
  36257. if (this.indexStart === 0 && this.indexCount === indices.length) {
  36258. var boundingInfo = this._renderingMesh.getBoundingInfo();
  36259. //the rendering mesh's bounding info can be used, it is the standard submesh for all indices.
  36260. extend = { minimum: boundingInfo.minimum.clone(), maximum: boundingInfo.maximum.clone() };
  36261. }
  36262. else {
  36263. extend = BABYLON.Tools.ExtractMinAndMaxIndexed(data, indices, this.indexStart, this.indexCount, this._renderingMesh.geometry.boundingBias);
  36264. }
  36265. if (this._boundingInfo) {
  36266. this._boundingInfo.reConstruct(extend.minimum, extend.maximum);
  36267. }
  36268. else {
  36269. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  36270. }
  36271. return this;
  36272. };
  36273. /** @hidden */
  36274. SubMesh.prototype._checkCollision = function (collider) {
  36275. var boundingInfo = this.getBoundingInfo();
  36276. return boundingInfo._checkCollision(collider);
  36277. };
  36278. /**
  36279. * Updates the submesh BoundingInfo
  36280. * @param world defines the world matrix to use to update the bounding info
  36281. * @returns the submesh
  36282. */
  36283. SubMesh.prototype.updateBoundingInfo = function (world) {
  36284. var boundingInfo = this.getBoundingInfo();
  36285. if (!boundingInfo) {
  36286. this.refreshBoundingInfo();
  36287. boundingInfo = this.getBoundingInfo();
  36288. }
  36289. boundingInfo.update(world);
  36290. return this;
  36291. };
  36292. /**
  36293. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  36294. * @param frustumPlanes defines the frustum planes
  36295. * @returns true if the submesh is intersecting with the frustum
  36296. */
  36297. SubMesh.prototype.isInFrustum = function (frustumPlanes) {
  36298. var boundingInfo = this.getBoundingInfo();
  36299. if (!boundingInfo) {
  36300. return false;
  36301. }
  36302. return boundingInfo.isInFrustum(frustumPlanes, this._mesh.cullingStrategy);
  36303. };
  36304. /**
  36305. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  36306. * @param frustumPlanes defines the frustum planes
  36307. * @returns true if the submesh is inside the frustum
  36308. */
  36309. SubMesh.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  36310. var boundingInfo = this.getBoundingInfo();
  36311. if (!boundingInfo) {
  36312. return false;
  36313. }
  36314. return boundingInfo.isCompletelyInFrustum(frustumPlanes);
  36315. };
  36316. /**
  36317. * Renders the submesh
  36318. * @param enableAlphaMode defines if alpha needs to be used
  36319. * @returns the submesh
  36320. */
  36321. SubMesh.prototype.render = function (enableAlphaMode) {
  36322. this._renderingMesh.render(this, enableAlphaMode);
  36323. return this;
  36324. };
  36325. /**
  36326. * @hidden
  36327. */
  36328. SubMesh.prototype._getLinesIndexBuffer = function (indices, engine) {
  36329. if (!this._linesIndexBuffer) {
  36330. var linesIndices = [];
  36331. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
  36332. linesIndices.push(indices[index], indices[index + 1], indices[index + 1], indices[index + 2], indices[index + 2], indices[index]);
  36333. }
  36334. this._linesIndexBuffer = engine.createIndexBuffer(linesIndices);
  36335. this._linesIndexCount = linesIndices.length;
  36336. }
  36337. return this._linesIndexBuffer;
  36338. };
  36339. /**
  36340. * Checks if the submesh intersects with a ray
  36341. * @param ray defines the ray to test
  36342. * @returns true is the passed ray intersects the submesh bounding box
  36343. */
  36344. SubMesh.prototype.canIntersects = function (ray) {
  36345. var boundingInfo = this.getBoundingInfo();
  36346. if (!boundingInfo) {
  36347. return false;
  36348. }
  36349. return ray.intersectsBox(boundingInfo.boundingBox);
  36350. };
  36351. /**
  36352. * Intersects current submesh with a ray
  36353. * @param ray defines the ray to test
  36354. * @param positions defines mesh's positions array
  36355. * @param indices defines mesh's indices array
  36356. * @param fastCheck defines if only bounding info should be used
  36357. * @returns intersection info or null if no intersection
  36358. */
  36359. SubMesh.prototype.intersects = function (ray, positions, indices, fastCheck) {
  36360. var material = this.getMaterial();
  36361. if (!material) {
  36362. return null;
  36363. }
  36364. switch (material.fillMode) {
  36365. case BABYLON.Material.PointListDrawMode:
  36366. case BABYLON.Material.LineListDrawMode:
  36367. case BABYLON.Material.LineLoopDrawMode:
  36368. case BABYLON.Material.LineStripDrawMode:
  36369. case BABYLON.Material.TriangleFanDrawMode:
  36370. case BABYLON.Material.TriangleStripDrawMode:
  36371. return null;
  36372. }
  36373. // LineMesh first as it's also a Mesh...
  36374. if (BABYLON.LinesMesh) {
  36375. if (this._mesh.getClassName() === "InstancedLinesMesh" || this._mesh.getClassName() === "LinesMesh") {
  36376. return this._intersectLines(ray, positions, indices, this._mesh.intersectionThreshold, fastCheck);
  36377. }
  36378. }
  36379. return this._intersectTriangles(ray, positions, indices, fastCheck);
  36380. };
  36381. /** @hidden */
  36382. SubMesh.prototype._intersectLines = function (ray, positions, indices, intersectionThreshold, fastCheck) {
  36383. var intersectInfo = null;
  36384. // Line test
  36385. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 2) {
  36386. var p0 = positions[indices[index]];
  36387. var p1 = positions[indices[index + 1]];
  36388. var length = ray.intersectionSegment(p0, p1, intersectionThreshold);
  36389. if (length < 0) {
  36390. continue;
  36391. }
  36392. if (fastCheck || !intersectInfo || length < intersectInfo.distance) {
  36393. intersectInfo = new BABYLON.IntersectionInfo(null, null, length);
  36394. if (fastCheck) {
  36395. break;
  36396. }
  36397. }
  36398. }
  36399. return intersectInfo;
  36400. };
  36401. /** @hidden */
  36402. SubMesh.prototype._intersectTriangles = function (ray, positions, indices, fastCheck) {
  36403. var intersectInfo = null;
  36404. // Triangles test
  36405. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
  36406. var p0 = positions[indices[index]];
  36407. var p1 = positions[indices[index + 1]];
  36408. var p2 = positions[indices[index + 2]];
  36409. var currentIntersectInfo = ray.intersectsTriangle(p0, p1, p2);
  36410. if (currentIntersectInfo) {
  36411. if (currentIntersectInfo.distance < 0) {
  36412. continue;
  36413. }
  36414. if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
  36415. intersectInfo = currentIntersectInfo;
  36416. intersectInfo.faceId = index / 3;
  36417. if (fastCheck) {
  36418. break;
  36419. }
  36420. }
  36421. }
  36422. }
  36423. return intersectInfo;
  36424. };
  36425. /** @hidden */
  36426. SubMesh.prototype._rebuild = function () {
  36427. if (this._linesIndexBuffer) {
  36428. this._linesIndexBuffer = null;
  36429. }
  36430. };
  36431. // Clone
  36432. /**
  36433. * Creates a new submesh from the passed mesh
  36434. * @param newMesh defines the new hosting mesh
  36435. * @param newRenderingMesh defines an optional rendering mesh
  36436. * @returns the new submesh
  36437. */
  36438. SubMesh.prototype.clone = function (newMesh, newRenderingMesh) {
  36439. var result = new SubMesh(this.materialIndex, this.verticesStart, this.verticesCount, this.indexStart, this.indexCount, newMesh, newRenderingMesh, false);
  36440. if (!this.IsGlobal) {
  36441. var boundingInfo = this.getBoundingInfo();
  36442. if (!boundingInfo) {
  36443. return result;
  36444. }
  36445. result._boundingInfo = new BABYLON.BoundingInfo(boundingInfo.minimum, boundingInfo.maximum);
  36446. }
  36447. return result;
  36448. };
  36449. // Dispose
  36450. /**
  36451. * Release associated resources
  36452. */
  36453. SubMesh.prototype.dispose = function () {
  36454. if (this._linesIndexBuffer) {
  36455. this._mesh.getScene().getEngine()._releaseBuffer(this._linesIndexBuffer);
  36456. this._linesIndexBuffer = null;
  36457. }
  36458. // Remove from mesh
  36459. var index = this._mesh.subMeshes.indexOf(this);
  36460. this._mesh.subMeshes.splice(index, 1);
  36461. };
  36462. // Statics
  36463. /**
  36464. * Creates a new submesh from indices data
  36465. * @param materialIndex the index of the main mesh material
  36466. * @param startIndex the index where to start the copy in the mesh indices array
  36467. * @param indexCount the number of indices to copy then from the startIndex
  36468. * @param mesh the main mesh to create the submesh from
  36469. * @param renderingMesh the optional rendering mesh
  36470. * @returns a new submesh
  36471. */
  36472. SubMesh.CreateFromIndices = function (materialIndex, startIndex, indexCount, mesh, renderingMesh) {
  36473. var minVertexIndex = Number.MAX_VALUE;
  36474. var maxVertexIndex = -Number.MAX_VALUE;
  36475. renderingMesh = (renderingMesh || mesh);
  36476. var indices = renderingMesh.getIndices();
  36477. for (var index = startIndex; index < startIndex + indexCount; index++) {
  36478. var vertexIndex = indices[index];
  36479. if (vertexIndex < minVertexIndex) {
  36480. minVertexIndex = vertexIndex;
  36481. }
  36482. if (vertexIndex > maxVertexIndex) {
  36483. maxVertexIndex = vertexIndex;
  36484. }
  36485. }
  36486. return new SubMesh(materialIndex, minVertexIndex, maxVertexIndex - minVertexIndex + 1, startIndex, indexCount, mesh, renderingMesh);
  36487. };
  36488. return SubMesh;
  36489. }(BaseSubMesh));
  36490. BABYLON.SubMesh = SubMesh;
  36491. })(BABYLON || (BABYLON = {}));
  36492. //# sourceMappingURL=babylon.subMesh.js.map
  36493. var __assign = (this && this.__assign) || function () {
  36494. __assign = Object.assign || function(t) {
  36495. for (var s, i = 1, n = arguments.length; i < n; i++) {
  36496. s = arguments[i];
  36497. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  36498. t[p] = s[p];
  36499. }
  36500. return t;
  36501. };
  36502. return __assign.apply(this, arguments);
  36503. };
  36504. var BABYLON;
  36505. (function (BABYLON) {
  36506. /**
  36507. * Manages the defines for the Material
  36508. */
  36509. var MaterialDefines = /** @class */ (function () {
  36510. function MaterialDefines() {
  36511. this._isDirty = true;
  36512. /** @hidden */
  36513. this._areLightsDirty = true;
  36514. /** @hidden */
  36515. this._areAttributesDirty = true;
  36516. /** @hidden */
  36517. this._areTexturesDirty = true;
  36518. /** @hidden */
  36519. this._areFresnelDirty = true;
  36520. /** @hidden */
  36521. this._areMiscDirty = true;
  36522. /** @hidden */
  36523. this._areImageProcessingDirty = true;
  36524. /** @hidden */
  36525. this._normals = false;
  36526. /** @hidden */
  36527. this._uvs = false;
  36528. /** @hidden */
  36529. this._needNormals = false;
  36530. /** @hidden */
  36531. this._needUVs = false;
  36532. }
  36533. Object.defineProperty(MaterialDefines.prototype, "isDirty", {
  36534. /**
  36535. * Specifies if the material needs to be re-calculated
  36536. */
  36537. get: function () {
  36538. return this._isDirty;
  36539. },
  36540. enumerable: true,
  36541. configurable: true
  36542. });
  36543. /**
  36544. * Marks the material to indicate that it has been re-calculated
  36545. */
  36546. MaterialDefines.prototype.markAsProcessed = function () {
  36547. this._isDirty = false;
  36548. this._areAttributesDirty = false;
  36549. this._areTexturesDirty = false;
  36550. this._areFresnelDirty = false;
  36551. this._areLightsDirty = false;
  36552. this._areMiscDirty = false;
  36553. this._areImageProcessingDirty = false;
  36554. };
  36555. /**
  36556. * Marks the material to indicate that it needs to be re-calculated
  36557. */
  36558. MaterialDefines.prototype.markAsUnprocessed = function () {
  36559. this._isDirty = true;
  36560. };
  36561. /**
  36562. * Marks the material to indicate all of its defines need to be re-calculated
  36563. */
  36564. MaterialDefines.prototype.markAllAsDirty = function () {
  36565. this._areTexturesDirty = true;
  36566. this._areAttributesDirty = true;
  36567. this._areLightsDirty = true;
  36568. this._areFresnelDirty = true;
  36569. this._areMiscDirty = true;
  36570. this._areImageProcessingDirty = true;
  36571. this._isDirty = true;
  36572. };
  36573. /**
  36574. * Marks the material to indicate that image processing needs to be re-calculated
  36575. */
  36576. MaterialDefines.prototype.markAsImageProcessingDirty = function () {
  36577. this._areImageProcessingDirty = true;
  36578. this._isDirty = true;
  36579. };
  36580. /**
  36581. * Marks the material to indicate the lights need to be re-calculated
  36582. */
  36583. MaterialDefines.prototype.markAsLightDirty = function () {
  36584. this._areLightsDirty = true;
  36585. this._isDirty = true;
  36586. };
  36587. /**
  36588. * Marks the attribute state as changed
  36589. */
  36590. MaterialDefines.prototype.markAsAttributesDirty = function () {
  36591. this._areAttributesDirty = true;
  36592. this._isDirty = true;
  36593. };
  36594. /**
  36595. * Marks the texture state as changed
  36596. */
  36597. MaterialDefines.prototype.markAsTexturesDirty = function () {
  36598. this._areTexturesDirty = true;
  36599. this._isDirty = true;
  36600. };
  36601. /**
  36602. * Marks the fresnel state as changed
  36603. */
  36604. MaterialDefines.prototype.markAsFresnelDirty = function () {
  36605. this._areFresnelDirty = true;
  36606. this._isDirty = true;
  36607. };
  36608. /**
  36609. * Marks the misc state as changed
  36610. */
  36611. MaterialDefines.prototype.markAsMiscDirty = function () {
  36612. this._areMiscDirty = true;
  36613. this._isDirty = true;
  36614. };
  36615. /**
  36616. * Rebuilds the material defines
  36617. */
  36618. MaterialDefines.prototype.rebuild = function () {
  36619. if (this._keys) {
  36620. delete this._keys;
  36621. }
  36622. this._keys = [];
  36623. for (var _i = 0, _a = Object.keys(this); _i < _a.length; _i++) {
  36624. var key = _a[_i];
  36625. if (key[0] === "_") {
  36626. continue;
  36627. }
  36628. this._keys.push(key);
  36629. }
  36630. };
  36631. /**
  36632. * Specifies if two material defines are equal
  36633. * @param other - A material define instance to compare to
  36634. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  36635. */
  36636. MaterialDefines.prototype.isEqual = function (other) {
  36637. if (this._keys.length !== other._keys.length) {
  36638. return false;
  36639. }
  36640. for (var index = 0; index < this._keys.length; index++) {
  36641. var prop = this._keys[index];
  36642. if (this[prop] !== other[prop]) {
  36643. return false;
  36644. }
  36645. }
  36646. return true;
  36647. };
  36648. /**
  36649. * Clones this instance's defines to another instance
  36650. * @param other - material defines to clone values to
  36651. */
  36652. MaterialDefines.prototype.cloneTo = function (other) {
  36653. if (this._keys.length !== other._keys.length) {
  36654. other._keys = this._keys.slice(0);
  36655. }
  36656. for (var index = 0; index < this._keys.length; index++) {
  36657. var prop = this._keys[index];
  36658. other[prop] = this[prop];
  36659. }
  36660. };
  36661. /**
  36662. * Resets the material define values
  36663. */
  36664. MaterialDefines.prototype.reset = function () {
  36665. for (var index = 0; index < this._keys.length; index++) {
  36666. var prop = this._keys[index];
  36667. var type = typeof this[prop];
  36668. switch (type) {
  36669. case "number":
  36670. this[prop] = 0;
  36671. break;
  36672. case "string":
  36673. this[prop] = "";
  36674. break;
  36675. default:
  36676. this[prop] = false;
  36677. break;
  36678. }
  36679. }
  36680. };
  36681. /**
  36682. * Converts the material define values to a string
  36683. * @returns - String of material define information
  36684. */
  36685. MaterialDefines.prototype.toString = function () {
  36686. var result = "";
  36687. for (var index = 0; index < this._keys.length; index++) {
  36688. var prop = this._keys[index];
  36689. var value = this[prop];
  36690. var type = typeof value;
  36691. switch (type) {
  36692. case "number":
  36693. case "string":
  36694. result += "#define " + prop + " " + value + "\n";
  36695. break;
  36696. default:
  36697. if (value) {
  36698. result += "#define " + prop + "\n";
  36699. }
  36700. break;
  36701. }
  36702. }
  36703. return result;
  36704. };
  36705. return MaterialDefines;
  36706. }());
  36707. BABYLON.MaterialDefines = MaterialDefines;
  36708. /**
  36709. * Base class for the main features of a material in Babylon.js
  36710. */
  36711. var Material = /** @class */ (function () {
  36712. /**
  36713. * Creates a material instance
  36714. * @param name defines the name of the material
  36715. * @param scene defines the scene to reference
  36716. * @param doNotAdd specifies if the material should be added to the scene
  36717. */
  36718. function Material(name, scene, doNotAdd) {
  36719. /**
  36720. * Gets or sets user defined metadata
  36721. */
  36722. this.metadata = null;
  36723. /**
  36724. * Specifies if the ready state should be checked on each call
  36725. */
  36726. this.checkReadyOnEveryCall = false;
  36727. /**
  36728. * Specifies if the ready state should be checked once
  36729. */
  36730. this.checkReadyOnlyOnce = false;
  36731. /**
  36732. * The state of the material
  36733. */
  36734. this.state = "";
  36735. /**
  36736. * The alpha value of the material
  36737. */
  36738. this._alpha = 1.0;
  36739. /**
  36740. * Specifies if back face culling is enabled
  36741. */
  36742. this._backFaceCulling = true;
  36743. /**
  36744. * Specifies if the material should be serialized
  36745. */
  36746. this.doNotSerialize = false;
  36747. /**
  36748. * @hidden
  36749. */
  36750. this._storeEffectOnSubMeshes = false;
  36751. /**
  36752. * An event triggered when the material is disposed
  36753. */
  36754. this.onDisposeObservable = new BABYLON.Observable();
  36755. /**
  36756. * Stores the value of the alpha mode
  36757. */
  36758. this._alphaMode = BABYLON.Engine.ALPHA_COMBINE;
  36759. /**
  36760. * Stores the state of the need depth pre-pass value
  36761. */
  36762. this._needDepthPrePass = false;
  36763. /**
  36764. * Specifies if depth writing should be disabled
  36765. */
  36766. this.disableDepthWrite = false;
  36767. /**
  36768. * Specifies if depth writing should be forced
  36769. */
  36770. this.forceDepthWrite = false;
  36771. /**
  36772. * Specifies if there should be a separate pass for culling
  36773. */
  36774. this.separateCullingPass = false;
  36775. /**
  36776. * Stores the state specifing if fog should be enabled
  36777. */
  36778. this._fogEnabled = true;
  36779. /**
  36780. * Stores the size of points
  36781. */
  36782. this.pointSize = 1.0;
  36783. /**
  36784. * Stores the z offset value
  36785. */
  36786. this.zOffset = 0;
  36787. /**
  36788. * @hidden
  36789. * Specifies if the material was previously ready
  36790. */
  36791. this._wasPreviouslyReady = false;
  36792. /**
  36793. * Stores the fill mode state
  36794. */
  36795. this._fillMode = Material.TriangleFillMode;
  36796. /** @hidden */
  36797. this._indexInSceneMaterialArray = -1;
  36798. this.name = name;
  36799. this.id = name || BABYLON.Tools.RandomId();
  36800. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  36801. this.uniqueId = this._scene.getUniqueId();
  36802. if (this._scene.useRightHandedSystem) {
  36803. this.sideOrientation = Material.ClockWiseSideOrientation;
  36804. }
  36805. else {
  36806. this.sideOrientation = Material.CounterClockWiseSideOrientation;
  36807. }
  36808. this._uniformBuffer = new BABYLON.UniformBuffer(this._scene.getEngine());
  36809. this._useUBO = this.getScene().getEngine().supportsUniformBuffers;
  36810. if (!doNotAdd) {
  36811. this._scene.addMaterial(this);
  36812. }
  36813. if (this._scene.useMaterialMeshMap) {
  36814. this.meshMap = {};
  36815. }
  36816. }
  36817. Object.defineProperty(Material, "TriangleFillMode", {
  36818. /**
  36819. * Returns the triangle fill mode
  36820. */
  36821. get: function () {
  36822. return Material._TriangleFillMode;
  36823. },
  36824. enumerable: true,
  36825. configurable: true
  36826. });
  36827. Object.defineProperty(Material, "WireFrameFillMode", {
  36828. /**
  36829. * Returns the wireframe mode
  36830. */
  36831. get: function () {
  36832. return Material._WireFrameFillMode;
  36833. },
  36834. enumerable: true,
  36835. configurable: true
  36836. });
  36837. Object.defineProperty(Material, "PointFillMode", {
  36838. /**
  36839. * Returns the point fill mode
  36840. */
  36841. get: function () {
  36842. return Material._PointFillMode;
  36843. },
  36844. enumerable: true,
  36845. configurable: true
  36846. });
  36847. Object.defineProperty(Material, "PointListDrawMode", {
  36848. /**
  36849. * Returns the point list draw mode
  36850. */
  36851. get: function () {
  36852. return Material._PointListDrawMode;
  36853. },
  36854. enumerable: true,
  36855. configurable: true
  36856. });
  36857. Object.defineProperty(Material, "LineListDrawMode", {
  36858. /**
  36859. * Returns the line list draw mode
  36860. */
  36861. get: function () {
  36862. return Material._LineListDrawMode;
  36863. },
  36864. enumerable: true,
  36865. configurable: true
  36866. });
  36867. Object.defineProperty(Material, "LineLoopDrawMode", {
  36868. /**
  36869. * Returns the line loop draw mode
  36870. */
  36871. get: function () {
  36872. return Material._LineLoopDrawMode;
  36873. },
  36874. enumerable: true,
  36875. configurable: true
  36876. });
  36877. Object.defineProperty(Material, "LineStripDrawMode", {
  36878. /**
  36879. * Returns the line strip draw mode
  36880. */
  36881. get: function () {
  36882. return Material._LineStripDrawMode;
  36883. },
  36884. enumerable: true,
  36885. configurable: true
  36886. });
  36887. Object.defineProperty(Material, "TriangleStripDrawMode", {
  36888. /**
  36889. * Returns the triangle strip draw mode
  36890. */
  36891. get: function () {
  36892. return Material._TriangleStripDrawMode;
  36893. },
  36894. enumerable: true,
  36895. configurable: true
  36896. });
  36897. Object.defineProperty(Material, "TriangleFanDrawMode", {
  36898. /**
  36899. * Returns the triangle fan draw mode
  36900. */
  36901. get: function () {
  36902. return Material._TriangleFanDrawMode;
  36903. },
  36904. enumerable: true,
  36905. configurable: true
  36906. });
  36907. Object.defineProperty(Material, "ClockWiseSideOrientation", {
  36908. /**
  36909. * Returns the clock-wise side orientation
  36910. */
  36911. get: function () {
  36912. return Material._ClockWiseSideOrientation;
  36913. },
  36914. enumerable: true,
  36915. configurable: true
  36916. });
  36917. Object.defineProperty(Material, "CounterClockWiseSideOrientation", {
  36918. /**
  36919. * Returns the counter clock-wise side orientation
  36920. */
  36921. get: function () {
  36922. return Material._CounterClockWiseSideOrientation;
  36923. },
  36924. enumerable: true,
  36925. configurable: true
  36926. });
  36927. Object.defineProperty(Material.prototype, "alpha", {
  36928. /**
  36929. * Gets the alpha value of the material
  36930. */
  36931. get: function () {
  36932. return this._alpha;
  36933. },
  36934. /**
  36935. * Sets the alpha value of the material
  36936. */
  36937. set: function (value) {
  36938. if (this._alpha === value) {
  36939. return;
  36940. }
  36941. this._alpha = value;
  36942. this.markAsDirty(Material.MiscDirtyFlag);
  36943. },
  36944. enumerable: true,
  36945. configurable: true
  36946. });
  36947. Object.defineProperty(Material.prototype, "backFaceCulling", {
  36948. /**
  36949. * Gets the back-face culling state
  36950. */
  36951. get: function () {
  36952. return this._backFaceCulling;
  36953. },
  36954. /**
  36955. * Sets the back-face culling state
  36956. */
  36957. set: function (value) {
  36958. if (this._backFaceCulling === value) {
  36959. return;
  36960. }
  36961. this._backFaceCulling = value;
  36962. this.markAsDirty(Material.TextureDirtyFlag);
  36963. },
  36964. enumerable: true,
  36965. configurable: true
  36966. });
  36967. Object.defineProperty(Material.prototype, "hasRenderTargetTextures", {
  36968. /**
  36969. * Gets a boolean indicating that current material needs to register RTT
  36970. */
  36971. get: function () {
  36972. return false;
  36973. },
  36974. enumerable: true,
  36975. configurable: true
  36976. });
  36977. Object.defineProperty(Material.prototype, "onDispose", {
  36978. /**
  36979. * Called during a dispose event
  36980. */
  36981. set: function (callback) {
  36982. if (this._onDisposeObserver) {
  36983. this.onDisposeObservable.remove(this._onDisposeObserver);
  36984. }
  36985. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  36986. },
  36987. enumerable: true,
  36988. configurable: true
  36989. });
  36990. Object.defineProperty(Material.prototype, "onBindObservable", {
  36991. /**
  36992. * An event triggered when the material is bound
  36993. */
  36994. get: function () {
  36995. if (!this._onBindObservable) {
  36996. this._onBindObservable = new BABYLON.Observable();
  36997. }
  36998. return this._onBindObservable;
  36999. },
  37000. enumerable: true,
  37001. configurable: true
  37002. });
  37003. Object.defineProperty(Material.prototype, "onBind", {
  37004. /**
  37005. * Called during a bind event
  37006. */
  37007. set: function (callback) {
  37008. if (this._onBindObserver) {
  37009. this.onBindObservable.remove(this._onBindObserver);
  37010. }
  37011. this._onBindObserver = this.onBindObservable.add(callback);
  37012. },
  37013. enumerable: true,
  37014. configurable: true
  37015. });
  37016. Object.defineProperty(Material.prototype, "onUnBindObservable", {
  37017. /**
  37018. * An event triggered when the material is unbound
  37019. */
  37020. get: function () {
  37021. if (!this._onUnBindObservable) {
  37022. this._onUnBindObservable = new BABYLON.Observable();
  37023. }
  37024. return this._onUnBindObservable;
  37025. },
  37026. enumerable: true,
  37027. configurable: true
  37028. });
  37029. Object.defineProperty(Material.prototype, "alphaMode", {
  37030. /**
  37031. * Gets the value of the alpha mode
  37032. */
  37033. get: function () {
  37034. return this._alphaMode;
  37035. },
  37036. /**
  37037. * Sets the value of the alpha mode.
  37038. *
  37039. * | Value | Type | Description |
  37040. * | --- | --- | --- |
  37041. * | 0 | ALPHA_DISABLE | |
  37042. * | 1 | ALPHA_ADD | |
  37043. * | 2 | ALPHA_COMBINE | |
  37044. * | 3 | ALPHA_SUBTRACT | |
  37045. * | 4 | ALPHA_MULTIPLY | |
  37046. * | 5 | ALPHA_MAXIMIZED | |
  37047. * | 6 | ALPHA_ONEONE | |
  37048. * | 7 | ALPHA_PREMULTIPLIED | |
  37049. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  37050. * | 9 | ALPHA_INTERPOLATE | |
  37051. * | 10 | ALPHA_SCREENMODE | |
  37052. *
  37053. */
  37054. set: function (value) {
  37055. if (this._alphaMode === value) {
  37056. return;
  37057. }
  37058. this._alphaMode = value;
  37059. this.markAsDirty(Material.TextureDirtyFlag);
  37060. },
  37061. enumerable: true,
  37062. configurable: true
  37063. });
  37064. Object.defineProperty(Material.prototype, "needDepthPrePass", {
  37065. /**
  37066. * Gets the depth pre-pass value
  37067. */
  37068. get: function () {
  37069. return this._needDepthPrePass;
  37070. },
  37071. /**
  37072. * Sets the need depth pre-pass value
  37073. */
  37074. set: function (value) {
  37075. if (this._needDepthPrePass === value) {
  37076. return;
  37077. }
  37078. this._needDepthPrePass = value;
  37079. if (this._needDepthPrePass) {
  37080. this.checkReadyOnEveryCall = true;
  37081. }
  37082. },
  37083. enumerable: true,
  37084. configurable: true
  37085. });
  37086. Object.defineProperty(Material.prototype, "fogEnabled", {
  37087. /**
  37088. * Gets the value of the fog enabled state
  37089. */
  37090. get: function () {
  37091. return this._fogEnabled;
  37092. },
  37093. /**
  37094. * Sets the state for enabling fog
  37095. */
  37096. set: function (value) {
  37097. if (this._fogEnabled === value) {
  37098. return;
  37099. }
  37100. this._fogEnabled = value;
  37101. this.markAsDirty(Material.MiscDirtyFlag);
  37102. },
  37103. enumerable: true,
  37104. configurable: true
  37105. });
  37106. Object.defineProperty(Material.prototype, "wireframe", {
  37107. /**
  37108. * Gets a value specifying if wireframe mode is enabled
  37109. */
  37110. get: function () {
  37111. switch (this._fillMode) {
  37112. case Material.WireFrameFillMode:
  37113. case Material.LineListDrawMode:
  37114. case Material.LineLoopDrawMode:
  37115. case Material.LineStripDrawMode:
  37116. return true;
  37117. }
  37118. return this._scene.forceWireframe;
  37119. },
  37120. /**
  37121. * Sets the state of wireframe mode
  37122. */
  37123. set: function (value) {
  37124. this.fillMode = (value ? Material.WireFrameFillMode : Material.TriangleFillMode);
  37125. },
  37126. enumerable: true,
  37127. configurable: true
  37128. });
  37129. Object.defineProperty(Material.prototype, "pointsCloud", {
  37130. /**
  37131. * Gets the value specifying if point clouds are enabled
  37132. */
  37133. get: function () {
  37134. switch (this._fillMode) {
  37135. case Material.PointFillMode:
  37136. case Material.PointListDrawMode:
  37137. return true;
  37138. }
  37139. return this._scene.forcePointsCloud;
  37140. },
  37141. /**
  37142. * Sets the state of point cloud mode
  37143. */
  37144. set: function (value) {
  37145. this.fillMode = (value ? Material.PointFillMode : Material.TriangleFillMode);
  37146. },
  37147. enumerable: true,
  37148. configurable: true
  37149. });
  37150. Object.defineProperty(Material.prototype, "fillMode", {
  37151. /**
  37152. * Gets the material fill mode
  37153. */
  37154. get: function () {
  37155. return this._fillMode;
  37156. },
  37157. /**
  37158. * Sets the material fill mode
  37159. */
  37160. set: function (value) {
  37161. if (this._fillMode === value) {
  37162. return;
  37163. }
  37164. this._fillMode = value;
  37165. this.markAsDirty(Material.MiscDirtyFlag);
  37166. },
  37167. enumerable: true,
  37168. configurable: true
  37169. });
  37170. /**
  37171. * Returns a string representation of the current material
  37172. * @param fullDetails defines a boolean indicating which levels of logging is desired
  37173. * @returns a string with material information
  37174. */
  37175. Material.prototype.toString = function (fullDetails) {
  37176. var ret = "Name: " + this.name;
  37177. if (fullDetails) {
  37178. }
  37179. return ret;
  37180. };
  37181. /**
  37182. * Gets the class name of the material
  37183. * @returns a string with the class name of the material
  37184. */
  37185. Material.prototype.getClassName = function () {
  37186. return "Material";
  37187. };
  37188. Object.defineProperty(Material.prototype, "isFrozen", {
  37189. /**
  37190. * Specifies if updates for the material been locked
  37191. */
  37192. get: function () {
  37193. return this.checkReadyOnlyOnce;
  37194. },
  37195. enumerable: true,
  37196. configurable: true
  37197. });
  37198. /**
  37199. * Locks updates for the material
  37200. */
  37201. Material.prototype.freeze = function () {
  37202. this.checkReadyOnlyOnce = true;
  37203. };
  37204. /**
  37205. * Unlocks updates for the material
  37206. */
  37207. Material.prototype.unfreeze = function () {
  37208. this.checkReadyOnlyOnce = false;
  37209. };
  37210. /**
  37211. * Specifies if the material is ready to be used
  37212. * @param mesh defines the mesh to check
  37213. * @param useInstances specifies if instances should be used
  37214. * @returns a boolean indicating if the material is ready to be used
  37215. */
  37216. Material.prototype.isReady = function (mesh, useInstances) {
  37217. return true;
  37218. };
  37219. /**
  37220. * Specifies that the submesh is ready to be used
  37221. * @param mesh defines the mesh to check
  37222. * @param subMesh defines which submesh to check
  37223. * @param useInstances specifies that instances should be used
  37224. * @returns a boolean indicating that the submesh is ready or not
  37225. */
  37226. Material.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  37227. return false;
  37228. };
  37229. /**
  37230. * Returns the material effect
  37231. * @returns the effect associated with the material
  37232. */
  37233. Material.prototype.getEffect = function () {
  37234. return this._effect;
  37235. };
  37236. /**
  37237. * Returns the current scene
  37238. * @returns a Scene
  37239. */
  37240. Material.prototype.getScene = function () {
  37241. return this._scene;
  37242. };
  37243. /**
  37244. * Specifies if the material will require alpha blending
  37245. * @returns a boolean specifying if alpha blending is needed
  37246. */
  37247. Material.prototype.needAlphaBlending = function () {
  37248. return (this.alpha < 1.0);
  37249. };
  37250. /**
  37251. * Specifies if the mesh will require alpha blending
  37252. * @param mesh defines the mesh to check
  37253. * @returns a boolean specifying if alpha blending is needed for the mesh
  37254. */
  37255. Material.prototype.needAlphaBlendingForMesh = function (mesh) {
  37256. return this.needAlphaBlending() || (mesh.visibility < 1.0) || mesh.hasVertexAlpha;
  37257. };
  37258. /**
  37259. * Specifies if this material should be rendered in alpha test mode
  37260. * @returns a boolean specifying if an alpha test is needed.
  37261. */
  37262. Material.prototype.needAlphaTesting = function () {
  37263. return false;
  37264. };
  37265. /**
  37266. * Gets the texture used for the alpha test
  37267. * @returns the texture to use for alpha testing
  37268. */
  37269. Material.prototype.getAlphaTestTexture = function () {
  37270. return null;
  37271. };
  37272. /**
  37273. * Marks the material to indicate that it needs to be re-calculated
  37274. */
  37275. Material.prototype.markDirty = function () {
  37276. this._wasPreviouslyReady = false;
  37277. };
  37278. /** @hidden */
  37279. Material.prototype._preBind = function (effect, overrideOrientation) {
  37280. if (overrideOrientation === void 0) { overrideOrientation = null; }
  37281. var engine = this._scene.getEngine();
  37282. var orientation = (overrideOrientation == null) ? this.sideOrientation : overrideOrientation;
  37283. var reverse = orientation === Material.ClockWiseSideOrientation;
  37284. engine.enableEffect(effect ? effect : this._effect);
  37285. engine.setState(this.backFaceCulling, this.zOffset, false, reverse);
  37286. return reverse;
  37287. };
  37288. /**
  37289. * Binds the material to the mesh
  37290. * @param world defines the world transformation matrix
  37291. * @param mesh defines the mesh to bind the material to
  37292. */
  37293. Material.prototype.bind = function (world, mesh) {
  37294. };
  37295. /**
  37296. * Binds the submesh to the material
  37297. * @param world defines the world transformation matrix
  37298. * @param mesh defines the mesh containing the submesh
  37299. * @param subMesh defines the submesh to bind the material to
  37300. */
  37301. Material.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  37302. };
  37303. /**
  37304. * Binds the world matrix to the material
  37305. * @param world defines the world transformation matrix
  37306. */
  37307. Material.prototype.bindOnlyWorldMatrix = function (world) {
  37308. };
  37309. /**
  37310. * Binds the scene's uniform buffer to the effect.
  37311. * @param effect defines the effect to bind to the scene uniform buffer
  37312. * @param sceneUbo defines the uniform buffer storing scene data
  37313. */
  37314. Material.prototype.bindSceneUniformBuffer = function (effect, sceneUbo) {
  37315. sceneUbo.bindToEffect(effect, "Scene");
  37316. };
  37317. /**
  37318. * Binds the view matrix to the effect
  37319. * @param effect defines the effect to bind the view matrix to
  37320. */
  37321. Material.prototype.bindView = function (effect) {
  37322. if (!this._useUBO) {
  37323. effect.setMatrix("view", this.getScene().getViewMatrix());
  37324. }
  37325. else {
  37326. this.bindSceneUniformBuffer(effect, this.getScene().getSceneUniformBuffer());
  37327. }
  37328. };
  37329. /**
  37330. * Binds the view projection matrix to the effect
  37331. * @param effect defines the effect to bind the view projection matrix to
  37332. */
  37333. Material.prototype.bindViewProjection = function (effect) {
  37334. if (!this._useUBO) {
  37335. effect.setMatrix("viewProjection", this.getScene().getTransformMatrix());
  37336. }
  37337. else {
  37338. this.bindSceneUniformBuffer(effect, this.getScene().getSceneUniformBuffer());
  37339. }
  37340. };
  37341. /**
  37342. * Specifies if material alpha testing should be turned on for the mesh
  37343. * @param mesh defines the mesh to check
  37344. */
  37345. Material.prototype._shouldTurnAlphaTestOn = function (mesh) {
  37346. return (!this.needAlphaBlendingForMesh(mesh) && this.needAlphaTesting());
  37347. };
  37348. /**
  37349. * Processes to execute after binding the material to a mesh
  37350. * @param mesh defines the rendered mesh
  37351. */
  37352. Material.prototype._afterBind = function (mesh) {
  37353. this._scene._cachedMaterial = this;
  37354. if (mesh) {
  37355. this._scene._cachedVisibility = mesh.visibility;
  37356. }
  37357. else {
  37358. this._scene._cachedVisibility = 1;
  37359. }
  37360. if (this._onBindObservable && mesh) {
  37361. this._onBindObservable.notifyObservers(mesh);
  37362. }
  37363. if (this.disableDepthWrite) {
  37364. var engine = this._scene.getEngine();
  37365. this._cachedDepthWriteState = engine.getDepthWrite();
  37366. engine.setDepthWrite(false);
  37367. }
  37368. };
  37369. /**
  37370. * Unbinds the material from the mesh
  37371. */
  37372. Material.prototype.unbind = function () {
  37373. if (this._onUnBindObservable) {
  37374. this._onUnBindObservable.notifyObservers(this);
  37375. }
  37376. if (this.disableDepthWrite) {
  37377. var engine = this._scene.getEngine();
  37378. engine.setDepthWrite(this._cachedDepthWriteState);
  37379. }
  37380. };
  37381. /**
  37382. * Gets the active textures from the material
  37383. * @returns an array of textures
  37384. */
  37385. Material.prototype.getActiveTextures = function () {
  37386. return [];
  37387. };
  37388. /**
  37389. * Specifies if the material uses a texture
  37390. * @param texture defines the texture to check against the material
  37391. * @returns a boolean specifying if the material uses the texture
  37392. */
  37393. Material.prototype.hasTexture = function (texture) {
  37394. return false;
  37395. };
  37396. /**
  37397. * Makes a duplicate of the material, and gives it a new name
  37398. * @param name defines the new name for the duplicated material
  37399. * @returns the cloned material
  37400. */
  37401. Material.prototype.clone = function (name) {
  37402. return null;
  37403. };
  37404. /**
  37405. * Gets the meshes bound to the material
  37406. * @returns an array of meshes bound to the material
  37407. */
  37408. Material.prototype.getBindedMeshes = function () {
  37409. var _this = this;
  37410. if (this.meshMap) {
  37411. var result = new Array();
  37412. for (var meshId in this.meshMap) {
  37413. var mesh = this.meshMap[meshId];
  37414. if (mesh) {
  37415. result.push(mesh);
  37416. }
  37417. }
  37418. return result;
  37419. }
  37420. else {
  37421. var meshes = this._scene.meshes;
  37422. return meshes.filter(function (mesh) { return mesh.material === _this; });
  37423. }
  37424. };
  37425. /**
  37426. * Force shader compilation
  37427. * @param mesh defines the mesh associated with this material
  37428. * @param onCompiled defines a function to execute once the material is compiled
  37429. * @param options defines the options to configure the compilation
  37430. */
  37431. Material.prototype.forceCompilation = function (mesh, onCompiled, options) {
  37432. var _this = this;
  37433. var localOptions = __assign({ clipPlane: false }, options);
  37434. var subMesh = new BABYLON.BaseSubMesh();
  37435. var scene = this.getScene();
  37436. var checkReady = function () {
  37437. if (!_this._scene || !_this._scene.getEngine()) {
  37438. return;
  37439. }
  37440. if (subMesh._materialDefines) {
  37441. subMesh._materialDefines._renderId = -1;
  37442. }
  37443. var clipPlaneState = scene.clipPlane;
  37444. if (localOptions.clipPlane) {
  37445. scene.clipPlane = new BABYLON.Plane(0, 0, 0, 1);
  37446. }
  37447. if (_this._storeEffectOnSubMeshes) {
  37448. if (_this.isReadyForSubMesh(mesh, subMesh)) {
  37449. if (onCompiled) {
  37450. onCompiled(_this);
  37451. }
  37452. }
  37453. else {
  37454. setTimeout(checkReady, 16);
  37455. }
  37456. }
  37457. else {
  37458. if (_this.isReady(mesh)) {
  37459. if (onCompiled) {
  37460. onCompiled(_this);
  37461. }
  37462. }
  37463. else {
  37464. setTimeout(checkReady, 16);
  37465. }
  37466. }
  37467. if (localOptions.clipPlane) {
  37468. scene.clipPlane = clipPlaneState;
  37469. }
  37470. };
  37471. checkReady();
  37472. };
  37473. /**
  37474. * Force shader compilation
  37475. * @param mesh defines the mesh that will use this material
  37476. * @param options defines additional options for compiling the shaders
  37477. * @returns a promise that resolves when the compilation completes
  37478. */
  37479. Material.prototype.forceCompilationAsync = function (mesh, options) {
  37480. var _this = this;
  37481. return new Promise(function (resolve) {
  37482. _this.forceCompilation(mesh, function () {
  37483. resolve();
  37484. }, options);
  37485. });
  37486. };
  37487. /**
  37488. * Marks a define in the material to indicate that it needs to be re-computed
  37489. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  37490. */
  37491. Material.prototype.markAsDirty = function (flag) {
  37492. if (this.getScene().blockMaterialDirtyMechanism) {
  37493. return;
  37494. }
  37495. Material._DirtyCallbackArray.length = 0;
  37496. if (flag & Material.TextureDirtyFlag) {
  37497. Material._DirtyCallbackArray.push(Material._TextureDirtyCallBack);
  37498. }
  37499. if (flag & Material.LightDirtyFlag) {
  37500. Material._DirtyCallbackArray.push(Material._LightsDirtyCallBack);
  37501. }
  37502. if (flag & Material.FresnelDirtyFlag) {
  37503. Material._DirtyCallbackArray.push(Material._FresnelDirtyCallBack);
  37504. }
  37505. if (flag & Material.AttributesDirtyFlag) {
  37506. Material._DirtyCallbackArray.push(Material._AttributeDirtyCallBack);
  37507. }
  37508. if (flag & Material.MiscDirtyFlag) {
  37509. Material._DirtyCallbackArray.push(Material._MiscDirtyCallBack);
  37510. }
  37511. if (Material._DirtyCallbackArray.length) {
  37512. this._markAllSubMeshesAsDirty(Material._RunDirtyCallBacks);
  37513. }
  37514. this.getScene().resetCachedMaterial();
  37515. };
  37516. /**
  37517. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  37518. * @param func defines a function which checks material defines against the submeshes
  37519. */
  37520. Material.prototype._markAllSubMeshesAsDirty = function (func) {
  37521. if (this.getScene().blockMaterialDirtyMechanism) {
  37522. return;
  37523. }
  37524. var meshes = this.getScene().meshes;
  37525. for (var _i = 0, meshes_1 = meshes; _i < meshes_1.length; _i++) {
  37526. var mesh = meshes_1[_i];
  37527. if (!mesh.subMeshes) {
  37528. continue;
  37529. }
  37530. for (var _a = 0, _b = mesh.subMeshes; _a < _b.length; _a++) {
  37531. var subMesh = _b[_a];
  37532. if (subMesh.getMaterial() !== this) {
  37533. continue;
  37534. }
  37535. if (!subMesh._materialDefines) {
  37536. continue;
  37537. }
  37538. func(subMesh._materialDefines);
  37539. }
  37540. }
  37541. };
  37542. /**
  37543. * Indicates that image processing needs to be re-calculated for all submeshes
  37544. */
  37545. Material.prototype._markAllSubMeshesAsImageProcessingDirty = function () {
  37546. this._markAllSubMeshesAsDirty(Material._ImageProcessingDirtyCallBack);
  37547. };
  37548. /**
  37549. * Indicates that textures need to be re-calculated for all submeshes
  37550. */
  37551. Material.prototype._markAllSubMeshesAsTexturesDirty = function () {
  37552. this._markAllSubMeshesAsDirty(Material._TextureDirtyCallBack);
  37553. };
  37554. /**
  37555. * Indicates that fresnel needs to be re-calculated for all submeshes
  37556. */
  37557. Material.prototype._markAllSubMeshesAsFresnelDirty = function () {
  37558. this._markAllSubMeshesAsDirty(Material._FresnelDirtyCallBack);
  37559. };
  37560. /**
  37561. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  37562. */
  37563. Material.prototype._markAllSubMeshesAsFresnelAndMiscDirty = function () {
  37564. this._markAllSubMeshesAsDirty(Material._FresnelAndMiscDirtyCallBack);
  37565. };
  37566. /**
  37567. * Indicates that lights need to be re-calculated for all submeshes
  37568. */
  37569. Material.prototype._markAllSubMeshesAsLightsDirty = function () {
  37570. this._markAllSubMeshesAsDirty(Material._LightsDirtyCallBack);
  37571. };
  37572. /**
  37573. * Indicates that attributes need to be re-calculated for all submeshes
  37574. */
  37575. Material.prototype._markAllSubMeshesAsAttributesDirty = function () {
  37576. this._markAllSubMeshesAsDirty(Material._AttributeDirtyCallBack);
  37577. };
  37578. /**
  37579. * Indicates that misc needs to be re-calculated for all submeshes
  37580. */
  37581. Material.prototype._markAllSubMeshesAsMiscDirty = function () {
  37582. this._markAllSubMeshesAsDirty(Material._MiscDirtyCallBack);
  37583. };
  37584. /**
  37585. * Indicates that textures and misc need to be re-calculated for all submeshes
  37586. */
  37587. Material.prototype._markAllSubMeshesAsTexturesAndMiscDirty = function () {
  37588. this._markAllSubMeshesAsDirty(Material._TextureAndMiscDirtyCallBack);
  37589. };
  37590. /**
  37591. * Disposes the material
  37592. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  37593. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  37594. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  37595. */
  37596. Material.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures, notBoundToMesh) {
  37597. var scene = this.getScene();
  37598. // Animations
  37599. scene.stopAnimation(this);
  37600. scene.freeProcessedMaterials();
  37601. // Remove from scene
  37602. scene.removeMaterial(this);
  37603. if (notBoundToMesh !== true) {
  37604. // Remove from meshes
  37605. if (this.meshMap) {
  37606. for (var meshId in this.meshMap) {
  37607. var mesh = this.meshMap[meshId];
  37608. if (mesh) {
  37609. mesh.material = null; // will set the entry in the map to undefined
  37610. this.releaseVertexArrayObject(mesh, forceDisposeEffect);
  37611. }
  37612. }
  37613. }
  37614. else {
  37615. var meshes = scene.meshes;
  37616. for (var _i = 0, meshes_2 = meshes; _i < meshes_2.length; _i++) {
  37617. var mesh = meshes_2[_i];
  37618. if (mesh.material === this) {
  37619. mesh.material = null;
  37620. this.releaseVertexArrayObject(mesh, forceDisposeEffect);
  37621. }
  37622. }
  37623. }
  37624. }
  37625. this._uniformBuffer.dispose();
  37626. // Shader are kept in cache for further use but we can get rid of this by using forceDisposeEffect
  37627. if (forceDisposeEffect && this._effect) {
  37628. if (!this._storeEffectOnSubMeshes) {
  37629. scene.getEngine()._releaseEffect(this._effect);
  37630. }
  37631. this._effect = null;
  37632. }
  37633. // Callback
  37634. this.onDisposeObservable.notifyObservers(this);
  37635. this.onDisposeObservable.clear();
  37636. if (this._onBindObservable) {
  37637. this._onBindObservable.clear();
  37638. }
  37639. if (this._onUnBindObservable) {
  37640. this._onUnBindObservable.clear();
  37641. }
  37642. };
  37643. /** @hidden */
  37644. Material.prototype.releaseVertexArrayObject = function (mesh, forceDisposeEffect) {
  37645. if (mesh.geometry) {
  37646. var geometry = (mesh.geometry);
  37647. var scene = this.getScene();
  37648. if (this._storeEffectOnSubMeshes) {
  37649. for (var _i = 0, _a = mesh.subMeshes; _i < _a.length; _i++) {
  37650. var subMesh = _a[_i];
  37651. geometry._releaseVertexArrayObject(subMesh._materialEffect);
  37652. if (forceDisposeEffect && subMesh._materialEffect) {
  37653. scene.getEngine()._releaseEffect(subMesh._materialEffect);
  37654. }
  37655. }
  37656. }
  37657. else {
  37658. geometry._releaseVertexArrayObject(this._effect);
  37659. }
  37660. }
  37661. };
  37662. /**
  37663. * Serializes this material
  37664. * @returns the serialized material object
  37665. */
  37666. Material.prototype.serialize = function () {
  37667. return BABYLON.SerializationHelper.Serialize(this);
  37668. };
  37669. /**
  37670. * Creates a MultiMaterial from parsed MultiMaterial data.
  37671. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  37672. * @param scene defines the hosting scene
  37673. * @returns a new MultiMaterial
  37674. */
  37675. Material.ParseMultiMaterial = function (parsedMultiMaterial, scene) {
  37676. var multiMaterial = new BABYLON.MultiMaterial(parsedMultiMaterial.name, scene);
  37677. multiMaterial.id = parsedMultiMaterial.id;
  37678. if (BABYLON.Tags) {
  37679. BABYLON.Tags.AddTagsTo(multiMaterial, parsedMultiMaterial.tags);
  37680. }
  37681. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  37682. var subMatId = parsedMultiMaterial.materials[matIndex];
  37683. if (subMatId) {
  37684. multiMaterial.subMaterials.push(scene.getMaterialByID(subMatId));
  37685. }
  37686. else {
  37687. multiMaterial.subMaterials.push(null);
  37688. }
  37689. }
  37690. return multiMaterial;
  37691. };
  37692. /**
  37693. * Creates a material from parsed material data
  37694. * @param parsedMaterial defines parsed material data
  37695. * @param scene defines the hosting scene
  37696. * @param rootUrl defines the root URL to use to load textures
  37697. * @returns a new material
  37698. */
  37699. Material.Parse = function (parsedMaterial, scene, rootUrl) {
  37700. if (!parsedMaterial.customType || parsedMaterial.customType === "BABYLON.StandardMaterial") {
  37701. return BABYLON.StandardMaterial.Parse(parsedMaterial, scene, rootUrl);
  37702. }
  37703. if (parsedMaterial.customType === "BABYLON.PBRMaterial" && parsedMaterial.overloadedAlbedo) {
  37704. parsedMaterial.customType = "BABYLON.LegacyPBRMaterial";
  37705. if (!BABYLON.LegacyPBRMaterial) {
  37706. BABYLON.Tools.Error("Your scene is trying to load a legacy version of the PBRMaterial, please, include it from the materials library.");
  37707. return;
  37708. }
  37709. }
  37710. var materialType = BABYLON.Tools.Instantiate(parsedMaterial.customType);
  37711. return materialType.Parse(parsedMaterial, scene, rootUrl);
  37712. };
  37713. // Triangle views
  37714. Material._TriangleFillMode = 0;
  37715. Material._WireFrameFillMode = 1;
  37716. Material._PointFillMode = 2;
  37717. // Draw modes
  37718. Material._PointListDrawMode = 3;
  37719. Material._LineListDrawMode = 4;
  37720. Material._LineLoopDrawMode = 5;
  37721. Material._LineStripDrawMode = 6;
  37722. Material._TriangleStripDrawMode = 7;
  37723. Material._TriangleFanDrawMode = 8;
  37724. /**
  37725. * Stores the clock-wise side orientation
  37726. */
  37727. Material._ClockWiseSideOrientation = 0;
  37728. /**
  37729. * Stores the counter clock-wise side orientation
  37730. */
  37731. Material._CounterClockWiseSideOrientation = 1;
  37732. /**
  37733. * The dirty texture flag value
  37734. */
  37735. Material.TextureDirtyFlag = 1;
  37736. /**
  37737. * The dirty light flag value
  37738. */
  37739. Material.LightDirtyFlag = 2;
  37740. /**
  37741. * The dirty fresnel flag value
  37742. */
  37743. Material.FresnelDirtyFlag = 4;
  37744. /**
  37745. * The dirty attribute flag value
  37746. */
  37747. Material.AttributesDirtyFlag = 8;
  37748. /**
  37749. * The dirty misc flag value
  37750. */
  37751. Material.MiscDirtyFlag = 16;
  37752. /**
  37753. * The all dirty flag value
  37754. */
  37755. Material.AllDirtyFlag = 31;
  37756. Material._ImageProcessingDirtyCallBack = function (defines) { return defines.markAsImageProcessingDirty(); };
  37757. Material._TextureDirtyCallBack = function (defines) { return defines.markAsTexturesDirty(); };
  37758. Material._FresnelDirtyCallBack = function (defines) { return defines.markAsFresnelDirty(); };
  37759. Material._MiscDirtyCallBack = function (defines) { return defines.markAsMiscDirty(); };
  37760. Material._LightsDirtyCallBack = function (defines) { return defines.markAsLightDirty(); };
  37761. Material._AttributeDirtyCallBack = function (defines) { return defines.markAsAttributesDirty(); };
  37762. Material._FresnelAndMiscDirtyCallBack = function (defines) {
  37763. Material._FresnelDirtyCallBack(defines);
  37764. Material._MiscDirtyCallBack(defines);
  37765. };
  37766. Material._TextureAndMiscDirtyCallBack = function (defines) {
  37767. Material._TextureDirtyCallBack(defines);
  37768. Material._MiscDirtyCallBack(defines);
  37769. };
  37770. Material._DirtyCallbackArray = [];
  37771. Material._RunDirtyCallBacks = function (defines) {
  37772. for (var _i = 0, _a = Material._DirtyCallbackArray; _i < _a.length; _i++) {
  37773. var cb = _a[_i];
  37774. cb(defines);
  37775. }
  37776. };
  37777. __decorate([
  37778. BABYLON.serialize()
  37779. ], Material.prototype, "id", void 0);
  37780. __decorate([
  37781. BABYLON.serialize()
  37782. ], Material.prototype, "uniqueId", void 0);
  37783. __decorate([
  37784. BABYLON.serialize()
  37785. ], Material.prototype, "name", void 0);
  37786. __decorate([
  37787. BABYLON.serialize()
  37788. ], Material.prototype, "checkReadyOnEveryCall", void 0);
  37789. __decorate([
  37790. BABYLON.serialize()
  37791. ], Material.prototype, "checkReadyOnlyOnce", void 0);
  37792. __decorate([
  37793. BABYLON.serialize()
  37794. ], Material.prototype, "state", void 0);
  37795. __decorate([
  37796. BABYLON.serialize("alpha")
  37797. ], Material.prototype, "_alpha", void 0);
  37798. __decorate([
  37799. BABYLON.serialize("backFaceCulling")
  37800. ], Material.prototype, "_backFaceCulling", void 0);
  37801. __decorate([
  37802. BABYLON.serialize()
  37803. ], Material.prototype, "sideOrientation", void 0);
  37804. __decorate([
  37805. BABYLON.serialize("alphaMode")
  37806. ], Material.prototype, "_alphaMode", void 0);
  37807. __decorate([
  37808. BABYLON.serialize()
  37809. ], Material.prototype, "_needDepthPrePass", void 0);
  37810. __decorate([
  37811. BABYLON.serialize()
  37812. ], Material.prototype, "disableDepthWrite", void 0);
  37813. __decorate([
  37814. BABYLON.serialize()
  37815. ], Material.prototype, "forceDepthWrite", void 0);
  37816. __decorate([
  37817. BABYLON.serialize()
  37818. ], Material.prototype, "separateCullingPass", void 0);
  37819. __decorate([
  37820. BABYLON.serialize("fogEnabled")
  37821. ], Material.prototype, "_fogEnabled", void 0);
  37822. __decorate([
  37823. BABYLON.serialize()
  37824. ], Material.prototype, "pointSize", void 0);
  37825. __decorate([
  37826. BABYLON.serialize()
  37827. ], Material.prototype, "zOffset", void 0);
  37828. __decorate([
  37829. BABYLON.serialize()
  37830. ], Material.prototype, "wireframe", null);
  37831. __decorate([
  37832. BABYLON.serialize()
  37833. ], Material.prototype, "pointsCloud", null);
  37834. __decorate([
  37835. BABYLON.serialize()
  37836. ], Material.prototype, "fillMode", null);
  37837. return Material;
  37838. }());
  37839. BABYLON.Material = Material;
  37840. })(BABYLON || (BABYLON = {}));
  37841. //# sourceMappingURL=babylon.material.js.map
  37842. var BABYLON;
  37843. (function (BABYLON) {
  37844. /**
  37845. * Uniform buffer objects.
  37846. *
  37847. * Handles blocks of uniform on the GPU.
  37848. *
  37849. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  37850. *
  37851. * For more information, please refer to :
  37852. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  37853. */
  37854. var UniformBuffer = /** @class */ (function () {
  37855. /**
  37856. * Instantiates a new Uniform buffer objects.
  37857. *
  37858. * Handles blocks of uniform on the GPU.
  37859. *
  37860. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  37861. *
  37862. * For more information, please refer to :
  37863. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  37864. * @param engine Define the engine the buffer is associated with
  37865. * @param data Define the data contained in the buffer
  37866. * @param dynamic Define if the buffer is updatable
  37867. */
  37868. function UniformBuffer(engine, data, dynamic) {
  37869. this._engine = engine;
  37870. this._noUBO = !engine.supportsUniformBuffers;
  37871. this._dynamic = dynamic;
  37872. this._data = data || [];
  37873. this._uniformLocations = {};
  37874. this._uniformSizes = {};
  37875. this._uniformLocationPointer = 0;
  37876. this._needSync = false;
  37877. if (this._noUBO) {
  37878. this.updateMatrix3x3 = this._updateMatrix3x3ForEffect;
  37879. this.updateMatrix2x2 = this._updateMatrix2x2ForEffect;
  37880. this.updateFloat = this._updateFloatForEffect;
  37881. this.updateFloat2 = this._updateFloat2ForEffect;
  37882. this.updateFloat3 = this._updateFloat3ForEffect;
  37883. this.updateFloat4 = this._updateFloat4ForEffect;
  37884. this.updateMatrix = this._updateMatrixForEffect;
  37885. this.updateVector3 = this._updateVector3ForEffect;
  37886. this.updateVector4 = this._updateVector4ForEffect;
  37887. this.updateColor3 = this._updateColor3ForEffect;
  37888. this.updateColor4 = this._updateColor4ForEffect;
  37889. }
  37890. else {
  37891. this._engine._uniformBuffers.push(this);
  37892. this.updateMatrix3x3 = this._updateMatrix3x3ForUniform;
  37893. this.updateMatrix2x2 = this._updateMatrix2x2ForUniform;
  37894. this.updateFloat = this._updateFloatForUniform;
  37895. this.updateFloat2 = this._updateFloat2ForUniform;
  37896. this.updateFloat3 = this._updateFloat3ForUniform;
  37897. this.updateFloat4 = this._updateFloat4ForUniform;
  37898. this.updateMatrix = this._updateMatrixForUniform;
  37899. this.updateVector3 = this._updateVector3ForUniform;
  37900. this.updateVector4 = this._updateVector4ForUniform;
  37901. this.updateColor3 = this._updateColor3ForUniform;
  37902. this.updateColor4 = this._updateColor4ForUniform;
  37903. }
  37904. }
  37905. Object.defineProperty(UniformBuffer.prototype, "useUbo", {
  37906. /**
  37907. * Indicates if the buffer is using the WebGL2 UBO implementation,
  37908. * or just falling back on setUniformXXX calls.
  37909. */
  37910. get: function () {
  37911. return !this._noUBO;
  37912. },
  37913. enumerable: true,
  37914. configurable: true
  37915. });
  37916. Object.defineProperty(UniformBuffer.prototype, "isSync", {
  37917. /**
  37918. * Indicates if the WebGL underlying uniform buffer is in sync
  37919. * with the javascript cache data.
  37920. */
  37921. get: function () {
  37922. return !this._needSync;
  37923. },
  37924. enumerable: true,
  37925. configurable: true
  37926. });
  37927. /**
  37928. * Indicates if the WebGL underlying uniform buffer is dynamic.
  37929. * Also, a dynamic UniformBuffer will disable cache verification and always
  37930. * update the underlying WebGL uniform buffer to the GPU.
  37931. * @returns if Dynamic, otherwise false
  37932. */
  37933. UniformBuffer.prototype.isDynamic = function () {
  37934. return this._dynamic !== undefined;
  37935. };
  37936. /**
  37937. * The data cache on JS side.
  37938. * @returns the underlying data as a float array
  37939. */
  37940. UniformBuffer.prototype.getData = function () {
  37941. return this._bufferData;
  37942. };
  37943. /**
  37944. * The underlying WebGL Uniform buffer.
  37945. * @returns the webgl buffer
  37946. */
  37947. UniformBuffer.prototype.getBuffer = function () {
  37948. return this._buffer;
  37949. };
  37950. /**
  37951. * std140 layout specifies how to align data within an UBO structure.
  37952. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  37953. * for specs.
  37954. */
  37955. UniformBuffer.prototype._fillAlignment = function (size) {
  37956. // This code has been simplified because we only use floats, vectors of 1, 2, 3, 4 components
  37957. // and 4x4 matrices
  37958. // TODO : change if other types are used
  37959. var alignment;
  37960. if (size <= 2) {
  37961. alignment = size;
  37962. }
  37963. else {
  37964. alignment = 4;
  37965. }
  37966. if ((this._uniformLocationPointer % alignment) !== 0) {
  37967. var oldPointer = this._uniformLocationPointer;
  37968. this._uniformLocationPointer += alignment - (this._uniformLocationPointer % alignment);
  37969. var diff = this._uniformLocationPointer - oldPointer;
  37970. for (var i = 0; i < diff; i++) {
  37971. this._data.push(0);
  37972. }
  37973. }
  37974. };
  37975. /**
  37976. * Adds an uniform in the buffer.
  37977. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  37978. * for the layout to be correct !
  37979. * @param name Name of the uniform, as used in the uniform block in the shader.
  37980. * @param size Data size, or data directly.
  37981. */
  37982. UniformBuffer.prototype.addUniform = function (name, size) {
  37983. if (this._noUBO) {
  37984. return;
  37985. }
  37986. if (this._uniformLocations[name] !== undefined) {
  37987. // Already existing uniform
  37988. return;
  37989. }
  37990. // This function must be called in the order of the shader layout !
  37991. // size can be the size of the uniform, or data directly
  37992. var data;
  37993. if (size instanceof Array) {
  37994. data = size;
  37995. size = data.length;
  37996. }
  37997. else {
  37998. size = size;
  37999. data = [];
  38000. // Fill with zeros
  38001. for (var i = 0; i < size; i++) {
  38002. data.push(0);
  38003. }
  38004. }
  38005. this._fillAlignment(size);
  38006. this._uniformSizes[name] = size;
  38007. this._uniformLocations[name] = this._uniformLocationPointer;
  38008. this._uniformLocationPointer += size;
  38009. for (var i = 0; i < size; i++) {
  38010. this._data.push(data[i]);
  38011. }
  38012. this._needSync = true;
  38013. };
  38014. /**
  38015. * Adds a Matrix 4x4 to the uniform buffer.
  38016. * @param name Name of the uniform, as used in the uniform block in the shader.
  38017. * @param mat A 4x4 matrix.
  38018. */
  38019. UniformBuffer.prototype.addMatrix = function (name, mat) {
  38020. this.addUniform(name, Array.prototype.slice.call(mat.toArray()));
  38021. };
  38022. /**
  38023. * Adds a vec2 to the uniform buffer.
  38024. * @param name Name of the uniform, as used in the uniform block in the shader.
  38025. * @param x Define the x component value of the vec2
  38026. * @param y Define the y component value of the vec2
  38027. */
  38028. UniformBuffer.prototype.addFloat2 = function (name, x, y) {
  38029. var temp = [x, y];
  38030. this.addUniform(name, temp);
  38031. };
  38032. /**
  38033. * Adds a vec3 to the uniform buffer.
  38034. * @param name Name of the uniform, as used in the uniform block in the shader.
  38035. * @param x Define the x component value of the vec3
  38036. * @param y Define the y component value of the vec3
  38037. * @param z Define the z component value of the vec3
  38038. */
  38039. UniformBuffer.prototype.addFloat3 = function (name, x, y, z) {
  38040. var temp = [x, y, z];
  38041. this.addUniform(name, temp);
  38042. };
  38043. /**
  38044. * Adds a vec3 to the uniform buffer.
  38045. * @param name Name of the uniform, as used in the uniform block in the shader.
  38046. * @param color Define the vec3 from a Color
  38047. */
  38048. UniformBuffer.prototype.addColor3 = function (name, color) {
  38049. var temp = new Array();
  38050. color.toArray(temp);
  38051. this.addUniform(name, temp);
  38052. };
  38053. /**
  38054. * Adds a vec4 to the uniform buffer.
  38055. * @param name Name of the uniform, as used in the uniform block in the shader.
  38056. * @param color Define the rgb components from a Color
  38057. * @param alpha Define the a component of the vec4
  38058. */
  38059. UniformBuffer.prototype.addColor4 = function (name, color, alpha) {
  38060. var temp = new Array();
  38061. color.toArray(temp);
  38062. temp.push(alpha);
  38063. this.addUniform(name, temp);
  38064. };
  38065. /**
  38066. * Adds a vec3 to the uniform buffer.
  38067. * @param name Name of the uniform, as used in the uniform block in the shader.
  38068. * @param vector Define the vec3 components from a Vector
  38069. */
  38070. UniformBuffer.prototype.addVector3 = function (name, vector) {
  38071. var temp = new Array();
  38072. vector.toArray(temp);
  38073. this.addUniform(name, temp);
  38074. };
  38075. /**
  38076. * Adds a Matrix 3x3 to the uniform buffer.
  38077. * @param name Name of the uniform, as used in the uniform block in the shader.
  38078. */
  38079. UniformBuffer.prototype.addMatrix3x3 = function (name) {
  38080. this.addUniform(name, 12);
  38081. };
  38082. /**
  38083. * Adds a Matrix 2x2 to the uniform buffer.
  38084. * @param name Name of the uniform, as used in the uniform block in the shader.
  38085. */
  38086. UniformBuffer.prototype.addMatrix2x2 = function (name) {
  38087. this.addUniform(name, 8);
  38088. };
  38089. /**
  38090. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  38091. */
  38092. UniformBuffer.prototype.create = function () {
  38093. if (this._noUBO) {
  38094. return;
  38095. }
  38096. if (this._buffer) {
  38097. return; // nothing to do
  38098. }
  38099. // See spec, alignment must be filled as a vec4
  38100. this._fillAlignment(4);
  38101. this._bufferData = new Float32Array(this._data);
  38102. this._rebuild();
  38103. this._needSync = true;
  38104. };
  38105. /** @hidden */
  38106. UniformBuffer.prototype._rebuild = function () {
  38107. if (this._noUBO) {
  38108. return;
  38109. }
  38110. if (this._dynamic) {
  38111. this._buffer = this._engine.createDynamicUniformBuffer(this._bufferData);
  38112. }
  38113. else {
  38114. this._buffer = this._engine.createUniformBuffer(this._bufferData);
  38115. }
  38116. };
  38117. /**
  38118. * Updates the WebGL Uniform Buffer on the GPU.
  38119. * If the `dynamic` flag is set to true, no cache comparison is done.
  38120. * Otherwise, the buffer will be updated only if the cache differs.
  38121. */
  38122. UniformBuffer.prototype.update = function () {
  38123. if (!this._buffer) {
  38124. this.create();
  38125. return;
  38126. }
  38127. if (!this._dynamic && !this._needSync) {
  38128. return;
  38129. }
  38130. this._engine.updateUniformBuffer(this._buffer, this._bufferData);
  38131. this._needSync = false;
  38132. };
  38133. /**
  38134. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  38135. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  38136. * @param data Define the flattened data
  38137. * @param size Define the size of the data.
  38138. */
  38139. UniformBuffer.prototype.updateUniform = function (uniformName, data, size) {
  38140. var location = this._uniformLocations[uniformName];
  38141. if (location === undefined) {
  38142. if (this._buffer) {
  38143. // Cannot add an uniform if the buffer is already created
  38144. BABYLON.Tools.Error("Cannot add an uniform after UBO has been created.");
  38145. return;
  38146. }
  38147. this.addUniform(uniformName, size);
  38148. location = this._uniformLocations[uniformName];
  38149. }
  38150. if (!this._buffer) {
  38151. this.create();
  38152. }
  38153. if (!this._dynamic) {
  38154. // Cache for static uniform buffers
  38155. var changed = false;
  38156. for (var i = 0; i < size; i++) {
  38157. if (this._bufferData[location + i] !== data[i]) {
  38158. changed = true;
  38159. this._bufferData[location + i] = data[i];
  38160. }
  38161. }
  38162. this._needSync = this._needSync || changed;
  38163. }
  38164. else {
  38165. // No cache for dynamic
  38166. for (var i = 0; i < size; i++) {
  38167. this._bufferData[location + i] = data[i];
  38168. }
  38169. }
  38170. };
  38171. // Update methods
  38172. UniformBuffer.prototype._updateMatrix3x3ForUniform = function (name, matrix) {
  38173. // To match std140, matrix must be realigned
  38174. for (var i = 0; i < 3; i++) {
  38175. UniformBuffer._tempBuffer[i * 4] = matrix[i * 3];
  38176. UniformBuffer._tempBuffer[i * 4 + 1] = matrix[i * 3 + 1];
  38177. UniformBuffer._tempBuffer[i * 4 + 2] = matrix[i * 3 + 2];
  38178. UniformBuffer._tempBuffer[i * 4 + 3] = 0.0;
  38179. }
  38180. this.updateUniform(name, UniformBuffer._tempBuffer, 12);
  38181. };
  38182. UniformBuffer.prototype._updateMatrix3x3ForEffect = function (name, matrix) {
  38183. this._currentEffect.setMatrix3x3(name, matrix);
  38184. };
  38185. UniformBuffer.prototype._updateMatrix2x2ForEffect = function (name, matrix) {
  38186. this._currentEffect.setMatrix2x2(name, matrix);
  38187. };
  38188. UniformBuffer.prototype._updateMatrix2x2ForUniform = function (name, matrix) {
  38189. // To match std140, matrix must be realigned
  38190. for (var i = 0; i < 2; i++) {
  38191. UniformBuffer._tempBuffer[i * 4] = matrix[i * 2];
  38192. UniformBuffer._tempBuffer[i * 4 + 1] = matrix[i * 2 + 1];
  38193. UniformBuffer._tempBuffer[i * 4 + 2] = 0.0;
  38194. UniformBuffer._tempBuffer[i * 4 + 3] = 0.0;
  38195. }
  38196. this.updateUniform(name, UniformBuffer._tempBuffer, 8);
  38197. };
  38198. UniformBuffer.prototype._updateFloatForEffect = function (name, x) {
  38199. this._currentEffect.setFloat(name, x);
  38200. };
  38201. UniformBuffer.prototype._updateFloatForUniform = function (name, x) {
  38202. UniformBuffer._tempBuffer[0] = x;
  38203. this.updateUniform(name, UniformBuffer._tempBuffer, 1);
  38204. };
  38205. UniformBuffer.prototype._updateFloat2ForEffect = function (name, x, y, suffix) {
  38206. if (suffix === void 0) { suffix = ""; }
  38207. this._currentEffect.setFloat2(name + suffix, x, y);
  38208. };
  38209. UniformBuffer.prototype._updateFloat2ForUniform = function (name, x, y, suffix) {
  38210. if (suffix === void 0) { suffix = ""; }
  38211. UniformBuffer._tempBuffer[0] = x;
  38212. UniformBuffer._tempBuffer[1] = y;
  38213. this.updateUniform(name, UniformBuffer._tempBuffer, 2);
  38214. };
  38215. UniformBuffer.prototype._updateFloat3ForEffect = function (name, x, y, z, suffix) {
  38216. if (suffix === void 0) { suffix = ""; }
  38217. this._currentEffect.setFloat3(name + suffix, x, y, z);
  38218. };
  38219. UniformBuffer.prototype._updateFloat3ForUniform = function (name, x, y, z, suffix) {
  38220. if (suffix === void 0) { suffix = ""; }
  38221. UniformBuffer._tempBuffer[0] = x;
  38222. UniformBuffer._tempBuffer[1] = y;
  38223. UniformBuffer._tempBuffer[2] = z;
  38224. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  38225. };
  38226. UniformBuffer.prototype._updateFloat4ForEffect = function (name, x, y, z, w, suffix) {
  38227. if (suffix === void 0) { suffix = ""; }
  38228. this._currentEffect.setFloat4(name + suffix, x, y, z, w);
  38229. };
  38230. UniformBuffer.prototype._updateFloat4ForUniform = function (name, x, y, z, w, suffix) {
  38231. if (suffix === void 0) { suffix = ""; }
  38232. UniformBuffer._tempBuffer[0] = x;
  38233. UniformBuffer._tempBuffer[1] = y;
  38234. UniformBuffer._tempBuffer[2] = z;
  38235. UniformBuffer._tempBuffer[3] = w;
  38236. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  38237. };
  38238. UniformBuffer.prototype._updateMatrixForEffect = function (name, mat) {
  38239. this._currentEffect.setMatrix(name, mat);
  38240. };
  38241. UniformBuffer.prototype._updateMatrixForUniform = function (name, mat) {
  38242. this.updateUniform(name, mat.toArray(), 16);
  38243. };
  38244. UniformBuffer.prototype._updateVector3ForEffect = function (name, vector) {
  38245. this._currentEffect.setVector3(name, vector);
  38246. };
  38247. UniformBuffer.prototype._updateVector3ForUniform = function (name, vector) {
  38248. vector.toArray(UniformBuffer._tempBuffer);
  38249. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  38250. };
  38251. UniformBuffer.prototype._updateVector4ForEffect = function (name, vector) {
  38252. this._currentEffect.setVector4(name, vector);
  38253. };
  38254. UniformBuffer.prototype._updateVector4ForUniform = function (name, vector) {
  38255. vector.toArray(UniformBuffer._tempBuffer);
  38256. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  38257. };
  38258. UniformBuffer.prototype._updateColor3ForEffect = function (name, color, suffix) {
  38259. if (suffix === void 0) { suffix = ""; }
  38260. this._currentEffect.setColor3(name + suffix, color);
  38261. };
  38262. UniformBuffer.prototype._updateColor3ForUniform = function (name, color, suffix) {
  38263. if (suffix === void 0) { suffix = ""; }
  38264. color.toArray(UniformBuffer._tempBuffer);
  38265. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  38266. };
  38267. UniformBuffer.prototype._updateColor4ForEffect = function (name, color, alpha, suffix) {
  38268. if (suffix === void 0) { suffix = ""; }
  38269. this._currentEffect.setColor4(name + suffix, color, alpha);
  38270. };
  38271. UniformBuffer.prototype._updateColor4ForUniform = function (name, color, alpha, suffix) {
  38272. if (suffix === void 0) { suffix = ""; }
  38273. color.toArray(UniformBuffer._tempBuffer);
  38274. UniformBuffer._tempBuffer[3] = alpha;
  38275. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  38276. };
  38277. /**
  38278. * Sets a sampler uniform on the effect.
  38279. * @param name Define the name of the sampler.
  38280. * @param texture Define the texture to set in the sampler
  38281. */
  38282. UniformBuffer.prototype.setTexture = function (name, texture) {
  38283. this._currentEffect.setTexture(name, texture);
  38284. };
  38285. /**
  38286. * Directly updates the value of the uniform in the cache AND on the GPU.
  38287. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  38288. * @param data Define the flattened data
  38289. */
  38290. UniformBuffer.prototype.updateUniformDirectly = function (uniformName, data) {
  38291. this.updateUniform(uniformName, data, data.length);
  38292. this.update();
  38293. };
  38294. /**
  38295. * Binds this uniform buffer to an effect.
  38296. * @param effect Define the effect to bind the buffer to
  38297. * @param name Name of the uniform block in the shader.
  38298. */
  38299. UniformBuffer.prototype.bindToEffect = function (effect, name) {
  38300. this._currentEffect = effect;
  38301. if (this._noUBO || !this._buffer) {
  38302. return;
  38303. }
  38304. effect.bindUniformBuffer(this._buffer, name);
  38305. };
  38306. /**
  38307. * Disposes the uniform buffer.
  38308. */
  38309. UniformBuffer.prototype.dispose = function () {
  38310. if (this._noUBO) {
  38311. return;
  38312. }
  38313. var uniformBuffers = this._engine._uniformBuffers;
  38314. var index = uniformBuffers.indexOf(this);
  38315. if (index !== -1) {
  38316. uniformBuffers[index] = uniformBuffers[uniformBuffers.length - 1];
  38317. uniformBuffers.pop();
  38318. }
  38319. if (!this._buffer) {
  38320. return;
  38321. }
  38322. if (this._engine._releaseBuffer(this._buffer)) {
  38323. this._buffer = null;
  38324. }
  38325. };
  38326. // Pool for avoiding memory leaks
  38327. UniformBuffer._MAX_UNIFORM_SIZE = 256;
  38328. UniformBuffer._tempBuffer = new Float32Array(UniformBuffer._MAX_UNIFORM_SIZE);
  38329. return UniformBuffer;
  38330. }());
  38331. BABYLON.UniformBuffer = UniformBuffer;
  38332. })(BABYLON || (BABYLON = {}));
  38333. //# sourceMappingURL=babylon.uniformBuffer.js.map
  38334. var BABYLON;
  38335. (function (BABYLON) {
  38336. /**
  38337. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  38338. */
  38339. var VertexData = /** @class */ (function () {
  38340. function VertexData() {
  38341. }
  38342. /**
  38343. * Uses the passed data array to set the set the values for the specified kind of data
  38344. * @param data a linear array of floating numbers
  38345. * @param kind the type of data that is being set, eg positions, colors etc
  38346. */
  38347. VertexData.prototype.set = function (data, kind) {
  38348. switch (kind) {
  38349. case BABYLON.VertexBuffer.PositionKind:
  38350. this.positions = data;
  38351. break;
  38352. case BABYLON.VertexBuffer.NormalKind:
  38353. this.normals = data;
  38354. break;
  38355. case BABYLON.VertexBuffer.TangentKind:
  38356. this.tangents = data;
  38357. break;
  38358. case BABYLON.VertexBuffer.UVKind:
  38359. this.uvs = data;
  38360. break;
  38361. case BABYLON.VertexBuffer.UV2Kind:
  38362. this.uvs2 = data;
  38363. break;
  38364. case BABYLON.VertexBuffer.UV3Kind:
  38365. this.uvs3 = data;
  38366. break;
  38367. case BABYLON.VertexBuffer.UV4Kind:
  38368. this.uvs4 = data;
  38369. break;
  38370. case BABYLON.VertexBuffer.UV5Kind:
  38371. this.uvs5 = data;
  38372. break;
  38373. case BABYLON.VertexBuffer.UV6Kind:
  38374. this.uvs6 = data;
  38375. break;
  38376. case BABYLON.VertexBuffer.ColorKind:
  38377. this.colors = data;
  38378. break;
  38379. case BABYLON.VertexBuffer.MatricesIndicesKind:
  38380. this.matricesIndices = data;
  38381. break;
  38382. case BABYLON.VertexBuffer.MatricesWeightsKind:
  38383. this.matricesWeights = data;
  38384. break;
  38385. case BABYLON.VertexBuffer.MatricesIndicesExtraKind:
  38386. this.matricesIndicesExtra = data;
  38387. break;
  38388. case BABYLON.VertexBuffer.MatricesWeightsExtraKind:
  38389. this.matricesWeightsExtra = data;
  38390. break;
  38391. }
  38392. };
  38393. /**
  38394. * Associates the vertexData to the passed Mesh.
  38395. * Sets it as updatable or not (default `false`)
  38396. * @param mesh the mesh the vertexData is applied to
  38397. * @param updatable when used and having the value true allows new data to update the vertexData
  38398. * @returns the VertexData
  38399. */
  38400. VertexData.prototype.applyToMesh = function (mesh, updatable) {
  38401. this._applyTo(mesh, updatable);
  38402. return this;
  38403. };
  38404. /**
  38405. * Associates the vertexData to the passed Geometry.
  38406. * Sets it as updatable or not (default `false`)
  38407. * @param geometry the geometry the vertexData is applied to
  38408. * @param updatable when used and having the value true allows new data to update the vertexData
  38409. * @returns VertexData
  38410. */
  38411. VertexData.prototype.applyToGeometry = function (geometry, updatable) {
  38412. this._applyTo(geometry, updatable);
  38413. return this;
  38414. };
  38415. /**
  38416. * Updates the associated mesh
  38417. * @param mesh the mesh to be updated
  38418. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  38419. * @param makeItUnique when true, and when and if position kind is updated, a new global geometry will be created from these positions and set to the mesh, optional with default false
  38420. * @returns VertexData
  38421. */
  38422. VertexData.prototype.updateMesh = function (mesh, updateExtends, makeItUnique) {
  38423. this._update(mesh);
  38424. return this;
  38425. };
  38426. /**
  38427. * Updates the associated geometry
  38428. * @param geometry the geometry to be updated
  38429. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  38430. * @param makeItUnique when true, and when and if position kind is updated, a new global geometry will be created from these positions and set to the mesh, optional with default false
  38431. * @returns VertexData.
  38432. */
  38433. VertexData.prototype.updateGeometry = function (geometry, updateExtends, makeItUnique) {
  38434. this._update(geometry);
  38435. return this;
  38436. };
  38437. VertexData.prototype._applyTo = function (meshOrGeometry, updatable) {
  38438. if (updatable === void 0) { updatable = false; }
  38439. if (this.positions) {
  38440. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.PositionKind, this.positions, updatable);
  38441. }
  38442. if (this.normals) {
  38443. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.NormalKind, this.normals, updatable);
  38444. }
  38445. if (this.tangents) {
  38446. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.TangentKind, this.tangents, updatable);
  38447. }
  38448. if (this.uvs) {
  38449. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs, updatable);
  38450. }
  38451. if (this.uvs2) {
  38452. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV2Kind, this.uvs2, updatable);
  38453. }
  38454. if (this.uvs3) {
  38455. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV3Kind, this.uvs3, updatable);
  38456. }
  38457. if (this.uvs4) {
  38458. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV4Kind, this.uvs4, updatable);
  38459. }
  38460. if (this.uvs5) {
  38461. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV5Kind, this.uvs5, updatable);
  38462. }
  38463. if (this.uvs6) {
  38464. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV6Kind, this.uvs6, updatable);
  38465. }
  38466. if (this.colors) {
  38467. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors, updatable);
  38468. }
  38469. if (this.matricesIndices) {
  38470. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices, updatable);
  38471. }
  38472. if (this.matricesWeights) {
  38473. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights, updatable);
  38474. }
  38475. if (this.matricesIndicesExtra) {
  38476. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra, updatable);
  38477. }
  38478. if (this.matricesWeightsExtra) {
  38479. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra, updatable);
  38480. }
  38481. if (this.indices) {
  38482. meshOrGeometry.setIndices(this.indices, null, updatable);
  38483. }
  38484. else {
  38485. meshOrGeometry.setIndices([], null);
  38486. }
  38487. return this;
  38488. };
  38489. VertexData.prototype._update = function (meshOrGeometry, updateExtends, makeItUnique) {
  38490. if (this.positions) {
  38491. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.PositionKind, this.positions, updateExtends, makeItUnique);
  38492. }
  38493. if (this.normals) {
  38494. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.NormalKind, this.normals, updateExtends, makeItUnique);
  38495. }
  38496. if (this.tangents) {
  38497. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.TangentKind, this.tangents, updateExtends, makeItUnique);
  38498. }
  38499. if (this.uvs) {
  38500. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs, updateExtends, makeItUnique);
  38501. }
  38502. if (this.uvs2) {
  38503. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV2Kind, this.uvs2, updateExtends, makeItUnique);
  38504. }
  38505. if (this.uvs3) {
  38506. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV3Kind, this.uvs3, updateExtends, makeItUnique);
  38507. }
  38508. if (this.uvs4) {
  38509. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV4Kind, this.uvs4, updateExtends, makeItUnique);
  38510. }
  38511. if (this.uvs5) {
  38512. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV5Kind, this.uvs5, updateExtends, makeItUnique);
  38513. }
  38514. if (this.uvs6) {
  38515. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV6Kind, this.uvs6, updateExtends, makeItUnique);
  38516. }
  38517. if (this.colors) {
  38518. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors, updateExtends, makeItUnique);
  38519. }
  38520. if (this.matricesIndices) {
  38521. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices, updateExtends, makeItUnique);
  38522. }
  38523. if (this.matricesWeights) {
  38524. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights, updateExtends, makeItUnique);
  38525. }
  38526. if (this.matricesIndicesExtra) {
  38527. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra, updateExtends, makeItUnique);
  38528. }
  38529. if (this.matricesWeightsExtra) {
  38530. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra, updateExtends, makeItUnique);
  38531. }
  38532. if (this.indices) {
  38533. meshOrGeometry.setIndices(this.indices, null);
  38534. }
  38535. return this;
  38536. };
  38537. /**
  38538. * Transforms each position and each normal of the vertexData according to the passed Matrix
  38539. * @param matrix the transforming matrix
  38540. * @returns the VertexData
  38541. */
  38542. VertexData.prototype.transform = function (matrix) {
  38543. var flip = matrix.m[0] * matrix.m[5] * matrix.m[10] < 0;
  38544. var transformed = BABYLON.Vector3.Zero();
  38545. var index;
  38546. if (this.positions) {
  38547. var position = BABYLON.Vector3.Zero();
  38548. for (index = 0; index < this.positions.length; index += 3) {
  38549. BABYLON.Vector3.FromArrayToRef(this.positions, index, position);
  38550. BABYLON.Vector3.TransformCoordinatesToRef(position, matrix, transformed);
  38551. this.positions[index] = transformed.x;
  38552. this.positions[index + 1] = transformed.y;
  38553. this.positions[index + 2] = transformed.z;
  38554. }
  38555. }
  38556. if (this.normals) {
  38557. var normal = BABYLON.Vector3.Zero();
  38558. for (index = 0; index < this.normals.length; index += 3) {
  38559. BABYLON.Vector3.FromArrayToRef(this.normals, index, normal);
  38560. BABYLON.Vector3.TransformNormalToRef(normal, matrix, transformed);
  38561. this.normals[index] = transformed.x;
  38562. this.normals[index + 1] = transformed.y;
  38563. this.normals[index + 2] = transformed.z;
  38564. }
  38565. }
  38566. if (this.tangents) {
  38567. var tangent = BABYLON.Vector4.Zero();
  38568. var tangentTransformed = BABYLON.Vector4.Zero();
  38569. for (index = 0; index < this.tangents.length; index += 4) {
  38570. BABYLON.Vector4.FromArrayToRef(this.tangents, index, tangent);
  38571. BABYLON.Vector4.TransformNormalToRef(tangent, matrix, tangentTransformed);
  38572. this.tangents[index] = tangentTransformed.x;
  38573. this.tangents[index + 1] = tangentTransformed.y;
  38574. this.tangents[index + 2] = tangentTransformed.z;
  38575. this.tangents[index + 3] = tangentTransformed.w;
  38576. }
  38577. }
  38578. if (flip && this.indices) {
  38579. for (index = 0; index < this.indices.length; index += 3) {
  38580. var tmp = this.indices[index + 1];
  38581. this.indices[index + 1] = this.indices[index + 2];
  38582. this.indices[index + 2] = tmp;
  38583. }
  38584. }
  38585. return this;
  38586. };
  38587. /**
  38588. * Merges the passed VertexData into the current one
  38589. * @param other the VertexData to be merged into the current one
  38590. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  38591. * @returns the modified VertexData
  38592. */
  38593. VertexData.prototype.merge = function (other, use32BitsIndices) {
  38594. if (use32BitsIndices === void 0) { use32BitsIndices = false; }
  38595. this._validate();
  38596. other._validate();
  38597. if (!this.normals !== !other.normals ||
  38598. !this.tangents !== !other.tangents ||
  38599. !this.uvs !== !other.uvs ||
  38600. !this.uvs2 !== !other.uvs2 ||
  38601. !this.uvs3 !== !other.uvs3 ||
  38602. !this.uvs4 !== !other.uvs4 ||
  38603. !this.uvs5 !== !other.uvs5 ||
  38604. !this.uvs6 !== !other.uvs6 ||
  38605. !this.colors !== !other.colors ||
  38606. !this.matricesIndices !== !other.matricesIndices ||
  38607. !this.matricesWeights !== !other.matricesWeights ||
  38608. !this.matricesIndicesExtra !== !other.matricesIndicesExtra ||
  38609. !this.matricesWeightsExtra !== !other.matricesWeightsExtra) {
  38610. throw new Error("Cannot merge vertex data that do not have the same set of attributes");
  38611. }
  38612. if (other.indices) {
  38613. if (!this.indices) {
  38614. this.indices = [];
  38615. }
  38616. var offset = this.positions ? this.positions.length / 3 : 0;
  38617. var isSrcTypedArray = this.indices.BYTES_PER_ELEMENT !== undefined;
  38618. if (isSrcTypedArray) {
  38619. var len = this.indices.length + other.indices.length;
  38620. var temp = use32BitsIndices || this.indices instanceof Uint32Array ? new Uint32Array(len) : new Uint16Array(len);
  38621. temp.set(this.indices);
  38622. var decal = this.indices.length;
  38623. for (var index = 0; index < other.indices.length; index++) {
  38624. temp[decal + index] = other.indices[index] + offset;
  38625. }
  38626. this.indices = temp;
  38627. }
  38628. else {
  38629. for (var index = 0; index < other.indices.length; index++) {
  38630. this.indices.push(other.indices[index] + offset);
  38631. }
  38632. }
  38633. }
  38634. this.positions = this._mergeElement(this.positions, other.positions);
  38635. this.normals = this._mergeElement(this.normals, other.normals);
  38636. this.tangents = this._mergeElement(this.tangents, other.tangents);
  38637. this.uvs = this._mergeElement(this.uvs, other.uvs);
  38638. this.uvs2 = this._mergeElement(this.uvs2, other.uvs2);
  38639. this.uvs3 = this._mergeElement(this.uvs3, other.uvs3);
  38640. this.uvs4 = this._mergeElement(this.uvs4, other.uvs4);
  38641. this.uvs5 = this._mergeElement(this.uvs5, other.uvs5);
  38642. this.uvs6 = this._mergeElement(this.uvs6, other.uvs6);
  38643. this.colors = this._mergeElement(this.colors, other.colors);
  38644. this.matricesIndices = this._mergeElement(this.matricesIndices, other.matricesIndices);
  38645. this.matricesWeights = this._mergeElement(this.matricesWeights, other.matricesWeights);
  38646. this.matricesIndicesExtra = this._mergeElement(this.matricesIndicesExtra, other.matricesIndicesExtra);
  38647. this.matricesWeightsExtra = this._mergeElement(this.matricesWeightsExtra, other.matricesWeightsExtra);
  38648. return this;
  38649. };
  38650. VertexData.prototype._mergeElement = function (source, other) {
  38651. if (!source) {
  38652. return other;
  38653. }
  38654. if (!other) {
  38655. return source;
  38656. }
  38657. var len = other.length + source.length;
  38658. var isSrcTypedArray = source instanceof Float32Array;
  38659. var isOthTypedArray = other instanceof Float32Array;
  38660. // use non-loop method when the source is Float32Array
  38661. if (isSrcTypedArray) {
  38662. var ret32 = new Float32Array(len);
  38663. ret32.set(source);
  38664. ret32.set(other, source.length);
  38665. return ret32;
  38666. // source is number[], when other is also use concat
  38667. }
  38668. else if (!isOthTypedArray) {
  38669. return source.concat(other);
  38670. // source is a number[], but other is a Float32Array, loop required
  38671. }
  38672. else {
  38673. var ret = source.slice(0); // copy source to a separate array
  38674. for (var i = 0, len = other.length; i < len; i++) {
  38675. ret.push(other[i]);
  38676. }
  38677. return ret;
  38678. }
  38679. };
  38680. VertexData.prototype._validate = function () {
  38681. if (!this.positions) {
  38682. throw new Error("Positions are required");
  38683. }
  38684. var getElementCount = function (kind, values) {
  38685. var stride = BABYLON.VertexBuffer.DeduceStride(kind);
  38686. if ((values.length % stride) !== 0) {
  38687. throw new Error("The " + kind + "s array count must be a multiple of " + stride);
  38688. }
  38689. return values.length / stride;
  38690. };
  38691. var positionsElementCount = getElementCount(BABYLON.VertexBuffer.PositionKind, this.positions);
  38692. var validateElementCount = function (kind, values) {
  38693. var elementCount = getElementCount(kind, values);
  38694. if (elementCount !== positionsElementCount) {
  38695. throw new Error("The " + kind + "s element count (" + elementCount + ") does not match the positions count (" + positionsElementCount + ")");
  38696. }
  38697. };
  38698. if (this.normals) {
  38699. validateElementCount(BABYLON.VertexBuffer.NormalKind, this.normals);
  38700. }
  38701. if (this.tangents) {
  38702. validateElementCount(BABYLON.VertexBuffer.TangentKind, this.tangents);
  38703. }
  38704. if (this.uvs) {
  38705. validateElementCount(BABYLON.VertexBuffer.UVKind, this.uvs);
  38706. }
  38707. if (this.uvs2) {
  38708. validateElementCount(BABYLON.VertexBuffer.UV2Kind, this.uvs2);
  38709. }
  38710. if (this.uvs3) {
  38711. validateElementCount(BABYLON.VertexBuffer.UV3Kind, this.uvs3);
  38712. }
  38713. if (this.uvs4) {
  38714. validateElementCount(BABYLON.VertexBuffer.UV4Kind, this.uvs4);
  38715. }
  38716. if (this.uvs5) {
  38717. validateElementCount(BABYLON.VertexBuffer.UV5Kind, this.uvs5);
  38718. }
  38719. if (this.uvs6) {
  38720. validateElementCount(BABYLON.VertexBuffer.UV6Kind, this.uvs6);
  38721. }
  38722. if (this.colors) {
  38723. validateElementCount(BABYLON.VertexBuffer.ColorKind, this.colors);
  38724. }
  38725. if (this.matricesIndices) {
  38726. validateElementCount(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices);
  38727. }
  38728. if (this.matricesWeights) {
  38729. validateElementCount(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights);
  38730. }
  38731. if (this.matricesIndicesExtra) {
  38732. validateElementCount(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra);
  38733. }
  38734. if (this.matricesWeightsExtra) {
  38735. validateElementCount(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra);
  38736. }
  38737. };
  38738. /**
  38739. * Serializes the VertexData
  38740. * @returns a serialized object
  38741. */
  38742. VertexData.prototype.serialize = function () {
  38743. var serializationObject = this.serialize();
  38744. if (this.positions) {
  38745. serializationObject.positions = this.positions;
  38746. }
  38747. if (this.normals) {
  38748. serializationObject.normals = this.normals;
  38749. }
  38750. if (this.tangents) {
  38751. serializationObject.tangents = this.tangents;
  38752. }
  38753. if (this.uvs) {
  38754. serializationObject.uvs = this.uvs;
  38755. }
  38756. if (this.uvs2) {
  38757. serializationObject.uvs2 = this.uvs2;
  38758. }
  38759. if (this.uvs3) {
  38760. serializationObject.uvs3 = this.uvs3;
  38761. }
  38762. if (this.uvs4) {
  38763. serializationObject.uvs4 = this.uvs4;
  38764. }
  38765. if (this.uvs5) {
  38766. serializationObject.uvs5 = this.uvs5;
  38767. }
  38768. if (this.uvs6) {
  38769. serializationObject.uvs6 = this.uvs6;
  38770. }
  38771. if (this.colors) {
  38772. serializationObject.colors = this.colors;
  38773. }
  38774. if (this.matricesIndices) {
  38775. serializationObject.matricesIndices = this.matricesIndices;
  38776. serializationObject.matricesIndices._isExpanded = true;
  38777. }
  38778. if (this.matricesWeights) {
  38779. serializationObject.matricesWeights = this.matricesWeights;
  38780. }
  38781. if (this.matricesIndicesExtra) {
  38782. serializationObject.matricesIndicesExtra = this.matricesIndicesExtra;
  38783. serializationObject.matricesIndicesExtra._isExpanded = true;
  38784. }
  38785. if (this.matricesWeightsExtra) {
  38786. serializationObject.matricesWeightsExtra = this.matricesWeightsExtra;
  38787. }
  38788. serializationObject.indices = this.indices;
  38789. return serializationObject;
  38790. };
  38791. // Statics
  38792. /**
  38793. * Extracts the vertexData from a mesh
  38794. * @param mesh the mesh from which to extract the VertexData
  38795. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  38796. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  38797. * @returns the object VertexData associated to the passed mesh
  38798. */
  38799. VertexData.ExtractFromMesh = function (mesh, copyWhenShared, forceCopy) {
  38800. return VertexData._ExtractFrom(mesh, copyWhenShared, forceCopy);
  38801. };
  38802. /**
  38803. * Extracts the vertexData from the geometry
  38804. * @param geometry the geometry from which to extract the VertexData
  38805. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  38806. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  38807. * @returns the object VertexData associated to the passed mesh
  38808. */
  38809. VertexData.ExtractFromGeometry = function (geometry, copyWhenShared, forceCopy) {
  38810. return VertexData._ExtractFrom(geometry, copyWhenShared, forceCopy);
  38811. };
  38812. VertexData._ExtractFrom = function (meshOrGeometry, copyWhenShared, forceCopy) {
  38813. var result = new VertexData();
  38814. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  38815. result.positions = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.PositionKind, copyWhenShared, forceCopy);
  38816. }
  38817. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  38818. result.normals = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.NormalKind, copyWhenShared, forceCopy);
  38819. }
  38820. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  38821. result.tangents = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.TangentKind, copyWhenShared, forceCopy);
  38822. }
  38823. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  38824. result.uvs = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UVKind, copyWhenShared, forceCopy);
  38825. }
  38826. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  38827. result.uvs2 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV2Kind, copyWhenShared, forceCopy);
  38828. }
  38829. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV3Kind)) {
  38830. result.uvs3 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV3Kind, copyWhenShared, forceCopy);
  38831. }
  38832. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV4Kind)) {
  38833. result.uvs4 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV4Kind, copyWhenShared, forceCopy);
  38834. }
  38835. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV5Kind)) {
  38836. result.uvs5 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV5Kind, copyWhenShared, forceCopy);
  38837. }
  38838. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV6Kind)) {
  38839. result.uvs6 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV6Kind, copyWhenShared, forceCopy);
  38840. }
  38841. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  38842. result.colors = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.ColorKind, copyWhenShared, forceCopy);
  38843. }
  38844. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  38845. result.matricesIndices = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, copyWhenShared, forceCopy);
  38846. }
  38847. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  38848. result.matricesWeights = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, copyWhenShared, forceCopy);
  38849. }
  38850. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesExtraKind)) {
  38851. result.matricesIndicesExtra = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, copyWhenShared, forceCopy);
  38852. }
  38853. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsExtraKind)) {
  38854. result.matricesWeightsExtra = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, copyWhenShared, forceCopy);
  38855. }
  38856. result.indices = meshOrGeometry.getIndices(copyWhenShared, forceCopy);
  38857. return result;
  38858. };
  38859. /**
  38860. * Creates the VertexData for a Ribbon
  38861. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  38862. * * pathArray array of paths, each of which an array of successive Vector3
  38863. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  38864. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  38865. * * offset a positive integer, only used when pathArray contains a single path (offset = 10 means the point 1 is joined to the point 11), default rounded half size of the pathArray length
  38866. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  38867. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  38868. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  38869. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  38870. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  38871. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  38872. * @returns the VertexData of the ribbon
  38873. */
  38874. VertexData.CreateRibbon = function (options) {
  38875. var pathArray = options.pathArray;
  38876. var closeArray = options.closeArray || false;
  38877. var closePath = options.closePath || false;
  38878. var invertUV = options.invertUV || false;
  38879. var defaultOffset = Math.floor(pathArray[0].length / 2);
  38880. var offset = options.offset || defaultOffset;
  38881. offset = offset > defaultOffset ? defaultOffset : Math.floor(offset); // offset max allowed : defaultOffset
  38882. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  38883. var customUV = options.uvs;
  38884. var customColors = options.colors;
  38885. var positions = [];
  38886. var indices = [];
  38887. var normals = [];
  38888. var uvs = [];
  38889. var us = []; // us[path_id] = [uDist1, uDist2, uDist3 ... ] distances between points on path path_id
  38890. var vs = []; // vs[i] = [vDist1, vDist2, vDist3, ... ] distances between points i of consecutives paths from pathArray
  38891. var uTotalDistance = []; // uTotalDistance[p] : total distance of path p
  38892. var vTotalDistance = []; // vTotalDistance[i] : total distance between points i of first and last path from pathArray
  38893. var minlg; // minimal length among all paths from pathArray
  38894. var lg = []; // array of path lengths : nb of vertex per path
  38895. var idx = []; // array of path indexes : index of each path (first vertex) in the total vertex number
  38896. var p; // path iterator
  38897. var i; // point iterator
  38898. var j; // point iterator
  38899. // if single path in pathArray
  38900. if (pathArray.length < 2) {
  38901. var ar1 = [];
  38902. var ar2 = [];
  38903. for (i = 0; i < pathArray[0].length - offset; i++) {
  38904. ar1.push(pathArray[0][i]);
  38905. ar2.push(pathArray[0][i + offset]);
  38906. }
  38907. pathArray = [ar1, ar2];
  38908. }
  38909. // positions and horizontal distances (u)
  38910. var idc = 0;
  38911. var closePathCorr = (closePath) ? 1 : 0; // the final index will be +1 if closePath
  38912. var path;
  38913. var l;
  38914. minlg = pathArray[0].length;
  38915. var vectlg;
  38916. var dist;
  38917. for (p = 0; p < pathArray.length; p++) {
  38918. uTotalDistance[p] = 0;
  38919. us[p] = [0];
  38920. path = pathArray[p];
  38921. l = path.length;
  38922. minlg = (minlg < l) ? minlg : l;
  38923. j = 0;
  38924. while (j < l) {
  38925. positions.push(path[j].x, path[j].y, path[j].z);
  38926. if (j > 0) {
  38927. vectlg = path[j].subtract(path[j - 1]).length();
  38928. dist = vectlg + uTotalDistance[p];
  38929. us[p].push(dist);
  38930. uTotalDistance[p] = dist;
  38931. }
  38932. j++;
  38933. }
  38934. if (closePath) { // an extra hidden vertex is added in the "positions" array
  38935. j--;
  38936. positions.push(path[0].x, path[0].y, path[0].z);
  38937. vectlg = path[j].subtract(path[0]).length();
  38938. dist = vectlg + uTotalDistance[p];
  38939. us[p].push(dist);
  38940. uTotalDistance[p] = dist;
  38941. }
  38942. lg[p] = l + closePathCorr;
  38943. idx[p] = idc;
  38944. idc += (l + closePathCorr);
  38945. }
  38946. // vertical distances (v)
  38947. var path1;
  38948. var path2;
  38949. var vertex1 = null;
  38950. var vertex2 = null;
  38951. for (i = 0; i < minlg + closePathCorr; i++) {
  38952. vTotalDistance[i] = 0;
  38953. vs[i] = [0];
  38954. for (p = 0; p < pathArray.length - 1; p++) {
  38955. path1 = pathArray[p];
  38956. path2 = pathArray[p + 1];
  38957. if (i === minlg) { // closePath
  38958. vertex1 = path1[0];
  38959. vertex2 = path2[0];
  38960. }
  38961. else {
  38962. vertex1 = path1[i];
  38963. vertex2 = path2[i];
  38964. }
  38965. vectlg = vertex2.subtract(vertex1).length();
  38966. dist = vectlg + vTotalDistance[i];
  38967. vs[i].push(dist);
  38968. vTotalDistance[i] = dist;
  38969. }
  38970. if (closeArray && vertex2 && vertex1) {
  38971. path1 = pathArray[p];
  38972. path2 = pathArray[0];
  38973. if (i === minlg) { // closePath
  38974. vertex2 = path2[0];
  38975. }
  38976. vectlg = vertex2.subtract(vertex1).length();
  38977. dist = vectlg + vTotalDistance[i];
  38978. vTotalDistance[i] = dist;
  38979. }
  38980. }
  38981. // uvs
  38982. var u;
  38983. var v;
  38984. if (customUV) {
  38985. for (p = 0; p < customUV.length; p++) {
  38986. uvs.push(customUV[p].x, customUV[p].y);
  38987. }
  38988. }
  38989. else {
  38990. for (p = 0; p < pathArray.length; p++) {
  38991. for (i = 0; i < minlg + closePathCorr; i++) {
  38992. u = (uTotalDistance[p] != 0.0) ? us[p][i] / uTotalDistance[p] : 0.0;
  38993. v = (vTotalDistance[i] != 0.0) ? vs[i][p] / vTotalDistance[i] : 0.0;
  38994. if (invertUV) {
  38995. uvs.push(v, u);
  38996. }
  38997. else {
  38998. uvs.push(u, v);
  38999. }
  39000. }
  39001. }
  39002. }
  39003. // indices
  39004. p = 0; // path index
  39005. var pi = 0; // positions array index
  39006. var l1 = lg[p] - 1; // path1 length
  39007. var l2 = lg[p + 1] - 1; // path2 length
  39008. var min = (l1 < l2) ? l1 : l2; // current path stop index
  39009. var shft = idx[1] - idx[0]; // shift
  39010. var path1nb = closeArray ? lg.length : lg.length - 1; // number of path1 to iterate on
  39011. while (pi <= min && p < path1nb) { // stay under min and don't go over next to last path
  39012. // draw two triangles between path1 (p1) and path2 (p2) : (p1.pi, p2.pi, p1.pi+1) and (p2.pi+1, p1.pi+1, p2.pi) clockwise
  39013. indices.push(pi, pi + shft, pi + 1);
  39014. indices.push(pi + shft + 1, pi + 1, pi + shft);
  39015. pi += 1;
  39016. if (pi === min) { // if end of one of two consecutive paths reached, go to next existing path
  39017. p++;
  39018. if (p === lg.length - 1) { // last path of pathArray reached <=> closeArray == true
  39019. shft = idx[0] - idx[p];
  39020. l1 = lg[p] - 1;
  39021. l2 = lg[0] - 1;
  39022. }
  39023. else {
  39024. shft = idx[p + 1] - idx[p];
  39025. l1 = lg[p] - 1;
  39026. l2 = lg[p + 1] - 1;
  39027. }
  39028. pi = idx[p];
  39029. min = (l1 < l2) ? l1 + pi : l2 + pi;
  39030. }
  39031. }
  39032. // normals
  39033. VertexData.ComputeNormals(positions, indices, normals);
  39034. if (closePath) { // update both the first and last vertex normals to their average value
  39035. var indexFirst = 0;
  39036. var indexLast = 0;
  39037. for (p = 0; p < pathArray.length; p++) {
  39038. indexFirst = idx[p] * 3;
  39039. if (p + 1 < pathArray.length) {
  39040. indexLast = (idx[p + 1] - 1) * 3;
  39041. }
  39042. else {
  39043. indexLast = normals.length - 3;
  39044. }
  39045. normals[indexFirst] = (normals[indexFirst] + normals[indexLast]) * 0.5;
  39046. normals[indexFirst + 1] = (normals[indexFirst + 1] + normals[indexLast + 1]) * 0.5;
  39047. normals[indexFirst + 2] = (normals[indexFirst + 2] + normals[indexLast + 2]) * 0.5;
  39048. normals[indexLast] = normals[indexFirst];
  39049. normals[indexLast + 1] = normals[indexFirst + 1];
  39050. normals[indexLast + 2] = normals[indexFirst + 2];
  39051. }
  39052. }
  39053. // sides
  39054. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39055. // Colors
  39056. var colors = null;
  39057. if (customColors) {
  39058. colors = new Float32Array(customColors.length * 4);
  39059. for (var c = 0; c < customColors.length; c++) {
  39060. colors[c * 4] = customColors[c].r;
  39061. colors[c * 4 + 1] = customColors[c].g;
  39062. colors[c * 4 + 2] = customColors[c].b;
  39063. colors[c * 4 + 3] = customColors[c].a;
  39064. }
  39065. }
  39066. // Result
  39067. var vertexData = new VertexData();
  39068. var positions32 = new Float32Array(positions);
  39069. var normals32 = new Float32Array(normals);
  39070. var uvs32 = new Float32Array(uvs);
  39071. vertexData.indices = indices;
  39072. vertexData.positions = positions32;
  39073. vertexData.normals = normals32;
  39074. vertexData.uvs = uvs32;
  39075. if (colors) {
  39076. vertexData.set(colors, BABYLON.VertexBuffer.ColorKind);
  39077. }
  39078. if (closePath) {
  39079. vertexData._idx = idx;
  39080. }
  39081. return vertexData;
  39082. };
  39083. /**
  39084. * Creates the VertexData for a box
  39085. * @param options an object used to set the following optional parameters for the box, required but can be empty
  39086. * * size sets the width, height and depth of the box to the value of size, optional default 1
  39087. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  39088. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  39089. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  39090. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  39091. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  39092. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39093. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  39094. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  39095. * @returns the VertexData of the box
  39096. */
  39097. VertexData.CreateBox = function (options) {
  39098. var normalsSource = [
  39099. new BABYLON.Vector3(0, 0, 1),
  39100. new BABYLON.Vector3(0, 0, -1),
  39101. new BABYLON.Vector3(1, 0, 0),
  39102. new BABYLON.Vector3(-1, 0, 0),
  39103. new BABYLON.Vector3(0, 1, 0),
  39104. new BABYLON.Vector3(0, -1, 0)
  39105. ];
  39106. var indices = [];
  39107. var positions = [];
  39108. var normals = [];
  39109. var uvs = [];
  39110. var width = options.width || options.size || 1;
  39111. var height = options.height || options.size || 1;
  39112. var depth = options.depth || options.size || 1;
  39113. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39114. var faceUV = options.faceUV || new Array(6);
  39115. var faceColors = options.faceColors;
  39116. var colors = [];
  39117. // default face colors and UV if undefined
  39118. for (var f = 0; f < 6; f++) {
  39119. if (faceUV[f] === undefined) {
  39120. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  39121. }
  39122. if (faceColors && faceColors[f] === undefined) {
  39123. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  39124. }
  39125. }
  39126. var scaleVector = new BABYLON.Vector3(width / 2, height / 2, depth / 2);
  39127. // Create each face in turn.
  39128. for (var index = 0; index < normalsSource.length; index++) {
  39129. var normal = normalsSource[index];
  39130. // Get two vectors perpendicular to the face normal and to each other.
  39131. var side1 = new BABYLON.Vector3(normal.y, normal.z, normal.x);
  39132. var side2 = BABYLON.Vector3.Cross(normal, side1);
  39133. // Six indices (two triangles) per face.
  39134. var verticesLength = positions.length / 3;
  39135. indices.push(verticesLength);
  39136. indices.push(verticesLength + 1);
  39137. indices.push(verticesLength + 2);
  39138. indices.push(verticesLength);
  39139. indices.push(verticesLength + 2);
  39140. indices.push(verticesLength + 3);
  39141. // Four vertices per face.
  39142. var vertex = normal.subtract(side1).subtract(side2).multiply(scaleVector);
  39143. positions.push(vertex.x, vertex.y, vertex.z);
  39144. normals.push(normal.x, normal.y, normal.z);
  39145. uvs.push(faceUV[index].z, faceUV[index].w);
  39146. if (faceColors) {
  39147. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  39148. }
  39149. vertex = normal.subtract(side1).add(side2).multiply(scaleVector);
  39150. positions.push(vertex.x, vertex.y, vertex.z);
  39151. normals.push(normal.x, normal.y, normal.z);
  39152. uvs.push(faceUV[index].x, faceUV[index].w);
  39153. if (faceColors) {
  39154. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  39155. }
  39156. vertex = normal.add(side1).add(side2).multiply(scaleVector);
  39157. positions.push(vertex.x, vertex.y, vertex.z);
  39158. normals.push(normal.x, normal.y, normal.z);
  39159. uvs.push(faceUV[index].x, faceUV[index].y);
  39160. if (faceColors) {
  39161. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  39162. }
  39163. vertex = normal.add(side1).subtract(side2).multiply(scaleVector);
  39164. positions.push(vertex.x, vertex.y, vertex.z);
  39165. normals.push(normal.x, normal.y, normal.z);
  39166. uvs.push(faceUV[index].z, faceUV[index].y);
  39167. if (faceColors) {
  39168. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  39169. }
  39170. }
  39171. // sides
  39172. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39173. // Result
  39174. var vertexData = new VertexData();
  39175. vertexData.indices = indices;
  39176. vertexData.positions = positions;
  39177. vertexData.normals = normals;
  39178. vertexData.uvs = uvs;
  39179. if (faceColors) {
  39180. var totalColors = (sideOrientation === BABYLON.Mesh.DOUBLESIDE) ? colors.concat(colors) : colors;
  39181. vertexData.colors = totalColors;
  39182. }
  39183. return vertexData;
  39184. };
  39185. /**
  39186. * Creates the VertexData for an ellipsoid, defaults to a sphere
  39187. * @param options an object used to set the following optional parameters for the box, required but can be empty
  39188. * * segments sets the number of horizontal strips optional, default 32
  39189. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  39190. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  39191. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  39192. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  39193. * * arc a number from 0 to 1, to create an unclosed ellipsoid based on the fraction of the circumference (latitude) given by the arc value, optional, default 1
  39194. * * slice a number from 0 to 1, to create an unclosed ellipsoid based on the fraction of the height (latitude) given by the arc value, optional, default 1
  39195. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39196. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  39197. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  39198. * @returns the VertexData of the ellipsoid
  39199. */
  39200. VertexData.CreateSphere = function (options) {
  39201. var segments = options.segments || 32;
  39202. var diameterX = options.diameterX || options.diameter || 1;
  39203. var diameterY = options.diameterY || options.diameter || 1;
  39204. var diameterZ = options.diameterZ || options.diameter || 1;
  39205. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  39206. var slice = options.slice && (options.slice <= 0) ? 1.0 : options.slice || 1.0;
  39207. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39208. var radius = new BABYLON.Vector3(diameterX / 2, diameterY / 2, diameterZ / 2);
  39209. var totalZRotationSteps = 2 + segments;
  39210. var totalYRotationSteps = 2 * totalZRotationSteps;
  39211. var indices = [];
  39212. var positions = [];
  39213. var normals = [];
  39214. var uvs = [];
  39215. for (var zRotationStep = 0; zRotationStep <= totalZRotationSteps; zRotationStep++) {
  39216. var normalizedZ = zRotationStep / totalZRotationSteps;
  39217. var angleZ = normalizedZ * Math.PI * slice;
  39218. for (var yRotationStep = 0; yRotationStep <= totalYRotationSteps; yRotationStep++) {
  39219. var normalizedY = yRotationStep / totalYRotationSteps;
  39220. var angleY = normalizedY * Math.PI * 2 * arc;
  39221. var rotationZ = BABYLON.Matrix.RotationZ(-angleZ);
  39222. var rotationY = BABYLON.Matrix.RotationY(angleY);
  39223. var afterRotZ = BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.Up(), rotationZ);
  39224. var complete = BABYLON.Vector3.TransformCoordinates(afterRotZ, rotationY);
  39225. var vertex = complete.multiply(radius);
  39226. var normal = complete.divide(radius).normalize();
  39227. positions.push(vertex.x, vertex.y, vertex.z);
  39228. normals.push(normal.x, normal.y, normal.z);
  39229. uvs.push(normalizedY, normalizedZ);
  39230. }
  39231. if (zRotationStep > 0) {
  39232. var verticesCount = positions.length / 3;
  39233. for (var firstIndex = verticesCount - 2 * (totalYRotationSteps + 1); (firstIndex + totalYRotationSteps + 2) < verticesCount; firstIndex++) {
  39234. indices.push((firstIndex));
  39235. indices.push((firstIndex + 1));
  39236. indices.push(firstIndex + totalYRotationSteps + 1);
  39237. indices.push((firstIndex + totalYRotationSteps + 1));
  39238. indices.push((firstIndex + 1));
  39239. indices.push((firstIndex + totalYRotationSteps + 2));
  39240. }
  39241. }
  39242. }
  39243. // Sides
  39244. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39245. // Result
  39246. var vertexData = new VertexData();
  39247. vertexData.indices = indices;
  39248. vertexData.positions = positions;
  39249. vertexData.normals = normals;
  39250. vertexData.uvs = uvs;
  39251. return vertexData;
  39252. };
  39253. /**
  39254. * Creates the VertexData for a cylinder, cone or prism
  39255. * @param options an object used to set the following optional parameters for the box, required but can be empty
  39256. * * height sets the height (y direction) of the cylinder, optional, default 2
  39257. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  39258. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  39259. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  39260. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  39261. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  39262. * * arc a number from 0 to 1, to create an unclosed cylinder based on the fraction of the circumference given by the arc value, optional, default 1
  39263. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  39264. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  39265. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  39266. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  39267. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39268. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  39269. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  39270. * @returns the VertexData of the cylinder, cone or prism
  39271. */
  39272. VertexData.CreateCylinder = function (options) {
  39273. var height = options.height || 2;
  39274. var diameterTop = (options.diameterTop === 0) ? 0 : options.diameterTop || options.diameter || 1;
  39275. var diameterBottom = (options.diameterBottom === 0) ? 0 : options.diameterBottom || options.diameter || 1;
  39276. var tessellation = options.tessellation || 24;
  39277. var subdivisions = options.subdivisions || 1;
  39278. var hasRings = options.hasRings ? true : false;
  39279. var enclose = options.enclose ? true : false;
  39280. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  39281. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39282. var faceUV = options.faceUV || new Array(3);
  39283. var faceColors = options.faceColors;
  39284. // default face colors and UV if undefined
  39285. var quadNb = (arc !== 1 && enclose) ? 2 : 0;
  39286. var ringNb = (hasRings) ? subdivisions : 1;
  39287. var surfaceNb = 2 + (1 + quadNb) * ringNb;
  39288. var f;
  39289. for (f = 0; f < surfaceNb; f++) {
  39290. if (faceColors && faceColors[f] === undefined) {
  39291. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  39292. }
  39293. }
  39294. for (f = 0; f < surfaceNb; f++) {
  39295. if (faceUV && faceUV[f] === undefined) {
  39296. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  39297. }
  39298. }
  39299. var indices = new Array();
  39300. var positions = new Array();
  39301. var normals = new Array();
  39302. var uvs = new Array();
  39303. var colors = new Array();
  39304. var angle_step = Math.PI * 2 * arc / tessellation;
  39305. var angle;
  39306. var h;
  39307. var radius;
  39308. var tan = (diameterBottom - diameterTop) / 2 / height;
  39309. var ringVertex = BABYLON.Vector3.Zero();
  39310. var ringNormal = BABYLON.Vector3.Zero();
  39311. var ringFirstVertex = BABYLON.Vector3.Zero();
  39312. var ringFirstNormal = BABYLON.Vector3.Zero();
  39313. var quadNormal = BABYLON.Vector3.Zero();
  39314. var Y = BABYLON.Axis.Y;
  39315. // positions, normals, uvs
  39316. var i;
  39317. var j;
  39318. var r;
  39319. var ringIdx = 1;
  39320. var s = 1; // surface index
  39321. var cs = 0;
  39322. var v = 0;
  39323. for (i = 0; i <= subdivisions; i++) {
  39324. h = i / subdivisions;
  39325. radius = (h * (diameterTop - diameterBottom) + diameterBottom) / 2;
  39326. ringIdx = (hasRings && i !== 0 && i !== subdivisions) ? 2 : 1;
  39327. for (r = 0; r < ringIdx; r++) {
  39328. if (hasRings) {
  39329. s += r;
  39330. }
  39331. if (enclose) {
  39332. s += 2 * r;
  39333. }
  39334. for (j = 0; j <= tessellation; j++) {
  39335. angle = j * angle_step;
  39336. // position
  39337. ringVertex.x = Math.cos(-angle) * radius;
  39338. ringVertex.y = -height / 2 + h * height;
  39339. ringVertex.z = Math.sin(-angle) * radius;
  39340. // normal
  39341. if (diameterTop === 0 && i === subdivisions) {
  39342. // if no top cap, reuse former normals
  39343. ringNormal.x = normals[normals.length - (tessellation + 1) * 3];
  39344. ringNormal.y = normals[normals.length - (tessellation + 1) * 3 + 1];
  39345. ringNormal.z = normals[normals.length - (tessellation + 1) * 3 + 2];
  39346. }
  39347. else {
  39348. ringNormal.x = ringVertex.x;
  39349. ringNormal.z = ringVertex.z;
  39350. ringNormal.y = Math.sqrt(ringNormal.x * ringNormal.x + ringNormal.z * ringNormal.z) * tan;
  39351. ringNormal.normalize();
  39352. }
  39353. // keep first ring vertex values for enclose
  39354. if (j === 0) {
  39355. ringFirstVertex.copyFrom(ringVertex);
  39356. ringFirstNormal.copyFrom(ringNormal);
  39357. }
  39358. positions.push(ringVertex.x, ringVertex.y, ringVertex.z);
  39359. normals.push(ringNormal.x, ringNormal.y, ringNormal.z);
  39360. if (hasRings) {
  39361. v = (cs !== s) ? faceUV[s].y : faceUV[s].w;
  39362. }
  39363. else {
  39364. v = faceUV[s].y + (faceUV[s].w - faceUV[s].y) * h;
  39365. }
  39366. uvs.push(faceUV[s].x + (faceUV[s].z - faceUV[s].x) * j / tessellation, v);
  39367. if (faceColors) {
  39368. colors.push(faceColors[s].r, faceColors[s].g, faceColors[s].b, faceColors[s].a);
  39369. }
  39370. }
  39371. // if enclose, add four vertices and their dedicated normals
  39372. if (arc !== 1 && enclose) {
  39373. positions.push(ringVertex.x, ringVertex.y, ringVertex.z);
  39374. positions.push(0, ringVertex.y, 0);
  39375. positions.push(0, ringVertex.y, 0);
  39376. positions.push(ringFirstVertex.x, ringFirstVertex.y, ringFirstVertex.z);
  39377. BABYLON.Vector3.CrossToRef(Y, ringNormal, quadNormal);
  39378. quadNormal.normalize();
  39379. normals.push(quadNormal.x, quadNormal.y, quadNormal.z, quadNormal.x, quadNormal.y, quadNormal.z);
  39380. BABYLON.Vector3.CrossToRef(ringFirstNormal, Y, quadNormal);
  39381. quadNormal.normalize();
  39382. normals.push(quadNormal.x, quadNormal.y, quadNormal.z, quadNormal.x, quadNormal.y, quadNormal.z);
  39383. if (hasRings) {
  39384. v = (cs !== s) ? faceUV[s + 1].y : faceUV[s + 1].w;
  39385. }
  39386. else {
  39387. v = faceUV[s + 1].y + (faceUV[s + 1].w - faceUV[s + 1].y) * h;
  39388. }
  39389. uvs.push(faceUV[s + 1].x, v);
  39390. uvs.push(faceUV[s + 1].z, v);
  39391. if (hasRings) {
  39392. v = (cs !== s) ? faceUV[s + 2].y : faceUV[s + 2].w;
  39393. }
  39394. else {
  39395. v = faceUV[s + 2].y + (faceUV[s + 2].w - faceUV[s + 2].y) * h;
  39396. }
  39397. uvs.push(faceUV[s + 2].x, v);
  39398. uvs.push(faceUV[s + 2].z, v);
  39399. if (faceColors) {
  39400. colors.push(faceColors[s + 1].r, faceColors[s + 1].g, faceColors[s + 1].b, faceColors[s + 1].a);
  39401. colors.push(faceColors[s + 1].r, faceColors[s + 1].g, faceColors[s + 1].b, faceColors[s + 1].a);
  39402. colors.push(faceColors[s + 2].r, faceColors[s + 2].g, faceColors[s + 2].b, faceColors[s + 2].a);
  39403. colors.push(faceColors[s + 2].r, faceColors[s + 2].g, faceColors[s + 2].b, faceColors[s + 2].a);
  39404. }
  39405. }
  39406. if (cs !== s) {
  39407. cs = s;
  39408. }
  39409. }
  39410. }
  39411. // indices
  39412. var e = (arc !== 1 && enclose) ? tessellation + 4 : tessellation; // correction of number of iteration if enclose
  39413. var s;
  39414. i = 0;
  39415. for (s = 0; s < subdivisions; s++) {
  39416. var i0 = 0;
  39417. var i1 = 0;
  39418. var i2 = 0;
  39419. var i3 = 0;
  39420. for (j = 0; j < tessellation; j++) {
  39421. i0 = i * (e + 1) + j;
  39422. i1 = (i + 1) * (e + 1) + j;
  39423. i2 = i * (e + 1) + (j + 1);
  39424. i3 = (i + 1) * (e + 1) + (j + 1);
  39425. indices.push(i0, i1, i2);
  39426. indices.push(i3, i2, i1);
  39427. }
  39428. if (arc !== 1 && enclose) { // if enclose, add two quads
  39429. indices.push(i0 + 2, i1 + 2, i2 + 2);
  39430. indices.push(i3 + 2, i2 + 2, i1 + 2);
  39431. indices.push(i0 + 4, i1 + 4, i2 + 4);
  39432. indices.push(i3 + 4, i2 + 4, i1 + 4);
  39433. }
  39434. i = (hasRings) ? (i + 2) : (i + 1);
  39435. }
  39436. // Caps
  39437. var createCylinderCap = function (isTop) {
  39438. var radius = isTop ? diameterTop / 2 : diameterBottom / 2;
  39439. if (radius === 0) {
  39440. return;
  39441. }
  39442. // Cap positions, normals & uvs
  39443. var angle;
  39444. var circleVector;
  39445. var i;
  39446. var u = (isTop) ? faceUV[surfaceNb - 1] : faceUV[0];
  39447. var c = null;
  39448. if (faceColors) {
  39449. c = (isTop) ? faceColors[surfaceNb - 1] : faceColors[0];
  39450. }
  39451. // cap center
  39452. var vbase = positions.length / 3;
  39453. var offset = isTop ? height / 2 : -height / 2;
  39454. var center = new BABYLON.Vector3(0, offset, 0);
  39455. positions.push(center.x, center.y, center.z);
  39456. normals.push(0, isTop ? 1 : -1, 0);
  39457. uvs.push(u.x + (u.z - u.x) * 0.5, u.y + (u.w - u.y) * 0.5);
  39458. if (c) {
  39459. colors.push(c.r, c.g, c.b, c.a);
  39460. }
  39461. var textureScale = new BABYLON.Vector2(0.5, 0.5);
  39462. for (i = 0; i <= tessellation; i++) {
  39463. angle = Math.PI * 2 * i * arc / tessellation;
  39464. var cos = Math.cos(-angle);
  39465. var sin = Math.sin(-angle);
  39466. circleVector = new BABYLON.Vector3(cos * radius, offset, sin * radius);
  39467. var textureCoordinate = new BABYLON.Vector2(cos * textureScale.x + 0.5, sin * textureScale.y + 0.5);
  39468. positions.push(circleVector.x, circleVector.y, circleVector.z);
  39469. normals.push(0, isTop ? 1 : -1, 0);
  39470. uvs.push(u.x + (u.z - u.x) * textureCoordinate.x, u.y + (u.w - u.y) * textureCoordinate.y);
  39471. if (c) {
  39472. colors.push(c.r, c.g, c.b, c.a);
  39473. }
  39474. }
  39475. // Cap indices
  39476. for (i = 0; i < tessellation; i++) {
  39477. if (!isTop) {
  39478. indices.push(vbase);
  39479. indices.push(vbase + (i + 1));
  39480. indices.push(vbase + (i + 2));
  39481. }
  39482. else {
  39483. indices.push(vbase);
  39484. indices.push(vbase + (i + 2));
  39485. indices.push(vbase + (i + 1));
  39486. }
  39487. }
  39488. };
  39489. // add caps to geometry
  39490. createCylinderCap(false);
  39491. createCylinderCap(true);
  39492. // Sides
  39493. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39494. var vertexData = new VertexData();
  39495. vertexData.indices = indices;
  39496. vertexData.positions = positions;
  39497. vertexData.normals = normals;
  39498. vertexData.uvs = uvs;
  39499. if (faceColors) {
  39500. vertexData.colors = colors;
  39501. }
  39502. return vertexData;
  39503. };
  39504. /**
  39505. * Creates the VertexData for a torus
  39506. * @param options an object used to set the following optional parameters for the box, required but can be empty
  39507. * * diameter the diameter of the torus, optional default 1
  39508. * * thickness the diameter of the tube forming the torus, optional default 0.5
  39509. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  39510. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39511. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  39512. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  39513. * @returns the VertexData of the torus
  39514. */
  39515. VertexData.CreateTorus = function (options) {
  39516. var indices = [];
  39517. var positions = [];
  39518. var normals = [];
  39519. var uvs = [];
  39520. var diameter = options.diameter || 1;
  39521. var thickness = options.thickness || 0.5;
  39522. var tessellation = options.tessellation || 16;
  39523. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39524. var stride = tessellation + 1;
  39525. for (var i = 0; i <= tessellation; i++) {
  39526. var u = i / tessellation;
  39527. var outerAngle = i * Math.PI * 2.0 / tessellation - Math.PI / 2.0;
  39528. var transform = BABYLON.Matrix.Translation(diameter / 2.0, 0, 0).multiply(BABYLON.Matrix.RotationY(outerAngle));
  39529. for (var j = 0; j <= tessellation; j++) {
  39530. var v = 1 - j / tessellation;
  39531. var innerAngle = j * Math.PI * 2.0 / tessellation + Math.PI;
  39532. var dx = Math.cos(innerAngle);
  39533. var dy = Math.sin(innerAngle);
  39534. // Create a vertex.
  39535. var normal = new BABYLON.Vector3(dx, dy, 0);
  39536. var position = normal.scale(thickness / 2);
  39537. var textureCoordinate = new BABYLON.Vector2(u, v);
  39538. position = BABYLON.Vector3.TransformCoordinates(position, transform);
  39539. normal = BABYLON.Vector3.TransformNormal(normal, transform);
  39540. positions.push(position.x, position.y, position.z);
  39541. normals.push(normal.x, normal.y, normal.z);
  39542. uvs.push(textureCoordinate.x, textureCoordinate.y);
  39543. // And create indices for two triangles.
  39544. var nextI = (i + 1) % stride;
  39545. var nextJ = (j + 1) % stride;
  39546. indices.push(i * stride + j);
  39547. indices.push(i * stride + nextJ);
  39548. indices.push(nextI * stride + j);
  39549. indices.push(i * stride + nextJ);
  39550. indices.push(nextI * stride + nextJ);
  39551. indices.push(nextI * stride + j);
  39552. }
  39553. }
  39554. // Sides
  39555. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39556. // Result
  39557. var vertexData = new VertexData();
  39558. vertexData.indices = indices;
  39559. vertexData.positions = positions;
  39560. vertexData.normals = normals;
  39561. vertexData.uvs = uvs;
  39562. return vertexData;
  39563. };
  39564. /**
  39565. * Creates the VertexData of the LineSystem
  39566. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  39567. * - lines an array of lines, each line being an array of successive Vector3
  39568. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  39569. * @returns the VertexData of the LineSystem
  39570. */
  39571. VertexData.CreateLineSystem = function (options) {
  39572. var indices = [];
  39573. var positions = [];
  39574. var lines = options.lines;
  39575. var colors = options.colors;
  39576. var vertexColors = [];
  39577. var idx = 0;
  39578. for (var l = 0; l < lines.length; l++) {
  39579. var points = lines[l];
  39580. for (var index = 0; index < points.length; index++) {
  39581. positions.push(points[index].x, points[index].y, points[index].z);
  39582. if (colors) {
  39583. var color = colors[l];
  39584. vertexColors.push(color[index].r, color[index].g, color[index].b, color[index].a);
  39585. }
  39586. if (index > 0) {
  39587. indices.push(idx - 1);
  39588. indices.push(idx);
  39589. }
  39590. idx++;
  39591. }
  39592. }
  39593. var vertexData = new VertexData();
  39594. vertexData.indices = indices;
  39595. vertexData.positions = positions;
  39596. if (colors) {
  39597. vertexData.colors = vertexColors;
  39598. }
  39599. return vertexData;
  39600. };
  39601. /**
  39602. * Create the VertexData for a DashedLines
  39603. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  39604. * - points an array successive Vector3
  39605. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  39606. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  39607. * - dashNb the intended total number of dashes, optional, default 200
  39608. * @returns the VertexData for the DashedLines
  39609. */
  39610. VertexData.CreateDashedLines = function (options) {
  39611. var dashSize = options.dashSize || 3;
  39612. var gapSize = options.gapSize || 1;
  39613. var dashNb = options.dashNb || 200;
  39614. var points = options.points;
  39615. var positions = new Array();
  39616. var indices = new Array();
  39617. var curvect = BABYLON.Vector3.Zero();
  39618. var lg = 0;
  39619. var nb = 0;
  39620. var shft = 0;
  39621. var dashshft = 0;
  39622. var curshft = 0;
  39623. var idx = 0;
  39624. var i = 0;
  39625. for (i = 0; i < points.length - 1; i++) {
  39626. points[i + 1].subtractToRef(points[i], curvect);
  39627. lg += curvect.length();
  39628. }
  39629. shft = lg / dashNb;
  39630. dashshft = dashSize * shft / (dashSize + gapSize);
  39631. for (i = 0; i < points.length - 1; i++) {
  39632. points[i + 1].subtractToRef(points[i], curvect);
  39633. nb = Math.floor(curvect.length() / shft);
  39634. curvect.normalize();
  39635. for (var j = 0; j < nb; j++) {
  39636. curshft = shft * j;
  39637. positions.push(points[i].x + curshft * curvect.x, points[i].y + curshft * curvect.y, points[i].z + curshft * curvect.z);
  39638. positions.push(points[i].x + (curshft + dashshft) * curvect.x, points[i].y + (curshft + dashshft) * curvect.y, points[i].z + (curshft + dashshft) * curvect.z);
  39639. indices.push(idx, idx + 1);
  39640. idx += 2;
  39641. }
  39642. }
  39643. // Result
  39644. var vertexData = new VertexData();
  39645. vertexData.positions = positions;
  39646. vertexData.indices = indices;
  39647. return vertexData;
  39648. };
  39649. /**
  39650. * Creates the VertexData for a Ground
  39651. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  39652. * - width the width (x direction) of the ground, optional, default 1
  39653. * - height the height (z direction) of the ground, optional, default 1
  39654. * - subdivisions the number of subdivisions per side, optional, default 1
  39655. * @returns the VertexData of the Ground
  39656. */
  39657. VertexData.CreateGround = function (options) {
  39658. var indices = [];
  39659. var positions = [];
  39660. var normals = [];
  39661. var uvs = [];
  39662. var row, col;
  39663. var width = options.width || 1;
  39664. var height = options.height || 1;
  39665. var subdivisionsX = options.subdivisionsX || options.subdivisions || 1;
  39666. var subdivisionsY = options.subdivisionsY || options.subdivisions || 1;
  39667. for (row = 0; row <= subdivisionsY; row++) {
  39668. for (col = 0; col <= subdivisionsX; col++) {
  39669. var position = new BABYLON.Vector3((col * width) / subdivisionsX - (width / 2.0), 0, ((subdivisionsY - row) * height) / subdivisionsY - (height / 2.0));
  39670. var normal = new BABYLON.Vector3(0, 1.0, 0);
  39671. positions.push(position.x, position.y, position.z);
  39672. normals.push(normal.x, normal.y, normal.z);
  39673. uvs.push(col / subdivisionsX, 1.0 - row / subdivisionsY);
  39674. }
  39675. }
  39676. for (row = 0; row < subdivisionsY; row++) {
  39677. for (col = 0; col < subdivisionsX; col++) {
  39678. indices.push(col + 1 + (row + 1) * (subdivisionsX + 1));
  39679. indices.push(col + 1 + row * (subdivisionsX + 1));
  39680. indices.push(col + row * (subdivisionsX + 1));
  39681. indices.push(col + (row + 1) * (subdivisionsX + 1));
  39682. indices.push(col + 1 + (row + 1) * (subdivisionsX + 1));
  39683. indices.push(col + row * (subdivisionsX + 1));
  39684. }
  39685. }
  39686. // Result
  39687. var vertexData = new VertexData();
  39688. vertexData.indices = indices;
  39689. vertexData.positions = positions;
  39690. vertexData.normals = normals;
  39691. vertexData.uvs = uvs;
  39692. return vertexData;
  39693. };
  39694. /**
  39695. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  39696. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  39697. * * xmin the ground minimum X coordinate, optional, default -1
  39698. * * zmin the ground minimum Z coordinate, optional, default -1
  39699. * * xmax the ground maximum X coordinate, optional, default 1
  39700. * * zmax the ground maximum Z coordinate, optional, default 1
  39701. * * subdivisions a javascript object {w: positive integer, h: positive integer}, `w` and `h` are the numbers of subdivisions on the ground width and height creating 'tiles', default {w: 6, h: 6}
  39702. * * precision a javascript object {w: positive integer, h: positive integer}, `w` and `h` are the numbers of subdivisions on the tile width and height, default {w: 2, h: 2}
  39703. * @returns the VertexData of the TiledGround
  39704. */
  39705. VertexData.CreateTiledGround = function (options) {
  39706. var xmin = (options.xmin !== undefined && options.xmin !== null) ? options.xmin : -1.0;
  39707. var zmin = (options.zmin !== undefined && options.zmin !== null) ? options.zmin : -1.0;
  39708. var xmax = (options.xmax !== undefined && options.xmax !== null) ? options.xmax : 1.0;
  39709. var zmax = (options.zmax !== undefined && options.zmax !== null) ? options.zmax : 1.0;
  39710. var subdivisions = options.subdivisions || { w: 1, h: 1 };
  39711. var precision = options.precision || { w: 1, h: 1 };
  39712. var indices = new Array();
  39713. var positions = new Array();
  39714. var normals = new Array();
  39715. var uvs = new Array();
  39716. var row, col, tileRow, tileCol;
  39717. subdivisions.h = (subdivisions.h < 1) ? 1 : subdivisions.h;
  39718. subdivisions.w = (subdivisions.w < 1) ? 1 : subdivisions.w;
  39719. precision.w = (precision.w < 1) ? 1 : precision.w;
  39720. precision.h = (precision.h < 1) ? 1 : precision.h;
  39721. var tileSize = {
  39722. 'w': (xmax - xmin) / subdivisions.w,
  39723. 'h': (zmax - zmin) / subdivisions.h
  39724. };
  39725. function applyTile(xTileMin, zTileMin, xTileMax, zTileMax) {
  39726. // Indices
  39727. var base = positions.length / 3;
  39728. var rowLength = precision.w + 1;
  39729. for (row = 0; row < precision.h; row++) {
  39730. for (col = 0; col < precision.w; col++) {
  39731. var square = [
  39732. base + col + row * rowLength,
  39733. base + (col + 1) + row * rowLength,
  39734. base + (col + 1) + (row + 1) * rowLength,
  39735. base + col + (row + 1) * rowLength
  39736. ];
  39737. indices.push(square[1]);
  39738. indices.push(square[2]);
  39739. indices.push(square[3]);
  39740. indices.push(square[0]);
  39741. indices.push(square[1]);
  39742. indices.push(square[3]);
  39743. }
  39744. }
  39745. // Position, normals and uvs
  39746. var position = BABYLON.Vector3.Zero();
  39747. var normal = new BABYLON.Vector3(0, 1.0, 0);
  39748. for (row = 0; row <= precision.h; row++) {
  39749. position.z = (row * (zTileMax - zTileMin)) / precision.h + zTileMin;
  39750. for (col = 0; col <= precision.w; col++) {
  39751. position.x = (col * (xTileMax - xTileMin)) / precision.w + xTileMin;
  39752. position.y = 0;
  39753. positions.push(position.x, position.y, position.z);
  39754. normals.push(normal.x, normal.y, normal.z);
  39755. uvs.push(col / precision.w, row / precision.h);
  39756. }
  39757. }
  39758. }
  39759. for (tileRow = 0; tileRow < subdivisions.h; tileRow++) {
  39760. for (tileCol = 0; tileCol < subdivisions.w; tileCol++) {
  39761. applyTile(xmin + tileCol * tileSize.w, zmin + tileRow * tileSize.h, xmin + (tileCol + 1) * tileSize.w, zmin + (tileRow + 1) * tileSize.h);
  39762. }
  39763. }
  39764. // Result
  39765. var vertexData = new VertexData();
  39766. vertexData.indices = indices;
  39767. vertexData.positions = positions;
  39768. vertexData.normals = normals;
  39769. vertexData.uvs = uvs;
  39770. return vertexData;
  39771. };
  39772. /**
  39773. * Creates the VertexData of the Ground designed from a heightmap
  39774. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  39775. * * width the width (x direction) of the ground
  39776. * * height the height (z direction) of the ground
  39777. * * subdivisions the number of subdivisions per side
  39778. * * minHeight the minimum altitude on the ground, optional, default 0
  39779. * * maxHeight the maximum altitude on the ground, optional default 1
  39780. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  39781. * * buffer the array holding the image color data
  39782. * * bufferWidth the width of image
  39783. * * bufferHeight the height of image
  39784. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  39785. * @returns the VertexData of the Ground designed from a heightmap
  39786. */
  39787. VertexData.CreateGroundFromHeightMap = function (options) {
  39788. var indices = [];
  39789. var positions = [];
  39790. var normals = [];
  39791. var uvs = [];
  39792. var row, col;
  39793. var filter = options.colorFilter || new BABYLON.Color3(0.3, 0.59, 0.11);
  39794. var alphaFilter = options.alphaFilter || 0.0;
  39795. // Vertices
  39796. for (row = 0; row <= options.subdivisions; row++) {
  39797. for (col = 0; col <= options.subdivisions; col++) {
  39798. var position = new BABYLON.Vector3((col * options.width) / options.subdivisions - (options.width / 2.0), 0, ((options.subdivisions - row) * options.height) / options.subdivisions - (options.height / 2.0));
  39799. // Compute height
  39800. var heightMapX = (((position.x + options.width / 2) / options.width) * (options.bufferWidth - 1)) | 0;
  39801. var heightMapY = ((1.0 - (position.z + options.height / 2) / options.height) * (options.bufferHeight - 1)) | 0;
  39802. var pos = (heightMapX + heightMapY * options.bufferWidth) * 4;
  39803. var r = options.buffer[pos] / 255.0;
  39804. var g = options.buffer[pos + 1] / 255.0;
  39805. var b = options.buffer[pos + 2] / 255.0;
  39806. var a = options.buffer[pos + 3] / 255.0;
  39807. var gradient = r * filter.r + g * filter.g + b * filter.b;
  39808. // If our alpha channel is not within our filter then we will assign a 'special' height
  39809. // Then when building the indices, we will ignore any vertex that is using the special height
  39810. if (a >= alphaFilter) {
  39811. position.y = options.minHeight + (options.maxHeight - options.minHeight) * gradient;
  39812. }
  39813. else {
  39814. position.y = options.minHeight - BABYLON.Epsilon; // We can't have a height below minHeight, normally.
  39815. }
  39816. // Add vertex
  39817. positions.push(position.x, position.y, position.z);
  39818. normals.push(0, 0, 0);
  39819. uvs.push(col / options.subdivisions, 1.0 - row / options.subdivisions);
  39820. }
  39821. }
  39822. // Indices
  39823. for (row = 0; row < options.subdivisions; row++) {
  39824. for (col = 0; col < options.subdivisions; col++) {
  39825. // Calculate Indices
  39826. var idx1 = (col + 1 + (row + 1) * (options.subdivisions + 1));
  39827. var idx2 = (col + 1 + row * (options.subdivisions + 1));
  39828. var idx3 = (col + row * (options.subdivisions + 1));
  39829. var idx4 = (col + (row + 1) * (options.subdivisions + 1));
  39830. // Check that all indices are visible (based on our special height)
  39831. // Only display the vertex if all Indices are visible
  39832. // Positions are stored x,y,z for each vertex, hence the * 3 and + 1 for height
  39833. var isVisibleIdx1 = positions[idx1 * 3 + 1] >= options.minHeight;
  39834. var isVisibleIdx2 = positions[idx2 * 3 + 1] >= options.minHeight;
  39835. var isVisibleIdx3 = positions[idx3 * 3 + 1] >= options.minHeight;
  39836. if (isVisibleIdx1 && isVisibleIdx2 && isVisibleIdx3) {
  39837. indices.push(idx1);
  39838. indices.push(idx2);
  39839. indices.push(idx3);
  39840. }
  39841. var isVisibleIdx4 = positions[idx4 * 3 + 1] >= options.minHeight;
  39842. if (isVisibleIdx4 && isVisibleIdx1 && isVisibleIdx3) {
  39843. indices.push(idx4);
  39844. indices.push(idx1);
  39845. indices.push(idx3);
  39846. }
  39847. }
  39848. }
  39849. // Normals
  39850. VertexData.ComputeNormals(positions, indices, normals);
  39851. // Result
  39852. var vertexData = new VertexData();
  39853. vertexData.indices = indices;
  39854. vertexData.positions = positions;
  39855. vertexData.normals = normals;
  39856. vertexData.uvs = uvs;
  39857. return vertexData;
  39858. };
  39859. /**
  39860. * Creates the VertexData for a Plane
  39861. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  39862. * * size sets the width and height of the plane to the value of size, optional default 1
  39863. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  39864. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  39865. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39866. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  39867. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  39868. * @returns the VertexData of the box
  39869. */
  39870. VertexData.CreatePlane = function (options) {
  39871. var indices = [];
  39872. var positions = [];
  39873. var normals = [];
  39874. var uvs = [];
  39875. var width = options.width || options.size || 1;
  39876. var height = options.height || options.size || 1;
  39877. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39878. // Vertices
  39879. var halfWidth = width / 2.0;
  39880. var halfHeight = height / 2.0;
  39881. positions.push(-halfWidth, -halfHeight, 0);
  39882. normals.push(0, 0, -1.0);
  39883. uvs.push(0.0, 0.0);
  39884. positions.push(halfWidth, -halfHeight, 0);
  39885. normals.push(0, 0, -1.0);
  39886. uvs.push(1.0, 0.0);
  39887. positions.push(halfWidth, halfHeight, 0);
  39888. normals.push(0, 0, -1.0);
  39889. uvs.push(1.0, 1.0);
  39890. positions.push(-halfWidth, halfHeight, 0);
  39891. normals.push(0, 0, -1.0);
  39892. uvs.push(0.0, 1.0);
  39893. // Indices
  39894. indices.push(0);
  39895. indices.push(1);
  39896. indices.push(2);
  39897. indices.push(0);
  39898. indices.push(2);
  39899. indices.push(3);
  39900. // Sides
  39901. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39902. // Result
  39903. var vertexData = new VertexData();
  39904. vertexData.indices = indices;
  39905. vertexData.positions = positions;
  39906. vertexData.normals = normals;
  39907. vertexData.uvs = uvs;
  39908. return vertexData;
  39909. };
  39910. /**
  39911. * Creates the VertexData of the Disc or regular Polygon
  39912. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  39913. * * radius the radius of the disc, optional default 0.5
  39914. * * tessellation the number of polygon sides, optional, default 64
  39915. * * arc a number from 0 to 1, to create an unclosed polygon based on the fraction of the circumference given by the arc value, optional, default 1
  39916. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39917. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  39918. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  39919. * @returns the VertexData of the box
  39920. */
  39921. VertexData.CreateDisc = function (options) {
  39922. var positions = new Array();
  39923. var indices = new Array();
  39924. var normals = new Array();
  39925. var uvs = new Array();
  39926. var radius = options.radius || 0.5;
  39927. var tessellation = options.tessellation || 64;
  39928. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  39929. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39930. // positions and uvs
  39931. positions.push(0, 0, 0); // disc center first
  39932. uvs.push(0.5, 0.5);
  39933. var theta = Math.PI * 2 * arc;
  39934. var step = theta / tessellation;
  39935. for (var a = 0; a < theta; a += step) {
  39936. var x = Math.cos(a);
  39937. var y = Math.sin(a);
  39938. var u = (x + 1) / 2;
  39939. var v = (1 - y) / 2;
  39940. positions.push(radius * x, radius * y, 0);
  39941. uvs.push(u, v);
  39942. }
  39943. if (arc === 1) {
  39944. positions.push(positions[3], positions[4], positions[5]); // close the circle
  39945. uvs.push(uvs[2], uvs[3]);
  39946. }
  39947. //indices
  39948. var vertexNb = positions.length / 3;
  39949. for (var i = 1; i < vertexNb - 1; i++) {
  39950. indices.push(i + 1, 0, i);
  39951. }
  39952. // result
  39953. VertexData.ComputeNormals(positions, indices, normals);
  39954. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39955. var vertexData = new VertexData();
  39956. vertexData.indices = indices;
  39957. vertexData.positions = positions;
  39958. vertexData.normals = normals;
  39959. vertexData.uvs = uvs;
  39960. return vertexData;
  39961. };
  39962. /**
  39963. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  39964. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  39965. * @param polygon a mesh built from polygonTriangulation.build()
  39966. * @param sideOrientation takes the values BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39967. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  39968. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  39969. * @param frontUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  39970. * @param backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  39971. * @returns the VertexData of the Polygon
  39972. */
  39973. VertexData.CreatePolygon = function (polygon, sideOrientation, fUV, fColors, frontUVs, backUVs) {
  39974. var faceUV = fUV || new Array(3);
  39975. var faceColors = fColors;
  39976. var colors = [];
  39977. // default face colors and UV if undefined
  39978. for (var f = 0; f < 3; f++) {
  39979. if (faceUV[f] === undefined) {
  39980. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  39981. }
  39982. if (faceColors && faceColors[f] === undefined) {
  39983. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  39984. }
  39985. }
  39986. var positions = polygon.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  39987. var normals = polygon.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  39988. var uvs = polygon.getVerticesData(BABYLON.VertexBuffer.UVKind);
  39989. var indices = polygon.getIndices();
  39990. // set face colours and textures
  39991. var idx = 0;
  39992. var face = 0;
  39993. for (var index = 0; index < normals.length; index += 3) {
  39994. //Edge Face no. 1
  39995. if (Math.abs(normals[index + 1]) < 0.001) {
  39996. face = 1;
  39997. }
  39998. //Top Face no. 0
  39999. if (Math.abs(normals[index + 1] - 1) < 0.001) {
  40000. face = 0;
  40001. }
  40002. //Bottom Face no. 2
  40003. if (Math.abs(normals[index + 1] + 1) < 0.001) {
  40004. face = 2;
  40005. }
  40006. idx = index / 3;
  40007. uvs[2 * idx] = (1 - uvs[2 * idx]) * faceUV[face].x + uvs[2 * idx] * faceUV[face].z;
  40008. uvs[2 * idx + 1] = (1 - uvs[2 * idx + 1]) * faceUV[face].y + uvs[2 * idx + 1] * faceUV[face].w;
  40009. if (faceColors) {
  40010. colors.push(faceColors[face].r, faceColors[face].g, faceColors[face].b, faceColors[face].a);
  40011. }
  40012. }
  40013. // sides
  40014. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, frontUVs, backUVs);
  40015. // Result
  40016. var vertexData = new VertexData();
  40017. vertexData.indices = indices;
  40018. vertexData.positions = positions;
  40019. vertexData.normals = normals;
  40020. vertexData.uvs = uvs;
  40021. if (faceColors) {
  40022. var totalColors = (sideOrientation === BABYLON.Mesh.DOUBLESIDE) ? colors.concat(colors) : colors;
  40023. vertexData.colors = totalColors;
  40024. }
  40025. return vertexData;
  40026. };
  40027. /**
  40028. * Creates the VertexData of the IcoSphere
  40029. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  40030. * * radius the radius of the IcoSphere, optional default 1
  40031. * * radiusX allows stretching in the x direction, optional, default radius
  40032. * * radiusY allows stretching in the y direction, optional, default radius
  40033. * * radiusZ allows stretching in the z direction, optional, default radius
  40034. * * flat when true creates a flat shaded mesh, optional, default true
  40035. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  40036. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40037. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  40038. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  40039. * @returns the VertexData of the IcoSphere
  40040. */
  40041. VertexData.CreateIcoSphere = function (options) {
  40042. var sideOrientation = options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40043. var radius = options.radius || 1;
  40044. var flat = (options.flat === undefined) ? true : options.flat;
  40045. var subdivisions = options.subdivisions || 4;
  40046. var radiusX = options.radiusX || radius;
  40047. var radiusY = options.radiusY || radius;
  40048. var radiusZ = options.radiusZ || radius;
  40049. var t = (1 + Math.sqrt(5)) / 2;
  40050. // 12 vertex x,y,z
  40051. var ico_vertices = [
  40052. -1, t, -0, 1, t, 0, -1, -t, 0, 1, -t, 0,
  40053. 0, -1, -t, 0, 1, -t, 0, -1, t, 0, 1, t,
  40054. t, 0, 1, t, 0, -1, -t, 0, 1, -t, 0, -1 // v8-11
  40055. ];
  40056. // index of 3 vertex makes a face of icopshere
  40057. var ico_indices = [
  40058. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 12, 22, 23,
  40059. 1, 5, 20, 5, 11, 4, 23, 22, 13, 22, 18, 6, 7, 1, 8,
  40060. 14, 21, 4, 14, 4, 2, 16, 13, 6, 15, 6, 19, 3, 8, 9,
  40061. 4, 21, 5, 13, 17, 23, 6, 13, 22, 19, 6, 18, 9, 8, 1
  40062. ];
  40063. // vertex for uv have aliased position, not for UV
  40064. var vertices_unalias_id = [
  40065. 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11,
  40066. // vertex alias
  40067. 0,
  40068. 2,
  40069. 3,
  40070. 3,
  40071. 3,
  40072. 4,
  40073. 7,
  40074. 8,
  40075. 9,
  40076. 9,
  40077. 10,
  40078. 11 // 23: B + 12
  40079. ];
  40080. // uv as integer step (not pixels !)
  40081. var ico_vertexuv = [
  40082. 5, 1, 3, 1, 6, 4, 0, 0,
  40083. 5, 3, 4, 2, 2, 2, 4, 0,
  40084. 2, 0, 1, 1, 6, 0, 6, 2,
  40085. // vertex alias (for same vertex on different faces)
  40086. 0, 4,
  40087. 3, 3,
  40088. 4, 4,
  40089. 3, 1,
  40090. 4, 2,
  40091. 4, 4,
  40092. 0, 2,
  40093. 1, 1,
  40094. 2, 2,
  40095. 3, 3,
  40096. 1, 3,
  40097. 2, 4 // 23: B + 12
  40098. ];
  40099. // Vertices[0, 1, ...9, A, B] : position on UV plane
  40100. // '+' indicate duplicate position to be fixed (3,9:0,2,3,4,7,8,A,B)
  40101. // First island of uv mapping
  40102. // v = 4h 3+ 2
  40103. // v = 3h 9+ 4
  40104. // v = 2h 9+ 5 B
  40105. // v = 1h 9 1 0
  40106. // v = 0h 3 8 7 A
  40107. // u = 0 1 2 3 4 5 6 *a
  40108. // Second island of uv mapping
  40109. // v = 4h 0+ B+ 4+
  40110. // v = 3h A+ 2+
  40111. // v = 2h 7+ 6 3+
  40112. // v = 1h 8+ 3+
  40113. // v = 0h
  40114. // u = 0 1 2 3 4 5 6 *a
  40115. // Face layout on texture UV mapping
  40116. // ============
  40117. // \ 4 /\ 16 / ======
  40118. // \ / \ / /\ 11 /
  40119. // \/ 7 \/ / \ /
  40120. // ======= / 10 \/
  40121. // /\ 17 /\ =======
  40122. // / \ / \ \ 15 /\
  40123. // / 8 \/ 12 \ \ / \
  40124. // ============ \/ 6 \
  40125. // \ 18 /\ ============
  40126. // \ / \ \ 5 /\ 0 /
  40127. // \/ 13 \ \ / \ /
  40128. // ======= \/ 1 \/
  40129. // =============
  40130. // /\ 19 /\ 2 /\
  40131. // / \ / \ / \
  40132. // / 14 \/ 9 \/ 3 \
  40133. // ===================
  40134. // uv step is u:1 or 0.5, v:cos(30)=sqrt(3)/2, ratio approx is 84/97
  40135. var ustep = 138 / 1024;
  40136. var vstep = 239 / 1024;
  40137. var uoffset = 60 / 1024;
  40138. var voffset = 26 / 1024;
  40139. // Second island should have margin, not to touch the first island
  40140. // avoid any borderline artefact in pixel rounding
  40141. var island_u_offset = -40 / 1024;
  40142. var island_v_offset = +20 / 1024;
  40143. // face is either island 0 or 1 :
  40144. // second island is for faces : [4, 7, 8, 12, 13, 16, 17, 18]
  40145. var island = [
  40146. 0, 0, 0, 0, 1,
  40147. 0, 0, 1, 1, 0,
  40148. 0, 0, 1, 1, 0,
  40149. 0, 1, 1, 1, 0 // 15 - 19
  40150. ];
  40151. var indices = new Array();
  40152. var positions = new Array();
  40153. var normals = new Array();
  40154. var uvs = new Array();
  40155. var current_indice = 0;
  40156. // prepare array of 3 vector (empty) (to be worked in place, shared for each face)
  40157. var face_vertex_pos = new Array(3);
  40158. var face_vertex_uv = new Array(3);
  40159. var v012;
  40160. for (v012 = 0; v012 < 3; v012++) {
  40161. face_vertex_pos[v012] = BABYLON.Vector3.Zero();
  40162. face_vertex_uv[v012] = BABYLON.Vector2.Zero();
  40163. }
  40164. // create all with normals
  40165. for (var face = 0; face < 20; face++) {
  40166. // 3 vertex per face
  40167. for (v012 = 0; v012 < 3; v012++) {
  40168. // look up vertex 0,1,2 to its index in 0 to 11 (or 23 including alias)
  40169. var v_id = ico_indices[3 * face + v012];
  40170. // vertex have 3D position (x,y,z)
  40171. face_vertex_pos[v012].copyFromFloats(ico_vertices[3 * vertices_unalias_id[v_id]], ico_vertices[3 * vertices_unalias_id[v_id] + 1], ico_vertices[3 * vertices_unalias_id[v_id] + 2]);
  40172. // Normalize to get normal, then scale to radius
  40173. face_vertex_pos[v012].normalize().scaleInPlace(radius);
  40174. // uv Coordinates from vertex ID
  40175. face_vertex_uv[v012].copyFromFloats(ico_vertexuv[2 * v_id] * ustep + uoffset + island[face] * island_u_offset, ico_vertexuv[2 * v_id + 1] * vstep + voffset + island[face] * island_v_offset);
  40176. }
  40177. // Subdivide the face (interpolate pos, norm, uv)
  40178. // - pos is linear interpolation, then projected to sphere (converge polyhedron to sphere)
  40179. // - norm is linear interpolation of vertex corner normal
  40180. // (to be checked if better to re-calc from face vertex, or if approximation is OK ??? )
  40181. // - uv is linear interpolation
  40182. //
  40183. // Topology is as below for sub-divide by 2
  40184. // vertex shown as v0,v1,v2
  40185. // interp index is i1 to progress in range [v0,v1[
  40186. // interp index is i2 to progress in range [v0,v2[
  40187. // face index as (i1,i2) for /\ : (i1,i2),(i1+1,i2),(i1,i2+1)
  40188. // and (i1,i2)' for \/ : (i1+1,i2),(i1+1,i2+1),(i1,i2+1)
  40189. //
  40190. //
  40191. // i2 v2
  40192. // ^ ^
  40193. // / / \
  40194. // / / \
  40195. // / / \
  40196. // / / (0,1) \
  40197. // / #---------\
  40198. // / / \ (0,0)'/ \
  40199. // / / \ / \
  40200. // / / \ / \
  40201. // / / (0,0) \ / (1,0) \
  40202. // / #---------#---------\
  40203. // v0 v1
  40204. //
  40205. // --------------------> i1
  40206. //
  40207. // interp of (i1,i2):
  40208. // along i2 : x0=lerp(v0,v2, i2/S) <---> x1=lerp(v1,v2, i2/S)
  40209. // along i1 : lerp(x0,x1, i1/(S-i2))
  40210. //
  40211. // centroid of triangle is needed to get help normal computation
  40212. // (c1,c2) are used for centroid location
  40213. var interp_vertex = function (i1, i2, c1, c2) {
  40214. // vertex is interpolated from
  40215. // - face_vertex_pos[0..2]
  40216. // - face_vertex_uv[0..2]
  40217. var pos_x0 = BABYLON.Vector3.Lerp(face_vertex_pos[0], face_vertex_pos[2], i2 / subdivisions);
  40218. var pos_x1 = BABYLON.Vector3.Lerp(face_vertex_pos[1], face_vertex_pos[2], i2 / subdivisions);
  40219. var pos_interp = (subdivisions === i2) ? face_vertex_pos[2] : BABYLON.Vector3.Lerp(pos_x0, pos_x1, i1 / (subdivisions - i2));
  40220. pos_interp.normalize();
  40221. var vertex_normal;
  40222. if (flat) {
  40223. // in flat mode, recalculate normal as face centroid normal
  40224. var centroid_x0 = BABYLON.Vector3.Lerp(face_vertex_pos[0], face_vertex_pos[2], c2 / subdivisions);
  40225. var centroid_x1 = BABYLON.Vector3.Lerp(face_vertex_pos[1], face_vertex_pos[2], c2 / subdivisions);
  40226. vertex_normal = BABYLON.Vector3.Lerp(centroid_x0, centroid_x1, c1 / (subdivisions - c2));
  40227. }
  40228. else {
  40229. // in smooth mode, recalculate normal from each single vertex position
  40230. vertex_normal = new BABYLON.Vector3(pos_interp.x, pos_interp.y, pos_interp.z);
  40231. }
  40232. // Vertex normal need correction due to X,Y,Z radius scaling
  40233. vertex_normal.x /= radiusX;
  40234. vertex_normal.y /= radiusY;
  40235. vertex_normal.z /= radiusZ;
  40236. vertex_normal.normalize();
  40237. var uv_x0 = BABYLON.Vector2.Lerp(face_vertex_uv[0], face_vertex_uv[2], i2 / subdivisions);
  40238. var uv_x1 = BABYLON.Vector2.Lerp(face_vertex_uv[1], face_vertex_uv[2], i2 / subdivisions);
  40239. var uv_interp = (subdivisions === i2) ? face_vertex_uv[2] : BABYLON.Vector2.Lerp(uv_x0, uv_x1, i1 / (subdivisions - i2));
  40240. positions.push(pos_interp.x * radiusX, pos_interp.y * radiusY, pos_interp.z * radiusZ);
  40241. normals.push(vertex_normal.x, vertex_normal.y, vertex_normal.z);
  40242. uvs.push(uv_interp.x, uv_interp.y);
  40243. // push each vertex has member of a face
  40244. // Same vertex can bleong to multiple face, it is pushed multiple time (duplicate vertex are present)
  40245. indices.push(current_indice);
  40246. current_indice++;
  40247. };
  40248. for (var i2 = 0; i2 < subdivisions; i2++) {
  40249. for (var i1 = 0; i1 + i2 < subdivisions; i1++) {
  40250. // face : (i1,i2) for /\ :
  40251. // interp for : (i1,i2),(i1+1,i2),(i1,i2+1)
  40252. interp_vertex(i1, i2, i1 + 1.0 / 3, i2 + 1.0 / 3);
  40253. interp_vertex(i1 + 1, i2, i1 + 1.0 / 3, i2 + 1.0 / 3);
  40254. interp_vertex(i1, i2 + 1, i1 + 1.0 / 3, i2 + 1.0 / 3);
  40255. if (i1 + i2 + 1 < subdivisions) {
  40256. // face : (i1,i2)' for \/ :
  40257. // interp for (i1+1,i2),(i1+1,i2+1),(i1,i2+1)
  40258. interp_vertex(i1 + 1, i2, i1 + 2.0 / 3, i2 + 2.0 / 3);
  40259. interp_vertex(i1 + 1, i2 + 1, i1 + 2.0 / 3, i2 + 2.0 / 3);
  40260. interp_vertex(i1, i2 + 1, i1 + 2.0 / 3, i2 + 2.0 / 3);
  40261. }
  40262. }
  40263. }
  40264. }
  40265. // Sides
  40266. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40267. // Result
  40268. var vertexData = new VertexData();
  40269. vertexData.indices = indices;
  40270. vertexData.positions = positions;
  40271. vertexData.normals = normals;
  40272. vertexData.uvs = uvs;
  40273. return vertexData;
  40274. };
  40275. // inspired from // http://stemkoski.github.io/Three.js/Polyhedra.html
  40276. /**
  40277. * Creates the VertexData for a Polyhedron
  40278. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  40279. * * type provided types are:
  40280. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  40281. * * 9 : Pentagonal Pyramid (J2), 10 : Triangular Dipyramid (J12), 11 : Pentagonal Dipyramid (J13), 12 : Elongated Square Dipyramid (J15), 13 : Elongated Pentagonal Dipyramid (J16), 14 : Elongated Pentagonal Cupola (J20)
  40282. * * size the size of the IcoSphere, optional default 1
  40283. * * sizeX allows stretching in the x direction, optional, default size
  40284. * * sizeY allows stretching in the y direction, optional, default size
  40285. * * sizeZ allows stretching in the z direction, optional, default size
  40286. * * custom a number that overwrites the type to create from an extended set of polyhedron from https://www.babylonjs-playground.com/#21QRSK#15 with minimised editor
  40287. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  40288. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  40289. * * flat when true creates a flat shaded mesh, optional, default true
  40290. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  40291. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40292. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  40293. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  40294. * @returns the VertexData of the Polyhedron
  40295. */
  40296. VertexData.CreatePolyhedron = function (options) {
  40297. // provided polyhedron types :
  40298. // 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  40299. // 9 : Pentagonal Pyramid (J2), 10 : Triangular Dipyramid (J12), 11 : Pentagonal Dipyramid (J13), 12 : Elongated Square Dipyramid (J15), 13 : Elongated Pentagonal Dipyramid (J16), 14 : Elongated Pentagonal Cupola (J20)
  40300. var polyhedra = [];
  40301. polyhedra[0] = { vertex: [[0, 0, 1.732051], [1.632993, 0, -0.5773503], [-0.8164966, 1.414214, -0.5773503], [-0.8164966, -1.414214, -0.5773503]], face: [[0, 1, 2], [0, 2, 3], [0, 3, 1], [1, 3, 2]] };
  40302. polyhedra[1] = { vertex: [[0, 0, 1.414214], [1.414214, 0, 0], [0, 1.414214, 0], [-1.414214, 0, 0], [0, -1.414214, 0], [0, 0, -1.414214]], face: [[0, 1, 2], [0, 2, 3], [0, 3, 4], [0, 4, 1], [1, 4, 5], [1, 5, 2], [2, 5, 3], [3, 5, 4]] };
  40303. polyhedra[2] = {
  40304. vertex: [[0, 0, 1.070466], [0.7136442, 0, 0.7978784], [-0.3568221, 0.618034, 0.7978784], [-0.3568221, -0.618034, 0.7978784], [0.7978784, 0.618034, 0.3568221], [0.7978784, -0.618034, 0.3568221], [-0.9341724, 0.381966, 0.3568221], [0.1362939, 1, 0.3568221], [0.1362939, -1, 0.3568221], [-0.9341724, -0.381966, 0.3568221], [0.9341724, 0.381966, -0.3568221], [0.9341724, -0.381966, -0.3568221], [-0.7978784, 0.618034, -0.3568221], [-0.1362939, 1, -0.3568221], [-0.1362939, -1, -0.3568221], [-0.7978784, -0.618034, -0.3568221], [0.3568221, 0.618034, -0.7978784], [0.3568221, -0.618034, -0.7978784], [-0.7136442, 0, -0.7978784], [0, 0, -1.070466]],
  40305. face: [[0, 1, 4, 7, 2], [0, 2, 6, 9, 3], [0, 3, 8, 5, 1], [1, 5, 11, 10, 4], [2, 7, 13, 12, 6], [3, 9, 15, 14, 8], [4, 10, 16, 13, 7], [5, 8, 14, 17, 11], [6, 12, 18, 15, 9], [10, 11, 17, 19, 16], [12, 13, 16, 19, 18], [14, 15, 18, 19, 17]]
  40306. };
  40307. polyhedra[3] = {
  40308. vertex: [[0, 0, 1.175571], [1.051462, 0, 0.5257311], [0.3249197, 1, 0.5257311], [-0.8506508, 0.618034, 0.5257311], [-0.8506508, -0.618034, 0.5257311], [0.3249197, -1, 0.5257311], [0.8506508, 0.618034, -0.5257311], [0.8506508, -0.618034, -0.5257311], [-0.3249197, 1, -0.5257311], [-1.051462, 0, -0.5257311], [-0.3249197, -1, -0.5257311], [0, 0, -1.175571]],
  40309. face: [[0, 1, 2], [0, 2, 3], [0, 3, 4], [0, 4, 5], [0, 5, 1], [1, 5, 7], [1, 7, 6], [1, 6, 2], [2, 6, 8], [2, 8, 3], [3, 8, 9], [3, 9, 4], [4, 9, 10], [4, 10, 5], [5, 10, 7], [6, 7, 11], [6, 11, 8], [7, 10, 11], [8, 11, 9], [9, 11, 10]]
  40310. };
  40311. polyhedra[4] = {
  40312. vertex: [[0, 0, 1.070722], [0.7148135, 0, 0.7971752], [-0.104682, 0.7071068, 0.7971752], [-0.6841528, 0.2071068, 0.7971752], [-0.104682, -0.7071068, 0.7971752], [0.6101315, 0.7071068, 0.5236279], [1.04156, 0.2071068, 0.1367736], [0.6101315, -0.7071068, 0.5236279], [-0.3574067, 1, 0.1367736], [-0.7888348, -0.5, 0.5236279], [-0.9368776, 0.5, 0.1367736], [-0.3574067, -1, 0.1367736], [0.3574067, 1, -0.1367736], [0.9368776, -0.5, -0.1367736], [0.7888348, 0.5, -0.5236279], [0.3574067, -1, -0.1367736], [-0.6101315, 0.7071068, -0.5236279], [-1.04156, -0.2071068, -0.1367736], [-0.6101315, -0.7071068, -0.5236279], [0.104682, 0.7071068, -0.7971752], [0.6841528, -0.2071068, -0.7971752], [0.104682, -0.7071068, -0.7971752], [-0.7148135, 0, -0.7971752], [0, 0, -1.070722]],
  40313. face: [[0, 2, 3], [1, 6, 5], [4, 9, 11], [7, 15, 13], [8, 16, 10], [12, 14, 19], [17, 22, 18], [20, 21, 23], [0, 1, 5, 2], [0, 3, 9, 4], [0, 4, 7, 1], [1, 7, 13, 6], [2, 5, 12, 8], [2, 8, 10, 3], [3, 10, 17, 9], [4, 11, 15, 7], [5, 6, 14, 12], [6, 13, 20, 14], [8, 12, 19, 16], [9, 17, 18, 11], [10, 16, 22, 17], [11, 18, 21, 15], [13, 15, 21, 20], [14, 20, 23, 19], [16, 19, 23, 22], [18, 22, 23, 21]]
  40314. };
  40315. polyhedra[5] = { vertex: [[0, 0, 1.322876], [1.309307, 0, 0.1889822], [-0.9819805, 0.8660254, 0.1889822], [0.1636634, -1.299038, 0.1889822], [0.3273268, 0.8660254, -0.9449112], [-0.8183171, -0.4330127, -0.9449112]], face: [[0, 3, 1], [2, 4, 5], [0, 1, 4, 2], [0, 2, 5, 3], [1, 3, 5, 4]] };
  40316. polyhedra[6] = { vertex: [[0, 0, 1.159953], [1.013464, 0, 0.5642542], [-0.3501431, 0.9510565, 0.5642542], [-0.7715208, -0.6571639, 0.5642542], [0.6633206, 0.9510565, -0.03144481], [0.8682979, -0.6571639, -0.3996071], [-1.121664, 0.2938926, -0.03144481], [-0.2348831, -1.063314, -0.3996071], [0.5181548, 0.2938926, -0.9953061], [-0.5850262, -0.112257, -0.9953061]], face: [[0, 1, 4, 2], [0, 2, 6, 3], [1, 5, 8, 4], [3, 6, 9, 7], [5, 7, 9, 8], [0, 3, 7, 5, 1], [2, 4, 8, 9, 6]] };
  40317. polyhedra[7] = { vertex: [[0, 0, 1.118034], [0.8944272, 0, 0.6708204], [-0.2236068, 0.8660254, 0.6708204], [-0.7826238, -0.4330127, 0.6708204], [0.6708204, 0.8660254, 0.2236068], [1.006231, -0.4330127, -0.2236068], [-1.006231, 0.4330127, 0.2236068], [-0.6708204, -0.8660254, -0.2236068], [0.7826238, 0.4330127, -0.6708204], [0.2236068, -0.8660254, -0.6708204], [-0.8944272, 0, -0.6708204], [0, 0, -1.118034]], face: [[0, 1, 4, 2], [0, 2, 6, 3], [1, 5, 8, 4], [3, 6, 10, 7], [5, 9, 11, 8], [7, 10, 11, 9], [0, 3, 7, 9, 5, 1], [2, 4, 8, 11, 10, 6]] };
  40318. polyhedra[8] = { vertex: [[-0.729665, 0.670121, 0.319155], [-0.655235, -0.29213, -0.754096], [-0.093922, -0.607123, 0.537818], [0.702196, 0.595691, 0.485187], [0.776626, -0.36656, -0.588064]], face: [[1, 4, 2], [0, 1, 2], [3, 0, 2], [4, 3, 2], [4, 1, 0, 3]] };
  40319. polyhedra[9] = { vertex: [[-0.868849, -0.100041, 0.61257], [-0.329458, 0.976099, 0.28078], [-0.26629, -0.013796, -0.477654], [-0.13392, -1.034115, 0.229829], [0.738834, 0.707117, -0.307018], [0.859683, -0.535264, -0.338508]], face: [[3, 0, 2], [5, 3, 2], [4, 5, 2], [1, 4, 2], [0, 1, 2], [0, 3, 5, 4, 1]] };
  40320. polyhedra[10] = { vertex: [[-0.610389, 0.243975, 0.531213], [-0.187812, -0.48795, -0.664016], [-0.187812, 0.9759, -0.664016], [0.187812, -0.9759, 0.664016], [0.798201, 0.243975, 0.132803]], face: [[1, 3, 0], [3, 4, 0], [3, 1, 4], [0, 2, 1], [0, 4, 2], [2, 4, 1]] };
  40321. polyhedra[11] = { vertex: [[-1.028778, 0.392027, -0.048786], [-0.640503, -0.646161, 0.621837], [-0.125162, -0.395663, -0.540059], [0.004683, 0.888447, -0.651988], [0.125161, 0.395663, 0.540059], [0.632925, -0.791376, 0.433102], [1.031672, 0.157063, -0.354165]], face: [[3, 2, 0], [2, 1, 0], [2, 5, 1], [0, 4, 3], [0, 1, 4], [4, 1, 5], [2, 3, 6], [3, 4, 6], [5, 2, 6], [4, 5, 6]] };
  40322. polyhedra[12] = { vertex: [[-0.669867, 0.334933, -0.529576], [-0.669867, 0.334933, 0.529577], [-0.4043, 1.212901, 0], [-0.334933, -0.669867, -0.529576], [-0.334933, -0.669867, 0.529577], [0.334933, 0.669867, -0.529576], [0.334933, 0.669867, 0.529577], [0.4043, -1.212901, 0], [0.669867, -0.334933, -0.529576], [0.669867, -0.334933, 0.529577]], face: [[8, 9, 7], [6, 5, 2], [3, 8, 7], [5, 0, 2], [4, 3, 7], [0, 1, 2], [9, 4, 7], [1, 6, 2], [9, 8, 5, 6], [8, 3, 0, 5], [3, 4, 1, 0], [4, 9, 6, 1]] };
  40323. polyhedra[13] = { vertex: [[-0.931836, 0.219976, -0.264632], [-0.636706, 0.318353, 0.692816], [-0.613483, -0.735083, -0.264632], [-0.326545, 0.979634, 0], [-0.318353, -0.636706, 0.692816], [-0.159176, 0.477529, -0.856368], [0.159176, -0.477529, -0.856368], [0.318353, 0.636706, 0.692816], [0.326545, -0.979634, 0], [0.613482, 0.735082, -0.264632], [0.636706, -0.318353, 0.692816], [0.931835, -0.219977, -0.264632]], face: [[11, 10, 8], [7, 9, 3], [6, 11, 8], [9, 5, 3], [2, 6, 8], [5, 0, 3], [4, 2, 8], [0, 1, 3], [10, 4, 8], [1, 7, 3], [10, 11, 9, 7], [11, 6, 5, 9], [6, 2, 0, 5], [2, 4, 1, 0], [4, 10, 7, 1]] };
  40324. polyhedra[14] = {
  40325. vertex: [[-0.93465, 0.300459, -0.271185], [-0.838689, -0.260219, -0.516017], [-0.711319, 0.717591, 0.128359], [-0.710334, -0.156922, 0.080946], [-0.599799, 0.556003, -0.725148], [-0.503838, -0.004675, -0.969981], [-0.487004, 0.26021, 0.48049], [-0.460089, -0.750282, -0.512622], [-0.376468, 0.973135, -0.325605], [-0.331735, -0.646985, 0.084342], [-0.254001, 0.831847, 0.530001], [-0.125239, -0.494738, -0.966586], [0.029622, 0.027949, 0.730817], [0.056536, -0.982543, -0.262295], [0.08085, 1.087391, 0.076037], [0.125583, -0.532729, 0.485984], [0.262625, 0.599586, 0.780328], [0.391387, -0.726999, -0.716259], [0.513854, -0.868287, 0.139347], [0.597475, 0.85513, 0.326364], [0.641224, 0.109523, 0.783723], [0.737185, -0.451155, 0.538891], [0.848705, -0.612742, -0.314616], [0.976075, 0.365067, 0.32976], [1.072036, -0.19561, 0.084927]],
  40326. face: [[15, 18, 21], [12, 20, 16], [6, 10, 2], [3, 0, 1], [9, 7, 13], [2, 8, 4, 0], [0, 4, 5, 1], [1, 5, 11, 7], [7, 11, 17, 13], [13, 17, 22, 18], [18, 22, 24, 21], [21, 24, 23, 20], [20, 23, 19, 16], [16, 19, 14, 10], [10, 14, 8, 2], [15, 9, 13, 18], [12, 15, 21, 20], [6, 12, 16, 10], [3, 6, 2, 0], [9, 3, 1, 7], [9, 15, 12, 6, 3], [22, 17, 11, 5, 4, 8, 14, 19, 23, 24]]
  40327. };
  40328. var type = options.type && (options.type < 0 || options.type >= polyhedra.length) ? 0 : options.type || 0;
  40329. var size = options.size;
  40330. var sizeX = options.sizeX || size || 1;
  40331. var sizeY = options.sizeY || size || 1;
  40332. var sizeZ = options.sizeZ || size || 1;
  40333. var data = options.custom || polyhedra[type];
  40334. var nbfaces = data.face.length;
  40335. var faceUV = options.faceUV || new Array(nbfaces);
  40336. var faceColors = options.faceColors;
  40337. var flat = (options.flat === undefined) ? true : options.flat;
  40338. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40339. var positions = new Array();
  40340. var indices = new Array();
  40341. var normals = new Array();
  40342. var uvs = new Array();
  40343. var colors = new Array();
  40344. var index = 0;
  40345. var faceIdx = 0; // face cursor in the array "indexes"
  40346. var indexes = new Array();
  40347. var i = 0;
  40348. var f = 0;
  40349. var u, v, ang, x, y, tmp;
  40350. // default face colors and UV if undefined
  40351. if (flat) {
  40352. for (f = 0; f < nbfaces; f++) {
  40353. if (faceColors && faceColors[f] === undefined) {
  40354. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  40355. }
  40356. if (faceUV && faceUV[f] === undefined) {
  40357. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  40358. }
  40359. }
  40360. }
  40361. if (!flat) {
  40362. for (i = 0; i < data.vertex.length; i++) {
  40363. positions.push(data.vertex[i][0] * sizeX, data.vertex[i][1] * sizeY, data.vertex[i][2] * sizeZ);
  40364. uvs.push(0, 0);
  40365. }
  40366. for (f = 0; f < nbfaces; f++) {
  40367. for (i = 0; i < data.face[f].length - 2; i++) {
  40368. indices.push(data.face[f][0], data.face[f][i + 2], data.face[f][i + 1]);
  40369. }
  40370. }
  40371. }
  40372. else {
  40373. for (f = 0; f < nbfaces; f++) {
  40374. var fl = data.face[f].length; // number of vertices of the current face
  40375. ang = 2 * Math.PI / fl;
  40376. x = 0.5 * Math.tan(ang / 2);
  40377. y = 0.5;
  40378. // positions, uvs, colors
  40379. for (i = 0; i < fl; i++) {
  40380. // positions
  40381. positions.push(data.vertex[data.face[f][i]][0] * sizeX, data.vertex[data.face[f][i]][1] * sizeY, data.vertex[data.face[f][i]][2] * sizeZ);
  40382. indexes.push(index);
  40383. index++;
  40384. // uvs
  40385. u = faceUV[f].x + (faceUV[f].z - faceUV[f].x) * (0.5 + x);
  40386. v = faceUV[f].y + (faceUV[f].w - faceUV[f].y) * (y - 0.5);
  40387. uvs.push(u, v);
  40388. tmp = x * Math.cos(ang) - y * Math.sin(ang);
  40389. y = x * Math.sin(ang) + y * Math.cos(ang);
  40390. x = tmp;
  40391. // colors
  40392. if (faceColors) {
  40393. colors.push(faceColors[f].r, faceColors[f].g, faceColors[f].b, faceColors[f].a);
  40394. }
  40395. }
  40396. // indices from indexes
  40397. for (i = 0; i < fl - 2; i++) {
  40398. indices.push(indexes[0 + faceIdx], indexes[i + 2 + faceIdx], indexes[i + 1 + faceIdx]);
  40399. }
  40400. faceIdx += fl;
  40401. }
  40402. }
  40403. VertexData.ComputeNormals(positions, indices, normals);
  40404. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40405. var vertexData = new VertexData();
  40406. vertexData.positions = positions;
  40407. vertexData.indices = indices;
  40408. vertexData.normals = normals;
  40409. vertexData.uvs = uvs;
  40410. if (faceColors && flat) {
  40411. vertexData.colors = colors;
  40412. }
  40413. return vertexData;
  40414. };
  40415. // based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473
  40416. /**
  40417. * Creates the VertexData for a TorusKnot
  40418. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  40419. * * radius the radius of the torus knot, optional, default 2
  40420. * * tube the thickness of the tube, optional, default 0.5
  40421. * * radialSegments the number of sides on each tube segments, optional, default 32
  40422. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  40423. * * p the number of windings around the z axis, optional, default 2
  40424. * * q the number of windings around the x axis, optional, default 3
  40425. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40426. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  40427. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  40428. * @returns the VertexData of the Torus Knot
  40429. */
  40430. VertexData.CreateTorusKnot = function (options) {
  40431. var indices = new Array();
  40432. var positions = new Array();
  40433. var normals = new Array();
  40434. var uvs = new Array();
  40435. var radius = options.radius || 2;
  40436. var tube = options.tube || 0.5;
  40437. var radialSegments = options.radialSegments || 32;
  40438. var tubularSegments = options.tubularSegments || 32;
  40439. var p = options.p || 2;
  40440. var q = options.q || 3;
  40441. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40442. // Helper
  40443. var getPos = function (angle) {
  40444. var cu = Math.cos(angle);
  40445. var su = Math.sin(angle);
  40446. var quOverP = q / p * angle;
  40447. var cs = Math.cos(quOverP);
  40448. var tx = radius * (2 + cs) * 0.5 * cu;
  40449. var ty = radius * (2 + cs) * su * 0.5;
  40450. var tz = radius * Math.sin(quOverP) * 0.5;
  40451. return new BABYLON.Vector3(tx, ty, tz);
  40452. };
  40453. // Vertices
  40454. var i;
  40455. var j;
  40456. for (i = 0; i <= radialSegments; i++) {
  40457. var modI = i % radialSegments;
  40458. var u = modI / radialSegments * 2 * p * Math.PI;
  40459. var p1 = getPos(u);
  40460. var p2 = getPos(u + 0.01);
  40461. var tang = p2.subtract(p1);
  40462. var n = p2.add(p1);
  40463. var bitan = BABYLON.Vector3.Cross(tang, n);
  40464. n = BABYLON.Vector3.Cross(bitan, tang);
  40465. bitan.normalize();
  40466. n.normalize();
  40467. for (j = 0; j < tubularSegments; j++) {
  40468. var modJ = j % tubularSegments;
  40469. var v = modJ / tubularSegments * 2 * Math.PI;
  40470. var cx = -tube * Math.cos(v);
  40471. var cy = tube * Math.sin(v);
  40472. positions.push(p1.x + cx * n.x + cy * bitan.x);
  40473. positions.push(p1.y + cx * n.y + cy * bitan.y);
  40474. positions.push(p1.z + cx * n.z + cy * bitan.z);
  40475. uvs.push(i / radialSegments);
  40476. uvs.push(j / tubularSegments);
  40477. }
  40478. }
  40479. for (i = 0; i < radialSegments; i++) {
  40480. for (j = 0; j < tubularSegments; j++) {
  40481. var jNext = (j + 1) % tubularSegments;
  40482. var a = i * tubularSegments + j;
  40483. var b = (i + 1) * tubularSegments + j;
  40484. var c = (i + 1) * tubularSegments + jNext;
  40485. var d = i * tubularSegments + jNext;
  40486. indices.push(d);
  40487. indices.push(b);
  40488. indices.push(a);
  40489. indices.push(d);
  40490. indices.push(c);
  40491. indices.push(b);
  40492. }
  40493. }
  40494. // Normals
  40495. VertexData.ComputeNormals(positions, indices, normals);
  40496. // Sides
  40497. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40498. // Result
  40499. var vertexData = new VertexData();
  40500. vertexData.indices = indices;
  40501. vertexData.positions = positions;
  40502. vertexData.normals = normals;
  40503. vertexData.uvs = uvs;
  40504. return vertexData;
  40505. };
  40506. // Tools
  40507. /**
  40508. * Compute normals for given positions and indices
  40509. * @param positions an array of vertex positions, [...., x, y, z, ......]
  40510. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  40511. * @param normals an array of vertex normals, [...., x, y, z, ......]
  40512. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  40513. * * facetNormals : optional array of facet normals (vector3)
  40514. * * facetPositions : optional array of facet positions (vector3)
  40515. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  40516. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  40517. * * bInfo : optional bounding info, required for facetPartitioning computation
  40518. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  40519. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  40520. * * useRightHandedSystem: optional boolean to for right handed system computation
  40521. * * depthSort : optional boolean to enable the facet depth sort computation
  40522. * * distanceTo : optional Vector3 to compute the facet depth from this location
  40523. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  40524. */
  40525. VertexData.ComputeNormals = function (positions, indices, normals, options) {
  40526. // temporary scalar variables
  40527. var index = 0; // facet index
  40528. var p1p2x = 0.0; // p1p2 vector x coordinate
  40529. var p1p2y = 0.0; // p1p2 vector y coordinate
  40530. var p1p2z = 0.0; // p1p2 vector z coordinate
  40531. var p3p2x = 0.0; // p3p2 vector x coordinate
  40532. var p3p2y = 0.0; // p3p2 vector y coordinate
  40533. var p3p2z = 0.0; // p3p2 vector z coordinate
  40534. var faceNormalx = 0.0; // facet normal x coordinate
  40535. var faceNormaly = 0.0; // facet normal y coordinate
  40536. var faceNormalz = 0.0; // facet normal z coordinate
  40537. var length = 0.0; // facet normal length before normalization
  40538. var v1x = 0; // vector1 x index in the positions array
  40539. var v1y = 0; // vector1 y index in the positions array
  40540. var v1z = 0; // vector1 z index in the positions array
  40541. var v2x = 0; // vector2 x index in the positions array
  40542. var v2y = 0; // vector2 y index in the positions array
  40543. var v2z = 0; // vector2 z index in the positions array
  40544. var v3x = 0; // vector3 x index in the positions array
  40545. var v3y = 0; // vector3 y index in the positions array
  40546. var v3z = 0; // vector3 z index in the positions array
  40547. var computeFacetNormals = false;
  40548. var computeFacetPositions = false;
  40549. var computeFacetPartitioning = false;
  40550. var computeDepthSort = false;
  40551. var faceNormalSign = 1;
  40552. var ratio = 0;
  40553. var distanceTo = null;
  40554. if (options) {
  40555. computeFacetNormals = (options.facetNormals) ? true : false;
  40556. computeFacetPositions = (options.facetPositions) ? true : false;
  40557. computeFacetPartitioning = (options.facetPartitioning) ? true : false;
  40558. faceNormalSign = (options.useRightHandedSystem === true) ? -1 : 1;
  40559. ratio = options.ratio || 0;
  40560. computeDepthSort = (options.depthSort) ? true : false;
  40561. distanceTo = (options.distanceTo);
  40562. if (computeDepthSort) {
  40563. if (distanceTo === undefined) {
  40564. distanceTo = BABYLON.Vector3.Zero();
  40565. }
  40566. var depthSortedFacets = options.depthSortedFacets;
  40567. }
  40568. }
  40569. // facetPartitioning reinit if needed
  40570. var xSubRatio = 0;
  40571. var ySubRatio = 0;
  40572. var zSubRatio = 0;
  40573. var subSq = 0;
  40574. if (computeFacetPartitioning && options && options.bbSize) {
  40575. var ox = 0; // X partitioning index for facet position
  40576. var oy = 0; // Y partinioning index for facet position
  40577. var oz = 0; // Z partinioning index for facet position
  40578. var b1x = 0; // X partitioning index for facet v1 vertex
  40579. var b1y = 0; // Y partitioning index for facet v1 vertex
  40580. var b1z = 0; // z partitioning index for facet v1 vertex
  40581. var b2x = 0; // X partitioning index for facet v2 vertex
  40582. var b2y = 0; // Y partitioning index for facet v2 vertex
  40583. var b2z = 0; // Z partitioning index for facet v2 vertex
  40584. var b3x = 0; // X partitioning index for facet v3 vertex
  40585. var b3y = 0; // Y partitioning index for facet v3 vertex
  40586. var b3z = 0; // Z partitioning index for facet v3 vertex
  40587. var block_idx_o = 0; // facet barycenter block index
  40588. var block_idx_v1 = 0; // v1 vertex block index
  40589. var block_idx_v2 = 0; // v2 vertex block index
  40590. var block_idx_v3 = 0; // v3 vertex block index
  40591. var bbSizeMax = (options.bbSize.x > options.bbSize.y) ? options.bbSize.x : options.bbSize.y;
  40592. bbSizeMax = (bbSizeMax > options.bbSize.z) ? bbSizeMax : options.bbSize.z;
  40593. xSubRatio = options.subDiv.X * ratio / options.bbSize.x;
  40594. ySubRatio = options.subDiv.Y * ratio / options.bbSize.y;
  40595. zSubRatio = options.subDiv.Z * ratio / options.bbSize.z;
  40596. subSq = options.subDiv.max * options.subDiv.max;
  40597. options.facetPartitioning.length = 0;
  40598. }
  40599. // reset the normals
  40600. for (index = 0; index < positions.length; index++) {
  40601. normals[index] = 0.0;
  40602. }
  40603. // Loop : 1 indice triplet = 1 facet
  40604. var nbFaces = (indices.length / 3) | 0;
  40605. for (index = 0; index < nbFaces; index++) {
  40606. // get the indexes of the coordinates of each vertex of the facet
  40607. v1x = indices[index * 3] * 3;
  40608. v1y = v1x + 1;
  40609. v1z = v1x + 2;
  40610. v2x = indices[index * 3 + 1] * 3;
  40611. v2y = v2x + 1;
  40612. v2z = v2x + 2;
  40613. v3x = indices[index * 3 + 2] * 3;
  40614. v3y = v3x + 1;
  40615. v3z = v3x + 2;
  40616. p1p2x = positions[v1x] - positions[v2x]; // compute two vectors per facet : p1p2 and p3p2
  40617. p1p2y = positions[v1y] - positions[v2y];
  40618. p1p2z = positions[v1z] - positions[v2z];
  40619. p3p2x = positions[v3x] - positions[v2x];
  40620. p3p2y = positions[v3y] - positions[v2y];
  40621. p3p2z = positions[v3z] - positions[v2z];
  40622. // compute the face normal with the cross product
  40623. faceNormalx = faceNormalSign * (p1p2y * p3p2z - p1p2z * p3p2y);
  40624. faceNormaly = faceNormalSign * (p1p2z * p3p2x - p1p2x * p3p2z);
  40625. faceNormalz = faceNormalSign * (p1p2x * p3p2y - p1p2y * p3p2x);
  40626. // normalize this normal and store it in the array facetData
  40627. length = Math.sqrt(faceNormalx * faceNormalx + faceNormaly * faceNormaly + faceNormalz * faceNormalz);
  40628. length = (length === 0) ? 1.0 : length;
  40629. faceNormalx /= length;
  40630. faceNormaly /= length;
  40631. faceNormalz /= length;
  40632. if (computeFacetNormals && options) {
  40633. options.facetNormals[index].x = faceNormalx;
  40634. options.facetNormals[index].y = faceNormaly;
  40635. options.facetNormals[index].z = faceNormalz;
  40636. }
  40637. if (computeFacetPositions && options) {
  40638. // compute and the facet barycenter coordinates in the array facetPositions
  40639. options.facetPositions[index].x = (positions[v1x] + positions[v2x] + positions[v3x]) / 3.0;
  40640. options.facetPositions[index].y = (positions[v1y] + positions[v2y] + positions[v3y]) / 3.0;
  40641. options.facetPositions[index].z = (positions[v1z] + positions[v2z] + positions[v3z]) / 3.0;
  40642. }
  40643. if (computeFacetPartitioning && options) {
  40644. // store the facet indexes in arrays in the main facetPartitioning array :
  40645. // compute each facet vertex (+ facet barycenter) index in the partiniong array
  40646. ox = Math.floor((options.facetPositions[index].x - options.bInfo.minimum.x * ratio) * xSubRatio);
  40647. oy = Math.floor((options.facetPositions[index].y - options.bInfo.minimum.y * ratio) * ySubRatio);
  40648. oz = Math.floor((options.facetPositions[index].z - options.bInfo.minimum.z * ratio) * zSubRatio);
  40649. b1x = Math.floor((positions[v1x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  40650. b1y = Math.floor((positions[v1y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  40651. b1z = Math.floor((positions[v1z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  40652. b2x = Math.floor((positions[v2x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  40653. b2y = Math.floor((positions[v2y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  40654. b2z = Math.floor((positions[v2z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  40655. b3x = Math.floor((positions[v3x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  40656. b3y = Math.floor((positions[v3y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  40657. b3z = Math.floor((positions[v3z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  40658. block_idx_v1 = b1x + options.subDiv.max * b1y + subSq * b1z;
  40659. block_idx_v2 = b2x + options.subDiv.max * b2y + subSq * b2z;
  40660. block_idx_v3 = b3x + options.subDiv.max * b3y + subSq * b3z;
  40661. block_idx_o = ox + options.subDiv.max * oy + subSq * oz;
  40662. options.facetPartitioning[block_idx_o] = options.facetPartitioning[block_idx_o] ? options.facetPartitioning[block_idx_o] : new Array();
  40663. options.facetPartitioning[block_idx_v1] = options.facetPartitioning[block_idx_v1] ? options.facetPartitioning[block_idx_v1] : new Array();
  40664. options.facetPartitioning[block_idx_v2] = options.facetPartitioning[block_idx_v2] ? options.facetPartitioning[block_idx_v2] : new Array();
  40665. options.facetPartitioning[block_idx_v3] = options.facetPartitioning[block_idx_v3] ? options.facetPartitioning[block_idx_v3] : new Array();
  40666. // push each facet index in each block containing the vertex
  40667. options.facetPartitioning[block_idx_v1].push(index);
  40668. if (block_idx_v2 != block_idx_v1) {
  40669. options.facetPartitioning[block_idx_v2].push(index);
  40670. }
  40671. if (!(block_idx_v3 == block_idx_v2 || block_idx_v3 == block_idx_v1)) {
  40672. options.facetPartitioning[block_idx_v3].push(index);
  40673. }
  40674. if (!(block_idx_o == block_idx_v1 || block_idx_o == block_idx_v2 || block_idx_o == block_idx_v3)) {
  40675. options.facetPartitioning[block_idx_o].push(index);
  40676. }
  40677. }
  40678. if (computeDepthSort && options && options.facetPositions) {
  40679. var dsf = depthSortedFacets[index];
  40680. dsf.ind = index * 3;
  40681. dsf.sqDistance = BABYLON.Vector3.DistanceSquared(options.facetPositions[index], distanceTo);
  40682. }
  40683. // compute the normals anyway
  40684. normals[v1x] += faceNormalx; // accumulate all the normals per face
  40685. normals[v1y] += faceNormaly;
  40686. normals[v1z] += faceNormalz;
  40687. normals[v2x] += faceNormalx;
  40688. normals[v2y] += faceNormaly;
  40689. normals[v2z] += faceNormalz;
  40690. normals[v3x] += faceNormalx;
  40691. normals[v3y] += faceNormaly;
  40692. normals[v3z] += faceNormalz;
  40693. }
  40694. // last normalization of each normal
  40695. for (index = 0; index < normals.length / 3; index++) {
  40696. faceNormalx = normals[index * 3];
  40697. faceNormaly = normals[index * 3 + 1];
  40698. faceNormalz = normals[index * 3 + 2];
  40699. length = Math.sqrt(faceNormalx * faceNormalx + faceNormaly * faceNormaly + faceNormalz * faceNormalz);
  40700. length = (length === 0) ? 1.0 : length;
  40701. faceNormalx /= length;
  40702. faceNormaly /= length;
  40703. faceNormalz /= length;
  40704. normals[index * 3] = faceNormalx;
  40705. normals[index * 3 + 1] = faceNormaly;
  40706. normals[index * 3 + 2] = faceNormalz;
  40707. }
  40708. };
  40709. VertexData._ComputeSides = function (sideOrientation, positions, indices, normals, uvs, frontUVs, backUVs) {
  40710. var li = indices.length;
  40711. var ln = normals.length;
  40712. var i;
  40713. var n;
  40714. sideOrientation = sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40715. switch (sideOrientation) {
  40716. case BABYLON.Mesh.FRONTSIDE:
  40717. // nothing changed
  40718. break;
  40719. case BABYLON.Mesh.BACKSIDE:
  40720. var tmp;
  40721. // indices
  40722. for (i = 0; i < li; i += 3) {
  40723. tmp = indices[i];
  40724. indices[i] = indices[i + 2];
  40725. indices[i + 2] = tmp;
  40726. }
  40727. // normals
  40728. for (n = 0; n < ln; n++) {
  40729. normals[n] = -normals[n];
  40730. }
  40731. break;
  40732. case BABYLON.Mesh.DOUBLESIDE:
  40733. // positions
  40734. var lp = positions.length;
  40735. var l = lp / 3;
  40736. for (var p = 0; p < lp; p++) {
  40737. positions[lp + p] = positions[p];
  40738. }
  40739. // indices
  40740. for (i = 0; i < li; i += 3) {
  40741. indices[i + li] = indices[i + 2] + l;
  40742. indices[i + 1 + li] = indices[i + 1] + l;
  40743. indices[i + 2 + li] = indices[i] + l;
  40744. }
  40745. // normals
  40746. for (n = 0; n < ln; n++) {
  40747. normals[ln + n] = -normals[n];
  40748. }
  40749. // uvs
  40750. var lu = uvs.length;
  40751. var u = 0;
  40752. for (u = 0; u < lu; u++) {
  40753. uvs[u + lu] = uvs[u];
  40754. }
  40755. frontUVs = frontUVs ? frontUVs : new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  40756. backUVs = backUVs ? backUVs : new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  40757. u = 0;
  40758. for (i = 0; i < lu / 2; i++) {
  40759. uvs[u] = frontUVs.x + (frontUVs.z - frontUVs.x) * uvs[u];
  40760. uvs[u + 1] = frontUVs.y + (frontUVs.w - frontUVs.y) * uvs[u + 1];
  40761. uvs[u + lu] = backUVs.x + (backUVs.z - backUVs.x) * uvs[u + lu];
  40762. uvs[u + lu + 1] = backUVs.y + (backUVs.w - backUVs.y) * uvs[u + lu + 1];
  40763. u += 2;
  40764. }
  40765. break;
  40766. }
  40767. };
  40768. /**
  40769. * Applies VertexData created from the imported parameters to the geometry
  40770. * @param parsedVertexData the parsed data from an imported file
  40771. * @param geometry the geometry to apply the VertexData to
  40772. */
  40773. VertexData.ImportVertexData = function (parsedVertexData, geometry) {
  40774. var vertexData = new VertexData();
  40775. // positions
  40776. var positions = parsedVertexData.positions;
  40777. if (positions) {
  40778. vertexData.set(positions, BABYLON.VertexBuffer.PositionKind);
  40779. }
  40780. // normals
  40781. var normals = parsedVertexData.normals;
  40782. if (normals) {
  40783. vertexData.set(normals, BABYLON.VertexBuffer.NormalKind);
  40784. }
  40785. // tangents
  40786. var tangents = parsedVertexData.tangents;
  40787. if (tangents) {
  40788. vertexData.set(tangents, BABYLON.VertexBuffer.TangentKind);
  40789. }
  40790. // uvs
  40791. var uvs = parsedVertexData.uvs;
  40792. if (uvs) {
  40793. vertexData.set(uvs, BABYLON.VertexBuffer.UVKind);
  40794. }
  40795. // uv2s
  40796. var uv2s = parsedVertexData.uv2s;
  40797. if (uv2s) {
  40798. vertexData.set(uv2s, BABYLON.VertexBuffer.UV2Kind);
  40799. }
  40800. // uv3s
  40801. var uv3s = parsedVertexData.uv3s;
  40802. if (uv3s) {
  40803. vertexData.set(uv3s, BABYLON.VertexBuffer.UV3Kind);
  40804. }
  40805. // uv4s
  40806. var uv4s = parsedVertexData.uv4s;
  40807. if (uv4s) {
  40808. vertexData.set(uv4s, BABYLON.VertexBuffer.UV4Kind);
  40809. }
  40810. // uv5s
  40811. var uv5s = parsedVertexData.uv5s;
  40812. if (uv5s) {
  40813. vertexData.set(uv5s, BABYLON.VertexBuffer.UV5Kind);
  40814. }
  40815. // uv6s
  40816. var uv6s = parsedVertexData.uv6s;
  40817. if (uv6s) {
  40818. vertexData.set(uv6s, BABYLON.VertexBuffer.UV6Kind);
  40819. }
  40820. // colors
  40821. var colors = parsedVertexData.colors;
  40822. if (colors) {
  40823. vertexData.set(BABYLON.Color4.CheckColors4(colors, positions.length / 3), BABYLON.VertexBuffer.ColorKind);
  40824. }
  40825. // matricesIndices
  40826. var matricesIndices = parsedVertexData.matricesIndices;
  40827. if (matricesIndices) {
  40828. vertexData.set(matricesIndices, BABYLON.VertexBuffer.MatricesIndicesKind);
  40829. }
  40830. // matricesWeights
  40831. var matricesWeights = parsedVertexData.matricesWeights;
  40832. if (matricesWeights) {
  40833. vertexData.set(matricesWeights, BABYLON.VertexBuffer.MatricesWeightsKind);
  40834. }
  40835. // indices
  40836. var indices = parsedVertexData.indices;
  40837. if (indices) {
  40838. vertexData.indices = indices;
  40839. }
  40840. geometry.setAllVerticesData(vertexData, parsedVertexData.updatable);
  40841. };
  40842. return VertexData;
  40843. }());
  40844. BABYLON.VertexData = VertexData;
  40845. })(BABYLON || (BABYLON = {}));
  40846. //# sourceMappingURL=babylon.mesh.vertexData.js.map
  40847. var BABYLON;
  40848. (function (BABYLON) {
  40849. /**
  40850. * Class used to store geometry data (vertex buffers + index buffer)
  40851. */
  40852. var Geometry = /** @class */ (function () {
  40853. /**
  40854. * Creates a new geometry
  40855. * @param id defines the unique ID
  40856. * @param scene defines the hosting scene
  40857. * @param vertexData defines the VertexData used to get geometry data
  40858. * @param updatable defines if geometry must be updatable (false by default)
  40859. * @param mesh defines the mesh that will be associated with the geometry
  40860. */
  40861. function Geometry(id, scene, vertexData, updatable, mesh) {
  40862. if (updatable === void 0) { updatable = false; }
  40863. if (mesh === void 0) { mesh = null; }
  40864. /**
  40865. * Gets the delay loading state of the geometry (none by default which means not delayed)
  40866. */
  40867. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  40868. this._totalVertices = 0;
  40869. this._isDisposed = false;
  40870. this._indexBufferIsUpdatable = false;
  40871. this.id = id;
  40872. this.uniqueId = scene.getUniqueId();
  40873. this._engine = scene.getEngine();
  40874. this._meshes = [];
  40875. this._scene = scene;
  40876. //Init vertex buffer cache
  40877. this._vertexBuffers = {};
  40878. this._indices = [];
  40879. this._updatable = updatable;
  40880. // vertexData
  40881. if (vertexData) {
  40882. this.setAllVerticesData(vertexData, updatable);
  40883. }
  40884. else {
  40885. this._totalVertices = 0;
  40886. this._indices = [];
  40887. }
  40888. if (this._engine.getCaps().vertexArrayObject) {
  40889. this._vertexArrayObjects = {};
  40890. }
  40891. // applyToMesh
  40892. if (mesh) {
  40893. this.applyToMesh(mesh);
  40894. mesh.computeWorldMatrix(true);
  40895. }
  40896. }
  40897. Object.defineProperty(Geometry.prototype, "boundingBias", {
  40898. /**
  40899. * Gets or sets the Bias Vector to apply on the bounding elements (box/sphere), the max extend is computed as v += v * bias.x + bias.y, the min is computed as v -= v * bias.x + bias.y
  40900. */
  40901. get: function () {
  40902. return this._boundingBias;
  40903. },
  40904. /**
  40905. * Gets or sets the Bias Vector to apply on the bounding elements (box/sphere), the max extend is computed as v += v * bias.x + bias.y, the min is computed as v -= v * bias.x + bias.y
  40906. */
  40907. set: function (value) {
  40908. if (this._boundingBias) {
  40909. this._boundingBias.copyFrom(value);
  40910. }
  40911. else {
  40912. this._boundingBias = value.clone();
  40913. }
  40914. this._updateBoundingInfo(true, null);
  40915. },
  40916. enumerable: true,
  40917. configurable: true
  40918. });
  40919. /**
  40920. * Static function used to attach a new empty geometry to a mesh
  40921. * @param mesh defines the mesh to attach the geometry to
  40922. * @returns the new Geometry
  40923. */
  40924. Geometry.CreateGeometryForMesh = function (mesh) {
  40925. var geometry = new Geometry(Geometry.RandomId(), mesh.getScene());
  40926. geometry.applyToMesh(mesh);
  40927. return geometry;
  40928. };
  40929. Object.defineProperty(Geometry.prototype, "extend", {
  40930. /**
  40931. * Gets the current extend of the geometry
  40932. */
  40933. get: function () {
  40934. return this._extend;
  40935. },
  40936. enumerable: true,
  40937. configurable: true
  40938. });
  40939. /**
  40940. * Gets the hosting scene
  40941. * @returns the hosting Scene
  40942. */
  40943. Geometry.prototype.getScene = function () {
  40944. return this._scene;
  40945. };
  40946. /**
  40947. * Gets the hosting engine
  40948. * @returns the hosting Engine
  40949. */
  40950. Geometry.prototype.getEngine = function () {
  40951. return this._engine;
  40952. };
  40953. /**
  40954. * Defines if the geometry is ready to use
  40955. * @returns true if the geometry is ready to be used
  40956. */
  40957. Geometry.prototype.isReady = function () {
  40958. return this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE;
  40959. };
  40960. Object.defineProperty(Geometry.prototype, "doNotSerialize", {
  40961. /**
  40962. * Gets a value indicating that the geometry should not be serialized
  40963. */
  40964. get: function () {
  40965. for (var index = 0; index < this._meshes.length; index++) {
  40966. if (!this._meshes[index].doNotSerialize) {
  40967. return false;
  40968. }
  40969. }
  40970. return true;
  40971. },
  40972. enumerable: true,
  40973. configurable: true
  40974. });
  40975. /** @hidden */
  40976. Geometry.prototype._rebuild = function () {
  40977. if (this._vertexArrayObjects) {
  40978. this._vertexArrayObjects = {};
  40979. }
  40980. // Index buffer
  40981. if (this._meshes.length !== 0 && this._indices) {
  40982. this._indexBuffer = this._engine.createIndexBuffer(this._indices);
  40983. }
  40984. // Vertex buffers
  40985. for (var key in this._vertexBuffers) {
  40986. var vertexBuffer = this._vertexBuffers[key];
  40987. vertexBuffer._rebuild();
  40988. }
  40989. };
  40990. /**
  40991. * Affects all geometry data in one call
  40992. * @param vertexData defines the geometry data
  40993. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  40994. */
  40995. Geometry.prototype.setAllVerticesData = function (vertexData, updatable) {
  40996. vertexData.applyToGeometry(this, updatable);
  40997. this.notifyUpdate();
  40998. };
  40999. /**
  41000. * Set specific vertex data
  41001. * @param kind defines the data kind (Position, normal, etc...)
  41002. * @param data defines the vertex data to use
  41003. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  41004. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  41005. */
  41006. Geometry.prototype.setVerticesData = function (kind, data, updatable, stride) {
  41007. if (updatable === void 0) { updatable = false; }
  41008. var buffer = new BABYLON.VertexBuffer(this._engine, data, kind, updatable, this._meshes.length === 0, stride);
  41009. this.setVerticesBuffer(buffer);
  41010. };
  41011. /**
  41012. * Removes a specific vertex data
  41013. * @param kind defines the data kind (Position, normal, etc...)
  41014. */
  41015. Geometry.prototype.removeVerticesData = function (kind) {
  41016. if (this._vertexBuffers[kind]) {
  41017. this._vertexBuffers[kind].dispose();
  41018. delete this._vertexBuffers[kind];
  41019. }
  41020. };
  41021. /**
  41022. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  41023. * @param buffer defines the vertex buffer to use
  41024. * @param totalVertices defines the total number of vertices for position kind (could be null)
  41025. */
  41026. Geometry.prototype.setVerticesBuffer = function (buffer, totalVertices) {
  41027. if (totalVertices === void 0) { totalVertices = null; }
  41028. var kind = buffer.getKind();
  41029. if (this._vertexBuffers[kind]) {
  41030. this._vertexBuffers[kind].dispose();
  41031. }
  41032. this._vertexBuffers[kind] = buffer;
  41033. if (kind === BABYLON.VertexBuffer.PositionKind) {
  41034. var data = buffer.getData();
  41035. if (totalVertices != null) {
  41036. this._totalVertices = totalVertices;
  41037. }
  41038. else {
  41039. if (data != null) {
  41040. this._totalVertices = data.length / (buffer.byteStride / 4);
  41041. }
  41042. }
  41043. this._updateExtend(data);
  41044. this._resetPointsArrayCache();
  41045. var meshes = this._meshes;
  41046. var numOfMeshes = meshes.length;
  41047. for (var index = 0; index < numOfMeshes; index++) {
  41048. var mesh = meshes[index];
  41049. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  41050. mesh._createGlobalSubMesh(false);
  41051. mesh.computeWorldMatrix(true);
  41052. }
  41053. }
  41054. this.notifyUpdate(kind);
  41055. if (this._vertexArrayObjects) {
  41056. this._disposeVertexArrayObjects();
  41057. this._vertexArrayObjects = {}; // Will trigger a rebuild of the VAO if supported
  41058. }
  41059. };
  41060. /**
  41061. * Update a specific vertex buffer
  41062. * This function will directly update the underlying WebGLBuffer according to the passed numeric array or Float32Array
  41063. * It will do nothing if the buffer is not updatable
  41064. * @param kind defines the data kind (Position, normal, etc...)
  41065. * @param data defines the data to use
  41066. * @param offset defines the offset in the target buffer where to store the data
  41067. * @param useBytes set to true if the offset is in bytes
  41068. */
  41069. Geometry.prototype.updateVerticesDataDirectly = function (kind, data, offset, useBytes) {
  41070. if (useBytes === void 0) { useBytes = false; }
  41071. var vertexBuffer = this.getVertexBuffer(kind);
  41072. if (!vertexBuffer) {
  41073. return;
  41074. }
  41075. vertexBuffer.updateDirectly(data, offset, useBytes);
  41076. this.notifyUpdate(kind);
  41077. };
  41078. /**
  41079. * Update a specific vertex buffer
  41080. * This function will create a new buffer if the current one is not updatable
  41081. * @param kind defines the data kind (Position, normal, etc...)
  41082. * @param data defines the data to use
  41083. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  41084. */
  41085. Geometry.prototype.updateVerticesData = function (kind, data, updateExtends) {
  41086. if (updateExtends === void 0) { updateExtends = false; }
  41087. var vertexBuffer = this.getVertexBuffer(kind);
  41088. if (!vertexBuffer) {
  41089. return;
  41090. }
  41091. vertexBuffer.update(data);
  41092. if (kind === BABYLON.VertexBuffer.PositionKind) {
  41093. this._updateBoundingInfo(updateExtends, data);
  41094. }
  41095. this.notifyUpdate(kind);
  41096. };
  41097. Geometry.prototype._updateBoundingInfo = function (updateExtends, data) {
  41098. if (updateExtends) {
  41099. this._updateExtend(data);
  41100. }
  41101. this._resetPointsArrayCache();
  41102. if (updateExtends) {
  41103. var meshes = this._meshes;
  41104. for (var _i = 0, meshes_1 = meshes; _i < meshes_1.length; _i++) {
  41105. var mesh = meshes_1[_i];
  41106. if (mesh._boundingInfo) {
  41107. mesh._boundingInfo.reConstruct(this._extend.minimum, this._extend.maximum);
  41108. }
  41109. else {
  41110. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  41111. }
  41112. var subMeshes = mesh.subMeshes;
  41113. for (var _a = 0, subMeshes_1 = subMeshes; _a < subMeshes_1.length; _a++) {
  41114. var subMesh = subMeshes_1[_a];
  41115. subMesh.refreshBoundingInfo();
  41116. }
  41117. }
  41118. }
  41119. };
  41120. /** @hidden */
  41121. Geometry.prototype._bind = function (effect, indexToBind) {
  41122. if (!effect) {
  41123. return;
  41124. }
  41125. if (indexToBind === undefined) {
  41126. indexToBind = this._indexBuffer;
  41127. }
  41128. var vbs = this.getVertexBuffers();
  41129. if (!vbs) {
  41130. return;
  41131. }
  41132. if (indexToBind != this._indexBuffer || !this._vertexArrayObjects) {
  41133. this._engine.bindBuffers(vbs, indexToBind, effect);
  41134. return;
  41135. }
  41136. // Using VAO
  41137. if (!this._vertexArrayObjects[effect.key]) {
  41138. this._vertexArrayObjects[effect.key] = this._engine.recordVertexArrayObject(vbs, indexToBind, effect);
  41139. }
  41140. this._engine.bindVertexArrayObject(this._vertexArrayObjects[effect.key], indexToBind);
  41141. };
  41142. /**
  41143. * Gets total number of vertices
  41144. * @returns the total number of vertices
  41145. */
  41146. Geometry.prototype.getTotalVertices = function () {
  41147. if (!this.isReady()) {
  41148. return 0;
  41149. }
  41150. return this._totalVertices;
  41151. };
  41152. /**
  41153. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  41154. * @param kind defines the data kind (Position, normal, etc...)
  41155. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  41156. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  41157. * @returns a float array containing vertex data
  41158. */
  41159. Geometry.prototype.getVerticesData = function (kind, copyWhenShared, forceCopy) {
  41160. var vertexBuffer = this.getVertexBuffer(kind);
  41161. if (!vertexBuffer) {
  41162. return null;
  41163. }
  41164. var data = vertexBuffer.getData();
  41165. if (!data) {
  41166. return null;
  41167. }
  41168. var tightlyPackedByteStride = vertexBuffer.getSize() * BABYLON.VertexBuffer.GetTypeByteLength(vertexBuffer.type);
  41169. var count = this._totalVertices * vertexBuffer.getSize();
  41170. if (vertexBuffer.type !== BABYLON.VertexBuffer.FLOAT || vertexBuffer.byteStride !== tightlyPackedByteStride) {
  41171. var copy_1 = [];
  41172. vertexBuffer.forEach(count, function (value) { return copy_1.push(value); });
  41173. return copy_1;
  41174. }
  41175. if (!((data instanceof Array) || (data instanceof Float32Array)) || vertexBuffer.byteOffset !== 0 || data.length !== count) {
  41176. if (data instanceof Array) {
  41177. var offset = vertexBuffer.byteOffset / 4;
  41178. return BABYLON.Tools.Slice(data, offset, offset + count);
  41179. }
  41180. else if (data instanceof ArrayBuffer) {
  41181. return new Float32Array(data, vertexBuffer.byteOffset, count);
  41182. }
  41183. else {
  41184. var offset = data.byteOffset + vertexBuffer.byteOffset;
  41185. if (forceCopy || (copyWhenShared && this._meshes.length !== 1)) {
  41186. var result = new Float32Array(count);
  41187. var source = new Float32Array(data.buffer, offset, count);
  41188. result.set(source);
  41189. return result;
  41190. }
  41191. return new Float32Array(data.buffer, offset, count);
  41192. }
  41193. }
  41194. if (forceCopy || (copyWhenShared && this._meshes.length !== 1)) {
  41195. return BABYLON.Tools.Slice(data);
  41196. }
  41197. return data;
  41198. };
  41199. /**
  41200. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  41201. * @param kind defines the data kind (Position, normal, etc...)
  41202. * @returns true if the vertex buffer with the specified kind is updatable
  41203. */
  41204. Geometry.prototype.isVertexBufferUpdatable = function (kind) {
  41205. var vb = this._vertexBuffers[kind];
  41206. if (!vb) {
  41207. return false;
  41208. }
  41209. return vb.isUpdatable();
  41210. };
  41211. /**
  41212. * Gets a specific vertex buffer
  41213. * @param kind defines the data kind (Position, normal, etc...)
  41214. * @returns a VertexBuffer
  41215. */
  41216. Geometry.prototype.getVertexBuffer = function (kind) {
  41217. if (!this.isReady()) {
  41218. return null;
  41219. }
  41220. return this._vertexBuffers[kind];
  41221. };
  41222. /**
  41223. * Returns all vertex buffers
  41224. * @return an object holding all vertex buffers indexed by kind
  41225. */
  41226. Geometry.prototype.getVertexBuffers = function () {
  41227. if (!this.isReady()) {
  41228. return null;
  41229. }
  41230. return this._vertexBuffers;
  41231. };
  41232. /**
  41233. * Gets a boolean indicating if specific vertex buffer is present
  41234. * @param kind defines the data kind (Position, normal, etc...)
  41235. * @returns true if data is present
  41236. */
  41237. Geometry.prototype.isVerticesDataPresent = function (kind) {
  41238. if (!this._vertexBuffers) {
  41239. if (this._delayInfo) {
  41240. return this._delayInfo.indexOf(kind) !== -1;
  41241. }
  41242. return false;
  41243. }
  41244. return this._vertexBuffers[kind] !== undefined;
  41245. };
  41246. /**
  41247. * Gets a list of all attached data kinds (Position, normal, etc...)
  41248. * @returns a list of string containing all kinds
  41249. */
  41250. Geometry.prototype.getVerticesDataKinds = function () {
  41251. var result = [];
  41252. var kind;
  41253. if (!this._vertexBuffers && this._delayInfo) {
  41254. for (kind in this._delayInfo) {
  41255. result.push(kind);
  41256. }
  41257. }
  41258. else {
  41259. for (kind in this._vertexBuffers) {
  41260. result.push(kind);
  41261. }
  41262. }
  41263. return result;
  41264. };
  41265. /**
  41266. * Update index buffer
  41267. * @param indices defines the indices to store in the index buffer
  41268. * @param offset defines the offset in the target buffer where to store the data
  41269. */
  41270. Geometry.prototype.updateIndices = function (indices, offset) {
  41271. if (!this._indexBuffer) {
  41272. return;
  41273. }
  41274. if (!this._indexBufferIsUpdatable) {
  41275. this.setIndices(indices, null, true);
  41276. }
  41277. else {
  41278. this._engine.updateDynamicIndexBuffer(this._indexBuffer, indices, offset);
  41279. }
  41280. };
  41281. /**
  41282. * Creates a new index buffer
  41283. * @param indices defines the indices to store in the index buffer
  41284. * @param totalVertices defines the total number of vertices (could be null)
  41285. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  41286. */
  41287. Geometry.prototype.setIndices = function (indices, totalVertices, updatable) {
  41288. if (totalVertices === void 0) { totalVertices = null; }
  41289. if (updatable === void 0) { updatable = false; }
  41290. if (this._indexBuffer) {
  41291. this._engine._releaseBuffer(this._indexBuffer);
  41292. }
  41293. this._disposeVertexArrayObjects();
  41294. this._indices = indices;
  41295. this._indexBufferIsUpdatable = updatable;
  41296. if (this._meshes.length !== 0 && this._indices) {
  41297. this._indexBuffer = this._engine.createIndexBuffer(this._indices, updatable);
  41298. }
  41299. if (totalVertices != undefined) { // including null and undefined
  41300. this._totalVertices = totalVertices;
  41301. }
  41302. var meshes = this._meshes;
  41303. var numOfMeshes = meshes.length;
  41304. for (var index = 0; index < numOfMeshes; index++) {
  41305. meshes[index]._createGlobalSubMesh(true);
  41306. }
  41307. this.notifyUpdate();
  41308. };
  41309. /**
  41310. * Return the total number of indices
  41311. * @returns the total number of indices
  41312. */
  41313. Geometry.prototype.getTotalIndices = function () {
  41314. if (!this.isReady()) {
  41315. return 0;
  41316. }
  41317. return this._indices.length;
  41318. };
  41319. /**
  41320. * Gets the index buffer array
  41321. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  41322. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  41323. * @returns the index buffer array
  41324. */
  41325. Geometry.prototype.getIndices = function (copyWhenShared, forceCopy) {
  41326. if (!this.isReady()) {
  41327. return null;
  41328. }
  41329. var orig = this._indices;
  41330. if (!forceCopy && (!copyWhenShared || this._meshes.length === 1)) {
  41331. return orig;
  41332. }
  41333. else {
  41334. var len = orig.length;
  41335. var copy = [];
  41336. for (var i = 0; i < len; i++) {
  41337. copy.push(orig[i]);
  41338. }
  41339. return copy;
  41340. }
  41341. };
  41342. /**
  41343. * Gets the index buffer
  41344. * @return the index buffer
  41345. */
  41346. Geometry.prototype.getIndexBuffer = function () {
  41347. if (!this.isReady()) {
  41348. return null;
  41349. }
  41350. return this._indexBuffer;
  41351. };
  41352. /** @hidden */
  41353. Geometry.prototype._releaseVertexArrayObject = function (effect) {
  41354. if (effect === void 0) { effect = null; }
  41355. if (!effect || !this._vertexArrayObjects) {
  41356. return;
  41357. }
  41358. if (this._vertexArrayObjects[effect.key]) {
  41359. this._engine.releaseVertexArrayObject(this._vertexArrayObjects[effect.key]);
  41360. delete this._vertexArrayObjects[effect.key];
  41361. }
  41362. };
  41363. /**
  41364. * Release the associated resources for a specific mesh
  41365. * @param mesh defines the source mesh
  41366. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  41367. */
  41368. Geometry.prototype.releaseForMesh = function (mesh, shouldDispose) {
  41369. var meshes = this._meshes;
  41370. var index = meshes.indexOf(mesh);
  41371. if (index === -1) {
  41372. return;
  41373. }
  41374. meshes.splice(index, 1);
  41375. mesh._geometry = null;
  41376. if (meshes.length === 0 && shouldDispose) {
  41377. this.dispose();
  41378. }
  41379. };
  41380. /**
  41381. * Apply current geometry to a given mesh
  41382. * @param mesh defines the mesh to apply geometry to
  41383. */
  41384. Geometry.prototype.applyToMesh = function (mesh) {
  41385. if (mesh._geometry === this) {
  41386. return;
  41387. }
  41388. var previousGeometry = mesh._geometry;
  41389. if (previousGeometry) {
  41390. previousGeometry.releaseForMesh(mesh);
  41391. }
  41392. var meshes = this._meshes;
  41393. // must be done before setting vertexBuffers because of mesh._createGlobalSubMesh()
  41394. mesh._geometry = this;
  41395. this._scene.pushGeometry(this);
  41396. meshes.push(mesh);
  41397. if (this.isReady()) {
  41398. this._applyToMesh(mesh);
  41399. }
  41400. else {
  41401. mesh._boundingInfo = this._boundingInfo;
  41402. }
  41403. };
  41404. Geometry.prototype._updateExtend = function (data) {
  41405. if (data === void 0) { data = null; }
  41406. if (!data) {
  41407. data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  41408. }
  41409. this._extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this._totalVertices, this.boundingBias, 3);
  41410. };
  41411. Geometry.prototype._applyToMesh = function (mesh) {
  41412. var numOfMeshes = this._meshes.length;
  41413. // vertexBuffers
  41414. for (var kind in this._vertexBuffers) {
  41415. if (numOfMeshes === 1) {
  41416. this._vertexBuffers[kind].create();
  41417. }
  41418. var buffer = this._vertexBuffers[kind].getBuffer();
  41419. if (buffer) {
  41420. buffer.references = numOfMeshes;
  41421. }
  41422. if (kind === BABYLON.VertexBuffer.PositionKind) {
  41423. if (!this._extend) {
  41424. this._updateExtend();
  41425. }
  41426. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  41427. mesh._createGlobalSubMesh(false);
  41428. //bounding info was just created again, world matrix should be applied again.
  41429. mesh._updateBoundingInfo();
  41430. }
  41431. }
  41432. // indexBuffer
  41433. if (numOfMeshes === 1 && this._indices && this._indices.length > 0) {
  41434. this._indexBuffer = this._engine.createIndexBuffer(this._indices);
  41435. }
  41436. if (this._indexBuffer) {
  41437. this._indexBuffer.references = numOfMeshes;
  41438. }
  41439. // morphTargets
  41440. mesh._syncGeometryWithMorphTargetManager();
  41441. // instances
  41442. mesh.synchronizeInstances();
  41443. };
  41444. Geometry.prototype.notifyUpdate = function (kind) {
  41445. if (this.onGeometryUpdated) {
  41446. this.onGeometryUpdated(this, kind);
  41447. }
  41448. for (var _i = 0, _a = this._meshes; _i < _a.length; _i++) {
  41449. var mesh = _a[_i];
  41450. mesh._markSubMeshesAsAttributesDirty();
  41451. }
  41452. };
  41453. /**
  41454. * Load the geometry if it was flagged as delay loaded
  41455. * @param scene defines the hosting scene
  41456. * @param onLoaded defines a callback called when the geometry is loaded
  41457. */
  41458. Geometry.prototype.load = function (scene, onLoaded) {
  41459. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  41460. return;
  41461. }
  41462. if (this.isReady()) {
  41463. if (onLoaded) {
  41464. onLoaded();
  41465. }
  41466. return;
  41467. }
  41468. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
  41469. this._queueLoad(scene, onLoaded);
  41470. };
  41471. Geometry.prototype._queueLoad = function (scene, onLoaded) {
  41472. var _this = this;
  41473. if (!this.delayLoadingFile) {
  41474. return;
  41475. }
  41476. scene._addPendingData(this);
  41477. scene._loadFile(this.delayLoadingFile, function (data) {
  41478. if (!_this._delayLoadingFunction) {
  41479. return;
  41480. }
  41481. _this._delayLoadingFunction(JSON.parse(data), _this);
  41482. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  41483. _this._delayInfo = [];
  41484. scene._removePendingData(_this);
  41485. var meshes = _this._meshes;
  41486. var numOfMeshes = meshes.length;
  41487. for (var index = 0; index < numOfMeshes; index++) {
  41488. _this._applyToMesh(meshes[index]);
  41489. }
  41490. if (onLoaded) {
  41491. onLoaded();
  41492. }
  41493. }, undefined, true);
  41494. };
  41495. /**
  41496. * Invert the geometry to move from a right handed system to a left handed one.
  41497. */
  41498. Geometry.prototype.toLeftHanded = function () {
  41499. // Flip faces
  41500. var tIndices = this.getIndices(false);
  41501. if (tIndices != null && tIndices.length > 0) {
  41502. for (var i = 0; i < tIndices.length; i += 3) {
  41503. var tTemp = tIndices[i + 0];
  41504. tIndices[i + 0] = tIndices[i + 2];
  41505. tIndices[i + 2] = tTemp;
  41506. }
  41507. this.setIndices(tIndices);
  41508. }
  41509. // Negate position.z
  41510. var tPositions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind, false);
  41511. if (tPositions != null && tPositions.length > 0) {
  41512. for (var i = 0; i < tPositions.length; i += 3) {
  41513. tPositions[i + 2] = -tPositions[i + 2];
  41514. }
  41515. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, tPositions, false);
  41516. }
  41517. // Negate normal.z
  41518. var tNormals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind, false);
  41519. if (tNormals != null && tNormals.length > 0) {
  41520. for (var i = 0; i < tNormals.length; i += 3) {
  41521. tNormals[i + 2] = -tNormals[i + 2];
  41522. }
  41523. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, tNormals, false);
  41524. }
  41525. };
  41526. // Cache
  41527. /** @hidden */
  41528. Geometry.prototype._resetPointsArrayCache = function () {
  41529. this._positions = null;
  41530. };
  41531. /** @hidden */
  41532. Geometry.prototype._generatePointsArray = function () {
  41533. if (this._positions) {
  41534. return true;
  41535. }
  41536. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  41537. if (!data || data.length === 0) {
  41538. return false;
  41539. }
  41540. this._positions = [];
  41541. for (var index = 0; index < data.length; index += 3) {
  41542. this._positions.push(BABYLON.Vector3.FromArray(data, index));
  41543. }
  41544. return true;
  41545. };
  41546. /**
  41547. * Gets a value indicating if the geometry is disposed
  41548. * @returns true if the geometry was disposed
  41549. */
  41550. Geometry.prototype.isDisposed = function () {
  41551. return this._isDisposed;
  41552. };
  41553. Geometry.prototype._disposeVertexArrayObjects = function () {
  41554. if (this._vertexArrayObjects) {
  41555. for (var kind in this._vertexArrayObjects) {
  41556. this._engine.releaseVertexArrayObject(this._vertexArrayObjects[kind]);
  41557. }
  41558. this._vertexArrayObjects = {};
  41559. }
  41560. };
  41561. /**
  41562. * Free all associated resources
  41563. */
  41564. Geometry.prototype.dispose = function () {
  41565. var meshes = this._meshes;
  41566. var numOfMeshes = meshes.length;
  41567. var index;
  41568. for (index = 0; index < numOfMeshes; index++) {
  41569. this.releaseForMesh(meshes[index]);
  41570. }
  41571. this._meshes = [];
  41572. this._disposeVertexArrayObjects();
  41573. for (var kind in this._vertexBuffers) {
  41574. this._vertexBuffers[kind].dispose();
  41575. }
  41576. this._vertexBuffers = {};
  41577. this._totalVertices = 0;
  41578. if (this._indexBuffer) {
  41579. this._engine._releaseBuffer(this._indexBuffer);
  41580. }
  41581. this._indexBuffer = null;
  41582. this._indices = [];
  41583. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  41584. this.delayLoadingFile = null;
  41585. this._delayLoadingFunction = null;
  41586. this._delayInfo = [];
  41587. this._boundingInfo = null;
  41588. this._scene.removeGeometry(this);
  41589. this._isDisposed = true;
  41590. };
  41591. /**
  41592. * Clone the current geometry into a new geometry
  41593. * @param id defines the unique ID of the new geometry
  41594. * @returns a new geometry object
  41595. */
  41596. Geometry.prototype.copy = function (id) {
  41597. var vertexData = new BABYLON.VertexData();
  41598. vertexData.indices = [];
  41599. var indices = this.getIndices();
  41600. if (indices) {
  41601. for (var index = 0; index < indices.length; index++) {
  41602. vertexData.indices.push(indices[index]);
  41603. }
  41604. }
  41605. var updatable = false;
  41606. var stopChecking = false;
  41607. var kind;
  41608. for (kind in this._vertexBuffers) {
  41609. // using slice() to make a copy of the array and not just reference it
  41610. var data = this.getVerticesData(kind);
  41611. if (data instanceof Float32Array) {
  41612. vertexData.set(new Float32Array(data), kind);
  41613. }
  41614. else {
  41615. vertexData.set(data.slice(0), kind);
  41616. }
  41617. if (!stopChecking) {
  41618. var vb = this.getVertexBuffer(kind);
  41619. if (vb) {
  41620. updatable = vb.isUpdatable();
  41621. stopChecking = !updatable;
  41622. }
  41623. }
  41624. }
  41625. var geometry = new Geometry(id, this._scene, vertexData, updatable);
  41626. geometry.delayLoadState = this.delayLoadState;
  41627. geometry.delayLoadingFile = this.delayLoadingFile;
  41628. geometry._delayLoadingFunction = this._delayLoadingFunction;
  41629. for (kind in this._delayInfo) {
  41630. geometry._delayInfo = geometry._delayInfo || [];
  41631. geometry._delayInfo.push(kind);
  41632. }
  41633. // Bounding info
  41634. geometry._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  41635. return geometry;
  41636. };
  41637. /**
  41638. * Serialize the current geometry info (and not the vertices data) into a JSON object
  41639. * @return a JSON representation of the current geometry data (without the vertices data)
  41640. */
  41641. Geometry.prototype.serialize = function () {
  41642. var serializationObject = {};
  41643. serializationObject.id = this.id;
  41644. serializationObject.updatable = this._updatable;
  41645. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  41646. serializationObject.tags = BABYLON.Tags.GetTags(this);
  41647. }
  41648. return serializationObject;
  41649. };
  41650. Geometry.prototype.toNumberArray = function (origin) {
  41651. if (Array.isArray(origin)) {
  41652. return origin;
  41653. }
  41654. else {
  41655. return Array.prototype.slice.call(origin);
  41656. }
  41657. };
  41658. /**
  41659. * Serialize all vertices data into a JSON oject
  41660. * @returns a JSON representation of the current geometry data
  41661. */
  41662. Geometry.prototype.serializeVerticeData = function () {
  41663. var serializationObject = this.serialize();
  41664. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  41665. serializationObject.positions = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  41666. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.PositionKind)) {
  41667. serializationObject.positions._updatable = true;
  41668. }
  41669. }
  41670. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  41671. serializationObject.normals = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.NormalKind));
  41672. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.NormalKind)) {
  41673. serializationObject.normals._updatable = true;
  41674. }
  41675. }
  41676. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  41677. serializationObject.tangets = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.TangentKind));
  41678. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.TangentKind)) {
  41679. serializationObject.tangets._updatable = true;
  41680. }
  41681. }
  41682. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  41683. serializationObject.uvs = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UVKind));
  41684. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UVKind)) {
  41685. serializationObject.uvs._updatable = true;
  41686. }
  41687. }
  41688. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  41689. serializationObject.uv2s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV2Kind));
  41690. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV2Kind)) {
  41691. serializationObject.uv2s._updatable = true;
  41692. }
  41693. }
  41694. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV3Kind)) {
  41695. serializationObject.uv3s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV3Kind));
  41696. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV3Kind)) {
  41697. serializationObject.uv3s._updatable = true;
  41698. }
  41699. }
  41700. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV4Kind)) {
  41701. serializationObject.uv4s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV4Kind));
  41702. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV4Kind)) {
  41703. serializationObject.uv4s._updatable = true;
  41704. }
  41705. }
  41706. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV5Kind)) {
  41707. serializationObject.uv5s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV5Kind));
  41708. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV5Kind)) {
  41709. serializationObject.uv5s._updatable = true;
  41710. }
  41711. }
  41712. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV6Kind)) {
  41713. serializationObject.uv6s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV6Kind));
  41714. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV6Kind)) {
  41715. serializationObject.uv6s._updatable = true;
  41716. }
  41717. }
  41718. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  41719. serializationObject.colors = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.ColorKind));
  41720. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.ColorKind)) {
  41721. serializationObject.colors._updatable = true;
  41722. }
  41723. }
  41724. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  41725. serializationObject.matricesIndices = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind));
  41726. serializationObject.matricesIndices._isExpanded = true;
  41727. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  41728. serializationObject.matricesIndices._updatable = true;
  41729. }
  41730. }
  41731. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  41732. serializationObject.matricesWeights = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind));
  41733. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  41734. serializationObject.matricesWeights._updatable = true;
  41735. }
  41736. }
  41737. serializationObject.indices = this.toNumberArray(this.getIndices());
  41738. return serializationObject;
  41739. };
  41740. // Statics
  41741. /**
  41742. * Extracts a clone of a mesh geometry
  41743. * @param mesh defines the source mesh
  41744. * @param id defines the unique ID of the new geometry object
  41745. * @returns the new geometry object
  41746. */
  41747. Geometry.ExtractFromMesh = function (mesh, id) {
  41748. var geometry = mesh._geometry;
  41749. if (!geometry) {
  41750. return null;
  41751. }
  41752. return geometry.copy(id);
  41753. };
  41754. /**
  41755. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  41756. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  41757. * Be aware Math.random() could cause collisions, but:
  41758. * "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
  41759. * @returns a string containing a new GUID
  41760. */
  41761. Geometry.RandomId = function () {
  41762. return BABYLON.Tools.RandomId();
  41763. };
  41764. /** @hidden */
  41765. Geometry._ImportGeometry = function (parsedGeometry, mesh) {
  41766. var scene = mesh.getScene();
  41767. // Geometry
  41768. var geometryId = parsedGeometry.geometryId;
  41769. if (geometryId) {
  41770. var geometry = scene.getGeometryByID(geometryId);
  41771. if (geometry) {
  41772. geometry.applyToMesh(mesh);
  41773. }
  41774. }
  41775. else if (parsedGeometry instanceof ArrayBuffer) {
  41776. var binaryInfo = mesh._binaryInfo;
  41777. if (binaryInfo.positionsAttrDesc && binaryInfo.positionsAttrDesc.count > 0) {
  41778. var positionsData = new Float32Array(parsedGeometry, binaryInfo.positionsAttrDesc.offset, binaryInfo.positionsAttrDesc.count);
  41779. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData, false);
  41780. }
  41781. if (binaryInfo.normalsAttrDesc && binaryInfo.normalsAttrDesc.count > 0) {
  41782. var normalsData = new Float32Array(parsedGeometry, binaryInfo.normalsAttrDesc.offset, binaryInfo.normalsAttrDesc.count);
  41783. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData, false);
  41784. }
  41785. if (binaryInfo.tangetsAttrDesc && binaryInfo.tangetsAttrDesc.count > 0) {
  41786. var tangentsData = new Float32Array(parsedGeometry, binaryInfo.tangetsAttrDesc.offset, binaryInfo.tangetsAttrDesc.count);
  41787. mesh.setVerticesData(BABYLON.VertexBuffer.TangentKind, tangentsData, false);
  41788. }
  41789. if (binaryInfo.uvsAttrDesc && binaryInfo.uvsAttrDesc.count > 0) {
  41790. var uvsData = new Float32Array(parsedGeometry, binaryInfo.uvsAttrDesc.offset, binaryInfo.uvsAttrDesc.count);
  41791. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvsData, false);
  41792. }
  41793. if (binaryInfo.uvs2AttrDesc && binaryInfo.uvs2AttrDesc.count > 0) {
  41794. var uvs2Data = new Float32Array(parsedGeometry, binaryInfo.uvs2AttrDesc.offset, binaryInfo.uvs2AttrDesc.count);
  41795. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, uvs2Data, false);
  41796. }
  41797. if (binaryInfo.uvs3AttrDesc && binaryInfo.uvs3AttrDesc.count > 0) {
  41798. var uvs3Data = new Float32Array(parsedGeometry, binaryInfo.uvs3AttrDesc.offset, binaryInfo.uvs3AttrDesc.count);
  41799. mesh.setVerticesData(BABYLON.VertexBuffer.UV3Kind, uvs3Data, false);
  41800. }
  41801. if (binaryInfo.uvs4AttrDesc && binaryInfo.uvs4AttrDesc.count > 0) {
  41802. var uvs4Data = new Float32Array(parsedGeometry, binaryInfo.uvs4AttrDesc.offset, binaryInfo.uvs4AttrDesc.count);
  41803. mesh.setVerticesData(BABYLON.VertexBuffer.UV4Kind, uvs4Data, false);
  41804. }
  41805. if (binaryInfo.uvs5AttrDesc && binaryInfo.uvs5AttrDesc.count > 0) {
  41806. var uvs5Data = new Float32Array(parsedGeometry, binaryInfo.uvs5AttrDesc.offset, binaryInfo.uvs5AttrDesc.count);
  41807. mesh.setVerticesData(BABYLON.VertexBuffer.UV5Kind, uvs5Data, false);
  41808. }
  41809. if (binaryInfo.uvs6AttrDesc && binaryInfo.uvs6AttrDesc.count > 0) {
  41810. var uvs6Data = new Float32Array(parsedGeometry, binaryInfo.uvs6AttrDesc.offset, binaryInfo.uvs6AttrDesc.count);
  41811. mesh.setVerticesData(BABYLON.VertexBuffer.UV6Kind, uvs6Data, false);
  41812. }
  41813. if (binaryInfo.colorsAttrDesc && binaryInfo.colorsAttrDesc.count > 0) {
  41814. var colorsData = new Float32Array(parsedGeometry, binaryInfo.colorsAttrDesc.offset, binaryInfo.colorsAttrDesc.count);
  41815. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, colorsData, false, binaryInfo.colorsAttrDesc.stride);
  41816. }
  41817. if (binaryInfo.matricesIndicesAttrDesc && binaryInfo.matricesIndicesAttrDesc.count > 0) {
  41818. var matricesIndicesData = new Int32Array(parsedGeometry, binaryInfo.matricesIndicesAttrDesc.offset, binaryInfo.matricesIndicesAttrDesc.count);
  41819. var floatIndices = [];
  41820. for (var i = 0; i < matricesIndicesData.length; i++) {
  41821. var index = matricesIndicesData[i];
  41822. floatIndices.push(index & 0x000000FF);
  41823. floatIndices.push((index & 0x0000FF00) >> 8);
  41824. floatIndices.push((index & 0x00FF0000) >> 16);
  41825. floatIndices.push(index >> 24);
  41826. }
  41827. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, false);
  41828. }
  41829. if (binaryInfo.matricesWeightsAttrDesc && binaryInfo.matricesWeightsAttrDesc.count > 0) {
  41830. var matricesWeightsData = new Float32Array(parsedGeometry, binaryInfo.matricesWeightsAttrDesc.offset, binaryInfo.matricesWeightsAttrDesc.count);
  41831. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeightsData, false);
  41832. }
  41833. if (binaryInfo.indicesAttrDesc && binaryInfo.indicesAttrDesc.count > 0) {
  41834. var indicesData = new Int32Array(parsedGeometry, binaryInfo.indicesAttrDesc.offset, binaryInfo.indicesAttrDesc.count);
  41835. mesh.setIndices(indicesData, null);
  41836. }
  41837. if (binaryInfo.subMeshesAttrDesc && binaryInfo.subMeshesAttrDesc.count > 0) {
  41838. var subMeshesData = new Int32Array(parsedGeometry, binaryInfo.subMeshesAttrDesc.offset, binaryInfo.subMeshesAttrDesc.count * 5);
  41839. mesh.subMeshes = [];
  41840. for (var i = 0; i < binaryInfo.subMeshesAttrDesc.count; i++) {
  41841. var materialIndex = subMeshesData[(i * 5) + 0];
  41842. var verticesStart = subMeshesData[(i * 5) + 1];
  41843. var verticesCount = subMeshesData[(i * 5) + 2];
  41844. var indexStart = subMeshesData[(i * 5) + 3];
  41845. var indexCount = subMeshesData[(i * 5) + 4];
  41846. BABYLON.SubMesh.AddToMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh);
  41847. }
  41848. }
  41849. }
  41850. else if (parsedGeometry.positions && parsedGeometry.normals && parsedGeometry.indices) {
  41851. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, parsedGeometry.positions, parsedGeometry.positions._updatable);
  41852. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, parsedGeometry.normals, parsedGeometry.normals._updatable);
  41853. if (parsedGeometry.tangents) {
  41854. mesh.setVerticesData(BABYLON.VertexBuffer.TangentKind, parsedGeometry.tangents, parsedGeometry.tangents._updatable);
  41855. }
  41856. if (parsedGeometry.uvs) {
  41857. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, parsedGeometry.uvs, parsedGeometry.uvs._updatable);
  41858. }
  41859. if (parsedGeometry.uvs2) {
  41860. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, parsedGeometry.uvs2, parsedGeometry.uvs2._updatable);
  41861. }
  41862. if (parsedGeometry.uvs3) {
  41863. mesh.setVerticesData(BABYLON.VertexBuffer.UV3Kind, parsedGeometry.uvs3, parsedGeometry.uvs3._updatable);
  41864. }
  41865. if (parsedGeometry.uvs4) {
  41866. mesh.setVerticesData(BABYLON.VertexBuffer.UV4Kind, parsedGeometry.uvs4, parsedGeometry.uvs4._updatable);
  41867. }
  41868. if (parsedGeometry.uvs5) {
  41869. mesh.setVerticesData(BABYLON.VertexBuffer.UV5Kind, parsedGeometry.uvs5, parsedGeometry.uvs5._updatable);
  41870. }
  41871. if (parsedGeometry.uvs6) {
  41872. mesh.setVerticesData(BABYLON.VertexBuffer.UV6Kind, parsedGeometry.uvs6, parsedGeometry.uvs6._updatable);
  41873. }
  41874. if (parsedGeometry.colors) {
  41875. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, BABYLON.Color4.CheckColors4(parsedGeometry.colors, parsedGeometry.positions.length / 3), parsedGeometry.colors._updatable);
  41876. }
  41877. if (parsedGeometry.matricesIndices) {
  41878. if (!parsedGeometry.matricesIndices._isExpanded) {
  41879. var floatIndices = [];
  41880. for (var i = 0; i < parsedGeometry.matricesIndices.length; i++) {
  41881. var matricesIndex = parsedGeometry.matricesIndices[i];
  41882. floatIndices.push(matricesIndex & 0x000000FF);
  41883. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  41884. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  41885. floatIndices.push(matricesIndex >> 24);
  41886. }
  41887. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, parsedGeometry.matricesIndices._updatable);
  41888. }
  41889. else {
  41890. delete parsedGeometry.matricesIndices._isExpanded;
  41891. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, parsedGeometry.matricesIndices, parsedGeometry.matricesIndices._updatable);
  41892. }
  41893. }
  41894. if (parsedGeometry.matricesIndicesExtra) {
  41895. if (!parsedGeometry.matricesIndicesExtra._isExpanded) {
  41896. var floatIndices = [];
  41897. for (var i = 0; i < parsedGeometry.matricesIndicesExtra.length; i++) {
  41898. var matricesIndex = parsedGeometry.matricesIndicesExtra[i];
  41899. floatIndices.push(matricesIndex & 0x000000FF);
  41900. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  41901. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  41902. floatIndices.push(matricesIndex >> 24);
  41903. }
  41904. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, floatIndices, parsedGeometry.matricesIndicesExtra._updatable);
  41905. }
  41906. else {
  41907. delete parsedGeometry.matricesIndices._isExpanded;
  41908. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, parsedGeometry.matricesIndicesExtra, parsedGeometry.matricesIndicesExtra._updatable);
  41909. }
  41910. }
  41911. if (parsedGeometry.matricesWeights) {
  41912. Geometry._CleanMatricesWeights(parsedGeometry, mesh);
  41913. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, parsedGeometry.matricesWeights, parsedGeometry.matricesWeights._updatable);
  41914. }
  41915. if (parsedGeometry.matricesWeightsExtra) {
  41916. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, parsedGeometry.matricesWeightsExtra, parsedGeometry.matricesWeights._updatable);
  41917. }
  41918. mesh.setIndices(parsedGeometry.indices, null);
  41919. }
  41920. // SubMeshes
  41921. if (parsedGeometry.subMeshes) {
  41922. mesh.subMeshes = [];
  41923. for (var subIndex = 0; subIndex < parsedGeometry.subMeshes.length; subIndex++) {
  41924. var parsedSubMesh = parsedGeometry.subMeshes[subIndex];
  41925. BABYLON.SubMesh.AddToMesh(parsedSubMesh.materialIndex, parsedSubMesh.verticesStart, parsedSubMesh.verticesCount, parsedSubMesh.indexStart, parsedSubMesh.indexCount, mesh);
  41926. }
  41927. }
  41928. // Flat shading
  41929. if (mesh._shouldGenerateFlatShading) {
  41930. mesh.convertToFlatShadedMesh();
  41931. delete mesh._shouldGenerateFlatShading;
  41932. }
  41933. // Update
  41934. mesh.computeWorldMatrix(true);
  41935. scene.onMeshImportedObservable.notifyObservers(mesh);
  41936. };
  41937. Geometry._CleanMatricesWeights = function (parsedGeometry, mesh) {
  41938. var epsilon = 1e-3;
  41939. if (!BABYLON.SceneLoader.CleanBoneMatrixWeights) {
  41940. return;
  41941. }
  41942. var noInfluenceBoneIndex = 0.0;
  41943. if (parsedGeometry.skeletonId > -1) {
  41944. var skeleton = mesh.getScene().getLastSkeletonByID(parsedGeometry.skeletonId);
  41945. if (!skeleton) {
  41946. return;
  41947. }
  41948. noInfluenceBoneIndex = skeleton.bones.length;
  41949. }
  41950. else {
  41951. return;
  41952. }
  41953. var matricesIndices = mesh.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  41954. var matricesIndicesExtra = mesh.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  41955. var matricesWeights = parsedGeometry.matricesWeights;
  41956. var matricesWeightsExtra = parsedGeometry.matricesWeightsExtra;
  41957. var influencers = parsedGeometry.numBoneInfluencer;
  41958. var size = matricesWeights.length;
  41959. for (var i = 0; i < size; i += 4) {
  41960. var weight = 0.0;
  41961. var firstZeroWeight = -1;
  41962. for (var j = 0; j < 4; j++) {
  41963. var w = matricesWeights[i + j];
  41964. weight += w;
  41965. if (w < epsilon && firstZeroWeight < 0) {
  41966. firstZeroWeight = j;
  41967. }
  41968. }
  41969. if (matricesWeightsExtra) {
  41970. for (var j = 0; j < 4; j++) {
  41971. var w = matricesWeightsExtra[i + j];
  41972. weight += w;
  41973. if (w < epsilon && firstZeroWeight < 0) {
  41974. firstZeroWeight = j + 4;
  41975. }
  41976. }
  41977. }
  41978. if (firstZeroWeight < 0 || firstZeroWeight > (influencers - 1)) {
  41979. firstZeroWeight = influencers - 1;
  41980. }
  41981. if (weight > epsilon) {
  41982. var mweight = 1.0 / weight;
  41983. for (var j = 0; j < 4; j++) {
  41984. matricesWeights[i + j] *= mweight;
  41985. }
  41986. if (matricesWeightsExtra) {
  41987. for (var j = 0; j < 4; j++) {
  41988. matricesWeightsExtra[i + j] *= mweight;
  41989. }
  41990. }
  41991. }
  41992. else {
  41993. if (firstZeroWeight >= 4) {
  41994. matricesWeightsExtra[i + firstZeroWeight - 4] = 1.0 - weight;
  41995. matricesIndicesExtra[i + firstZeroWeight - 4] = noInfluenceBoneIndex;
  41996. }
  41997. else {
  41998. matricesWeights[i + firstZeroWeight] = 1.0 - weight;
  41999. matricesIndices[i + firstZeroWeight] = noInfluenceBoneIndex;
  42000. }
  42001. }
  42002. }
  42003. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, matricesIndices);
  42004. if (parsedGeometry.matricesWeightsExtra) {
  42005. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, matricesIndicesExtra);
  42006. }
  42007. };
  42008. /**
  42009. * Create a new geometry from persisted data (Using .babylon file format)
  42010. * @param parsedVertexData defines the persisted data
  42011. * @param scene defines the hosting scene
  42012. * @param rootUrl defines the root url to use to load assets (like delayed data)
  42013. * @returns the new geometry object
  42014. */
  42015. Geometry.Parse = function (parsedVertexData, scene, rootUrl) {
  42016. if (scene.getGeometryByID(parsedVertexData.id)) {
  42017. return null; // null since geometry could be something else than a box...
  42018. }
  42019. var geometry = new Geometry(parsedVertexData.id, scene, undefined, parsedVertexData.updatable);
  42020. if (BABYLON.Tags) {
  42021. BABYLON.Tags.AddTagsTo(geometry, parsedVertexData.tags);
  42022. }
  42023. if (parsedVertexData.delayLoadingFile) {
  42024. geometry.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  42025. geometry.delayLoadingFile = rootUrl + parsedVertexData.delayLoadingFile;
  42026. geometry._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMaximum));
  42027. geometry._delayInfo = [];
  42028. if (parsedVertexData.hasUVs) {
  42029. geometry._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  42030. }
  42031. if (parsedVertexData.hasUVs2) {
  42032. geometry._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  42033. }
  42034. if (parsedVertexData.hasUVs3) {
  42035. geometry._delayInfo.push(BABYLON.VertexBuffer.UV3Kind);
  42036. }
  42037. if (parsedVertexData.hasUVs4) {
  42038. geometry._delayInfo.push(BABYLON.VertexBuffer.UV4Kind);
  42039. }
  42040. if (parsedVertexData.hasUVs5) {
  42041. geometry._delayInfo.push(BABYLON.VertexBuffer.UV5Kind);
  42042. }
  42043. if (parsedVertexData.hasUVs6) {
  42044. geometry._delayInfo.push(BABYLON.VertexBuffer.UV6Kind);
  42045. }
  42046. if (parsedVertexData.hasColors) {
  42047. geometry._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  42048. }
  42049. if (parsedVertexData.hasMatricesIndices) {
  42050. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  42051. }
  42052. if (parsedVertexData.hasMatricesWeights) {
  42053. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  42054. }
  42055. geometry._delayLoadingFunction = BABYLON.VertexData.ImportVertexData;
  42056. }
  42057. else {
  42058. BABYLON.VertexData.ImportVertexData(parsedVertexData, geometry);
  42059. }
  42060. scene.pushGeometry(geometry, true);
  42061. return geometry;
  42062. };
  42063. return Geometry;
  42064. }());
  42065. BABYLON.Geometry = Geometry;
  42066. // Primitives
  42067. /// Abstract class
  42068. /**
  42069. * Abstract class used to provide common services for all typed geometries
  42070. * @hidden
  42071. */
  42072. var _PrimitiveGeometry = /** @class */ (function (_super) {
  42073. __extends(_PrimitiveGeometry, _super);
  42074. /**
  42075. * Creates a new typed geometry
  42076. * @param id defines the unique ID of the geometry
  42077. * @param scene defines the hosting scene
  42078. * @param _canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42079. * @param mesh defines the hosting mesh (can be null)
  42080. */
  42081. function _PrimitiveGeometry(id, scene, _canBeRegenerated, mesh) {
  42082. if (_canBeRegenerated === void 0) { _canBeRegenerated = false; }
  42083. if (mesh === void 0) { mesh = null; }
  42084. var _this = _super.call(this, id, scene, undefined, false, mesh) || this;
  42085. _this._canBeRegenerated = _canBeRegenerated;
  42086. _this._beingRegenerated = true;
  42087. _this.regenerate();
  42088. _this._beingRegenerated = false;
  42089. return _this;
  42090. }
  42091. /**
  42092. * Gets a value indicating if the geometry supports being regenerated with new parameters (false by default)
  42093. * @returns true if the geometry can be regenerated
  42094. */
  42095. _PrimitiveGeometry.prototype.canBeRegenerated = function () {
  42096. return this._canBeRegenerated;
  42097. };
  42098. /**
  42099. * If the geometry supports regeneration, the function will recreates the geometry with updated parameter values
  42100. */
  42101. _PrimitiveGeometry.prototype.regenerate = function () {
  42102. if (!this._canBeRegenerated) {
  42103. return;
  42104. }
  42105. this._beingRegenerated = true;
  42106. this.setAllVerticesData(this._regenerateVertexData(), false);
  42107. this._beingRegenerated = false;
  42108. };
  42109. /**
  42110. * Clone the geometry
  42111. * @param id defines the unique ID of the new geometry
  42112. * @returns the new geometry
  42113. */
  42114. _PrimitiveGeometry.prototype.asNewGeometry = function (id) {
  42115. return _super.prototype.copy.call(this, id);
  42116. };
  42117. // overrides
  42118. _PrimitiveGeometry.prototype.setAllVerticesData = function (vertexData, updatable) {
  42119. if (!this._beingRegenerated) {
  42120. return;
  42121. }
  42122. _super.prototype.setAllVerticesData.call(this, vertexData, false);
  42123. };
  42124. _PrimitiveGeometry.prototype.setVerticesData = function (kind, data, updatable) {
  42125. if (!this._beingRegenerated) {
  42126. return;
  42127. }
  42128. _super.prototype.setVerticesData.call(this, kind, data, false);
  42129. };
  42130. // to override
  42131. /** @hidden */
  42132. _PrimitiveGeometry.prototype._regenerateVertexData = function () {
  42133. throw new Error("Abstract method");
  42134. };
  42135. _PrimitiveGeometry.prototype.copy = function (id) {
  42136. throw new Error("Must be overriden in sub-classes.");
  42137. };
  42138. _PrimitiveGeometry.prototype.serialize = function () {
  42139. var serializationObject = _super.prototype.serialize.call(this);
  42140. serializationObject.canBeRegenerated = this.canBeRegenerated();
  42141. return serializationObject;
  42142. };
  42143. return _PrimitiveGeometry;
  42144. }(Geometry));
  42145. BABYLON._PrimitiveGeometry = _PrimitiveGeometry;
  42146. /**
  42147. * Creates a ribbon geometry
  42148. * @description See http://doc.babylonjs.com/how_to/ribbon_tutorial, http://doc.babylonjs.com/resources/maths_make_ribbons
  42149. */
  42150. var RibbonGeometry = /** @class */ (function (_super) {
  42151. __extends(RibbonGeometry, _super);
  42152. /**
  42153. * Creates a ribbon geometry
  42154. * @param id defines the unique ID of the geometry
  42155. * @param scene defines the hosting scene
  42156. * @param pathArray defines the array of paths to use
  42157. * @param closeArray defines if the last path and the first path must be joined
  42158. * @param closePath defines if the last and first points of each path in your pathArray must be joined
  42159. * @param offset defines the offset between points
  42160. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42161. * @param mesh defines the hosting mesh (can be null)
  42162. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42163. */
  42164. function RibbonGeometry(id, scene,
  42165. /**
  42166. * Defines the array of paths to use
  42167. */
  42168. pathArray,
  42169. /**
  42170. * Defines if the last and first points of each path in your pathArray must be joined
  42171. */
  42172. closeArray,
  42173. /**
  42174. * Defines if the last and first points of each path in your pathArray must be joined
  42175. */
  42176. closePath,
  42177. /**
  42178. * Defines the offset between points
  42179. */
  42180. offset, canBeRegenerated, mesh,
  42181. /**
  42182. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42183. */
  42184. side) {
  42185. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42186. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42187. _this.pathArray = pathArray;
  42188. _this.closeArray = closeArray;
  42189. _this.closePath = closePath;
  42190. _this.offset = offset;
  42191. _this.side = side;
  42192. return _this;
  42193. }
  42194. /** @hidden */
  42195. RibbonGeometry.prototype._regenerateVertexData = function () {
  42196. return BABYLON.VertexData.CreateRibbon({ pathArray: this.pathArray, closeArray: this.closeArray, closePath: this.closePath, offset: this.offset, sideOrientation: this.side });
  42197. };
  42198. RibbonGeometry.prototype.copy = function (id) {
  42199. return new RibbonGeometry(id, this.getScene(), this.pathArray, this.closeArray, this.closePath, this.offset, this.canBeRegenerated(), undefined, this.side);
  42200. };
  42201. return RibbonGeometry;
  42202. }(_PrimitiveGeometry));
  42203. BABYLON.RibbonGeometry = RibbonGeometry;
  42204. /**
  42205. * Creates a box geometry
  42206. * @description see http://doc.babylonjs.com/how_to/set_shapes#box
  42207. */
  42208. var BoxGeometry = /** @class */ (function (_super) {
  42209. __extends(BoxGeometry, _super);
  42210. /**
  42211. * Creates a box geometry
  42212. * @param id defines the unique ID of the geometry
  42213. * @param scene defines the hosting scene
  42214. * @param size defines the zise of the box (width, height and depth are the same)
  42215. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42216. * @param mesh defines the hosting mesh (can be null)
  42217. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42218. */
  42219. function BoxGeometry(id, scene,
  42220. /**
  42221. * Defines the zise of the box (width, height and depth are the same)
  42222. */
  42223. size, canBeRegenerated, mesh,
  42224. /**
  42225. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42226. */
  42227. side) {
  42228. if (mesh === void 0) { mesh = null; }
  42229. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42230. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42231. _this.size = size;
  42232. _this.side = side;
  42233. return _this;
  42234. }
  42235. /** @hidden */
  42236. BoxGeometry.prototype._regenerateVertexData = function () {
  42237. return BABYLON.VertexData.CreateBox({ size: this.size, sideOrientation: this.side });
  42238. };
  42239. BoxGeometry.prototype.copy = function (id) {
  42240. return new BoxGeometry(id, this.getScene(), this.size, this.canBeRegenerated(), undefined, this.side);
  42241. };
  42242. BoxGeometry.prototype.serialize = function () {
  42243. var serializationObject = _super.prototype.serialize.call(this);
  42244. serializationObject.size = this.size;
  42245. return serializationObject;
  42246. };
  42247. BoxGeometry.Parse = function (parsedBox, scene) {
  42248. if (scene.getGeometryByID(parsedBox.id)) {
  42249. return null; // null since geometry could be something else than a box...
  42250. }
  42251. var box = new BoxGeometry(parsedBox.id, scene, parsedBox.size, parsedBox.canBeRegenerated, null);
  42252. if (BABYLON.Tags) {
  42253. BABYLON.Tags.AddTagsTo(box, parsedBox.tags);
  42254. }
  42255. scene.pushGeometry(box, true);
  42256. return box;
  42257. };
  42258. return BoxGeometry;
  42259. }(_PrimitiveGeometry));
  42260. BABYLON.BoxGeometry = BoxGeometry;
  42261. /**
  42262. * Creates a sphere geometry
  42263. * @description see http://doc.babylonjs.com/how_to/set_shapes#sphere
  42264. */
  42265. var SphereGeometry = /** @class */ (function (_super) {
  42266. __extends(SphereGeometry, _super);
  42267. /**
  42268. * Create a new sphere geometry
  42269. * @param id defines the unique ID of the geometry
  42270. * @param scene defines the hosting scene
  42271. * @param segments defines the number of segments to use to create the sphere
  42272. * @param diameter defines the diameter of the sphere
  42273. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42274. * @param mesh defines the hosting mesh (can be null)
  42275. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42276. */
  42277. function SphereGeometry(id, scene,
  42278. /**
  42279. * Defines the number of segments to use to create the sphere
  42280. */
  42281. segments,
  42282. /**
  42283. * Defines the diameter of the sphere
  42284. */
  42285. diameter, canBeRegenerated, mesh,
  42286. /**
  42287. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42288. */
  42289. side) {
  42290. if (mesh === void 0) { mesh = null; }
  42291. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42292. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42293. _this.segments = segments;
  42294. _this.diameter = diameter;
  42295. _this.side = side;
  42296. return _this;
  42297. }
  42298. /** @hidden */
  42299. SphereGeometry.prototype._regenerateVertexData = function () {
  42300. return BABYLON.VertexData.CreateSphere({ segments: this.segments, diameter: this.diameter, sideOrientation: this.side });
  42301. };
  42302. SphereGeometry.prototype.copy = function (id) {
  42303. return new SphereGeometry(id, this.getScene(), this.segments, this.diameter, this.canBeRegenerated(), null, this.side);
  42304. };
  42305. SphereGeometry.prototype.serialize = function () {
  42306. var serializationObject = _super.prototype.serialize.call(this);
  42307. serializationObject.segments = this.segments;
  42308. serializationObject.diameter = this.diameter;
  42309. return serializationObject;
  42310. };
  42311. SphereGeometry.Parse = function (parsedSphere, scene) {
  42312. if (scene.getGeometryByID(parsedSphere.id)) {
  42313. return null; // null since geometry could be something else than a sphere...
  42314. }
  42315. var sphere = new SphereGeometry(parsedSphere.id, scene, parsedSphere.segments, parsedSphere.diameter, parsedSphere.canBeRegenerated, null);
  42316. if (BABYLON.Tags) {
  42317. BABYLON.Tags.AddTagsTo(sphere, parsedSphere.tags);
  42318. }
  42319. scene.pushGeometry(sphere, true);
  42320. return sphere;
  42321. };
  42322. return SphereGeometry;
  42323. }(_PrimitiveGeometry));
  42324. BABYLON.SphereGeometry = SphereGeometry;
  42325. /**
  42326. * Creates a disc geometry
  42327. * @description see http://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  42328. */
  42329. var DiscGeometry = /** @class */ (function (_super) {
  42330. __extends(DiscGeometry, _super);
  42331. /**
  42332. * Creates a new disc geometry
  42333. * @param id defines the unique ID of the geometry
  42334. * @param scene defines the hosting scene
  42335. * @param radius defines the radius of the disc
  42336. * @param tessellation defines the tesselation factor to apply to the disc
  42337. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42338. * @param mesh defines the hosting mesh (can be null)
  42339. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42340. */
  42341. function DiscGeometry(id, scene,
  42342. /**
  42343. * Defines the radius of the disc
  42344. */
  42345. radius,
  42346. /**
  42347. * Defines the tesselation factor to apply to the disc
  42348. */
  42349. tessellation, canBeRegenerated, mesh,
  42350. /**
  42351. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42352. */
  42353. side) {
  42354. if (mesh === void 0) { mesh = null; }
  42355. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42356. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42357. _this.radius = radius;
  42358. _this.tessellation = tessellation;
  42359. _this.side = side;
  42360. return _this;
  42361. }
  42362. /** @hidden */
  42363. DiscGeometry.prototype._regenerateVertexData = function () {
  42364. return BABYLON.VertexData.CreateDisc({ radius: this.radius, tessellation: this.tessellation, sideOrientation: this.side });
  42365. };
  42366. DiscGeometry.prototype.copy = function (id) {
  42367. return new DiscGeometry(id, this.getScene(), this.radius, this.tessellation, this.canBeRegenerated(), null, this.side);
  42368. };
  42369. return DiscGeometry;
  42370. }(_PrimitiveGeometry));
  42371. BABYLON.DiscGeometry = DiscGeometry;
  42372. /**
  42373. * Creates a new cylinder geometry
  42374. * @description see http://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  42375. */
  42376. var CylinderGeometry = /** @class */ (function (_super) {
  42377. __extends(CylinderGeometry, _super);
  42378. /**
  42379. * Creates a new cylinder geometry
  42380. * @param id defines the unique ID of the geometry
  42381. * @param scene defines the hosting scene
  42382. * @param height defines the height of the cylinder
  42383. * @param diameterTop defines the diameter of the cylinder's top cap
  42384. * @param diameterBottom defines the diameter of the cylinder's bottom cap
  42385. * @param tessellation defines the tessellation factor to apply to the cylinder (number of radial sides)
  42386. * @param subdivisions defines the number of subdivisions to apply to the cylinder (number of rings) (1 by default)
  42387. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42388. * @param mesh defines the hosting mesh (can be null)
  42389. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42390. */
  42391. function CylinderGeometry(id, scene,
  42392. /**
  42393. * Defines the height of the cylinder
  42394. */
  42395. height,
  42396. /**
  42397. * Defines the diameter of the cylinder's top cap
  42398. */
  42399. diameterTop,
  42400. /**
  42401. * Defines the diameter of the cylinder's bottom cap
  42402. */
  42403. diameterBottom,
  42404. /**
  42405. * Defines the tessellation factor to apply to the cylinder
  42406. */
  42407. tessellation,
  42408. /**
  42409. * Defines the number of subdivisions to apply to the cylinder (1 by default)
  42410. */
  42411. subdivisions, canBeRegenerated, mesh,
  42412. /**
  42413. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42414. */
  42415. side) {
  42416. if (subdivisions === void 0) { subdivisions = 1; }
  42417. if (mesh === void 0) { mesh = null; }
  42418. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42419. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42420. _this.height = height;
  42421. _this.diameterTop = diameterTop;
  42422. _this.diameterBottom = diameterBottom;
  42423. _this.tessellation = tessellation;
  42424. _this.subdivisions = subdivisions;
  42425. _this.side = side;
  42426. return _this;
  42427. }
  42428. /** @hidden */
  42429. CylinderGeometry.prototype._regenerateVertexData = function () {
  42430. return BABYLON.VertexData.CreateCylinder({ height: this.height, diameterTop: this.diameterTop, diameterBottom: this.diameterBottom, tessellation: this.tessellation, subdivisions: this.subdivisions, sideOrientation: this.side });
  42431. };
  42432. CylinderGeometry.prototype.copy = function (id) {
  42433. return new CylinderGeometry(id, this.getScene(), this.height, this.diameterTop, this.diameterBottom, this.tessellation, this.subdivisions, this.canBeRegenerated(), null, this.side);
  42434. };
  42435. CylinderGeometry.prototype.serialize = function () {
  42436. var serializationObject = _super.prototype.serialize.call(this);
  42437. serializationObject.height = this.height;
  42438. serializationObject.diameterTop = this.diameterTop;
  42439. serializationObject.diameterBottom = this.diameterBottom;
  42440. serializationObject.tessellation = this.tessellation;
  42441. return serializationObject;
  42442. };
  42443. CylinderGeometry.Parse = function (parsedCylinder, scene) {
  42444. if (scene.getGeometryByID(parsedCylinder.id)) {
  42445. return null; // null since geometry could be something else than a cylinder...
  42446. }
  42447. var cylinder = new CylinderGeometry(parsedCylinder.id, scene, parsedCylinder.height, parsedCylinder.diameterTop, parsedCylinder.diameterBottom, parsedCylinder.tessellation, parsedCylinder.subdivisions, parsedCylinder.canBeRegenerated, null);
  42448. if (BABYLON.Tags) {
  42449. BABYLON.Tags.AddTagsTo(cylinder, parsedCylinder.tags);
  42450. }
  42451. scene.pushGeometry(cylinder, true);
  42452. return cylinder;
  42453. };
  42454. return CylinderGeometry;
  42455. }(_PrimitiveGeometry));
  42456. BABYLON.CylinderGeometry = CylinderGeometry;
  42457. /**
  42458. * Creates a new torus geometry
  42459. * @description see http://doc.babylonjs.com/how_to/set_shapes#torus
  42460. */
  42461. var TorusGeometry = /** @class */ (function (_super) {
  42462. __extends(TorusGeometry, _super);
  42463. /**
  42464. * Creates a new torus geometry
  42465. * @param id defines the unique ID of the geometry
  42466. * @param scene defines the hosting scene
  42467. * @param diameter defines the diameter of the torus
  42468. * @param thickness defines the thickness of the torus (ie. internal diameter)
  42469. * @param tessellation defines the tesselation factor to apply to the torus (number of segments along the circle)
  42470. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42471. * @param mesh defines the hosting mesh (can be null)
  42472. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42473. */
  42474. function TorusGeometry(id, scene,
  42475. /**
  42476. * Defines the diameter of the torus
  42477. */
  42478. diameter,
  42479. /**
  42480. * Defines the thickness of the torus (ie. internal diameter)
  42481. */
  42482. thickness,
  42483. /**
  42484. * Defines the tesselation factor to apply to the torus
  42485. */
  42486. tessellation, canBeRegenerated, mesh,
  42487. /**
  42488. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42489. */
  42490. side) {
  42491. if (mesh === void 0) { mesh = null; }
  42492. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42493. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42494. _this.diameter = diameter;
  42495. _this.thickness = thickness;
  42496. _this.tessellation = tessellation;
  42497. _this.side = side;
  42498. return _this;
  42499. }
  42500. /** @hidden */
  42501. TorusGeometry.prototype._regenerateVertexData = function () {
  42502. return BABYLON.VertexData.CreateTorus({ diameter: this.diameter, thickness: this.thickness, tessellation: this.tessellation, sideOrientation: this.side });
  42503. };
  42504. TorusGeometry.prototype.copy = function (id) {
  42505. return new TorusGeometry(id, this.getScene(), this.diameter, this.thickness, this.tessellation, this.canBeRegenerated(), null, this.side);
  42506. };
  42507. TorusGeometry.prototype.serialize = function () {
  42508. var serializationObject = _super.prototype.serialize.call(this);
  42509. serializationObject.diameter = this.diameter;
  42510. serializationObject.thickness = this.thickness;
  42511. serializationObject.tessellation = this.tessellation;
  42512. return serializationObject;
  42513. };
  42514. TorusGeometry.Parse = function (parsedTorus, scene) {
  42515. if (scene.getGeometryByID(parsedTorus.id)) {
  42516. return null; // null since geometry could be something else than a torus...
  42517. }
  42518. var torus = new TorusGeometry(parsedTorus.id, scene, parsedTorus.diameter, parsedTorus.thickness, parsedTorus.tessellation, parsedTorus.canBeRegenerated, null);
  42519. if (BABYLON.Tags) {
  42520. BABYLON.Tags.AddTagsTo(torus, parsedTorus.tags);
  42521. }
  42522. scene.pushGeometry(torus, true);
  42523. return torus;
  42524. };
  42525. return TorusGeometry;
  42526. }(_PrimitiveGeometry));
  42527. BABYLON.TorusGeometry = TorusGeometry;
  42528. /**
  42529. * Creates a new ground geometry
  42530. * @description see http://doc.babylonjs.com/how_to/set_shapes#ground
  42531. */
  42532. var GroundGeometry = /** @class */ (function (_super) {
  42533. __extends(GroundGeometry, _super);
  42534. /**
  42535. * Creates a new ground geometry
  42536. * @param id defines the unique ID of the geometry
  42537. * @param scene defines the hosting scene
  42538. * @param width defines the width of the ground
  42539. * @param height defines the height of the ground
  42540. * @param subdivisions defines the subdivisions to apply to the ground
  42541. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42542. * @param mesh defines the hosting mesh (can be null)
  42543. */
  42544. function GroundGeometry(id, scene,
  42545. /**
  42546. * Defines the width of the ground
  42547. */
  42548. width,
  42549. /**
  42550. * Defines the height of the ground
  42551. */
  42552. height,
  42553. /**
  42554. * Defines the subdivisions to apply to the ground
  42555. */
  42556. subdivisions, canBeRegenerated, mesh) {
  42557. if (mesh === void 0) { mesh = null; }
  42558. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42559. _this.width = width;
  42560. _this.height = height;
  42561. _this.subdivisions = subdivisions;
  42562. return _this;
  42563. }
  42564. /** @hidden */
  42565. GroundGeometry.prototype._regenerateVertexData = function () {
  42566. return BABYLON.VertexData.CreateGround({ width: this.width, height: this.height, subdivisions: this.subdivisions });
  42567. };
  42568. GroundGeometry.prototype.copy = function (id) {
  42569. return new GroundGeometry(id, this.getScene(), this.width, this.height, this.subdivisions, this.canBeRegenerated(), null);
  42570. };
  42571. GroundGeometry.prototype.serialize = function () {
  42572. var serializationObject = _super.prototype.serialize.call(this);
  42573. serializationObject.width = this.width;
  42574. serializationObject.height = this.height;
  42575. serializationObject.subdivisions = this.subdivisions;
  42576. return serializationObject;
  42577. };
  42578. GroundGeometry.Parse = function (parsedGround, scene) {
  42579. if (scene.getGeometryByID(parsedGround.id)) {
  42580. return null; // null since geometry could be something else than a ground...
  42581. }
  42582. var ground = new GroundGeometry(parsedGround.id, scene, parsedGround.width, parsedGround.height, parsedGround.subdivisions, parsedGround.canBeRegenerated, null);
  42583. if (BABYLON.Tags) {
  42584. BABYLON.Tags.AddTagsTo(ground, parsedGround.tags);
  42585. }
  42586. scene.pushGeometry(ground, true);
  42587. return ground;
  42588. };
  42589. return GroundGeometry;
  42590. }(_PrimitiveGeometry));
  42591. BABYLON.GroundGeometry = GroundGeometry;
  42592. /**
  42593. * Creates a tiled ground geometry
  42594. * @description see http://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  42595. */
  42596. var TiledGroundGeometry = /** @class */ (function (_super) {
  42597. __extends(TiledGroundGeometry, _super);
  42598. /**
  42599. * Creates a tiled ground geometry
  42600. * @param id defines the unique ID of the geometry
  42601. * @param scene defines the hosting scene
  42602. * @param xmin defines the minimum value on X axis
  42603. * @param zmin defines the minimum value on Z axis
  42604. * @param xmax defines the maximum value on X axis
  42605. * @param zmax defines the maximum value on Z axis
  42606. * @param subdivisions defines the subdivisions to apply to the ground (number of subdivisions (tiles) on the height and the width of the map)
  42607. * @param precision defines the precision to use when computing the tiles
  42608. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42609. * @param mesh defines the hosting mesh (can be null)
  42610. */
  42611. function TiledGroundGeometry(id, scene,
  42612. /**
  42613. * Defines the minimum value on X axis
  42614. */
  42615. xmin,
  42616. /**
  42617. * Defines the minimum value on Z axis
  42618. */
  42619. zmin,
  42620. /**
  42621. * Defines the maximum value on X axis
  42622. */
  42623. xmax,
  42624. /**
  42625. * Defines the maximum value on Z axis
  42626. */
  42627. zmax,
  42628. /**
  42629. * Defines the subdivisions to apply to the ground
  42630. */
  42631. subdivisions,
  42632. /**
  42633. * Defines the precision to use when computing the tiles
  42634. */
  42635. precision, canBeRegenerated, mesh) {
  42636. if (mesh === void 0) { mesh = null; }
  42637. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42638. _this.xmin = xmin;
  42639. _this.zmin = zmin;
  42640. _this.xmax = xmax;
  42641. _this.zmax = zmax;
  42642. _this.subdivisions = subdivisions;
  42643. _this.precision = precision;
  42644. return _this;
  42645. }
  42646. /** @hidden */
  42647. TiledGroundGeometry.prototype._regenerateVertexData = function () {
  42648. return BABYLON.VertexData.CreateTiledGround({ xmin: this.xmin, zmin: this.zmin, xmax: this.xmax, zmax: this.zmax, subdivisions: this.subdivisions, precision: this.precision });
  42649. };
  42650. TiledGroundGeometry.prototype.copy = function (id) {
  42651. return new TiledGroundGeometry(id, this.getScene(), this.xmin, this.zmin, this.xmax, this.zmax, this.subdivisions, this.precision, this.canBeRegenerated(), null);
  42652. };
  42653. return TiledGroundGeometry;
  42654. }(_PrimitiveGeometry));
  42655. BABYLON.TiledGroundGeometry = TiledGroundGeometry;
  42656. /**
  42657. * Creates a plane geometry
  42658. * @description see http://doc.babylonjs.com/how_to/set_shapes#plane
  42659. */
  42660. var PlaneGeometry = /** @class */ (function (_super) {
  42661. __extends(PlaneGeometry, _super);
  42662. /**
  42663. * Creates a plane geometry
  42664. * @param id defines the unique ID of the geometry
  42665. * @param scene defines the hosting scene
  42666. * @param size defines the size of the plane (width === height)
  42667. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42668. * @param mesh defines the hosting mesh (can be null)
  42669. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42670. */
  42671. function PlaneGeometry(id, scene,
  42672. /**
  42673. * Defines the size of the plane (width === height)
  42674. */
  42675. size, canBeRegenerated, mesh,
  42676. /**
  42677. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42678. */
  42679. side) {
  42680. if (mesh === void 0) { mesh = null; }
  42681. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42682. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42683. _this.size = size;
  42684. _this.side = side;
  42685. return _this;
  42686. }
  42687. /** @hidden */
  42688. PlaneGeometry.prototype._regenerateVertexData = function () {
  42689. return BABYLON.VertexData.CreatePlane({ size: this.size, sideOrientation: this.side });
  42690. };
  42691. PlaneGeometry.prototype.copy = function (id) {
  42692. return new PlaneGeometry(id, this.getScene(), this.size, this.canBeRegenerated(), null, this.side);
  42693. };
  42694. PlaneGeometry.prototype.serialize = function () {
  42695. var serializationObject = _super.prototype.serialize.call(this);
  42696. serializationObject.size = this.size;
  42697. return serializationObject;
  42698. };
  42699. PlaneGeometry.Parse = function (parsedPlane, scene) {
  42700. if (scene.getGeometryByID(parsedPlane.id)) {
  42701. return null; // null since geometry could be something else than a ground...
  42702. }
  42703. var plane = new PlaneGeometry(parsedPlane.id, scene, parsedPlane.size, parsedPlane.canBeRegenerated, null);
  42704. if (BABYLON.Tags) {
  42705. BABYLON.Tags.AddTagsTo(plane, parsedPlane.tags);
  42706. }
  42707. scene.pushGeometry(plane, true);
  42708. return plane;
  42709. };
  42710. return PlaneGeometry;
  42711. }(_PrimitiveGeometry));
  42712. BABYLON.PlaneGeometry = PlaneGeometry;
  42713. /**
  42714. * Creates a torus knot geometry
  42715. * @description see http://doc.babylonjs.com/how_to/set_shapes#torus-knot
  42716. */
  42717. var TorusKnotGeometry = /** @class */ (function (_super) {
  42718. __extends(TorusKnotGeometry, _super);
  42719. /**
  42720. * Creates a torus knot geometry
  42721. * @param id defines the unique ID of the geometry
  42722. * @param scene defines the hosting scene
  42723. * @param radius defines the radius of the torus knot
  42724. * @param tube defines the thickness of the torus knot tube
  42725. * @param radialSegments defines the number of radial segments
  42726. * @param tubularSegments defines the number of tubular segments
  42727. * @param p defines the first number of windings
  42728. * @param q defines the second number of windings
  42729. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42730. * @param mesh defines the hosting mesh (can be null)
  42731. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42732. */
  42733. function TorusKnotGeometry(id, scene,
  42734. /**
  42735. * Defines the radius of the torus knot
  42736. */
  42737. radius,
  42738. /**
  42739. * Defines the thickness of the torus knot tube
  42740. */
  42741. tube,
  42742. /**
  42743. * Defines the number of radial segments
  42744. */
  42745. radialSegments,
  42746. /**
  42747. * Defines the number of tubular segments
  42748. */
  42749. tubularSegments,
  42750. /**
  42751. * Defines the first number of windings
  42752. */
  42753. p,
  42754. /**
  42755. * Defines the second number of windings
  42756. */
  42757. q, canBeRegenerated, mesh,
  42758. /**
  42759. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42760. */
  42761. side) {
  42762. if (mesh === void 0) { mesh = null; }
  42763. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42764. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42765. _this.radius = radius;
  42766. _this.tube = tube;
  42767. _this.radialSegments = radialSegments;
  42768. _this.tubularSegments = tubularSegments;
  42769. _this.p = p;
  42770. _this.q = q;
  42771. _this.side = side;
  42772. return _this;
  42773. }
  42774. /** @hidden */
  42775. TorusKnotGeometry.prototype._regenerateVertexData = function () {
  42776. return BABYLON.VertexData.CreateTorusKnot({ radius: this.radius, tube: this.tube, radialSegments: this.radialSegments, tubularSegments: this.tubularSegments, p: this.p, q: this.q, sideOrientation: this.side });
  42777. };
  42778. TorusKnotGeometry.prototype.copy = function (id) {
  42779. return new TorusKnotGeometry(id, this.getScene(), this.radius, this.tube, this.radialSegments, this.tubularSegments, this.p, this.q, this.canBeRegenerated(), null, this.side);
  42780. };
  42781. TorusKnotGeometry.prototype.serialize = function () {
  42782. var serializationObject = _super.prototype.serialize.call(this);
  42783. serializationObject.radius = this.radius;
  42784. serializationObject.tube = this.tube;
  42785. serializationObject.radialSegments = this.radialSegments;
  42786. serializationObject.tubularSegments = this.tubularSegments;
  42787. serializationObject.p = this.p;
  42788. serializationObject.q = this.q;
  42789. return serializationObject;
  42790. };
  42791. TorusKnotGeometry.Parse = function (parsedTorusKnot, scene) {
  42792. if (scene.getGeometryByID(parsedTorusKnot.id)) {
  42793. return null; // null since geometry could be something else than a ground...
  42794. }
  42795. var torusKnot = new TorusKnotGeometry(parsedTorusKnot.id, scene, parsedTorusKnot.radius, parsedTorusKnot.tube, parsedTorusKnot.radialSegments, parsedTorusKnot.tubularSegments, parsedTorusKnot.p, parsedTorusKnot.q, parsedTorusKnot.canBeRegenerated, null);
  42796. if (BABYLON.Tags) {
  42797. BABYLON.Tags.AddTagsTo(torusKnot, parsedTorusKnot.tags);
  42798. }
  42799. scene.pushGeometry(torusKnot, true);
  42800. return torusKnot;
  42801. };
  42802. return TorusKnotGeometry;
  42803. }(_PrimitiveGeometry));
  42804. BABYLON.TorusKnotGeometry = TorusKnotGeometry;
  42805. //}
  42806. })(BABYLON || (BABYLON = {}));
  42807. //# sourceMappingURL=babylon.geometry.js.map
  42808. var BABYLON;
  42809. (function (BABYLON) {
  42810. /**
  42811. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  42812. */
  42813. var PerformanceMonitor = /** @class */ (function () {
  42814. /**
  42815. * constructor
  42816. * @param frameSampleSize The number of samples required to saturate the sliding window
  42817. */
  42818. function PerformanceMonitor(frameSampleSize) {
  42819. if (frameSampleSize === void 0) { frameSampleSize = 30; }
  42820. this._enabled = true;
  42821. this._rollingFrameTime = new RollingAverage(frameSampleSize);
  42822. }
  42823. /**
  42824. * Samples current frame
  42825. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  42826. */
  42827. PerformanceMonitor.prototype.sampleFrame = function (timeMs) {
  42828. if (timeMs === void 0) { timeMs = BABYLON.Tools.Now; }
  42829. if (!this._enabled) {
  42830. return;
  42831. }
  42832. if (this._lastFrameTimeMs != null) {
  42833. var dt = timeMs - this._lastFrameTimeMs;
  42834. this._rollingFrameTime.add(dt);
  42835. }
  42836. this._lastFrameTimeMs = timeMs;
  42837. };
  42838. Object.defineProperty(PerformanceMonitor.prototype, "averageFrameTime", {
  42839. /**
  42840. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  42841. */
  42842. get: function () {
  42843. return this._rollingFrameTime.average;
  42844. },
  42845. enumerable: true,
  42846. configurable: true
  42847. });
  42848. Object.defineProperty(PerformanceMonitor.prototype, "averageFrameTimeVariance", {
  42849. /**
  42850. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  42851. */
  42852. get: function () {
  42853. return this._rollingFrameTime.variance;
  42854. },
  42855. enumerable: true,
  42856. configurable: true
  42857. });
  42858. Object.defineProperty(PerformanceMonitor.prototype, "instantaneousFrameTime", {
  42859. /**
  42860. * Returns the frame time of the most recent frame
  42861. */
  42862. get: function () {
  42863. return this._rollingFrameTime.history(0);
  42864. },
  42865. enumerable: true,
  42866. configurable: true
  42867. });
  42868. Object.defineProperty(PerformanceMonitor.prototype, "averageFPS", {
  42869. /**
  42870. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  42871. */
  42872. get: function () {
  42873. return 1000.0 / this._rollingFrameTime.average;
  42874. },
  42875. enumerable: true,
  42876. configurable: true
  42877. });
  42878. Object.defineProperty(PerformanceMonitor.prototype, "instantaneousFPS", {
  42879. /**
  42880. * Returns the average framerate in frames per second using the most recent frame time
  42881. */
  42882. get: function () {
  42883. var history = this._rollingFrameTime.history(0);
  42884. if (history === 0) {
  42885. return 0;
  42886. }
  42887. return 1000.0 / history;
  42888. },
  42889. enumerable: true,
  42890. configurable: true
  42891. });
  42892. Object.defineProperty(PerformanceMonitor.prototype, "isSaturated", {
  42893. /**
  42894. * Returns true if enough samples have been taken to completely fill the sliding window
  42895. */
  42896. get: function () {
  42897. return this._rollingFrameTime.isSaturated();
  42898. },
  42899. enumerable: true,
  42900. configurable: true
  42901. });
  42902. /**
  42903. * Enables contributions to the sliding window sample set
  42904. */
  42905. PerformanceMonitor.prototype.enable = function () {
  42906. this._enabled = true;
  42907. };
  42908. /**
  42909. * Disables contributions to the sliding window sample set
  42910. * Samples will not be interpolated over the disabled period
  42911. */
  42912. PerformanceMonitor.prototype.disable = function () {
  42913. this._enabled = false;
  42914. //clear last sample to avoid interpolating over the disabled period when next enabled
  42915. this._lastFrameTimeMs = null;
  42916. };
  42917. Object.defineProperty(PerformanceMonitor.prototype, "isEnabled", {
  42918. /**
  42919. * Returns true if sampling is enabled
  42920. */
  42921. get: function () {
  42922. return this._enabled;
  42923. },
  42924. enumerable: true,
  42925. configurable: true
  42926. });
  42927. /**
  42928. * Resets performance monitor
  42929. */
  42930. PerformanceMonitor.prototype.reset = function () {
  42931. //clear last sample to avoid interpolating over the disabled period when next enabled
  42932. this._lastFrameTimeMs = null;
  42933. //wipe record
  42934. this._rollingFrameTime.reset();
  42935. };
  42936. return PerformanceMonitor;
  42937. }());
  42938. BABYLON.PerformanceMonitor = PerformanceMonitor;
  42939. /**
  42940. * RollingAverage
  42941. *
  42942. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  42943. */
  42944. var RollingAverage = /** @class */ (function () {
  42945. /**
  42946. * constructor
  42947. * @param length The number of samples required to saturate the sliding window
  42948. */
  42949. function RollingAverage(length) {
  42950. this._samples = new Array(length);
  42951. this.reset();
  42952. }
  42953. /**
  42954. * Adds a sample to the sample set
  42955. * @param v The sample value
  42956. */
  42957. RollingAverage.prototype.add = function (v) {
  42958. //http://en.wikipedia.org/wiki/Algorithms_for_calculating_variance
  42959. var delta;
  42960. //we need to check if we've already wrapped round
  42961. if (this.isSaturated()) {
  42962. //remove bottom of stack from mean
  42963. var bottomValue = this._samples[this._pos];
  42964. delta = bottomValue - this.average;
  42965. this.average -= delta / (this._sampleCount - 1);
  42966. this._m2 -= delta * (bottomValue - this.average);
  42967. }
  42968. else {
  42969. this._sampleCount++;
  42970. }
  42971. //add new value to mean
  42972. delta = v - this.average;
  42973. this.average += delta / (this._sampleCount);
  42974. this._m2 += delta * (v - this.average);
  42975. //set the new variance
  42976. this.variance = this._m2 / (this._sampleCount - 1);
  42977. this._samples[this._pos] = v;
  42978. this._pos++;
  42979. this._pos %= this._samples.length; //positive wrap around
  42980. };
  42981. /**
  42982. * Returns previously added values or null if outside of history or outside the sliding window domain
  42983. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  42984. * @return Value previously recorded with add() or null if outside of range
  42985. */
  42986. RollingAverage.prototype.history = function (i) {
  42987. if ((i >= this._sampleCount) || (i >= this._samples.length)) {
  42988. return 0;
  42989. }
  42990. var i0 = this._wrapPosition(this._pos - 1.0);
  42991. return this._samples[this._wrapPosition(i0 - i)];
  42992. };
  42993. /**
  42994. * Returns true if enough samples have been taken to completely fill the sliding window
  42995. * @return true if sample-set saturated
  42996. */
  42997. RollingAverage.prototype.isSaturated = function () {
  42998. return this._sampleCount >= this._samples.length;
  42999. };
  43000. /**
  43001. * Resets the rolling average (equivalent to 0 samples taken so far)
  43002. */
  43003. RollingAverage.prototype.reset = function () {
  43004. this.average = 0;
  43005. this.variance = 0;
  43006. this._sampleCount = 0;
  43007. this._pos = 0;
  43008. this._m2 = 0;
  43009. };
  43010. /**
  43011. * Wraps a value around the sample range boundaries
  43012. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  43013. * @return Wrapped position in sample range
  43014. */
  43015. RollingAverage.prototype._wrapPosition = function (i) {
  43016. var max = this._samples.length;
  43017. return ((i % max) + max) % max;
  43018. };
  43019. return RollingAverage;
  43020. }());
  43021. BABYLON.RollingAverage = RollingAverage;
  43022. })(BABYLON || (BABYLON = {}));
  43023. //# sourceMappingURL=babylon.performanceMonitor.js.map
  43024. var BABYLON;
  43025. (function (BABYLON) {
  43026. /**
  43027. * "Static Class" containing the most commonly used helper while dealing with material for
  43028. * rendering purpose.
  43029. *
  43030. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  43031. *
  43032. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  43033. */
  43034. var MaterialHelper = /** @class */ (function () {
  43035. function MaterialHelper() {
  43036. }
  43037. /**
  43038. * Bind the current view position to an effect.
  43039. * @param effect The effect to be bound
  43040. * @param scene The scene the eyes position is used from
  43041. */
  43042. MaterialHelper.BindEyePosition = function (effect, scene) {
  43043. if (scene._forcedViewPosition) {
  43044. effect.setVector3("vEyePosition", scene._forcedViewPosition);
  43045. return;
  43046. }
  43047. effect.setVector3("vEyePosition", scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.globalPosition);
  43048. };
  43049. /**
  43050. * Helps preparing the defines values about the UVs in used in the effect.
  43051. * UVs are shared as much as we can accross channels in the shaders.
  43052. * @param texture The texture we are preparing the UVs for
  43053. * @param defines The defines to update
  43054. * @param key The channel key "diffuse", "specular"... used in the shader
  43055. */
  43056. MaterialHelper.PrepareDefinesForMergedUV = function (texture, defines, key) {
  43057. defines._needUVs = true;
  43058. defines[key] = true;
  43059. if (texture.getTextureMatrix().isIdentityAs3x2()) {
  43060. defines[key + "DIRECTUV"] = texture.coordinatesIndex + 1;
  43061. if (texture.coordinatesIndex === 0) {
  43062. defines["MAINUV1"] = true;
  43063. }
  43064. else {
  43065. defines["MAINUV2"] = true;
  43066. }
  43067. }
  43068. else {
  43069. defines[key + "DIRECTUV"] = 0;
  43070. }
  43071. };
  43072. /**
  43073. * Binds a texture matrix value to its corrsponding uniform
  43074. * @param texture The texture to bind the matrix for
  43075. * @param uniformBuffer The uniform buffer receivin the data
  43076. * @param key The channel key "diffuse", "specular"... used in the shader
  43077. */
  43078. MaterialHelper.BindTextureMatrix = function (texture, uniformBuffer, key) {
  43079. var matrix = texture.getTextureMatrix();
  43080. if (!matrix.isIdentityAs3x2()) {
  43081. uniformBuffer.updateMatrix(key + "Matrix", matrix);
  43082. }
  43083. };
  43084. /**
  43085. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  43086. * @param mesh defines the current mesh
  43087. * @param scene defines the current scene
  43088. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  43089. * @param pointsCloud defines if point cloud rendering has to be turned on
  43090. * @param fogEnabled defines if fog has to be turned on
  43091. * @param alphaTest defines if alpha testing has to be turned on
  43092. * @param defines defines the current list of defines
  43093. */
  43094. MaterialHelper.PrepareDefinesForMisc = function (mesh, scene, useLogarithmicDepth, pointsCloud, fogEnabled, alphaTest, defines) {
  43095. if (defines._areMiscDirty) {
  43096. defines["LOGARITHMICDEPTH"] = useLogarithmicDepth;
  43097. defines["POINTSIZE"] = pointsCloud;
  43098. defines["FOG"] = (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && fogEnabled);
  43099. defines["NONUNIFORMSCALING"] = mesh.nonUniformScaling;
  43100. defines["ALPHATEST"] = alphaTest;
  43101. }
  43102. };
  43103. /**
  43104. * Helper used to prepare the list of defines associated with frame values for shader compilation
  43105. * @param scene defines the current scene
  43106. * @param engine defines the current engine
  43107. * @param defines specifies the list of active defines
  43108. * @param useInstances defines if instances have to be turned on
  43109. * @param useClipPlane defines if clip plane have to be turned on
  43110. */
  43111. MaterialHelper.PrepareDefinesForFrameBoundValues = function (scene, engine, defines, useInstances, useClipPlane) {
  43112. if (useClipPlane === void 0) { useClipPlane = null; }
  43113. var changed = false;
  43114. var useClipPlane1 = false;
  43115. var useClipPlane2 = false;
  43116. var useClipPlane3 = false;
  43117. var useClipPlane4 = false;
  43118. useClipPlane1 = useClipPlane == null ? (scene.clipPlane !== undefined && scene.clipPlane !== null) : useClipPlane;
  43119. useClipPlane2 = useClipPlane == null ? (scene.clipPlane2 !== undefined && scene.clipPlane2 !== null) : useClipPlane;
  43120. useClipPlane3 = useClipPlane == null ? (scene.clipPlane3 !== undefined && scene.clipPlane3 !== null) : useClipPlane;
  43121. useClipPlane4 = useClipPlane == null ? (scene.clipPlane4 !== undefined && scene.clipPlane4 !== null) : useClipPlane;
  43122. if (defines["CLIPPLANE"] !== useClipPlane1) {
  43123. defines["CLIPPLANE"] = useClipPlane1;
  43124. changed = true;
  43125. }
  43126. if (defines["CLIPPLANE2"] !== useClipPlane2) {
  43127. defines["CLIPPLANE2"] = useClipPlane2;
  43128. changed = true;
  43129. }
  43130. if (defines["CLIPPLANE3"] !== useClipPlane3) {
  43131. defines["CLIPPLANE3"] = useClipPlane3;
  43132. changed = true;
  43133. }
  43134. if (defines["CLIPPLANE4"] !== useClipPlane4) {
  43135. defines["CLIPPLANE4"] = useClipPlane4;
  43136. changed = true;
  43137. }
  43138. if (defines["DEPTHPREPASS"] !== !engine.getColorWrite()) {
  43139. defines["DEPTHPREPASS"] = !defines["DEPTHPREPASS"];
  43140. changed = true;
  43141. }
  43142. if (defines["INSTANCES"] !== useInstances) {
  43143. defines["INSTANCES"] = useInstances;
  43144. changed = true;
  43145. }
  43146. if (changed) {
  43147. defines.markAsUnprocessed();
  43148. }
  43149. };
  43150. /**
  43151. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  43152. * @param mesh The mesh containing the geometry data we will draw
  43153. * @param defines The defines to update
  43154. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  43155. * @param useBones Precise whether bones should be used or not (override mesh info)
  43156. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  43157. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  43158. * @returns false if defines are considered not dirty and have not been checked
  43159. */
  43160. MaterialHelper.PrepareDefinesForAttributes = function (mesh, defines, useVertexColor, useBones, useMorphTargets, useVertexAlpha) {
  43161. if (useMorphTargets === void 0) { useMorphTargets = false; }
  43162. if (useVertexAlpha === void 0) { useVertexAlpha = true; }
  43163. if (!defines._areAttributesDirty && defines._needNormals === defines._normals && defines._needUVs === defines._uvs) {
  43164. return false;
  43165. }
  43166. defines._normals = defines._needNormals;
  43167. defines._uvs = defines._needUVs;
  43168. defines["NORMAL"] = (defines._needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind));
  43169. if (defines._needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  43170. defines["TANGENT"] = true;
  43171. }
  43172. if (defines._needUVs) {
  43173. defines["UV1"] = mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind);
  43174. defines["UV2"] = mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind);
  43175. }
  43176. else {
  43177. defines["UV1"] = false;
  43178. defines["UV2"] = false;
  43179. }
  43180. if (useVertexColor) {
  43181. var hasVertexColors = mesh.useVertexColors && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind);
  43182. defines["VERTEXCOLOR"] = hasVertexColors;
  43183. defines["VERTEXALPHA"] = mesh.hasVertexAlpha && hasVertexColors && useVertexAlpha;
  43184. }
  43185. if (useBones) {
  43186. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  43187. defines["NUM_BONE_INFLUENCERS"] = mesh.numBoneInfluencers;
  43188. var materialSupportsBoneTexture = defines["BONETEXTURE"] !== undefined;
  43189. if (mesh.skeleton.isUsingTextureForMatrices && materialSupportsBoneTexture) {
  43190. defines["BONETEXTURE"] = true;
  43191. }
  43192. else {
  43193. defines["BonesPerMesh"] = (mesh.skeleton.bones.length + 1);
  43194. defines["BONETEXTURE"] = materialSupportsBoneTexture ? false : undefined;
  43195. }
  43196. }
  43197. else {
  43198. defines["NUM_BONE_INFLUENCERS"] = 0;
  43199. defines["BonesPerMesh"] = 0;
  43200. }
  43201. }
  43202. if (useMorphTargets) {
  43203. var manager = mesh.morphTargetManager;
  43204. if (manager) {
  43205. defines["MORPHTARGETS_TANGENT"] = manager.supportsTangents && defines["TANGENT"];
  43206. defines["MORPHTARGETS_NORMAL"] = manager.supportsNormals && defines["NORMAL"];
  43207. defines["MORPHTARGETS"] = (manager.numInfluencers > 0);
  43208. defines["NUM_MORPH_INFLUENCERS"] = manager.numInfluencers;
  43209. }
  43210. else {
  43211. defines["MORPHTARGETS_TANGENT"] = false;
  43212. defines["MORPHTARGETS_NORMAL"] = false;
  43213. defines["MORPHTARGETS"] = false;
  43214. defines["NUM_MORPH_INFLUENCERS"] = 0;
  43215. }
  43216. }
  43217. return true;
  43218. };
  43219. /**
  43220. * Prepares the defines related to the light information passed in parameter
  43221. * @param scene The scene we are intending to draw
  43222. * @param mesh The mesh the effect is compiling for
  43223. * @param defines The defines to update
  43224. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  43225. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  43226. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  43227. * @returns true if normals will be required for the rest of the effect
  43228. */
  43229. MaterialHelper.PrepareDefinesForLights = function (scene, mesh, defines, specularSupported, maxSimultaneousLights, disableLighting) {
  43230. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  43231. if (disableLighting === void 0) { disableLighting = false; }
  43232. if (!defines._areLightsDirty) {
  43233. return defines._needNormals;
  43234. }
  43235. var lightIndex = 0;
  43236. var needNormals = false;
  43237. var needRebuild = false;
  43238. var lightmapMode = false;
  43239. var shadowEnabled = false;
  43240. var specularEnabled = false;
  43241. if (scene.lightsEnabled && !disableLighting) {
  43242. for (var _i = 0, _a = mesh._lightSources; _i < _a.length; _i++) {
  43243. var light = _a[_i];
  43244. needNormals = true;
  43245. if (defines["LIGHT" + lightIndex] === undefined) {
  43246. needRebuild = true;
  43247. }
  43248. defines["LIGHT" + lightIndex] = true;
  43249. defines["SPOTLIGHT" + lightIndex] = false;
  43250. defines["HEMILIGHT" + lightIndex] = false;
  43251. defines["POINTLIGHT" + lightIndex] = false;
  43252. defines["DIRLIGHT" + lightIndex] = false;
  43253. light.prepareLightSpecificDefines(defines, lightIndex);
  43254. // FallOff.
  43255. defines["LIGHT_FALLOFF_PHYSICAL" + lightIndex] = false;
  43256. defines["LIGHT_FALLOFF_GLTF" + lightIndex] = false;
  43257. defines["LIGHT_FALLOFF_STANDARD" + lightIndex] = false;
  43258. switch (light.falloffType) {
  43259. case BABYLON.Light.FALLOFF_GLTF:
  43260. defines["LIGHT_FALLOFF_GLTF" + lightIndex] = true;
  43261. break;
  43262. case BABYLON.Light.FALLOFF_PHYSICAL:
  43263. defines["LIGHT_FALLOFF_PHYSICAL" + lightIndex] = true;
  43264. break;
  43265. case BABYLON.Light.FALLOFF_STANDARD:
  43266. defines["LIGHT_FALLOFF_STANDARD" + lightIndex] = true;
  43267. break;
  43268. }
  43269. // Specular
  43270. if (specularSupported && !light.specular.equalsFloats(0, 0, 0)) {
  43271. specularEnabled = true;
  43272. }
  43273. // Shadows
  43274. defines["SHADOW" + lightIndex] = false;
  43275. defines["SHADOWPCF" + lightIndex] = false;
  43276. defines["SHADOWPCSS" + lightIndex] = false;
  43277. defines["SHADOWPOISSON" + lightIndex] = false;
  43278. defines["SHADOWESM" + lightIndex] = false;
  43279. defines["SHADOWCUBE" + lightIndex] = false;
  43280. defines["SHADOWLOWQUALITY" + lightIndex] = false;
  43281. defines["SHADOWMEDIUMQUALITY" + lightIndex] = false;
  43282. if (mesh && mesh.receiveShadows && scene.shadowsEnabled && light.shadowEnabled) {
  43283. var shadowGenerator = light.getShadowGenerator();
  43284. if (shadowGenerator) {
  43285. var shadowMap = shadowGenerator.getShadowMap();
  43286. if (shadowMap) {
  43287. if (shadowMap.renderList && shadowMap.renderList.length > 0) {
  43288. shadowEnabled = true;
  43289. shadowGenerator.prepareDefines(defines, lightIndex);
  43290. }
  43291. }
  43292. }
  43293. }
  43294. if (light.lightmapMode != BABYLON.Light.LIGHTMAP_DEFAULT) {
  43295. lightmapMode = true;
  43296. defines["LIGHTMAPEXCLUDED" + lightIndex] = true;
  43297. defines["LIGHTMAPNOSPECULAR" + lightIndex] = (light.lightmapMode == BABYLON.Light.LIGHTMAP_SHADOWSONLY);
  43298. }
  43299. else {
  43300. defines["LIGHTMAPEXCLUDED" + lightIndex] = false;
  43301. defines["LIGHTMAPNOSPECULAR" + lightIndex] = false;
  43302. }
  43303. lightIndex++;
  43304. if (lightIndex === maxSimultaneousLights) {
  43305. break;
  43306. }
  43307. }
  43308. }
  43309. defines["SPECULARTERM"] = specularEnabled;
  43310. defines["SHADOWS"] = shadowEnabled;
  43311. // Resetting all other lights if any
  43312. for (var index = lightIndex; index < maxSimultaneousLights; index++) {
  43313. if (defines["LIGHT" + index] !== undefined) {
  43314. defines["LIGHT" + index] = false;
  43315. defines["HEMILIGHT" + lightIndex] = false;
  43316. defines["POINTLIGHT" + lightIndex] = false;
  43317. defines["DIRLIGHT" + lightIndex] = false;
  43318. defines["SPOTLIGHT" + lightIndex] = false;
  43319. defines["SHADOW" + lightIndex] = false;
  43320. }
  43321. }
  43322. var caps = scene.getEngine().getCaps();
  43323. if (defines["SHADOWFLOAT"] === undefined) {
  43324. needRebuild = true;
  43325. }
  43326. defines["SHADOWFLOAT"] = shadowEnabled &&
  43327. ((caps.textureFloatRender && caps.textureFloatLinearFiltering) ||
  43328. (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering));
  43329. defines["LIGHTMAPEXCLUDED"] = lightmapMode;
  43330. if (needRebuild) {
  43331. defines.rebuild();
  43332. }
  43333. return needNormals;
  43334. };
  43335. /**
  43336. * Prepares the uniforms and samplers list to be used in the effect. This can automatically remove from the list uniforms
  43337. * that won t be acctive due to defines being turned off.
  43338. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  43339. * @param samplersList The samplers list
  43340. * @param defines The defines helping in the list generation
  43341. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  43342. */
  43343. MaterialHelper.PrepareUniformsAndSamplersList = function (uniformsListOrOptions, samplersList, defines, maxSimultaneousLights) {
  43344. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  43345. var uniformsList;
  43346. var uniformBuffersList = null;
  43347. if (uniformsListOrOptions.uniformsNames) {
  43348. var options = uniformsListOrOptions;
  43349. uniformsList = options.uniformsNames;
  43350. uniformBuffersList = options.uniformBuffersNames;
  43351. samplersList = options.samplers;
  43352. defines = options.defines;
  43353. maxSimultaneousLights = options.maxSimultaneousLights;
  43354. }
  43355. else {
  43356. uniformsList = uniformsListOrOptions;
  43357. if (!samplersList) {
  43358. samplersList = [];
  43359. }
  43360. }
  43361. for (var lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {
  43362. if (!defines["LIGHT" + lightIndex]) {
  43363. break;
  43364. }
  43365. uniformsList.push("vLightData" + lightIndex, "vLightDiffuse" + lightIndex, "vLightSpecular" + lightIndex, "vLightDirection" + lightIndex, "vLightFalloff" + lightIndex, "vLightGround" + lightIndex, "lightMatrix" + lightIndex, "shadowsInfo" + lightIndex, "depthValues" + lightIndex);
  43366. if (uniformBuffersList) {
  43367. uniformBuffersList.push("Light" + lightIndex);
  43368. }
  43369. samplersList.push("shadowSampler" + lightIndex);
  43370. samplersList.push("depthSampler" + lightIndex);
  43371. if (defines["PROJECTEDLIGHTTEXTURE" + lightIndex]) {
  43372. samplersList.push("projectionLightSampler" + lightIndex);
  43373. uniformsList.push("textureProjectionMatrix" + lightIndex);
  43374. }
  43375. }
  43376. if (defines["NUM_MORPH_INFLUENCERS"]) {
  43377. uniformsList.push("morphTargetInfluences");
  43378. }
  43379. };
  43380. /**
  43381. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  43382. * @param defines The defines to update while falling back
  43383. * @param fallbacks The authorized effect fallbacks
  43384. * @param maxSimultaneousLights The maximum number of lights allowed
  43385. * @param rank the current rank of the Effect
  43386. * @returns The newly affected rank
  43387. */
  43388. MaterialHelper.HandleFallbacksForShadows = function (defines, fallbacks, maxSimultaneousLights, rank) {
  43389. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  43390. if (rank === void 0) { rank = 0; }
  43391. var lightFallbackRank = 0;
  43392. for (var lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {
  43393. if (!defines["LIGHT" + lightIndex]) {
  43394. break;
  43395. }
  43396. if (lightIndex > 0) {
  43397. lightFallbackRank = rank + lightIndex;
  43398. fallbacks.addFallback(lightFallbackRank, "LIGHT" + lightIndex);
  43399. }
  43400. if (!defines["SHADOWS"]) {
  43401. if (defines["SHADOW" + lightIndex]) {
  43402. fallbacks.addFallback(rank, "SHADOW" + lightIndex);
  43403. }
  43404. if (defines["SHADOWPCF" + lightIndex]) {
  43405. fallbacks.addFallback(rank, "SHADOWPCF" + lightIndex);
  43406. }
  43407. if (defines["SHADOWPCSS" + lightIndex]) {
  43408. fallbacks.addFallback(rank, "SHADOWPCSS" + lightIndex);
  43409. }
  43410. if (defines["SHADOWPOISSON" + lightIndex]) {
  43411. fallbacks.addFallback(rank, "SHADOWPOISSON" + lightIndex);
  43412. }
  43413. if (defines["SHADOWESM" + lightIndex]) {
  43414. fallbacks.addFallback(rank, "SHADOWESM" + lightIndex);
  43415. }
  43416. }
  43417. }
  43418. return lightFallbackRank++;
  43419. };
  43420. /**
  43421. * Prepares the list of attributes required for morph targets according to the effect defines.
  43422. * @param attribs The current list of supported attribs
  43423. * @param mesh The mesh to prepare the morph targets attributes for
  43424. * @param defines The current Defines of the effect
  43425. */
  43426. MaterialHelper.PrepareAttributesForMorphTargets = function (attribs, mesh, defines) {
  43427. var influencers = defines["NUM_MORPH_INFLUENCERS"];
  43428. if (influencers > 0 && BABYLON.Engine.LastCreatedEngine) {
  43429. var maxAttributesCount = BABYLON.Engine.LastCreatedEngine.getCaps().maxVertexAttribs;
  43430. var manager = mesh.morphTargetManager;
  43431. var normal = manager && manager.supportsNormals && defines["NORMAL"];
  43432. var tangent = manager && manager.supportsTangents && defines["TANGENT"];
  43433. for (var index = 0; index < influencers; index++) {
  43434. attribs.push(BABYLON.VertexBuffer.PositionKind + index);
  43435. if (normal) {
  43436. attribs.push(BABYLON.VertexBuffer.NormalKind + index);
  43437. }
  43438. if (tangent) {
  43439. attribs.push(BABYLON.VertexBuffer.TangentKind + index);
  43440. }
  43441. if (attribs.length > maxAttributesCount) {
  43442. BABYLON.Tools.Error("Cannot add more vertex attributes for mesh " + mesh.name);
  43443. }
  43444. }
  43445. }
  43446. };
  43447. /**
  43448. * Prepares the list of attributes required for bones according to the effect defines.
  43449. * @param attribs The current list of supported attribs
  43450. * @param mesh The mesh to prepare the bones attributes for
  43451. * @param defines The current Defines of the effect
  43452. * @param fallbacks The current efffect fallback strategy
  43453. */
  43454. MaterialHelper.PrepareAttributesForBones = function (attribs, mesh, defines, fallbacks) {
  43455. if (defines["NUM_BONE_INFLUENCERS"] > 0) {
  43456. fallbacks.addCPUSkinningFallback(0, mesh);
  43457. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  43458. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  43459. if (defines["NUM_BONE_INFLUENCERS"] > 4) {
  43460. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  43461. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  43462. }
  43463. }
  43464. };
  43465. /**
  43466. * Prepares the list of attributes required for instances according to the effect defines.
  43467. * @param attribs The current list of supported attribs
  43468. * @param defines The current Defines of the effect
  43469. */
  43470. MaterialHelper.PrepareAttributesForInstances = function (attribs, defines) {
  43471. if (defines["INSTANCES"]) {
  43472. attribs.push("world0");
  43473. attribs.push("world1");
  43474. attribs.push("world2");
  43475. attribs.push("world3");
  43476. }
  43477. };
  43478. /**
  43479. * Binds the light shadow information to the effect for the given mesh.
  43480. * @param light The light containing the generator
  43481. * @param scene The scene the lights belongs to
  43482. * @param mesh The mesh we are binding the information to render
  43483. * @param lightIndex The light index in the effect used to render the mesh
  43484. * @param effect The effect we are binding the data to
  43485. */
  43486. MaterialHelper.BindLightShadow = function (light, scene, mesh, lightIndex, effect) {
  43487. if (light.shadowEnabled && mesh.receiveShadows) {
  43488. var shadowGenerator = light.getShadowGenerator();
  43489. if (shadowGenerator) {
  43490. shadowGenerator.bindShadowLight(lightIndex, effect);
  43491. }
  43492. }
  43493. };
  43494. /**
  43495. * Binds the light information to the effect.
  43496. * @param light The light containing the generator
  43497. * @param effect The effect we are binding the data to
  43498. * @param lightIndex The light index in the effect used to render
  43499. */
  43500. MaterialHelper.BindLightProperties = function (light, effect, lightIndex) {
  43501. light.transferToEffect(effect, lightIndex + "");
  43502. };
  43503. /**
  43504. * Binds the lights information from the scene to the effect for the given mesh.
  43505. * @param scene The scene the lights belongs to
  43506. * @param mesh The mesh we are binding the information to render
  43507. * @param effect The effect we are binding the data to
  43508. * @param defines The generated defines for the effect
  43509. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  43510. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  43511. */
  43512. MaterialHelper.BindLights = function (scene, mesh, effect, defines, maxSimultaneousLights, usePhysicalLightFalloff) {
  43513. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  43514. if (usePhysicalLightFalloff === void 0) { usePhysicalLightFalloff = false; }
  43515. var len = Math.min(mesh._lightSources.length, maxSimultaneousLights);
  43516. for (var i = 0; i < len; i++) {
  43517. var light = mesh._lightSources[i];
  43518. var iAsString = i.toString();
  43519. var scaledIntensity = light.getScaledIntensity();
  43520. light._uniformBuffer.bindToEffect(effect, "Light" + i);
  43521. MaterialHelper.BindLightProperties(light, effect, i);
  43522. light.diffuse.scaleToRef(scaledIntensity, BABYLON.Tmp.Color3[0]);
  43523. light._uniformBuffer.updateColor4("vLightDiffuse", BABYLON.Tmp.Color3[0], usePhysicalLightFalloff ? light.radius : light.range, iAsString);
  43524. if (defines["SPECULARTERM"]) {
  43525. light.specular.scaleToRef(scaledIntensity, BABYLON.Tmp.Color3[1]);
  43526. light._uniformBuffer.updateColor3("vLightSpecular", BABYLON.Tmp.Color3[1], iAsString);
  43527. }
  43528. // Shadows
  43529. if (scene.shadowsEnabled) {
  43530. this.BindLightShadow(light, scene, mesh, iAsString, effect);
  43531. }
  43532. light._uniformBuffer.update();
  43533. }
  43534. };
  43535. /**
  43536. * Binds the fog information from the scene to the effect for the given mesh.
  43537. * @param scene The scene the lights belongs to
  43538. * @param mesh The mesh we are binding the information to render
  43539. * @param effect The effect we are binding the data to
  43540. * @param linearSpace Defines if the fog effect is applied in linear space
  43541. */
  43542. MaterialHelper.BindFogParameters = function (scene, mesh, effect, linearSpace) {
  43543. if (linearSpace === void 0) { linearSpace = false; }
  43544. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  43545. effect.setFloat4("vFogInfos", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);
  43546. // Convert fog color to linear space if used in a linear space computed shader.
  43547. if (linearSpace) {
  43548. scene.fogColor.toLinearSpaceToRef(this._tempFogColor);
  43549. effect.setColor3("vFogColor", this._tempFogColor);
  43550. }
  43551. else {
  43552. effect.setColor3("vFogColor", scene.fogColor);
  43553. }
  43554. }
  43555. };
  43556. /**
  43557. * Binds the bones information from the mesh to the effect.
  43558. * @param mesh The mesh we are binding the information to render
  43559. * @param effect The effect we are binding the data to
  43560. */
  43561. MaterialHelper.BindBonesParameters = function (mesh, effect) {
  43562. if (!effect || !mesh) {
  43563. return;
  43564. }
  43565. if (mesh.computeBonesUsingShaders && effect._bonesComputationForcedToCPU) {
  43566. mesh.computeBonesUsingShaders = false;
  43567. }
  43568. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  43569. var skeleton = mesh.skeleton;
  43570. if (skeleton.isUsingTextureForMatrices && effect.getUniformIndex("boneTextureWidth") > -1) {
  43571. var boneTexture = skeleton.getTransformMatrixTexture();
  43572. effect.setTexture("boneSampler", boneTexture);
  43573. effect.setFloat("boneTextureWidth", 4.0 * (skeleton.bones.length + 1));
  43574. }
  43575. else {
  43576. var matrices = skeleton.getTransformMatrices(mesh);
  43577. if (matrices) {
  43578. effect.setMatrices("mBones", matrices);
  43579. }
  43580. }
  43581. }
  43582. };
  43583. /**
  43584. * Binds the morph targets information from the mesh to the effect.
  43585. * @param abstractMesh The mesh we are binding the information to render
  43586. * @param effect The effect we are binding the data to
  43587. */
  43588. MaterialHelper.BindMorphTargetParameters = function (abstractMesh, effect) {
  43589. var manager = abstractMesh.morphTargetManager;
  43590. if (!abstractMesh || !manager) {
  43591. return;
  43592. }
  43593. effect.setFloatArray("morphTargetInfluences", manager.influences);
  43594. };
  43595. /**
  43596. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  43597. * @param defines The generated defines used in the effect
  43598. * @param effect The effect we are binding the data to
  43599. * @param scene The scene we are willing to render with logarithmic scale for
  43600. */
  43601. MaterialHelper.BindLogDepth = function (defines, effect, scene) {
  43602. if (defines["LOGARITHMICDEPTH"]) {
  43603. effect.setFloat("logarithmicDepthConstant", 2.0 / (Math.log(scene.activeCamera.maxZ + 1.0) / Math.LN2));
  43604. }
  43605. };
  43606. /**
  43607. * Binds the clip plane information from the scene to the effect.
  43608. * @param scene The scene the clip plane information are extracted from
  43609. * @param effect The effect we are binding the data to
  43610. */
  43611. MaterialHelper.BindClipPlane = function (effect, scene) {
  43612. if (scene.clipPlane) {
  43613. var clipPlane = scene.clipPlane;
  43614. effect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43615. }
  43616. if (scene.clipPlane2) {
  43617. var clipPlane = scene.clipPlane2;
  43618. effect.setFloat4("vClipPlane2", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43619. }
  43620. if (scene.clipPlane3) {
  43621. var clipPlane = scene.clipPlane3;
  43622. effect.setFloat4("vClipPlane3", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43623. }
  43624. if (scene.clipPlane4) {
  43625. var clipPlane = scene.clipPlane4;
  43626. effect.setFloat4("vClipPlane4", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43627. }
  43628. };
  43629. MaterialHelper._tempFogColor = BABYLON.Color3.Black();
  43630. return MaterialHelper;
  43631. }());
  43632. BABYLON.MaterialHelper = MaterialHelper;
  43633. })(BABYLON || (BABYLON = {}));
  43634. //# sourceMappingURL=babylon.materialHelper.js.map
  43635. var BABYLON;
  43636. (function (BABYLON) {
  43637. /**
  43638. * Base class of materials working in push mode in babylon JS
  43639. * @hidden
  43640. */
  43641. var PushMaterial = /** @class */ (function (_super) {
  43642. __extends(PushMaterial, _super);
  43643. function PushMaterial(name, scene) {
  43644. var _this = _super.call(this, name, scene) || this;
  43645. _this._normalMatrix = new BABYLON.Matrix();
  43646. /**
  43647. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  43648. * This means that the material can keep using a previous shader while a new one is being compiled.
  43649. * This is mostly used when shader parallel compilation is supported (true by default)
  43650. */
  43651. _this.allowShaderHotSwapping = true;
  43652. _this._storeEffectOnSubMeshes = true;
  43653. return _this;
  43654. }
  43655. PushMaterial.prototype.getEffect = function () {
  43656. return this._activeEffect;
  43657. };
  43658. PushMaterial.prototype.isReady = function (mesh, useInstances) {
  43659. if (!mesh) {
  43660. return false;
  43661. }
  43662. if (!mesh.subMeshes || mesh.subMeshes.length === 0) {
  43663. return true;
  43664. }
  43665. return this.isReadyForSubMesh(mesh, mesh.subMeshes[0], useInstances);
  43666. };
  43667. /**
  43668. * Binds the given world matrix to the active effect
  43669. *
  43670. * @param world the matrix to bind
  43671. */
  43672. PushMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  43673. this._activeEffect.setMatrix("world", world);
  43674. };
  43675. /**
  43676. * Binds the given normal matrix to the active effect
  43677. *
  43678. * @param normalMatrix the matrix to bind
  43679. */
  43680. PushMaterial.prototype.bindOnlyNormalMatrix = function (normalMatrix) {
  43681. this._activeEffect.setMatrix("normalMatrix", normalMatrix);
  43682. };
  43683. PushMaterial.prototype.bind = function (world, mesh) {
  43684. if (!mesh) {
  43685. return;
  43686. }
  43687. this.bindForSubMesh(world, mesh, mesh.subMeshes[0]);
  43688. };
  43689. PushMaterial.prototype._afterBind = function (mesh, effect) {
  43690. if (effect === void 0) { effect = null; }
  43691. _super.prototype._afterBind.call(this, mesh);
  43692. this.getScene()._cachedEffect = effect;
  43693. };
  43694. PushMaterial.prototype._mustRebind = function (scene, effect, visibility) {
  43695. if (visibility === void 0) { visibility = 1; }
  43696. return scene.isCachedMaterialInvalid(this, effect, visibility);
  43697. };
  43698. return PushMaterial;
  43699. }(BABYLON.Material));
  43700. BABYLON.PushMaterial = PushMaterial;
  43701. })(BABYLON || (BABYLON = {}));
  43702. //# sourceMappingURL=babylon.pushMaterial.js.map
  43703. var BABYLON;
  43704. (function (BABYLON) {
  43705. /** @hidden */
  43706. var StandardMaterialDefines = /** @class */ (function (_super) {
  43707. __extends(StandardMaterialDefines, _super);
  43708. function StandardMaterialDefines() {
  43709. var _this = _super.call(this) || this;
  43710. _this.MAINUV1 = false;
  43711. _this.MAINUV2 = false;
  43712. _this.DIFFUSE = false;
  43713. _this.DIFFUSEDIRECTUV = 0;
  43714. _this.AMBIENT = false;
  43715. _this.AMBIENTDIRECTUV = 0;
  43716. _this.OPACITY = false;
  43717. _this.OPACITYDIRECTUV = 0;
  43718. _this.OPACITYRGB = false;
  43719. _this.REFLECTION = false;
  43720. _this.EMISSIVE = false;
  43721. _this.EMISSIVEDIRECTUV = 0;
  43722. _this.SPECULAR = false;
  43723. _this.SPECULARDIRECTUV = 0;
  43724. _this.BUMP = false;
  43725. _this.BUMPDIRECTUV = 0;
  43726. _this.PARALLAX = false;
  43727. _this.PARALLAXOCCLUSION = false;
  43728. _this.SPECULAROVERALPHA = false;
  43729. _this.CLIPPLANE = false;
  43730. _this.CLIPPLANE2 = false;
  43731. _this.CLIPPLANE3 = false;
  43732. _this.CLIPPLANE4 = false;
  43733. _this.ALPHATEST = false;
  43734. _this.DEPTHPREPASS = false;
  43735. _this.ALPHAFROMDIFFUSE = false;
  43736. _this.POINTSIZE = false;
  43737. _this.FOG = false;
  43738. _this.SPECULARTERM = false;
  43739. _this.DIFFUSEFRESNEL = false;
  43740. _this.OPACITYFRESNEL = false;
  43741. _this.REFLECTIONFRESNEL = false;
  43742. _this.REFRACTIONFRESNEL = false;
  43743. _this.EMISSIVEFRESNEL = false;
  43744. _this.FRESNEL = false;
  43745. _this.NORMAL = false;
  43746. _this.UV1 = false;
  43747. _this.UV2 = false;
  43748. _this.VERTEXCOLOR = false;
  43749. _this.VERTEXALPHA = false;
  43750. _this.NUM_BONE_INFLUENCERS = 0;
  43751. _this.BonesPerMesh = 0;
  43752. _this.BONETEXTURE = false;
  43753. _this.INSTANCES = false;
  43754. _this.GLOSSINESS = false;
  43755. _this.ROUGHNESS = false;
  43756. _this.EMISSIVEASILLUMINATION = false;
  43757. _this.LINKEMISSIVEWITHDIFFUSE = false;
  43758. _this.REFLECTIONFRESNELFROMSPECULAR = false;
  43759. _this.LIGHTMAP = false;
  43760. _this.LIGHTMAPDIRECTUV = 0;
  43761. _this.OBJECTSPACE_NORMALMAP = false;
  43762. _this.USELIGHTMAPASSHADOWMAP = false;
  43763. _this.REFLECTIONMAP_3D = false;
  43764. _this.REFLECTIONMAP_SPHERICAL = false;
  43765. _this.REFLECTIONMAP_PLANAR = false;
  43766. _this.REFLECTIONMAP_CUBIC = false;
  43767. _this.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  43768. _this.REFLECTIONMAP_PROJECTION = false;
  43769. _this.REFLECTIONMAP_SKYBOX = false;
  43770. _this.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  43771. _this.REFLECTIONMAP_EXPLICIT = false;
  43772. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  43773. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  43774. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  43775. _this.INVERTCUBICMAP = false;
  43776. _this.LOGARITHMICDEPTH = false;
  43777. _this.REFRACTION = false;
  43778. _this.REFRACTIONMAP_3D = false;
  43779. _this.REFLECTIONOVERALPHA = false;
  43780. _this.TWOSIDEDLIGHTING = false;
  43781. _this.SHADOWFLOAT = false;
  43782. _this.MORPHTARGETS = false;
  43783. _this.MORPHTARGETS_NORMAL = false;
  43784. _this.MORPHTARGETS_TANGENT = false;
  43785. _this.NUM_MORPH_INFLUENCERS = 0;
  43786. _this.NONUNIFORMSCALING = false; // https://playground.babylonjs.com#V6DWIH
  43787. _this.PREMULTIPLYALPHA = false; // https://playground.babylonjs.com#LNVJJ7
  43788. _this.IMAGEPROCESSING = false;
  43789. _this.VIGNETTE = false;
  43790. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  43791. _this.VIGNETTEBLENDMODEOPAQUE = false;
  43792. _this.TONEMAPPING = false;
  43793. _this.TONEMAPPING_ACES = false;
  43794. _this.CONTRAST = false;
  43795. _this.COLORCURVES = false;
  43796. _this.COLORGRADING = false;
  43797. _this.COLORGRADING3D = false;
  43798. _this.SAMPLER3DGREENDEPTH = false;
  43799. _this.SAMPLER3DBGRMAP = false;
  43800. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  43801. /**
  43802. * If the reflection texture on this material is in linear color space
  43803. * @hidden
  43804. */
  43805. _this.IS_REFLECTION_LINEAR = false;
  43806. /**
  43807. * If the refraction texture on this material is in linear color space
  43808. * @hidden
  43809. */
  43810. _this.IS_REFRACTION_LINEAR = false;
  43811. _this.EXPOSURE = false;
  43812. _this.rebuild();
  43813. return _this;
  43814. }
  43815. StandardMaterialDefines.prototype.setReflectionMode = function (modeToEnable) {
  43816. var modes = [
  43817. "REFLECTIONMAP_CUBIC", "REFLECTIONMAP_EXPLICIT", "REFLECTIONMAP_PLANAR",
  43818. "REFLECTIONMAP_PROJECTION", "REFLECTIONMAP_PROJECTION", "REFLECTIONMAP_SKYBOX",
  43819. "REFLECTIONMAP_SPHERICAL", "REFLECTIONMAP_EQUIRECTANGULAR", "REFLECTIONMAP_EQUIRECTANGULAR_FIXED",
  43820. "REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED"
  43821. ];
  43822. for (var _i = 0, modes_1 = modes; _i < modes_1.length; _i++) {
  43823. var mode = modes_1[_i];
  43824. this[mode] = (mode === modeToEnable);
  43825. }
  43826. };
  43827. return StandardMaterialDefines;
  43828. }(BABYLON.MaterialDefines));
  43829. BABYLON.StandardMaterialDefines = StandardMaterialDefines;
  43830. /**
  43831. * This is the default material used in Babylon. It is the best trade off between quality
  43832. * and performances.
  43833. * @see http://doc.babylonjs.com/babylon101/materials
  43834. */
  43835. var StandardMaterial = /** @class */ (function (_super) {
  43836. __extends(StandardMaterial, _super);
  43837. /**
  43838. * Instantiates a new standard material.
  43839. * This is the default material used in Babylon. It is the best trade off between quality
  43840. * and performances.
  43841. * @see http://doc.babylonjs.com/babylon101/materials
  43842. * @param name Define the name of the material in the scene
  43843. * @param scene Define the scene the material belong to
  43844. */
  43845. function StandardMaterial(name, scene) {
  43846. var _this = _super.call(this, name, scene) || this;
  43847. /**
  43848. * The color of the material lit by the environmental background lighting.
  43849. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  43850. */
  43851. _this.ambientColor = new BABYLON.Color3(0, 0, 0);
  43852. /**
  43853. * The basic color of the material as viewed under a light.
  43854. */
  43855. _this.diffuseColor = new BABYLON.Color3(1, 1, 1);
  43856. /**
  43857. * Define how the color and intensity of the highlight given by the light in the material.
  43858. */
  43859. _this.specularColor = new BABYLON.Color3(1, 1, 1);
  43860. /**
  43861. * Define the color of the material as if self lit.
  43862. * This will be mixed in the final result even in the absence of light.
  43863. */
  43864. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  43865. /**
  43866. * Defines how sharp are the highlights in the material.
  43867. * The bigger the value the sharper giving a more glossy feeling to the result.
  43868. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  43869. */
  43870. _this.specularPower = 64;
  43871. _this._useAlphaFromDiffuseTexture = false;
  43872. _this._useEmissiveAsIllumination = false;
  43873. _this._linkEmissiveWithDiffuse = false;
  43874. _this._useSpecularOverAlpha = false;
  43875. _this._useReflectionOverAlpha = false;
  43876. _this._disableLighting = false;
  43877. _this._useObjectSpaceNormalMap = false;
  43878. _this._useParallax = false;
  43879. _this._useParallaxOcclusion = false;
  43880. /**
  43881. * Apply a scaling factor that determine which "depth" the height map should reprensent. A value between 0.05 and 0.1 is reasonnable in Parallax, you can reach 0.2 using Parallax Occlusion.
  43882. */
  43883. _this.parallaxScaleBias = 0.05;
  43884. _this._roughness = 0;
  43885. /**
  43886. * In case of refraction, define the value of the indice of refraction.
  43887. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  43888. */
  43889. _this.indexOfRefraction = 0.98;
  43890. /**
  43891. * Invert the refraction texture alongside the y axis.
  43892. * It can be useful with procedural textures or probe for instance.
  43893. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  43894. */
  43895. _this.invertRefractionY = true;
  43896. /**
  43897. * Defines the alpha limits in alpha test mode.
  43898. */
  43899. _this.alphaCutOff = 0.4;
  43900. _this._useLightmapAsShadowmap = false;
  43901. _this._useReflectionFresnelFromSpecular = false;
  43902. _this._useGlossinessFromSpecularMapAlpha = false;
  43903. _this._maxSimultaneousLights = 4;
  43904. _this._invertNormalMapX = false;
  43905. _this._invertNormalMapY = false;
  43906. _this._twoSidedLighting = false;
  43907. _this._renderTargets = new BABYLON.SmartArray(16);
  43908. _this._worldViewProjectionMatrix = BABYLON.Matrix.Zero();
  43909. _this._globalAmbientColor = new BABYLON.Color3(0, 0, 0);
  43910. // Setup the default processing configuration to the scene.
  43911. _this._attachImageProcessingConfiguration(null);
  43912. _this.getRenderTargetTextures = function () {
  43913. _this._renderTargets.reset();
  43914. if (StandardMaterial.ReflectionTextureEnabled && _this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  43915. _this._renderTargets.push(_this._reflectionTexture);
  43916. }
  43917. if (StandardMaterial.RefractionTextureEnabled && _this._refractionTexture && _this._refractionTexture.isRenderTarget) {
  43918. _this._renderTargets.push(_this._refractionTexture);
  43919. }
  43920. return _this._renderTargets;
  43921. };
  43922. return _this;
  43923. }
  43924. Object.defineProperty(StandardMaterial.prototype, "imageProcessingConfiguration", {
  43925. /**
  43926. * Gets the image processing configuration used either in this material.
  43927. */
  43928. get: function () {
  43929. return this._imageProcessingConfiguration;
  43930. },
  43931. /**
  43932. * Sets the Default image processing configuration used either in the this material.
  43933. *
  43934. * If sets to null, the scene one is in use.
  43935. */
  43936. set: function (value) {
  43937. this._attachImageProcessingConfiguration(value);
  43938. // Ensure the effect will be rebuilt.
  43939. this._markAllSubMeshesAsTexturesDirty();
  43940. },
  43941. enumerable: true,
  43942. configurable: true
  43943. });
  43944. /**
  43945. * Attaches a new image processing configuration to the Standard Material.
  43946. * @param configuration
  43947. */
  43948. StandardMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  43949. var _this = this;
  43950. if (configuration === this._imageProcessingConfiguration) {
  43951. return;
  43952. }
  43953. // Detaches observer.
  43954. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  43955. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  43956. }
  43957. // Pick the scene configuration if needed.
  43958. if (!configuration) {
  43959. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  43960. }
  43961. else {
  43962. this._imageProcessingConfiguration = configuration;
  43963. }
  43964. // Attaches observer.
  43965. if (this._imageProcessingConfiguration) {
  43966. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  43967. _this._markAllSubMeshesAsImageProcessingDirty();
  43968. });
  43969. }
  43970. };
  43971. Object.defineProperty(StandardMaterial.prototype, "cameraColorCurvesEnabled", {
  43972. /**
  43973. * Gets wether the color curves effect is enabled.
  43974. */
  43975. get: function () {
  43976. return this.imageProcessingConfiguration.colorCurvesEnabled;
  43977. },
  43978. /**
  43979. * Sets wether the color curves effect is enabled.
  43980. */
  43981. set: function (value) {
  43982. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  43983. },
  43984. enumerable: true,
  43985. configurable: true
  43986. });
  43987. Object.defineProperty(StandardMaterial.prototype, "cameraColorGradingEnabled", {
  43988. /**
  43989. * Gets wether the color grading effect is enabled.
  43990. */
  43991. get: function () {
  43992. return this.imageProcessingConfiguration.colorGradingEnabled;
  43993. },
  43994. /**
  43995. * Gets wether the color grading effect is enabled.
  43996. */
  43997. set: function (value) {
  43998. this.imageProcessingConfiguration.colorGradingEnabled = value;
  43999. },
  44000. enumerable: true,
  44001. configurable: true
  44002. });
  44003. Object.defineProperty(StandardMaterial.prototype, "cameraToneMappingEnabled", {
  44004. /**
  44005. * Gets wether tonemapping is enabled or not.
  44006. */
  44007. get: function () {
  44008. return this._imageProcessingConfiguration.toneMappingEnabled;
  44009. },
  44010. /**
  44011. * Sets wether tonemapping is enabled or not
  44012. */
  44013. set: function (value) {
  44014. this._imageProcessingConfiguration.toneMappingEnabled = value;
  44015. },
  44016. enumerable: true,
  44017. configurable: true
  44018. });
  44019. Object.defineProperty(StandardMaterial.prototype, "cameraExposure", {
  44020. /**
  44021. * The camera exposure used on this material.
  44022. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  44023. * This corresponds to a photographic exposure.
  44024. */
  44025. get: function () {
  44026. return this._imageProcessingConfiguration.exposure;
  44027. },
  44028. /**
  44029. * The camera exposure used on this material.
  44030. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  44031. * This corresponds to a photographic exposure.
  44032. */
  44033. set: function (value) {
  44034. this._imageProcessingConfiguration.exposure = value;
  44035. },
  44036. enumerable: true,
  44037. configurable: true
  44038. });
  44039. Object.defineProperty(StandardMaterial.prototype, "cameraContrast", {
  44040. /**
  44041. * Gets The camera contrast used on this material.
  44042. */
  44043. get: function () {
  44044. return this._imageProcessingConfiguration.contrast;
  44045. },
  44046. /**
  44047. * Sets The camera contrast used on this material.
  44048. */
  44049. set: function (value) {
  44050. this._imageProcessingConfiguration.contrast = value;
  44051. },
  44052. enumerable: true,
  44053. configurable: true
  44054. });
  44055. Object.defineProperty(StandardMaterial.prototype, "cameraColorGradingTexture", {
  44056. /**
  44057. * Gets the Color Grading 2D Lookup Texture.
  44058. */
  44059. get: function () {
  44060. return this._imageProcessingConfiguration.colorGradingTexture;
  44061. },
  44062. /**
  44063. * Sets the Color Grading 2D Lookup Texture.
  44064. */
  44065. set: function (value) {
  44066. this._imageProcessingConfiguration.colorGradingTexture = value;
  44067. },
  44068. enumerable: true,
  44069. configurable: true
  44070. });
  44071. Object.defineProperty(StandardMaterial.prototype, "cameraColorCurves", {
  44072. /**
  44073. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  44074. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  44075. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  44076. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  44077. */
  44078. get: function () {
  44079. return this._imageProcessingConfiguration.colorCurves;
  44080. },
  44081. /**
  44082. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  44083. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  44084. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  44085. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  44086. */
  44087. set: function (value) {
  44088. this._imageProcessingConfiguration.colorCurves = value;
  44089. },
  44090. enumerable: true,
  44091. configurable: true
  44092. });
  44093. Object.defineProperty(StandardMaterial.prototype, "hasRenderTargetTextures", {
  44094. /**
  44095. * Gets a boolean indicating that current material needs to register RTT
  44096. */
  44097. get: function () {
  44098. if (StandardMaterial.ReflectionTextureEnabled && this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  44099. return true;
  44100. }
  44101. if (StandardMaterial.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {
  44102. return true;
  44103. }
  44104. return false;
  44105. },
  44106. enumerable: true,
  44107. configurable: true
  44108. });
  44109. /**
  44110. * Gets the current class name of the material e.g. "StandardMaterial"
  44111. * Mainly use in serialization.
  44112. * @returns the class name
  44113. */
  44114. StandardMaterial.prototype.getClassName = function () {
  44115. return "StandardMaterial";
  44116. };
  44117. Object.defineProperty(StandardMaterial.prototype, "useLogarithmicDepth", {
  44118. /**
  44119. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  44120. * You can try switching to logarithmic depth.
  44121. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  44122. */
  44123. get: function () {
  44124. return this._useLogarithmicDepth;
  44125. },
  44126. set: function (value) {
  44127. this._useLogarithmicDepth = value && this.getScene().getEngine().getCaps().fragmentDepthSupported;
  44128. this._markAllSubMeshesAsMiscDirty();
  44129. },
  44130. enumerable: true,
  44131. configurable: true
  44132. });
  44133. /**
  44134. * Specifies if the material will require alpha blending
  44135. * @returns a boolean specifying if alpha blending is needed
  44136. */
  44137. StandardMaterial.prototype.needAlphaBlending = function () {
  44138. return (this.alpha < 1.0) || (this._opacityTexture != null) || this._shouldUseAlphaFromDiffuseTexture() || this._opacityFresnelParameters && this._opacityFresnelParameters.isEnabled;
  44139. };
  44140. /**
  44141. * Specifies if this material should be rendered in alpha test mode
  44142. * @returns a boolean specifying if an alpha test is needed.
  44143. */
  44144. StandardMaterial.prototype.needAlphaTesting = function () {
  44145. return this._diffuseTexture != null && this._diffuseTexture.hasAlpha;
  44146. };
  44147. StandardMaterial.prototype._shouldUseAlphaFromDiffuseTexture = function () {
  44148. return this._diffuseTexture != null && this._diffuseTexture.hasAlpha && this._useAlphaFromDiffuseTexture;
  44149. };
  44150. /**
  44151. * Get the texture used for alpha test purpose.
  44152. * @returns the diffuse texture in case of the standard material.
  44153. */
  44154. StandardMaterial.prototype.getAlphaTestTexture = function () {
  44155. return this._diffuseTexture;
  44156. };
  44157. /**
  44158. * Get if the submesh is ready to be used and all its information available.
  44159. * Child classes can use it to update shaders
  44160. * @param mesh defines the mesh to check
  44161. * @param subMesh defines which submesh to check
  44162. * @param useInstances specifies that instances should be used
  44163. * @returns a boolean indicating that the submesh is ready or not
  44164. */
  44165. StandardMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  44166. if (useInstances === void 0) { useInstances = false; }
  44167. if (subMesh.effect && this.isFrozen) {
  44168. if (this._wasPreviouslyReady) {
  44169. return true;
  44170. }
  44171. }
  44172. if (!subMesh._materialDefines) {
  44173. subMesh._materialDefines = new StandardMaterialDefines();
  44174. }
  44175. var scene = this.getScene();
  44176. var defines = subMesh._materialDefines;
  44177. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  44178. if (defines._renderId === scene.getRenderId()) {
  44179. return true;
  44180. }
  44181. }
  44182. var engine = scene.getEngine();
  44183. // Lights
  44184. defines._needNormals = BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, true, this._maxSimultaneousLights, this._disableLighting);
  44185. // Textures
  44186. if (defines._areTexturesDirty) {
  44187. defines._needUVs = false;
  44188. defines.MAINUV1 = false;
  44189. defines.MAINUV2 = false;
  44190. if (scene.texturesEnabled) {
  44191. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  44192. if (!this._diffuseTexture.isReadyOrNotBlocking()) {
  44193. return false;
  44194. }
  44195. else {
  44196. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._diffuseTexture, defines, "DIFFUSE");
  44197. }
  44198. }
  44199. else {
  44200. defines.DIFFUSE = false;
  44201. }
  44202. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  44203. if (!this._ambientTexture.isReadyOrNotBlocking()) {
  44204. return false;
  44205. }
  44206. else {
  44207. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._ambientTexture, defines, "AMBIENT");
  44208. }
  44209. }
  44210. else {
  44211. defines.AMBIENT = false;
  44212. }
  44213. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  44214. if (!this._opacityTexture.isReadyOrNotBlocking()) {
  44215. return false;
  44216. }
  44217. else {
  44218. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._opacityTexture, defines, "OPACITY");
  44219. defines.OPACITYRGB = this._opacityTexture.getAlphaFromRGB;
  44220. }
  44221. }
  44222. else {
  44223. defines.OPACITY = false;
  44224. }
  44225. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  44226. if (!this._reflectionTexture.isReadyOrNotBlocking()) {
  44227. return false;
  44228. }
  44229. else {
  44230. defines._needNormals = true;
  44231. defines.REFLECTION = true;
  44232. defines.ROUGHNESS = (this._roughness > 0);
  44233. defines.REFLECTIONOVERALPHA = this._useReflectionOverAlpha;
  44234. defines.INVERTCUBICMAP = (this._reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE);
  44235. defines.REFLECTIONMAP_3D = this._reflectionTexture.isCube;
  44236. switch (this._reflectionTexture.coordinatesMode) {
  44237. case BABYLON.Texture.EXPLICIT_MODE:
  44238. defines.setReflectionMode("REFLECTIONMAP_EXPLICIT");
  44239. break;
  44240. case BABYLON.Texture.PLANAR_MODE:
  44241. defines.setReflectionMode("REFLECTIONMAP_PLANAR");
  44242. break;
  44243. case BABYLON.Texture.PROJECTION_MODE:
  44244. defines.setReflectionMode("REFLECTIONMAP_PROJECTION");
  44245. break;
  44246. case BABYLON.Texture.SKYBOX_MODE:
  44247. defines.setReflectionMode("REFLECTIONMAP_SKYBOX");
  44248. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = !this._reflectionTexture.getReflectionTextureMatrix().isIdentity();
  44249. break;
  44250. case BABYLON.Texture.SPHERICAL_MODE:
  44251. defines.setReflectionMode("REFLECTIONMAP_SPHERICAL");
  44252. break;
  44253. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  44254. defines.setReflectionMode("REFLECTIONMAP_EQUIRECTANGULAR");
  44255. break;
  44256. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  44257. defines.setReflectionMode("REFLECTIONMAP_EQUIRECTANGULAR_FIXED");
  44258. break;
  44259. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  44260. defines.setReflectionMode("REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED");
  44261. break;
  44262. case BABYLON.Texture.CUBIC_MODE:
  44263. case BABYLON.Texture.INVCUBIC_MODE:
  44264. default:
  44265. defines.setReflectionMode("REFLECTIONMAP_CUBIC");
  44266. break;
  44267. }
  44268. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = this._reflectionTexture.boundingBoxSize ? true : false;
  44269. }
  44270. }
  44271. else {
  44272. defines.REFLECTION = false;
  44273. }
  44274. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  44275. if (!this._emissiveTexture.isReadyOrNotBlocking()) {
  44276. return false;
  44277. }
  44278. else {
  44279. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._emissiveTexture, defines, "EMISSIVE");
  44280. }
  44281. }
  44282. else {
  44283. defines.EMISSIVE = false;
  44284. }
  44285. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  44286. if (!this._lightmapTexture.isReadyOrNotBlocking()) {
  44287. return false;
  44288. }
  44289. else {
  44290. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._lightmapTexture, defines, "LIGHTMAP");
  44291. defines.USELIGHTMAPASSHADOWMAP = this._useLightmapAsShadowmap;
  44292. }
  44293. }
  44294. else {
  44295. defines.LIGHTMAP = false;
  44296. }
  44297. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  44298. if (!this._specularTexture.isReadyOrNotBlocking()) {
  44299. return false;
  44300. }
  44301. else {
  44302. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._specularTexture, defines, "SPECULAR");
  44303. defines.GLOSSINESS = this._useGlossinessFromSpecularMapAlpha;
  44304. }
  44305. }
  44306. else {
  44307. defines.SPECULAR = false;
  44308. }
  44309. if (scene.getEngine().getCaps().standardDerivatives && this._bumpTexture && StandardMaterial.BumpTextureEnabled) {
  44310. // Bump texure can not be not blocking.
  44311. if (!this._bumpTexture.isReady()) {
  44312. return false;
  44313. }
  44314. else {
  44315. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._bumpTexture, defines, "BUMP");
  44316. defines.PARALLAX = this._useParallax;
  44317. defines.PARALLAXOCCLUSION = this._useParallaxOcclusion;
  44318. }
  44319. defines.OBJECTSPACE_NORMALMAP = this._useObjectSpaceNormalMap;
  44320. }
  44321. else {
  44322. defines.BUMP = false;
  44323. }
  44324. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  44325. if (!this._refractionTexture.isReadyOrNotBlocking()) {
  44326. return false;
  44327. }
  44328. else {
  44329. defines._needUVs = true;
  44330. defines.REFRACTION = true;
  44331. defines.REFRACTIONMAP_3D = this._refractionTexture.isCube;
  44332. }
  44333. }
  44334. else {
  44335. defines.REFRACTION = false;
  44336. }
  44337. defines.TWOSIDEDLIGHTING = !this._backFaceCulling && this._twoSidedLighting;
  44338. }
  44339. else {
  44340. defines.DIFFUSE = false;
  44341. defines.AMBIENT = false;
  44342. defines.OPACITY = false;
  44343. defines.REFLECTION = false;
  44344. defines.EMISSIVE = false;
  44345. defines.LIGHTMAP = false;
  44346. defines.BUMP = false;
  44347. defines.REFRACTION = false;
  44348. }
  44349. defines.ALPHAFROMDIFFUSE = this._shouldUseAlphaFromDiffuseTexture();
  44350. defines.EMISSIVEASILLUMINATION = this._useEmissiveAsIllumination;
  44351. defines.LINKEMISSIVEWITHDIFFUSE = this._linkEmissiveWithDiffuse;
  44352. defines.SPECULAROVERALPHA = this._useSpecularOverAlpha;
  44353. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  44354. }
  44355. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  44356. if (!this._imageProcessingConfiguration.isReady()) {
  44357. return false;
  44358. }
  44359. this._imageProcessingConfiguration.prepareDefines(defines);
  44360. defines.IS_REFLECTION_LINEAR = (this.reflectionTexture != null && !this.reflectionTexture.gammaSpace);
  44361. defines.IS_REFRACTION_LINEAR = (this.refractionTexture != null && !this.refractionTexture.gammaSpace);
  44362. }
  44363. if (defines._areFresnelDirty) {
  44364. if (StandardMaterial.FresnelEnabled) {
  44365. // Fresnel
  44366. if (this._diffuseFresnelParameters || this._opacityFresnelParameters ||
  44367. this._emissiveFresnelParameters || this._refractionFresnelParameters ||
  44368. this._reflectionFresnelParameters) {
  44369. defines.DIFFUSEFRESNEL = (this._diffuseFresnelParameters && this._diffuseFresnelParameters.isEnabled);
  44370. defines.OPACITYFRESNEL = (this._opacityFresnelParameters && this._opacityFresnelParameters.isEnabled);
  44371. defines.REFLECTIONFRESNEL = (this._reflectionFresnelParameters && this._reflectionFresnelParameters.isEnabled);
  44372. defines.REFLECTIONFRESNELFROMSPECULAR = this._useReflectionFresnelFromSpecular;
  44373. defines.REFRACTIONFRESNEL = (this._refractionFresnelParameters && this._refractionFresnelParameters.isEnabled);
  44374. defines.EMISSIVEFRESNEL = (this._emissiveFresnelParameters && this._emissiveFresnelParameters.isEnabled);
  44375. defines._needNormals = true;
  44376. defines.FRESNEL = true;
  44377. }
  44378. }
  44379. else {
  44380. defines.FRESNEL = false;
  44381. }
  44382. }
  44383. // Misc.
  44384. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);
  44385. // Attribs
  44386. BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true, true);
  44387. // Values that need to be evaluated on every frame
  44388. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances);
  44389. // Get correct effect
  44390. if (defines.isDirty) {
  44391. defines.markAsProcessed();
  44392. // Fallbacks
  44393. var fallbacks = new BABYLON.EffectFallbacks();
  44394. if (defines.REFLECTION) {
  44395. fallbacks.addFallback(0, "REFLECTION");
  44396. }
  44397. if (defines.SPECULAR) {
  44398. fallbacks.addFallback(0, "SPECULAR");
  44399. }
  44400. if (defines.BUMP) {
  44401. fallbacks.addFallback(0, "BUMP");
  44402. }
  44403. if (defines.PARALLAX) {
  44404. fallbacks.addFallback(1, "PARALLAX");
  44405. }
  44406. if (defines.PARALLAXOCCLUSION) {
  44407. fallbacks.addFallback(0, "PARALLAXOCCLUSION");
  44408. }
  44409. if (defines.SPECULAROVERALPHA) {
  44410. fallbacks.addFallback(0, "SPECULAROVERALPHA");
  44411. }
  44412. if (defines.FOG) {
  44413. fallbacks.addFallback(1, "FOG");
  44414. }
  44415. if (defines.POINTSIZE) {
  44416. fallbacks.addFallback(0, "POINTSIZE");
  44417. }
  44418. if (defines.LOGARITHMICDEPTH) {
  44419. fallbacks.addFallback(0, "LOGARITHMICDEPTH");
  44420. }
  44421. BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights);
  44422. if (defines.SPECULARTERM) {
  44423. fallbacks.addFallback(0, "SPECULARTERM");
  44424. }
  44425. if (defines.DIFFUSEFRESNEL) {
  44426. fallbacks.addFallback(1, "DIFFUSEFRESNEL");
  44427. }
  44428. if (defines.OPACITYFRESNEL) {
  44429. fallbacks.addFallback(2, "OPACITYFRESNEL");
  44430. }
  44431. if (defines.REFLECTIONFRESNEL) {
  44432. fallbacks.addFallback(3, "REFLECTIONFRESNEL");
  44433. }
  44434. if (defines.EMISSIVEFRESNEL) {
  44435. fallbacks.addFallback(4, "EMISSIVEFRESNEL");
  44436. }
  44437. if (defines.FRESNEL) {
  44438. fallbacks.addFallback(4, "FRESNEL");
  44439. }
  44440. //Attributes
  44441. var attribs = [BABYLON.VertexBuffer.PositionKind];
  44442. if (defines.NORMAL) {
  44443. attribs.push(BABYLON.VertexBuffer.NormalKind);
  44444. }
  44445. if (defines.UV1) {
  44446. attribs.push(BABYLON.VertexBuffer.UVKind);
  44447. }
  44448. if (defines.UV2) {
  44449. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  44450. }
  44451. if (defines.VERTEXCOLOR) {
  44452. attribs.push(BABYLON.VertexBuffer.ColorKind);
  44453. }
  44454. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  44455. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  44456. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, defines);
  44457. var shaderName = "default";
  44458. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vAmbientColor", "vDiffuseColor", "vSpecularColor", "vEmissiveColor",
  44459. "vFogInfos", "vFogColor", "pointSize",
  44460. "vDiffuseInfos", "vAmbientInfos", "vOpacityInfos", "vReflectionInfos", "vEmissiveInfos", "vSpecularInfos", "vBumpInfos", "vLightmapInfos", "vRefractionInfos",
  44461. "mBones",
  44462. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "diffuseMatrix", "ambientMatrix", "opacityMatrix", "reflectionMatrix", "emissiveMatrix", "specularMatrix", "bumpMatrix", "normalMatrix", "lightmapMatrix", "refractionMatrix",
  44463. "diffuseLeftColor", "diffuseRightColor", "opacityParts", "reflectionLeftColor", "reflectionRightColor", "emissiveLeftColor", "emissiveRightColor", "refractionLeftColor", "refractionRightColor",
  44464. "vReflectionPosition", "vReflectionSize",
  44465. "logarithmicDepthConstant", "vTangentSpaceParams", "alphaCutOff", "boneTextureWidth"
  44466. ];
  44467. var samplers = ["diffuseSampler", "ambientSampler", "opacitySampler", "reflectionCubeSampler",
  44468. "reflection2DSampler", "emissiveSampler", "specularSampler", "bumpSampler", "lightmapSampler",
  44469. "refractionCubeSampler", "refraction2DSampler", "boneSampler"];
  44470. var uniformBuffers = ["Material", "Scene"];
  44471. if (BABYLON.ImageProcessingConfiguration) {
  44472. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  44473. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  44474. }
  44475. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  44476. uniformsNames: uniforms,
  44477. uniformBuffersNames: uniformBuffers,
  44478. samplers: samplers,
  44479. defines: defines,
  44480. maxSimultaneousLights: this._maxSimultaneousLights
  44481. });
  44482. if (this.customShaderNameResolve) {
  44483. shaderName = this.customShaderNameResolve(shaderName, uniforms, uniformBuffers, samplers, defines);
  44484. }
  44485. var join = defines.toString();
  44486. var previousEffect = subMesh.effect;
  44487. var effect = scene.getEngine().createEffect(shaderName, {
  44488. attributes: attribs,
  44489. uniformsNames: uniforms,
  44490. uniformBuffersNames: uniformBuffers,
  44491. samplers: samplers,
  44492. defines: join,
  44493. fallbacks: fallbacks,
  44494. onCompiled: this.onCompiled,
  44495. onError: this.onError,
  44496. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights, maxSimultaneousMorphTargets: defines.NUM_MORPH_INFLUENCERS }
  44497. }, engine);
  44498. if (effect) {
  44499. // Use previous effect while new one is compiling
  44500. if (this.allowShaderHotSwapping && previousEffect && !effect.isReady()) {
  44501. effect = previousEffect;
  44502. defines.markAsUnprocessed();
  44503. }
  44504. else {
  44505. scene.resetCachedMaterial();
  44506. subMesh.setEffect(effect, defines);
  44507. this.buildUniformLayout();
  44508. }
  44509. }
  44510. }
  44511. if (!subMesh.effect || !subMesh.effect.isReady()) {
  44512. return false;
  44513. }
  44514. defines._renderId = scene.getRenderId();
  44515. this._wasPreviouslyReady = true;
  44516. return true;
  44517. };
  44518. /**
  44519. * Builds the material UBO layouts.
  44520. * Used internally during the effect preparation.
  44521. */
  44522. StandardMaterial.prototype.buildUniformLayout = function () {
  44523. // Order is important !
  44524. this._uniformBuffer.addUniform("diffuseLeftColor", 4);
  44525. this._uniformBuffer.addUniform("diffuseRightColor", 4);
  44526. this._uniformBuffer.addUniform("opacityParts", 4);
  44527. this._uniformBuffer.addUniform("reflectionLeftColor", 4);
  44528. this._uniformBuffer.addUniform("reflectionRightColor", 4);
  44529. this._uniformBuffer.addUniform("refractionLeftColor", 4);
  44530. this._uniformBuffer.addUniform("refractionRightColor", 4);
  44531. this._uniformBuffer.addUniform("emissiveLeftColor", 4);
  44532. this._uniformBuffer.addUniform("emissiveRightColor", 4);
  44533. this._uniformBuffer.addUniform("vDiffuseInfos", 2);
  44534. this._uniformBuffer.addUniform("vAmbientInfos", 2);
  44535. this._uniformBuffer.addUniform("vOpacityInfos", 2);
  44536. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  44537. this._uniformBuffer.addUniform("vReflectionPosition", 3);
  44538. this._uniformBuffer.addUniform("vReflectionSize", 3);
  44539. this._uniformBuffer.addUniform("vEmissiveInfos", 2);
  44540. this._uniformBuffer.addUniform("vLightmapInfos", 2);
  44541. this._uniformBuffer.addUniform("vSpecularInfos", 2);
  44542. this._uniformBuffer.addUniform("vBumpInfos", 3);
  44543. this._uniformBuffer.addUniform("diffuseMatrix", 16);
  44544. this._uniformBuffer.addUniform("ambientMatrix", 16);
  44545. this._uniformBuffer.addUniform("opacityMatrix", 16);
  44546. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  44547. this._uniformBuffer.addUniform("emissiveMatrix", 16);
  44548. this._uniformBuffer.addUniform("lightmapMatrix", 16);
  44549. this._uniformBuffer.addUniform("specularMatrix", 16);
  44550. this._uniformBuffer.addUniform("bumpMatrix", 16);
  44551. this._uniformBuffer.addUniform("vTangentSpaceParams", 2);
  44552. this._uniformBuffer.addUniform("refractionMatrix", 16);
  44553. this._uniformBuffer.addUniform("vRefractionInfos", 4);
  44554. this._uniformBuffer.addUniform("vSpecularColor", 4);
  44555. this._uniformBuffer.addUniform("vEmissiveColor", 3);
  44556. this._uniformBuffer.addUniform("vDiffuseColor", 4);
  44557. this._uniformBuffer.addUniform("pointSize", 1);
  44558. this._uniformBuffer.create();
  44559. };
  44560. /**
  44561. * Unbinds the material from the mesh
  44562. */
  44563. StandardMaterial.prototype.unbind = function () {
  44564. if (this._activeEffect) {
  44565. var needFlag = false;
  44566. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  44567. this._activeEffect.setTexture("reflection2DSampler", null);
  44568. needFlag = true;
  44569. }
  44570. if (this._refractionTexture && this._refractionTexture.isRenderTarget) {
  44571. this._activeEffect.setTexture("refraction2DSampler", null);
  44572. needFlag = true;
  44573. }
  44574. if (needFlag) {
  44575. this._markAllSubMeshesAsTexturesDirty();
  44576. }
  44577. }
  44578. _super.prototype.unbind.call(this);
  44579. };
  44580. /**
  44581. * Binds the submesh to this material by preparing the effect and shader to draw
  44582. * @param world defines the world transformation matrix
  44583. * @param mesh defines the mesh containing the submesh
  44584. * @param subMesh defines the submesh to bind the material to
  44585. */
  44586. StandardMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  44587. var scene = this.getScene();
  44588. var defines = subMesh._materialDefines;
  44589. if (!defines) {
  44590. return;
  44591. }
  44592. var effect = subMesh.effect;
  44593. if (!effect) {
  44594. return;
  44595. }
  44596. this._activeEffect = effect;
  44597. // Matrices
  44598. this.bindOnlyWorldMatrix(world);
  44599. // Normal Matrix
  44600. if (defines.OBJECTSPACE_NORMALMAP) {
  44601. world.toNormalMatrix(this._normalMatrix);
  44602. this.bindOnlyNormalMatrix(this._normalMatrix);
  44603. }
  44604. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  44605. // Bones
  44606. BABYLON.MaterialHelper.BindBonesParameters(mesh, effect);
  44607. if (mustRebind) {
  44608. this._uniformBuffer.bindToEffect(effect, "Material");
  44609. this.bindViewProjection(effect);
  44610. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  44611. if (StandardMaterial.FresnelEnabled && defines.FRESNEL) {
  44612. // Fresnel
  44613. if (this.diffuseFresnelParameters && this.diffuseFresnelParameters.isEnabled) {
  44614. this._uniformBuffer.updateColor4("diffuseLeftColor", this.diffuseFresnelParameters.leftColor, this.diffuseFresnelParameters.power);
  44615. this._uniformBuffer.updateColor4("diffuseRightColor", this.diffuseFresnelParameters.rightColor, this.diffuseFresnelParameters.bias);
  44616. }
  44617. if (this.opacityFresnelParameters && this.opacityFresnelParameters.isEnabled) {
  44618. this._uniformBuffer.updateColor4("opacityParts", new BABYLON.Color3(this.opacityFresnelParameters.leftColor.toLuminance(), this.opacityFresnelParameters.rightColor.toLuminance(), this.opacityFresnelParameters.bias), this.opacityFresnelParameters.power);
  44619. }
  44620. if (this.reflectionFresnelParameters && this.reflectionFresnelParameters.isEnabled) {
  44621. this._uniformBuffer.updateColor4("reflectionLeftColor", this.reflectionFresnelParameters.leftColor, this.reflectionFresnelParameters.power);
  44622. this._uniformBuffer.updateColor4("reflectionRightColor", this.reflectionFresnelParameters.rightColor, this.reflectionFresnelParameters.bias);
  44623. }
  44624. if (this.refractionFresnelParameters && this.refractionFresnelParameters.isEnabled) {
  44625. this._uniformBuffer.updateColor4("refractionLeftColor", this.refractionFresnelParameters.leftColor, this.refractionFresnelParameters.power);
  44626. this._uniformBuffer.updateColor4("refractionRightColor", this.refractionFresnelParameters.rightColor, this.refractionFresnelParameters.bias);
  44627. }
  44628. if (this.emissiveFresnelParameters && this.emissiveFresnelParameters.isEnabled) {
  44629. this._uniformBuffer.updateColor4("emissiveLeftColor", this.emissiveFresnelParameters.leftColor, this.emissiveFresnelParameters.power);
  44630. this._uniformBuffer.updateColor4("emissiveRightColor", this.emissiveFresnelParameters.rightColor, this.emissiveFresnelParameters.bias);
  44631. }
  44632. }
  44633. // Textures
  44634. if (scene.texturesEnabled) {
  44635. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  44636. this._uniformBuffer.updateFloat2("vDiffuseInfos", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);
  44637. BABYLON.MaterialHelper.BindTextureMatrix(this._diffuseTexture, this._uniformBuffer, "diffuse");
  44638. if (this._diffuseTexture.hasAlpha) {
  44639. effect.setFloat("alphaCutOff", this.alphaCutOff);
  44640. }
  44641. }
  44642. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  44643. this._uniformBuffer.updateFloat2("vAmbientInfos", this._ambientTexture.coordinatesIndex, this._ambientTexture.level);
  44644. BABYLON.MaterialHelper.BindTextureMatrix(this._ambientTexture, this._uniformBuffer, "ambient");
  44645. }
  44646. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  44647. this._uniformBuffer.updateFloat2("vOpacityInfos", this._opacityTexture.coordinatesIndex, this._opacityTexture.level);
  44648. BABYLON.MaterialHelper.BindTextureMatrix(this._opacityTexture, this._uniformBuffer, "opacity");
  44649. }
  44650. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  44651. this._uniformBuffer.updateFloat2("vReflectionInfos", this._reflectionTexture.level, this.roughness);
  44652. this._uniformBuffer.updateMatrix("reflectionMatrix", this._reflectionTexture.getReflectionTextureMatrix());
  44653. if (this._reflectionTexture.boundingBoxSize) {
  44654. var cubeTexture = this._reflectionTexture;
  44655. this._uniformBuffer.updateVector3("vReflectionPosition", cubeTexture.boundingBoxPosition);
  44656. this._uniformBuffer.updateVector3("vReflectionSize", cubeTexture.boundingBoxSize);
  44657. }
  44658. }
  44659. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  44660. this._uniformBuffer.updateFloat2("vEmissiveInfos", this._emissiveTexture.coordinatesIndex, this._emissiveTexture.level);
  44661. BABYLON.MaterialHelper.BindTextureMatrix(this._emissiveTexture, this._uniformBuffer, "emissive");
  44662. }
  44663. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  44664. this._uniformBuffer.updateFloat2("vLightmapInfos", this._lightmapTexture.coordinatesIndex, this._lightmapTexture.level);
  44665. BABYLON.MaterialHelper.BindTextureMatrix(this._lightmapTexture, this._uniformBuffer, "lightmap");
  44666. }
  44667. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  44668. this._uniformBuffer.updateFloat2("vSpecularInfos", this._specularTexture.coordinatesIndex, this._specularTexture.level);
  44669. BABYLON.MaterialHelper.BindTextureMatrix(this._specularTexture, this._uniformBuffer, "specular");
  44670. }
  44671. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && StandardMaterial.BumpTextureEnabled) {
  44672. this._uniformBuffer.updateFloat3("vBumpInfos", this._bumpTexture.coordinatesIndex, 1.0 / this._bumpTexture.level, this.parallaxScaleBias);
  44673. BABYLON.MaterialHelper.BindTextureMatrix(this._bumpTexture, this._uniformBuffer, "bump");
  44674. if (scene._mirroredCameraPosition) {
  44675. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? 1.0 : -1.0, this._invertNormalMapY ? 1.0 : -1.0);
  44676. }
  44677. else {
  44678. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? -1.0 : 1.0, this._invertNormalMapY ? -1.0 : 1.0);
  44679. }
  44680. }
  44681. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  44682. var depth = 1.0;
  44683. if (!this._refractionTexture.isCube) {
  44684. this._uniformBuffer.updateMatrix("refractionMatrix", this._refractionTexture.getReflectionTextureMatrix());
  44685. if (this._refractionTexture.depth) {
  44686. depth = this._refractionTexture.depth;
  44687. }
  44688. }
  44689. this._uniformBuffer.updateFloat4("vRefractionInfos", this._refractionTexture.level, this.indexOfRefraction, depth, this.invertRefractionY ? -1 : 1);
  44690. }
  44691. }
  44692. // Point size
  44693. if (this.pointsCloud) {
  44694. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  44695. }
  44696. if (defines.SPECULARTERM) {
  44697. this._uniformBuffer.updateColor4("vSpecularColor", this.specularColor, this.specularPower);
  44698. }
  44699. this._uniformBuffer.updateColor3("vEmissiveColor", this.emissiveColor);
  44700. // Diffuse
  44701. this._uniformBuffer.updateColor4("vDiffuseColor", this.diffuseColor, this.alpha * mesh.visibility);
  44702. }
  44703. // Textures
  44704. if (scene.texturesEnabled) {
  44705. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  44706. effect.setTexture("diffuseSampler", this._diffuseTexture);
  44707. }
  44708. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  44709. effect.setTexture("ambientSampler", this._ambientTexture);
  44710. }
  44711. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  44712. effect.setTexture("opacitySampler", this._opacityTexture);
  44713. }
  44714. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  44715. if (this._reflectionTexture.isCube) {
  44716. effect.setTexture("reflectionCubeSampler", this._reflectionTexture);
  44717. }
  44718. else {
  44719. effect.setTexture("reflection2DSampler", this._reflectionTexture);
  44720. }
  44721. }
  44722. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  44723. effect.setTexture("emissiveSampler", this._emissiveTexture);
  44724. }
  44725. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  44726. effect.setTexture("lightmapSampler", this._lightmapTexture);
  44727. }
  44728. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  44729. effect.setTexture("specularSampler", this._specularTexture);
  44730. }
  44731. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && StandardMaterial.BumpTextureEnabled) {
  44732. effect.setTexture("bumpSampler", this._bumpTexture);
  44733. }
  44734. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  44735. var depth = 1.0;
  44736. if (this._refractionTexture.isCube) {
  44737. effect.setTexture("refractionCubeSampler", this._refractionTexture);
  44738. }
  44739. else {
  44740. effect.setTexture("refraction2DSampler", this._refractionTexture);
  44741. }
  44742. }
  44743. }
  44744. // Clip plane
  44745. BABYLON.MaterialHelper.BindClipPlane(effect, scene);
  44746. // Colors
  44747. scene.ambientColor.multiplyToRef(this.ambientColor, this._globalAmbientColor);
  44748. BABYLON.MaterialHelper.BindEyePosition(effect, scene);
  44749. effect.setColor3("vAmbientColor", this._globalAmbientColor);
  44750. }
  44751. if (mustRebind || !this.isFrozen) {
  44752. // Lights
  44753. if (scene.lightsEnabled && !this._disableLighting) {
  44754. BABYLON.MaterialHelper.BindLights(scene, mesh, effect, defines, this._maxSimultaneousLights);
  44755. }
  44756. // View
  44757. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE || this._reflectionTexture || this._refractionTexture) {
  44758. this.bindView(effect);
  44759. }
  44760. // Fog
  44761. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, effect);
  44762. // Morph targets
  44763. if (defines.NUM_MORPH_INFLUENCERS) {
  44764. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, effect);
  44765. }
  44766. // Log. depth
  44767. BABYLON.MaterialHelper.BindLogDepth(defines, effect, scene);
  44768. // image processing
  44769. if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {
  44770. this._imageProcessingConfiguration.bind(this._activeEffect);
  44771. }
  44772. }
  44773. this._uniformBuffer.update();
  44774. this._afterBind(mesh, this._activeEffect);
  44775. };
  44776. /**
  44777. * Get the list of animatables in the material.
  44778. * @returns the list of animatables object used in the material
  44779. */
  44780. StandardMaterial.prototype.getAnimatables = function () {
  44781. var results = [];
  44782. if (this._diffuseTexture && this._diffuseTexture.animations && this._diffuseTexture.animations.length > 0) {
  44783. results.push(this._diffuseTexture);
  44784. }
  44785. if (this._ambientTexture && this._ambientTexture.animations && this._ambientTexture.animations.length > 0) {
  44786. results.push(this._ambientTexture);
  44787. }
  44788. if (this._opacityTexture && this._opacityTexture.animations && this._opacityTexture.animations.length > 0) {
  44789. results.push(this._opacityTexture);
  44790. }
  44791. if (this._reflectionTexture && this._reflectionTexture.animations && this._reflectionTexture.animations.length > 0) {
  44792. results.push(this._reflectionTexture);
  44793. }
  44794. if (this._emissiveTexture && this._emissiveTexture.animations && this._emissiveTexture.animations.length > 0) {
  44795. results.push(this._emissiveTexture);
  44796. }
  44797. if (this._specularTexture && this._specularTexture.animations && this._specularTexture.animations.length > 0) {
  44798. results.push(this._specularTexture);
  44799. }
  44800. if (this._bumpTexture && this._bumpTexture.animations && this._bumpTexture.animations.length > 0) {
  44801. results.push(this._bumpTexture);
  44802. }
  44803. if (this._lightmapTexture && this._lightmapTexture.animations && this._lightmapTexture.animations.length > 0) {
  44804. results.push(this._lightmapTexture);
  44805. }
  44806. if (this._refractionTexture && this._refractionTexture.animations && this._refractionTexture.animations.length > 0) {
  44807. results.push(this._refractionTexture);
  44808. }
  44809. return results;
  44810. };
  44811. /**
  44812. * Gets the active textures from the material
  44813. * @returns an array of textures
  44814. */
  44815. StandardMaterial.prototype.getActiveTextures = function () {
  44816. var activeTextures = _super.prototype.getActiveTextures.call(this);
  44817. if (this._diffuseTexture) {
  44818. activeTextures.push(this._diffuseTexture);
  44819. }
  44820. if (this._ambientTexture) {
  44821. activeTextures.push(this._ambientTexture);
  44822. }
  44823. if (this._opacityTexture) {
  44824. activeTextures.push(this._opacityTexture);
  44825. }
  44826. if (this._reflectionTexture) {
  44827. activeTextures.push(this._reflectionTexture);
  44828. }
  44829. if (this._emissiveTexture) {
  44830. activeTextures.push(this._emissiveTexture);
  44831. }
  44832. if (this._specularTexture) {
  44833. activeTextures.push(this._specularTexture);
  44834. }
  44835. if (this._bumpTexture) {
  44836. activeTextures.push(this._bumpTexture);
  44837. }
  44838. if (this._lightmapTexture) {
  44839. activeTextures.push(this._lightmapTexture);
  44840. }
  44841. if (this._refractionTexture) {
  44842. activeTextures.push(this._refractionTexture);
  44843. }
  44844. return activeTextures;
  44845. };
  44846. /**
  44847. * Specifies if the material uses a texture
  44848. * @param texture defines the texture to check against the material
  44849. * @returns a boolean specifying if the material uses the texture
  44850. */
  44851. StandardMaterial.prototype.hasTexture = function (texture) {
  44852. if (_super.prototype.hasTexture.call(this, texture)) {
  44853. return true;
  44854. }
  44855. if (this._diffuseTexture === texture) {
  44856. return true;
  44857. }
  44858. if (this._ambientTexture === texture) {
  44859. return true;
  44860. }
  44861. if (this._opacityTexture === texture) {
  44862. return true;
  44863. }
  44864. if (this._reflectionTexture === texture) {
  44865. return true;
  44866. }
  44867. if (this._emissiveTexture === texture) {
  44868. return true;
  44869. }
  44870. if (this._specularTexture === texture) {
  44871. return true;
  44872. }
  44873. if (this._bumpTexture === texture) {
  44874. return true;
  44875. }
  44876. if (this._lightmapTexture === texture) {
  44877. return true;
  44878. }
  44879. if (this._refractionTexture === texture) {
  44880. return true;
  44881. }
  44882. return false;
  44883. };
  44884. /**
  44885. * Disposes the material
  44886. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  44887. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  44888. */
  44889. StandardMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  44890. if (forceDisposeTextures) {
  44891. if (this._diffuseTexture) {
  44892. this._diffuseTexture.dispose();
  44893. }
  44894. if (this._ambientTexture) {
  44895. this._ambientTexture.dispose();
  44896. }
  44897. if (this._opacityTexture) {
  44898. this._opacityTexture.dispose();
  44899. }
  44900. if (this._reflectionTexture) {
  44901. this._reflectionTexture.dispose();
  44902. }
  44903. if (this._emissiveTexture) {
  44904. this._emissiveTexture.dispose();
  44905. }
  44906. if (this._specularTexture) {
  44907. this._specularTexture.dispose();
  44908. }
  44909. if (this._bumpTexture) {
  44910. this._bumpTexture.dispose();
  44911. }
  44912. if (this._lightmapTexture) {
  44913. this._lightmapTexture.dispose();
  44914. }
  44915. if (this._refractionTexture) {
  44916. this._refractionTexture.dispose();
  44917. }
  44918. }
  44919. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  44920. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  44921. }
  44922. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  44923. };
  44924. /**
  44925. * Makes a duplicate of the material, and gives it a new name
  44926. * @param name defines the new name for the duplicated material
  44927. * @returns the cloned material
  44928. */
  44929. StandardMaterial.prototype.clone = function (name) {
  44930. var _this = this;
  44931. var result = BABYLON.SerializationHelper.Clone(function () { return new StandardMaterial(name, _this.getScene()); }, this);
  44932. result.name = name;
  44933. result.id = name;
  44934. return result;
  44935. };
  44936. /**
  44937. * Serializes this material in a JSON representation
  44938. * @returns the serialized material object
  44939. */
  44940. StandardMaterial.prototype.serialize = function () {
  44941. return BABYLON.SerializationHelper.Serialize(this);
  44942. };
  44943. /**
  44944. * Creates a standard material from parsed material data
  44945. * @param source defines the JSON represnetation of the material
  44946. * @param scene defines the hosting scene
  44947. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  44948. * @returns a new material
  44949. */
  44950. StandardMaterial.Parse = function (source, scene, rootUrl) {
  44951. return BABYLON.SerializationHelper.Parse(function () { return new StandardMaterial(source.name, scene); }, source, scene, rootUrl);
  44952. };
  44953. Object.defineProperty(StandardMaterial, "DiffuseTextureEnabled", {
  44954. /**
  44955. * Are diffuse textures enabled in the application.
  44956. */
  44957. get: function () {
  44958. return StandardMaterial._DiffuseTextureEnabled;
  44959. },
  44960. set: function (value) {
  44961. if (StandardMaterial._DiffuseTextureEnabled === value) {
  44962. return;
  44963. }
  44964. StandardMaterial._DiffuseTextureEnabled = value;
  44965. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44966. },
  44967. enumerable: true,
  44968. configurable: true
  44969. });
  44970. Object.defineProperty(StandardMaterial, "AmbientTextureEnabled", {
  44971. /**
  44972. * Are ambient textures enabled in the application.
  44973. */
  44974. get: function () {
  44975. return StandardMaterial._AmbientTextureEnabled;
  44976. },
  44977. set: function (value) {
  44978. if (StandardMaterial._AmbientTextureEnabled === value) {
  44979. return;
  44980. }
  44981. StandardMaterial._AmbientTextureEnabled = value;
  44982. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44983. },
  44984. enumerable: true,
  44985. configurable: true
  44986. });
  44987. Object.defineProperty(StandardMaterial, "OpacityTextureEnabled", {
  44988. /**
  44989. * Are opacity textures enabled in the application.
  44990. */
  44991. get: function () {
  44992. return StandardMaterial._OpacityTextureEnabled;
  44993. },
  44994. set: function (value) {
  44995. if (StandardMaterial._OpacityTextureEnabled === value) {
  44996. return;
  44997. }
  44998. StandardMaterial._OpacityTextureEnabled = value;
  44999. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45000. },
  45001. enumerable: true,
  45002. configurable: true
  45003. });
  45004. Object.defineProperty(StandardMaterial, "ReflectionTextureEnabled", {
  45005. /**
  45006. * Are reflection textures enabled in the application.
  45007. */
  45008. get: function () {
  45009. return StandardMaterial._ReflectionTextureEnabled;
  45010. },
  45011. set: function (value) {
  45012. if (StandardMaterial._ReflectionTextureEnabled === value) {
  45013. return;
  45014. }
  45015. StandardMaterial._ReflectionTextureEnabled = value;
  45016. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45017. },
  45018. enumerable: true,
  45019. configurable: true
  45020. });
  45021. Object.defineProperty(StandardMaterial, "EmissiveTextureEnabled", {
  45022. /**
  45023. * Are emissive textures enabled in the application.
  45024. */
  45025. get: function () {
  45026. return StandardMaterial._EmissiveTextureEnabled;
  45027. },
  45028. set: function (value) {
  45029. if (StandardMaterial._EmissiveTextureEnabled === value) {
  45030. return;
  45031. }
  45032. StandardMaterial._EmissiveTextureEnabled = value;
  45033. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45034. },
  45035. enumerable: true,
  45036. configurable: true
  45037. });
  45038. Object.defineProperty(StandardMaterial, "SpecularTextureEnabled", {
  45039. /**
  45040. * Are specular textures enabled in the application.
  45041. */
  45042. get: function () {
  45043. return StandardMaterial._SpecularTextureEnabled;
  45044. },
  45045. set: function (value) {
  45046. if (StandardMaterial._SpecularTextureEnabled === value) {
  45047. return;
  45048. }
  45049. StandardMaterial._SpecularTextureEnabled = value;
  45050. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45051. },
  45052. enumerable: true,
  45053. configurable: true
  45054. });
  45055. Object.defineProperty(StandardMaterial, "BumpTextureEnabled", {
  45056. /**
  45057. * Are bump textures enabled in the application.
  45058. */
  45059. get: function () {
  45060. return StandardMaterial._BumpTextureEnabled;
  45061. },
  45062. set: function (value) {
  45063. if (StandardMaterial._BumpTextureEnabled === value) {
  45064. return;
  45065. }
  45066. StandardMaterial._BumpTextureEnabled = value;
  45067. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45068. },
  45069. enumerable: true,
  45070. configurable: true
  45071. });
  45072. Object.defineProperty(StandardMaterial, "LightmapTextureEnabled", {
  45073. /**
  45074. * Are lightmap textures enabled in the application.
  45075. */
  45076. get: function () {
  45077. return StandardMaterial._LightmapTextureEnabled;
  45078. },
  45079. set: function (value) {
  45080. if (StandardMaterial._LightmapTextureEnabled === value) {
  45081. return;
  45082. }
  45083. StandardMaterial._LightmapTextureEnabled = value;
  45084. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45085. },
  45086. enumerable: true,
  45087. configurable: true
  45088. });
  45089. Object.defineProperty(StandardMaterial, "RefractionTextureEnabled", {
  45090. /**
  45091. * Are refraction textures enabled in the application.
  45092. */
  45093. get: function () {
  45094. return StandardMaterial._RefractionTextureEnabled;
  45095. },
  45096. set: function (value) {
  45097. if (StandardMaterial._RefractionTextureEnabled === value) {
  45098. return;
  45099. }
  45100. StandardMaterial._RefractionTextureEnabled = value;
  45101. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45102. },
  45103. enumerable: true,
  45104. configurable: true
  45105. });
  45106. Object.defineProperty(StandardMaterial, "ColorGradingTextureEnabled", {
  45107. /**
  45108. * Are color grading textures enabled in the application.
  45109. */
  45110. get: function () {
  45111. return StandardMaterial._ColorGradingTextureEnabled;
  45112. },
  45113. set: function (value) {
  45114. if (StandardMaterial._ColorGradingTextureEnabled === value) {
  45115. return;
  45116. }
  45117. StandardMaterial._ColorGradingTextureEnabled = value;
  45118. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45119. },
  45120. enumerable: true,
  45121. configurable: true
  45122. });
  45123. Object.defineProperty(StandardMaterial, "FresnelEnabled", {
  45124. /**
  45125. * Are fresnels enabled in the application.
  45126. */
  45127. get: function () {
  45128. return StandardMaterial._FresnelEnabled;
  45129. },
  45130. set: function (value) {
  45131. if (StandardMaterial._FresnelEnabled === value) {
  45132. return;
  45133. }
  45134. StandardMaterial._FresnelEnabled = value;
  45135. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.FresnelDirtyFlag);
  45136. },
  45137. enumerable: true,
  45138. configurable: true
  45139. });
  45140. // Flags used to enable or disable a type of texture for all Standard Materials
  45141. StandardMaterial._DiffuseTextureEnabled = true;
  45142. StandardMaterial._AmbientTextureEnabled = true;
  45143. StandardMaterial._OpacityTextureEnabled = true;
  45144. StandardMaterial._ReflectionTextureEnabled = true;
  45145. StandardMaterial._EmissiveTextureEnabled = true;
  45146. StandardMaterial._SpecularTextureEnabled = true;
  45147. StandardMaterial._BumpTextureEnabled = true;
  45148. StandardMaterial._LightmapTextureEnabled = true;
  45149. StandardMaterial._RefractionTextureEnabled = true;
  45150. StandardMaterial._ColorGradingTextureEnabled = true;
  45151. StandardMaterial._FresnelEnabled = true;
  45152. __decorate([
  45153. BABYLON.serializeAsTexture("diffuseTexture")
  45154. ], StandardMaterial.prototype, "_diffuseTexture", void 0);
  45155. __decorate([
  45156. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  45157. ], StandardMaterial.prototype, "diffuseTexture", void 0);
  45158. __decorate([
  45159. BABYLON.serializeAsTexture("ambientTexture")
  45160. ], StandardMaterial.prototype, "_ambientTexture", void 0);
  45161. __decorate([
  45162. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45163. ], StandardMaterial.prototype, "ambientTexture", void 0);
  45164. __decorate([
  45165. BABYLON.serializeAsTexture("opacityTexture")
  45166. ], StandardMaterial.prototype, "_opacityTexture", void 0);
  45167. __decorate([
  45168. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  45169. ], StandardMaterial.prototype, "opacityTexture", void 0);
  45170. __decorate([
  45171. BABYLON.serializeAsTexture("reflectionTexture")
  45172. ], StandardMaterial.prototype, "_reflectionTexture", void 0);
  45173. __decorate([
  45174. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45175. ], StandardMaterial.prototype, "reflectionTexture", void 0);
  45176. __decorate([
  45177. BABYLON.serializeAsTexture("emissiveTexture")
  45178. ], StandardMaterial.prototype, "_emissiveTexture", void 0);
  45179. __decorate([
  45180. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45181. ], StandardMaterial.prototype, "emissiveTexture", void 0);
  45182. __decorate([
  45183. BABYLON.serializeAsTexture("specularTexture")
  45184. ], StandardMaterial.prototype, "_specularTexture", void 0);
  45185. __decorate([
  45186. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45187. ], StandardMaterial.prototype, "specularTexture", void 0);
  45188. __decorate([
  45189. BABYLON.serializeAsTexture("bumpTexture")
  45190. ], StandardMaterial.prototype, "_bumpTexture", void 0);
  45191. __decorate([
  45192. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45193. ], StandardMaterial.prototype, "bumpTexture", void 0);
  45194. __decorate([
  45195. BABYLON.serializeAsTexture("lightmapTexture")
  45196. ], StandardMaterial.prototype, "_lightmapTexture", void 0);
  45197. __decorate([
  45198. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45199. ], StandardMaterial.prototype, "lightmapTexture", void 0);
  45200. __decorate([
  45201. BABYLON.serializeAsTexture("refractionTexture")
  45202. ], StandardMaterial.prototype, "_refractionTexture", void 0);
  45203. __decorate([
  45204. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45205. ], StandardMaterial.prototype, "refractionTexture", void 0);
  45206. __decorate([
  45207. BABYLON.serializeAsColor3("ambient")
  45208. ], StandardMaterial.prototype, "ambientColor", void 0);
  45209. __decorate([
  45210. BABYLON.serializeAsColor3("diffuse")
  45211. ], StandardMaterial.prototype, "diffuseColor", void 0);
  45212. __decorate([
  45213. BABYLON.serializeAsColor3("specular")
  45214. ], StandardMaterial.prototype, "specularColor", void 0);
  45215. __decorate([
  45216. BABYLON.serializeAsColor3("emissive")
  45217. ], StandardMaterial.prototype, "emissiveColor", void 0);
  45218. __decorate([
  45219. BABYLON.serialize()
  45220. ], StandardMaterial.prototype, "specularPower", void 0);
  45221. __decorate([
  45222. BABYLON.serialize("useAlphaFromDiffuseTexture")
  45223. ], StandardMaterial.prototype, "_useAlphaFromDiffuseTexture", void 0);
  45224. __decorate([
  45225. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45226. ], StandardMaterial.prototype, "useAlphaFromDiffuseTexture", void 0);
  45227. __decorate([
  45228. BABYLON.serialize("useEmissiveAsIllumination")
  45229. ], StandardMaterial.prototype, "_useEmissiveAsIllumination", void 0);
  45230. __decorate([
  45231. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45232. ], StandardMaterial.prototype, "useEmissiveAsIllumination", void 0);
  45233. __decorate([
  45234. BABYLON.serialize("linkEmissiveWithDiffuse")
  45235. ], StandardMaterial.prototype, "_linkEmissiveWithDiffuse", void 0);
  45236. __decorate([
  45237. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45238. ], StandardMaterial.prototype, "linkEmissiveWithDiffuse", void 0);
  45239. __decorate([
  45240. BABYLON.serialize("useSpecularOverAlpha")
  45241. ], StandardMaterial.prototype, "_useSpecularOverAlpha", void 0);
  45242. __decorate([
  45243. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45244. ], StandardMaterial.prototype, "useSpecularOverAlpha", void 0);
  45245. __decorate([
  45246. BABYLON.serialize("useReflectionOverAlpha")
  45247. ], StandardMaterial.prototype, "_useReflectionOverAlpha", void 0);
  45248. __decorate([
  45249. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45250. ], StandardMaterial.prototype, "useReflectionOverAlpha", void 0);
  45251. __decorate([
  45252. BABYLON.serialize("disableLighting")
  45253. ], StandardMaterial.prototype, "_disableLighting", void 0);
  45254. __decorate([
  45255. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  45256. ], StandardMaterial.prototype, "disableLighting", void 0);
  45257. __decorate([
  45258. BABYLON.serialize("useObjectSpaceNormalMap")
  45259. ], StandardMaterial.prototype, "_useObjectSpaceNormalMap", void 0);
  45260. __decorate([
  45261. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45262. ], StandardMaterial.prototype, "useObjectSpaceNormalMap", void 0);
  45263. __decorate([
  45264. BABYLON.serialize("useParallax")
  45265. ], StandardMaterial.prototype, "_useParallax", void 0);
  45266. __decorate([
  45267. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45268. ], StandardMaterial.prototype, "useParallax", void 0);
  45269. __decorate([
  45270. BABYLON.serialize("useParallaxOcclusion")
  45271. ], StandardMaterial.prototype, "_useParallaxOcclusion", void 0);
  45272. __decorate([
  45273. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45274. ], StandardMaterial.prototype, "useParallaxOcclusion", void 0);
  45275. __decorate([
  45276. BABYLON.serialize()
  45277. ], StandardMaterial.prototype, "parallaxScaleBias", void 0);
  45278. __decorate([
  45279. BABYLON.serialize("roughness")
  45280. ], StandardMaterial.prototype, "_roughness", void 0);
  45281. __decorate([
  45282. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45283. ], StandardMaterial.prototype, "roughness", void 0);
  45284. __decorate([
  45285. BABYLON.serialize()
  45286. ], StandardMaterial.prototype, "indexOfRefraction", void 0);
  45287. __decorate([
  45288. BABYLON.serialize()
  45289. ], StandardMaterial.prototype, "invertRefractionY", void 0);
  45290. __decorate([
  45291. BABYLON.serialize()
  45292. ], StandardMaterial.prototype, "alphaCutOff", void 0);
  45293. __decorate([
  45294. BABYLON.serialize("useLightmapAsShadowmap")
  45295. ], StandardMaterial.prototype, "_useLightmapAsShadowmap", void 0);
  45296. __decorate([
  45297. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45298. ], StandardMaterial.prototype, "useLightmapAsShadowmap", void 0);
  45299. __decorate([
  45300. BABYLON.serializeAsFresnelParameters("diffuseFresnelParameters")
  45301. ], StandardMaterial.prototype, "_diffuseFresnelParameters", void 0);
  45302. __decorate([
  45303. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45304. ], StandardMaterial.prototype, "diffuseFresnelParameters", void 0);
  45305. __decorate([
  45306. BABYLON.serializeAsFresnelParameters("opacityFresnelParameters")
  45307. ], StandardMaterial.prototype, "_opacityFresnelParameters", void 0);
  45308. __decorate([
  45309. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelAndMiscDirty")
  45310. ], StandardMaterial.prototype, "opacityFresnelParameters", void 0);
  45311. __decorate([
  45312. BABYLON.serializeAsFresnelParameters("reflectionFresnelParameters")
  45313. ], StandardMaterial.prototype, "_reflectionFresnelParameters", void 0);
  45314. __decorate([
  45315. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45316. ], StandardMaterial.prototype, "reflectionFresnelParameters", void 0);
  45317. __decorate([
  45318. BABYLON.serializeAsFresnelParameters("refractionFresnelParameters")
  45319. ], StandardMaterial.prototype, "_refractionFresnelParameters", void 0);
  45320. __decorate([
  45321. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45322. ], StandardMaterial.prototype, "refractionFresnelParameters", void 0);
  45323. __decorate([
  45324. BABYLON.serializeAsFresnelParameters("emissiveFresnelParameters")
  45325. ], StandardMaterial.prototype, "_emissiveFresnelParameters", void 0);
  45326. __decorate([
  45327. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45328. ], StandardMaterial.prototype, "emissiveFresnelParameters", void 0);
  45329. __decorate([
  45330. BABYLON.serialize("useReflectionFresnelFromSpecular")
  45331. ], StandardMaterial.prototype, "_useReflectionFresnelFromSpecular", void 0);
  45332. __decorate([
  45333. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45334. ], StandardMaterial.prototype, "useReflectionFresnelFromSpecular", void 0);
  45335. __decorate([
  45336. BABYLON.serialize("useGlossinessFromSpecularMapAlpha")
  45337. ], StandardMaterial.prototype, "_useGlossinessFromSpecularMapAlpha", void 0);
  45338. __decorate([
  45339. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45340. ], StandardMaterial.prototype, "useGlossinessFromSpecularMapAlpha", void 0);
  45341. __decorate([
  45342. BABYLON.serialize("maxSimultaneousLights")
  45343. ], StandardMaterial.prototype, "_maxSimultaneousLights", void 0);
  45344. __decorate([
  45345. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  45346. ], StandardMaterial.prototype, "maxSimultaneousLights", void 0);
  45347. __decorate([
  45348. BABYLON.serialize("invertNormalMapX")
  45349. ], StandardMaterial.prototype, "_invertNormalMapX", void 0);
  45350. __decorate([
  45351. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45352. ], StandardMaterial.prototype, "invertNormalMapX", void 0);
  45353. __decorate([
  45354. BABYLON.serialize("invertNormalMapY")
  45355. ], StandardMaterial.prototype, "_invertNormalMapY", void 0);
  45356. __decorate([
  45357. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45358. ], StandardMaterial.prototype, "invertNormalMapY", void 0);
  45359. __decorate([
  45360. BABYLON.serialize("twoSidedLighting")
  45361. ], StandardMaterial.prototype, "_twoSidedLighting", void 0);
  45362. __decorate([
  45363. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45364. ], StandardMaterial.prototype, "twoSidedLighting", void 0);
  45365. __decorate([
  45366. BABYLON.serialize()
  45367. ], StandardMaterial.prototype, "useLogarithmicDepth", null);
  45368. return StandardMaterial;
  45369. }(BABYLON.PushMaterial));
  45370. BABYLON.StandardMaterial = StandardMaterial;
  45371. })(BABYLON || (BABYLON = {}));
  45372. //# sourceMappingURL=babylon.standardMaterial.js.map
  45373. var BABYLON;
  45374. (function (BABYLON) {
  45375. /**
  45376. * Class representing spherical polynomial coefficients to the 3rd degree
  45377. */
  45378. var SphericalPolynomial = /** @class */ (function () {
  45379. function SphericalPolynomial() {
  45380. /**
  45381. * The x coefficients of the spherical polynomial
  45382. */
  45383. this.x = BABYLON.Vector3.Zero();
  45384. /**
  45385. * The y coefficients of the spherical polynomial
  45386. */
  45387. this.y = BABYLON.Vector3.Zero();
  45388. /**
  45389. * The z coefficients of the spherical polynomial
  45390. */
  45391. this.z = BABYLON.Vector3.Zero();
  45392. /**
  45393. * The xx coefficients of the spherical polynomial
  45394. */
  45395. this.xx = BABYLON.Vector3.Zero();
  45396. /**
  45397. * The yy coefficients of the spherical polynomial
  45398. */
  45399. this.yy = BABYLON.Vector3.Zero();
  45400. /**
  45401. * The zz coefficients of the spherical polynomial
  45402. */
  45403. this.zz = BABYLON.Vector3.Zero();
  45404. /**
  45405. * The xy coefficients of the spherical polynomial
  45406. */
  45407. this.xy = BABYLON.Vector3.Zero();
  45408. /**
  45409. * The yz coefficients of the spherical polynomial
  45410. */
  45411. this.yz = BABYLON.Vector3.Zero();
  45412. /**
  45413. * The zx coefficients of the spherical polynomial
  45414. */
  45415. this.zx = BABYLON.Vector3.Zero();
  45416. }
  45417. /**
  45418. * Adds an ambient color to the spherical polynomial
  45419. * @param color the color to add
  45420. */
  45421. SphericalPolynomial.prototype.addAmbient = function (color) {
  45422. var colorVector = new BABYLON.Vector3(color.r, color.g, color.b);
  45423. this.xx = this.xx.add(colorVector);
  45424. this.yy = this.yy.add(colorVector);
  45425. this.zz = this.zz.add(colorVector);
  45426. };
  45427. /**
  45428. * Scales the spherical polynomial by the given amount
  45429. * @param scale the amount to scale
  45430. */
  45431. SphericalPolynomial.prototype.scale = function (scale) {
  45432. this.x = this.x.scale(scale);
  45433. this.y = this.y.scale(scale);
  45434. this.z = this.z.scale(scale);
  45435. this.xx = this.xx.scale(scale);
  45436. this.yy = this.yy.scale(scale);
  45437. this.zz = this.zz.scale(scale);
  45438. this.yz = this.yz.scale(scale);
  45439. this.zx = this.zx.scale(scale);
  45440. this.xy = this.xy.scale(scale);
  45441. };
  45442. /**
  45443. * Gets the spherical polynomial from harmonics
  45444. * @param harmonics the spherical harmonics
  45445. * @returns the spherical polynomial
  45446. */
  45447. SphericalPolynomial.FromHarmonics = function (harmonics) {
  45448. var result = new SphericalPolynomial();
  45449. result.x = harmonics.l11.scale(1.02333);
  45450. result.y = harmonics.l1_1.scale(1.02333);
  45451. result.z = harmonics.l10.scale(1.02333);
  45452. result.xx = harmonics.l00.scale(0.886277).subtract(harmonics.l20.scale(0.247708)).add(harmonics.lL22.scale(0.429043));
  45453. result.yy = harmonics.l00.scale(0.886277).subtract(harmonics.l20.scale(0.247708)).subtract(harmonics.lL22.scale(0.429043));
  45454. result.zz = harmonics.l00.scale(0.886277).add(harmonics.l20.scale(0.495417));
  45455. result.yz = harmonics.l2_1.scale(0.858086);
  45456. result.zx = harmonics.l21.scale(0.858086);
  45457. result.xy = harmonics.l2_2.scale(0.858086);
  45458. result.scale(1.0 / Math.PI);
  45459. return result;
  45460. };
  45461. /**
  45462. * Constructs a spherical polynomial from an array.
  45463. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  45464. * @returns the spherical polynomial
  45465. */
  45466. SphericalPolynomial.FromArray = function (data) {
  45467. var sp = new SphericalPolynomial();
  45468. BABYLON.Vector3.FromArrayToRef(data[0], 0, sp.x);
  45469. BABYLON.Vector3.FromArrayToRef(data[1], 0, sp.y);
  45470. BABYLON.Vector3.FromArrayToRef(data[2], 0, sp.z);
  45471. BABYLON.Vector3.FromArrayToRef(data[3], 0, sp.xx);
  45472. BABYLON.Vector3.FromArrayToRef(data[4], 0, sp.yy);
  45473. BABYLON.Vector3.FromArrayToRef(data[5], 0, sp.zz);
  45474. BABYLON.Vector3.FromArrayToRef(data[6], 0, sp.yz);
  45475. BABYLON.Vector3.FromArrayToRef(data[7], 0, sp.zx);
  45476. BABYLON.Vector3.FromArrayToRef(data[8], 0, sp.xy);
  45477. return sp;
  45478. };
  45479. return SphericalPolynomial;
  45480. }());
  45481. BABYLON.SphericalPolynomial = SphericalPolynomial;
  45482. /**
  45483. * Class representing spherical harmonics coefficients to the 3rd degree
  45484. */
  45485. var SphericalHarmonics = /** @class */ (function () {
  45486. function SphericalHarmonics() {
  45487. /**
  45488. * The l0,0 coefficients of the spherical harmonics
  45489. */
  45490. this.l00 = BABYLON.Vector3.Zero();
  45491. /**
  45492. * The l1,-1 coefficients of the spherical harmonics
  45493. */
  45494. this.l1_1 = BABYLON.Vector3.Zero();
  45495. /**
  45496. * The l1,0 coefficients of the spherical harmonics
  45497. */
  45498. this.l10 = BABYLON.Vector3.Zero();
  45499. /**
  45500. * The l1,1 coefficients of the spherical harmonics
  45501. */
  45502. this.l11 = BABYLON.Vector3.Zero();
  45503. /**
  45504. * The l2,-2 coefficients of the spherical harmonics
  45505. */
  45506. this.l2_2 = BABYLON.Vector3.Zero();
  45507. /**
  45508. * The l2,-1 coefficients of the spherical harmonics
  45509. */
  45510. this.l2_1 = BABYLON.Vector3.Zero();
  45511. /**
  45512. * The l2,0 coefficients of the spherical harmonics
  45513. */
  45514. this.l20 = BABYLON.Vector3.Zero();
  45515. /**
  45516. * The l2,1 coefficients of the spherical harmonics
  45517. */
  45518. this.l21 = BABYLON.Vector3.Zero();
  45519. /**
  45520. * The l2,2 coefficients of the spherical harmonics
  45521. */
  45522. this.lL22 = BABYLON.Vector3.Zero();
  45523. }
  45524. /**
  45525. * Adds a light to the spherical harmonics
  45526. * @param direction the direction of the light
  45527. * @param color the color of the light
  45528. * @param deltaSolidAngle the delta solid angle of the light
  45529. */
  45530. SphericalHarmonics.prototype.addLight = function (direction, color, deltaSolidAngle) {
  45531. var colorVector = new BABYLON.Vector3(color.r, color.g, color.b);
  45532. var c = colorVector.scale(deltaSolidAngle);
  45533. this.l00 = this.l00.add(c.scale(0.282095));
  45534. this.l1_1 = this.l1_1.add(c.scale(0.488603 * direction.y));
  45535. this.l10 = this.l10.add(c.scale(0.488603 * direction.z));
  45536. this.l11 = this.l11.add(c.scale(0.488603 * direction.x));
  45537. this.l2_2 = this.l2_2.add(c.scale(1.092548 * direction.x * direction.y));
  45538. this.l2_1 = this.l2_1.add(c.scale(1.092548 * direction.y * direction.z));
  45539. this.l21 = this.l21.add(c.scale(1.092548 * direction.x * direction.z));
  45540. this.l20 = this.l20.add(c.scale(0.315392 * (3.0 * direction.z * direction.z - 1.0)));
  45541. this.lL22 = this.lL22.add(c.scale(0.546274 * (direction.x * direction.x - direction.y * direction.y)));
  45542. };
  45543. /**
  45544. * Scales the spherical harmonics by the given amount
  45545. * @param scale the amount to scale
  45546. */
  45547. SphericalHarmonics.prototype.scale = function (scale) {
  45548. this.l00 = this.l00.scale(scale);
  45549. this.l1_1 = this.l1_1.scale(scale);
  45550. this.l10 = this.l10.scale(scale);
  45551. this.l11 = this.l11.scale(scale);
  45552. this.l2_2 = this.l2_2.scale(scale);
  45553. this.l2_1 = this.l2_1.scale(scale);
  45554. this.l20 = this.l20.scale(scale);
  45555. this.l21 = this.l21.scale(scale);
  45556. this.lL22 = this.lL22.scale(scale);
  45557. };
  45558. /**
  45559. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  45560. *
  45561. * ```
  45562. * E_lm = A_l * L_lm
  45563. * ```
  45564. *
  45565. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  45566. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  45567. * the scaling factors are given in equation 9.
  45568. */
  45569. SphericalHarmonics.prototype.convertIncidentRadianceToIrradiance = function () {
  45570. // Constant (Band 0)
  45571. this.l00 = this.l00.scale(3.141593);
  45572. // Linear (Band 1)
  45573. this.l1_1 = this.l1_1.scale(2.094395);
  45574. this.l10 = this.l10.scale(2.094395);
  45575. this.l11 = this.l11.scale(2.094395);
  45576. // Quadratic (Band 2)
  45577. this.l2_2 = this.l2_2.scale(0.785398);
  45578. this.l2_1 = this.l2_1.scale(0.785398);
  45579. this.l20 = this.l20.scale(0.785398);
  45580. this.l21 = this.l21.scale(0.785398);
  45581. this.lL22 = this.lL22.scale(0.785398);
  45582. };
  45583. /**
  45584. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  45585. *
  45586. * ```
  45587. * L = (1/pi) * E * rho
  45588. * ```
  45589. *
  45590. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  45591. */
  45592. SphericalHarmonics.prototype.convertIrradianceToLambertianRadiance = function () {
  45593. this.scale(1.0 / Math.PI);
  45594. // The resultant SH now represents outgoing radiance, so includes the Lambert 1/pi normalisation factor but without albedo (rho) applied
  45595. // (The pixel shader must apply albedo after texture fetches, etc).
  45596. };
  45597. /**
  45598. * Gets the spherical harmonics from polynomial
  45599. * @param polynomial the spherical polynomial
  45600. * @returns the spherical harmonics
  45601. */
  45602. SphericalHarmonics.FromPolynomial = function (polynomial) {
  45603. var result = new SphericalHarmonics();
  45604. result.l00 = polynomial.xx.scale(0.376127).add(polynomial.yy.scale(0.376127)).add(polynomial.zz.scale(0.376126));
  45605. result.l1_1 = polynomial.y.scale(0.977204);
  45606. result.l10 = polynomial.z.scale(0.977204);
  45607. result.l11 = polynomial.x.scale(0.977204);
  45608. result.l2_2 = polynomial.xy.scale(1.16538);
  45609. result.l2_1 = polynomial.yz.scale(1.16538);
  45610. result.l20 = polynomial.zz.scale(1.34567).subtract(polynomial.xx.scale(0.672834)).subtract(polynomial.yy.scale(0.672834));
  45611. result.l21 = polynomial.zx.scale(1.16538);
  45612. result.lL22 = polynomial.xx.scale(1.16538).subtract(polynomial.yy.scale(1.16538));
  45613. result.scale(Math.PI);
  45614. return result;
  45615. };
  45616. /**
  45617. * Constructs a spherical harmonics from an array.
  45618. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  45619. * @returns the spherical harmonics
  45620. */
  45621. SphericalHarmonics.FromArray = function (data) {
  45622. var sh = new SphericalHarmonics();
  45623. BABYLON.Vector3.FromArrayToRef(data[0], 0, sh.l00);
  45624. BABYLON.Vector3.FromArrayToRef(data[1], 0, sh.l1_1);
  45625. BABYLON.Vector3.FromArrayToRef(data[2], 0, sh.l10);
  45626. BABYLON.Vector3.FromArrayToRef(data[3], 0, sh.l11);
  45627. BABYLON.Vector3.FromArrayToRef(data[4], 0, sh.l2_2);
  45628. BABYLON.Vector3.FromArrayToRef(data[5], 0, sh.l2_1);
  45629. BABYLON.Vector3.FromArrayToRef(data[6], 0, sh.l20);
  45630. BABYLON.Vector3.FromArrayToRef(data[7], 0, sh.l21);
  45631. BABYLON.Vector3.FromArrayToRef(data[8], 0, sh.lL22);
  45632. return sh;
  45633. };
  45634. return SphericalHarmonics;
  45635. }());
  45636. BABYLON.SphericalHarmonics = SphericalHarmonics;
  45637. })(BABYLON || (BABYLON = {}));
  45638. //# sourceMappingURL=babylon.sphericalPolynomial.js.map
  45639. var BABYLON;
  45640. (function (BABYLON) {
  45641. var FileFaceOrientation = /** @class */ (function () {
  45642. function FileFaceOrientation(name, worldAxisForNormal, worldAxisForFileX, worldAxisForFileY) {
  45643. this.name = name;
  45644. this.worldAxisForNormal = worldAxisForNormal;
  45645. this.worldAxisForFileX = worldAxisForFileX;
  45646. this.worldAxisForFileY = worldAxisForFileY;
  45647. }
  45648. return FileFaceOrientation;
  45649. }());
  45650. /**
  45651. * Helper class dealing with the extraction of spherical polynomial dataArray
  45652. * from a cube map.
  45653. */
  45654. var CubeMapToSphericalPolynomialTools = /** @class */ (function () {
  45655. function CubeMapToSphericalPolynomialTools() {
  45656. }
  45657. /**
  45658. * Converts a texture to the according Spherical Polynomial data.
  45659. * This extracts the first 3 orders only as they are the only one used in the lighting.
  45660. *
  45661. * @param texture The texture to extract the information from.
  45662. * @return The Spherical Polynomial data.
  45663. */
  45664. CubeMapToSphericalPolynomialTools.ConvertCubeMapTextureToSphericalPolynomial = function (texture) {
  45665. if (!texture.isCube) {
  45666. // Only supports cube Textures currently.
  45667. return null;
  45668. }
  45669. var size = texture.getSize().width;
  45670. var right = texture.readPixels(0);
  45671. var left = texture.readPixels(1);
  45672. var up;
  45673. var down;
  45674. if (texture.isRenderTarget) {
  45675. up = texture.readPixels(3);
  45676. down = texture.readPixels(2);
  45677. }
  45678. else {
  45679. up = texture.readPixels(2);
  45680. down = texture.readPixels(3);
  45681. }
  45682. var front = texture.readPixels(4);
  45683. var back = texture.readPixels(5);
  45684. var gammaSpace = texture.gammaSpace;
  45685. // Always read as RGBA.
  45686. var format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  45687. var type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  45688. if (texture.textureType && texture.textureType !== BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  45689. type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  45690. }
  45691. var cubeInfo = {
  45692. size: size,
  45693. right: right,
  45694. left: left,
  45695. up: up,
  45696. down: down,
  45697. front: front,
  45698. back: back,
  45699. format: format,
  45700. type: type,
  45701. gammaSpace: gammaSpace,
  45702. };
  45703. return this.ConvertCubeMapToSphericalPolynomial(cubeInfo);
  45704. };
  45705. /**
  45706. * Converts a cubemap to the according Spherical Polynomial data.
  45707. * This extracts the first 3 orders only as they are the only one used in the lighting.
  45708. *
  45709. * @param cubeInfo The Cube map to extract the information from.
  45710. * @return The Spherical Polynomial data.
  45711. */
  45712. CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial = function (cubeInfo) {
  45713. var sphericalHarmonics = new BABYLON.SphericalHarmonics();
  45714. var totalSolidAngle = 0.0;
  45715. // The (u,v) range is [-1,+1], so the distance between each texel is 2/Size.
  45716. var du = 2.0 / cubeInfo.size;
  45717. var dv = du;
  45718. // The (u,v) of the first texel is half a texel from the corner (-1,-1).
  45719. var minUV = du * 0.5 - 1.0;
  45720. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  45721. var fileFace = this.FileFaces[faceIndex];
  45722. var dataArray = cubeInfo[fileFace.name];
  45723. var v = minUV;
  45724. // TODO: we could perform the summation directly into a SphericalPolynomial (SP), which is more efficient than SphericalHarmonic (SH).
  45725. // This is possible because during the summation we do not need the SH-specific properties, e.g. orthogonality.
  45726. // Because SP is still linear, so summation is fine in that basis.
  45727. var stride = cubeInfo.format === BABYLON.Engine.TEXTUREFORMAT_RGBA ? 4 : 3;
  45728. for (var y = 0; y < cubeInfo.size; y++) {
  45729. var u = minUV;
  45730. for (var x = 0; x < cubeInfo.size; x++) {
  45731. // World direction (not normalised)
  45732. var worldDirection = fileFace.worldAxisForFileX.scale(u).add(fileFace.worldAxisForFileY.scale(v)).add(fileFace.worldAxisForNormal);
  45733. worldDirection.normalize();
  45734. var deltaSolidAngle = Math.pow(1.0 + u * u + v * v, -3.0 / 2.0);
  45735. var r = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 0];
  45736. var g = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 1];
  45737. var b = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 2];
  45738. // Handle Integer types.
  45739. if (cubeInfo.type === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  45740. r /= 255;
  45741. g /= 255;
  45742. b /= 255;
  45743. }
  45744. // Handle Gamma space textures.
  45745. if (cubeInfo.gammaSpace) {
  45746. r = Math.pow(BABYLON.Scalar.Clamp(r), BABYLON.ToLinearSpace);
  45747. g = Math.pow(BABYLON.Scalar.Clamp(g), BABYLON.ToLinearSpace);
  45748. b = Math.pow(BABYLON.Scalar.Clamp(b), BABYLON.ToLinearSpace);
  45749. }
  45750. var color = new BABYLON.Color3(r, g, b);
  45751. sphericalHarmonics.addLight(worldDirection, color, deltaSolidAngle);
  45752. totalSolidAngle += deltaSolidAngle;
  45753. u += du;
  45754. }
  45755. v += dv;
  45756. }
  45757. }
  45758. // Solid angle for entire sphere is 4*pi
  45759. var sphereSolidAngle = 4.0 * Math.PI;
  45760. // Adjust the solid angle to allow for how many faces we processed.
  45761. var facesProcessed = 6.0;
  45762. var expectedSolidAngle = sphereSolidAngle * facesProcessed / 6.0;
  45763. // Adjust the harmonics so that the accumulated solid angle matches the expected solid angle.
  45764. // This is needed because the numerical integration over the cube uses a
  45765. // small angle approximation of solid angle for each texel (see deltaSolidAngle),
  45766. // and also to compensate for accumulative error due to float precision in the summation.
  45767. var correctionFactor = expectedSolidAngle / totalSolidAngle;
  45768. sphericalHarmonics.scale(correctionFactor);
  45769. sphericalHarmonics.convertIncidentRadianceToIrradiance();
  45770. sphericalHarmonics.convertIrradianceToLambertianRadiance();
  45771. return BABYLON.SphericalPolynomial.FromHarmonics(sphericalHarmonics);
  45772. };
  45773. CubeMapToSphericalPolynomialTools.FileFaces = [
  45774. new FileFaceOrientation("right", new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, -1), new BABYLON.Vector3(0, -1, 0)),
  45775. new FileFaceOrientation("left", new BABYLON.Vector3(-1, 0, 0), new BABYLON.Vector3(0, 0, 1), new BABYLON.Vector3(0, -1, 0)),
  45776. new FileFaceOrientation("up", new BABYLON.Vector3(0, 1, 0), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, 1)),
  45777. new FileFaceOrientation("down", new BABYLON.Vector3(0, -1, 0), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, -1)),
  45778. new FileFaceOrientation("front", new BABYLON.Vector3(0, 0, 1), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, -1, 0)),
  45779. new FileFaceOrientation("back", new BABYLON.Vector3(0, 0, -1), new BABYLON.Vector3(-1, 0, 0), new BABYLON.Vector3(0, -1, 0)) // -Z bottom
  45780. ];
  45781. return CubeMapToSphericalPolynomialTools;
  45782. }());
  45783. BABYLON.CubeMapToSphericalPolynomialTools = CubeMapToSphericalPolynomialTools;
  45784. })(BABYLON || (BABYLON = {}));
  45785. //# sourceMappingURL=babylon.cubemapToSphericalPolynomial.js.map
  45786. var BABYLON;
  45787. (function (BABYLON) {
  45788. /**
  45789. * Manages the defines for the PBR Material.
  45790. * @hiddenChildren
  45791. */
  45792. var PBRMaterialDefines = /** @class */ (function (_super) {
  45793. __extends(PBRMaterialDefines, _super);
  45794. /**
  45795. * Initializes the PBR Material defines.
  45796. */
  45797. function PBRMaterialDefines() {
  45798. var _this = _super.call(this) || this;
  45799. _this.PBR = true;
  45800. _this.MAINUV1 = false;
  45801. _this.MAINUV2 = false;
  45802. _this.UV1 = false;
  45803. _this.UV2 = false;
  45804. _this.ALBEDO = false;
  45805. _this.ALBEDODIRECTUV = 0;
  45806. _this.VERTEXCOLOR = false;
  45807. _this.AMBIENT = false;
  45808. _this.AMBIENTDIRECTUV = 0;
  45809. _this.AMBIENTINGRAYSCALE = false;
  45810. _this.OPACITY = false;
  45811. _this.VERTEXALPHA = false;
  45812. _this.OPACITYDIRECTUV = 0;
  45813. _this.OPACITYRGB = false;
  45814. _this.ALPHATEST = false;
  45815. _this.DEPTHPREPASS = false;
  45816. _this.ALPHABLEND = false;
  45817. _this.ALPHAFROMALBEDO = false;
  45818. _this.ALPHATESTVALUE = "0.5";
  45819. _this.SPECULAROVERALPHA = false;
  45820. _this.RADIANCEOVERALPHA = false;
  45821. _this.ALPHAFRESNEL = false;
  45822. _this.LINEARALPHAFRESNEL = false;
  45823. _this.PREMULTIPLYALPHA = false;
  45824. _this.EMISSIVE = false;
  45825. _this.EMISSIVEDIRECTUV = 0;
  45826. _this.REFLECTIVITY = false;
  45827. _this.REFLECTIVITYDIRECTUV = 0;
  45828. _this.SPECULARTERM = false;
  45829. _this.MICROSURFACEFROMREFLECTIVITYMAP = false;
  45830. _this.MICROSURFACEAUTOMATIC = false;
  45831. _this.LODBASEDMICROSFURACE = false;
  45832. _this.MICROSURFACEMAP = false;
  45833. _this.MICROSURFACEMAPDIRECTUV = 0;
  45834. _this.METALLICWORKFLOW = false;
  45835. _this.ROUGHNESSSTOREINMETALMAPALPHA = false;
  45836. _this.ROUGHNESSSTOREINMETALMAPGREEN = false;
  45837. _this.METALLNESSSTOREINMETALMAPBLUE = false;
  45838. _this.AOSTOREINMETALMAPRED = false;
  45839. _this.ENVIRONMENTBRDF = false;
  45840. _this.NORMAL = false;
  45841. _this.TANGENT = false;
  45842. _this.BUMP = false;
  45843. _this.BUMPDIRECTUV = 0;
  45844. _this.OBJECTSPACE_NORMALMAP = false;
  45845. _this.PARALLAX = false;
  45846. _this.PARALLAXOCCLUSION = false;
  45847. _this.NORMALXYSCALE = true;
  45848. _this.LIGHTMAP = false;
  45849. _this.LIGHTMAPDIRECTUV = 0;
  45850. _this.USELIGHTMAPASSHADOWMAP = false;
  45851. _this.GAMMALIGHTMAP = false;
  45852. _this.REFLECTION = false;
  45853. _this.REFLECTIONMAP_3D = false;
  45854. _this.REFLECTIONMAP_SPHERICAL = false;
  45855. _this.REFLECTIONMAP_PLANAR = false;
  45856. _this.REFLECTIONMAP_CUBIC = false;
  45857. _this.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  45858. _this.REFLECTIONMAP_PROJECTION = false;
  45859. _this.REFLECTIONMAP_SKYBOX = false;
  45860. _this.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  45861. _this.REFLECTIONMAP_EXPLICIT = false;
  45862. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  45863. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  45864. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  45865. _this.INVERTCUBICMAP = false;
  45866. _this.USESPHERICALFROMREFLECTIONMAP = false;
  45867. _this.USESPHERICALINVERTEX = false;
  45868. _this.REFLECTIONMAP_OPPOSITEZ = false;
  45869. _this.LODINREFLECTIONALPHA = false;
  45870. _this.GAMMAREFLECTION = false;
  45871. _this.RGBDREFLECTION = false;
  45872. _this.RADIANCEOCCLUSION = false;
  45873. _this.HORIZONOCCLUSION = false;
  45874. _this.REFRACTION = false;
  45875. _this.REFRACTIONMAP_3D = false;
  45876. _this.REFRACTIONMAP_OPPOSITEZ = false;
  45877. _this.LODINREFRACTIONALPHA = false;
  45878. _this.GAMMAREFRACTION = false;
  45879. _this.RGBDREFRACTION = false;
  45880. _this.LINKREFRACTIONTOTRANSPARENCY = false;
  45881. _this.INSTANCES = false;
  45882. _this.NUM_BONE_INFLUENCERS = 0;
  45883. _this.BonesPerMesh = 0;
  45884. _this.BONETEXTURE = false;
  45885. _this.NONUNIFORMSCALING = false;
  45886. _this.MORPHTARGETS = false;
  45887. _this.MORPHTARGETS_NORMAL = false;
  45888. _this.MORPHTARGETS_TANGENT = false;
  45889. _this.NUM_MORPH_INFLUENCERS = 0;
  45890. _this.IMAGEPROCESSING = false;
  45891. _this.VIGNETTE = false;
  45892. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  45893. _this.VIGNETTEBLENDMODEOPAQUE = false;
  45894. _this.TONEMAPPING = false;
  45895. _this.TONEMAPPING_ACES = false;
  45896. _this.CONTRAST = false;
  45897. _this.COLORCURVES = false;
  45898. _this.COLORGRADING = false;
  45899. _this.COLORGRADING3D = false;
  45900. _this.SAMPLER3DGREENDEPTH = false;
  45901. _this.SAMPLER3DBGRMAP = false;
  45902. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  45903. _this.EXPOSURE = false;
  45904. _this.USEPHYSICALLIGHTFALLOFF = false;
  45905. _this.USEGLTFLIGHTFALLOFF = false;
  45906. _this.TWOSIDEDLIGHTING = false;
  45907. _this.SHADOWFLOAT = false;
  45908. _this.CLIPPLANE = false;
  45909. _this.CLIPPLANE2 = false;
  45910. _this.CLIPPLANE3 = false;
  45911. _this.CLIPPLANE4 = false;
  45912. _this.POINTSIZE = false;
  45913. _this.FOG = false;
  45914. _this.LOGARITHMICDEPTH = false;
  45915. _this.FORCENORMALFORWARD = false;
  45916. _this.SPECULARAA = false;
  45917. _this.UNLIT = false;
  45918. _this.rebuild();
  45919. return _this;
  45920. }
  45921. /**
  45922. * Resets the PBR Material defines.
  45923. */
  45924. PBRMaterialDefines.prototype.reset = function () {
  45925. _super.prototype.reset.call(this);
  45926. this.ALPHATESTVALUE = "0.5";
  45927. this.PBR = true;
  45928. };
  45929. return PBRMaterialDefines;
  45930. }(BABYLON.MaterialDefines));
  45931. /**
  45932. * The Physically based material base class of BJS.
  45933. *
  45934. * This offers the main features of a standard PBR material.
  45935. * For more information, please refer to the documentation :
  45936. * http://doc.babylonjs.com/extensions/Physically_Based_Rendering
  45937. */
  45938. var PBRBaseMaterial = /** @class */ (function (_super) {
  45939. __extends(PBRBaseMaterial, _super);
  45940. /**
  45941. * Instantiates a new PBRMaterial instance.
  45942. *
  45943. * @param name The material name
  45944. * @param scene The scene the material will be use in.
  45945. */
  45946. function PBRBaseMaterial(name, scene) {
  45947. var _this = _super.call(this, name, scene) || this;
  45948. /**
  45949. * Intensity of the direct lights e.g. the four lights available in your scene.
  45950. * This impacts both the direct diffuse and specular highlights.
  45951. */
  45952. _this._directIntensity = 1.0;
  45953. /**
  45954. * Intensity of the emissive part of the material.
  45955. * This helps controlling the emissive effect without modifying the emissive color.
  45956. */
  45957. _this._emissiveIntensity = 1.0;
  45958. /**
  45959. * Intensity of the environment e.g. how much the environment will light the object
  45960. * either through harmonics for rough material or through the refelction for shiny ones.
  45961. */
  45962. _this._environmentIntensity = 1.0;
  45963. /**
  45964. * This is a special control allowing the reduction of the specular highlights coming from the
  45965. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  45966. */
  45967. _this._specularIntensity = 1.0;
  45968. /**
  45969. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  45970. */
  45971. _this._lightingInfos = new BABYLON.Vector4(_this._directIntensity, _this._emissiveIntensity, _this._environmentIntensity, _this._specularIntensity);
  45972. /**
  45973. * Debug Control allowing disabling the bump map on this material.
  45974. */
  45975. _this._disableBumpMap = false;
  45976. /**
  45977. * AKA Occlusion Texture Intensity in other nomenclature.
  45978. */
  45979. _this._ambientTextureStrength = 1.0;
  45980. /**
  45981. * Defines how much the AO map is occluding the analytical lights (point spot...).
  45982. * 1 means it completely occludes it
  45983. * 0 mean it has no impact
  45984. */
  45985. _this._ambientTextureImpactOnAnalyticalLights = BABYLON.PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS;
  45986. /**
  45987. * The color of a material in ambient lighting.
  45988. */
  45989. _this._ambientColor = new BABYLON.Color3(0, 0, 0);
  45990. /**
  45991. * AKA Diffuse Color in other nomenclature.
  45992. */
  45993. _this._albedoColor = new BABYLON.Color3(1, 1, 1);
  45994. /**
  45995. * AKA Specular Color in other nomenclature.
  45996. */
  45997. _this._reflectivityColor = new BABYLON.Color3(1, 1, 1);
  45998. /**
  45999. * The color applied when light is reflected from a material.
  46000. */
  46001. _this._reflectionColor = new BABYLON.Color3(1, 1, 1);
  46002. /**
  46003. * The color applied when light is emitted from a material.
  46004. */
  46005. _this._emissiveColor = new BABYLON.Color3(0, 0, 0);
  46006. /**
  46007. * AKA Glossiness in other nomenclature.
  46008. */
  46009. _this._microSurface = 0.9;
  46010. /**
  46011. * source material index of refraction (IOR)' / 'destination material IOR.
  46012. */
  46013. _this._indexOfRefraction = 0.66;
  46014. /**
  46015. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  46016. */
  46017. _this._invertRefractionY = false;
  46018. /**
  46019. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  46020. * Materials half opaque for instance using refraction could benefit from this control.
  46021. */
  46022. _this._linkRefractionWithTransparency = false;
  46023. /**
  46024. * Specifies that the material will use the light map as a show map.
  46025. */
  46026. _this._useLightmapAsShadowmap = false;
  46027. /**
  46028. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  46029. * makes the reflect vector face the model (under horizon).
  46030. */
  46031. _this._useHorizonOcclusion = true;
  46032. /**
  46033. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  46034. * too much the area relying on ambient texture to define their ambient occlusion.
  46035. */
  46036. _this._useRadianceOcclusion = true;
  46037. /**
  46038. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  46039. */
  46040. _this._useAlphaFromAlbedoTexture = false;
  46041. /**
  46042. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  46043. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  46044. */
  46045. _this._useSpecularOverAlpha = true;
  46046. /**
  46047. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  46048. */
  46049. _this._useMicroSurfaceFromReflectivityMapAlpha = false;
  46050. /**
  46051. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  46052. */
  46053. _this._useRoughnessFromMetallicTextureAlpha = true;
  46054. /**
  46055. * Specifies if the metallic texture contains the roughness information in its green channel.
  46056. */
  46057. _this._useRoughnessFromMetallicTextureGreen = false;
  46058. /**
  46059. * Specifies if the metallic texture contains the metallness information in its blue channel.
  46060. */
  46061. _this._useMetallnessFromMetallicTextureBlue = false;
  46062. /**
  46063. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  46064. */
  46065. _this._useAmbientOcclusionFromMetallicTextureRed = false;
  46066. /**
  46067. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  46068. */
  46069. _this._useAmbientInGrayScale = false;
  46070. /**
  46071. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  46072. * The material will try to infer what glossiness each pixel should be.
  46073. */
  46074. _this._useAutoMicroSurfaceFromReflectivityMap = false;
  46075. /**
  46076. * Defines the falloff type used in this material.
  46077. * It by default is Physical.
  46078. */
  46079. _this._lightFalloff = PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;
  46080. /**
  46081. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  46082. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  46083. */
  46084. _this._useRadianceOverAlpha = true;
  46085. /**
  46086. * Allows using an object space normal map (instead of tangent space).
  46087. */
  46088. _this._useObjectSpaceNormalMap = false;
  46089. /**
  46090. * Allows using the bump map in parallax mode.
  46091. */
  46092. _this._useParallax = false;
  46093. /**
  46094. * Allows using the bump map in parallax occlusion mode.
  46095. */
  46096. _this._useParallaxOcclusion = false;
  46097. /**
  46098. * Controls the scale bias of the parallax mode.
  46099. */
  46100. _this._parallaxScaleBias = 0.05;
  46101. /**
  46102. * If sets to true, disables all the lights affecting the material.
  46103. */
  46104. _this._disableLighting = false;
  46105. /**
  46106. * Number of Simultaneous lights allowed on the material.
  46107. */
  46108. _this._maxSimultaneousLights = 4;
  46109. /**
  46110. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  46111. */
  46112. _this._invertNormalMapX = false;
  46113. /**
  46114. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  46115. */
  46116. _this._invertNormalMapY = false;
  46117. /**
  46118. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  46119. */
  46120. _this._twoSidedLighting = false;
  46121. /**
  46122. * Defines the alpha limits in alpha test mode.
  46123. */
  46124. _this._alphaCutOff = 0.4;
  46125. /**
  46126. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  46127. */
  46128. _this._forceAlphaTest = false;
  46129. /**
  46130. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  46131. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  46132. */
  46133. _this._useAlphaFresnel = false;
  46134. /**
  46135. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  46136. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  46137. */
  46138. _this._useLinearAlphaFresnel = false;
  46139. /**
  46140. * The transparency mode of the material.
  46141. */
  46142. _this._transparencyMode = null;
  46143. /**
  46144. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  46145. * from cos thetav and roughness:
  46146. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  46147. */
  46148. _this._environmentBRDFTexture = null;
  46149. /**
  46150. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  46151. */
  46152. _this._forceIrradianceInFragment = false;
  46153. /**
  46154. * Force normal to face away from face.
  46155. */
  46156. _this._forceNormalForward = false;
  46157. /**
  46158. * Enables specular anti aliasing in the PBR shader.
  46159. * It will both interacts on the Geometry for analytical and IBL lighting.
  46160. * It also prefilter the roughness map based on the bump values.
  46161. */
  46162. _this._enableSpecularAntiAliasing = false;
  46163. /**
  46164. * Stores the available render targets.
  46165. */
  46166. _this._renderTargets = new BABYLON.SmartArray(16);
  46167. /**
  46168. * Sets the global ambient color for the material used in lighting calculations.
  46169. */
  46170. _this._globalAmbientColor = new BABYLON.Color3(0, 0, 0);
  46171. /**
  46172. * If set to true, no lighting calculations will be applied.
  46173. */
  46174. _this._unlit = false;
  46175. // Setup the default processing configuration to the scene.
  46176. _this._attachImageProcessingConfiguration(null);
  46177. _this.getRenderTargetTextures = function () {
  46178. _this._renderTargets.reset();
  46179. if (BABYLON.StandardMaterial.ReflectionTextureEnabled && _this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  46180. _this._renderTargets.push(_this._reflectionTexture);
  46181. }
  46182. if (BABYLON.StandardMaterial.RefractionTextureEnabled && _this._refractionTexture && _this._refractionTexture.isRenderTarget) {
  46183. _this._renderTargets.push(_this._refractionTexture);
  46184. }
  46185. return _this._renderTargets;
  46186. };
  46187. _this._environmentBRDFTexture = BABYLON.TextureTools.GetEnvironmentBRDFTexture(scene);
  46188. return _this;
  46189. }
  46190. /**
  46191. * Attaches a new image processing configuration to the PBR Material.
  46192. * @param configuration
  46193. */
  46194. PBRBaseMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  46195. var _this = this;
  46196. if (configuration === this._imageProcessingConfiguration) {
  46197. return;
  46198. }
  46199. // Detaches observer.
  46200. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  46201. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  46202. }
  46203. // Pick the scene configuration if needed.
  46204. if (!configuration) {
  46205. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  46206. }
  46207. else {
  46208. this._imageProcessingConfiguration = configuration;
  46209. }
  46210. // Attaches observer.
  46211. if (this._imageProcessingConfiguration) {
  46212. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  46213. _this._markAllSubMeshesAsImageProcessingDirty();
  46214. });
  46215. }
  46216. };
  46217. Object.defineProperty(PBRBaseMaterial.prototype, "hasRenderTargetTextures", {
  46218. /**
  46219. * Gets a boolean indicating that current material needs to register RTT
  46220. */
  46221. get: function () {
  46222. if (BABYLON.StandardMaterial.ReflectionTextureEnabled && this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  46223. return true;
  46224. }
  46225. if (BABYLON.StandardMaterial.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {
  46226. return true;
  46227. }
  46228. return false;
  46229. },
  46230. enumerable: true,
  46231. configurable: true
  46232. });
  46233. /**
  46234. * Gets the name of the material class.
  46235. */
  46236. PBRBaseMaterial.prototype.getClassName = function () {
  46237. return "PBRBaseMaterial";
  46238. };
  46239. Object.defineProperty(PBRBaseMaterial.prototype, "useLogarithmicDepth", {
  46240. /**
  46241. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  46242. */
  46243. get: function () {
  46244. return this._useLogarithmicDepth;
  46245. },
  46246. /**
  46247. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  46248. */
  46249. set: function (value) {
  46250. this._useLogarithmicDepth = value && this.getScene().getEngine().getCaps().fragmentDepthSupported;
  46251. },
  46252. enumerable: true,
  46253. configurable: true
  46254. });
  46255. Object.defineProperty(PBRBaseMaterial.prototype, "transparencyMode", {
  46256. /**
  46257. * Gets the current transparency mode.
  46258. */
  46259. get: function () {
  46260. return this._transparencyMode;
  46261. },
  46262. /**
  46263. * Sets the transparency mode of the material.
  46264. *
  46265. * | Value | Type | Description |
  46266. * | ----- | ----------------------------------- | ----------- |
  46267. * | 0 | OPAQUE | |
  46268. * | 1 | ALPHATEST | |
  46269. * | 2 | ALPHABLEND | |
  46270. * | 3 | ALPHATESTANDBLEND | |
  46271. *
  46272. */
  46273. set: function (value) {
  46274. if (this._transparencyMode === value) {
  46275. return;
  46276. }
  46277. this._transparencyMode = value;
  46278. this._forceAlphaTest = (value === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATESTANDBLEND);
  46279. this._markAllSubMeshesAsTexturesAndMiscDirty();
  46280. },
  46281. enumerable: true,
  46282. configurable: true
  46283. });
  46284. Object.defineProperty(PBRBaseMaterial.prototype, "_disableAlphaBlending", {
  46285. /**
  46286. * Returns true if alpha blending should be disabled.
  46287. */
  46288. get: function () {
  46289. return (this._linkRefractionWithTransparency ||
  46290. this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE ||
  46291. this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATEST);
  46292. },
  46293. enumerable: true,
  46294. configurable: true
  46295. });
  46296. /**
  46297. * Specifies whether or not this material should be rendered in alpha blend mode.
  46298. */
  46299. PBRBaseMaterial.prototype.needAlphaBlending = function () {
  46300. if (this._disableAlphaBlending) {
  46301. return false;
  46302. }
  46303. return (this.alpha < 1.0) || (this._opacityTexture != null) || this._shouldUseAlphaFromAlbedoTexture();
  46304. };
  46305. /**
  46306. * Specifies if the mesh will require alpha blending.
  46307. * @param mesh - BJS mesh.
  46308. */
  46309. PBRBaseMaterial.prototype.needAlphaBlendingForMesh = function (mesh) {
  46310. if (this._disableAlphaBlending) {
  46311. return false;
  46312. }
  46313. return _super.prototype.needAlphaBlendingForMesh.call(this, mesh);
  46314. };
  46315. /**
  46316. * Specifies whether or not this material should be rendered in alpha test mode.
  46317. */
  46318. PBRBaseMaterial.prototype.needAlphaTesting = function () {
  46319. if (this._forceAlphaTest) {
  46320. return true;
  46321. }
  46322. if (this._linkRefractionWithTransparency) {
  46323. return false;
  46324. }
  46325. return this._albedoTexture != null && this._albedoTexture.hasAlpha && (this._transparencyMode == null || this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATEST);
  46326. };
  46327. /**
  46328. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  46329. */
  46330. PBRBaseMaterial.prototype._shouldUseAlphaFromAlbedoTexture = function () {
  46331. return this._albedoTexture != null && this._albedoTexture.hasAlpha && this._useAlphaFromAlbedoTexture && this._transparencyMode !== BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE;
  46332. };
  46333. /**
  46334. * Gets the texture used for the alpha test.
  46335. */
  46336. PBRBaseMaterial.prototype.getAlphaTestTexture = function () {
  46337. return this._albedoTexture;
  46338. };
  46339. /**
  46340. * Specifies that the submesh is ready to be used.
  46341. * @param mesh - BJS mesh.
  46342. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  46343. * @param useInstances - Specifies that instances should be used.
  46344. * @returns - boolean indicating that the submesh is ready or not.
  46345. */
  46346. PBRBaseMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  46347. if (subMesh.effect && this.isFrozen) {
  46348. if (this._wasPreviouslyReady) {
  46349. return true;
  46350. }
  46351. }
  46352. if (!subMesh._materialDefines) {
  46353. subMesh._materialDefines = new PBRMaterialDefines();
  46354. }
  46355. var defines = subMesh._materialDefines;
  46356. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  46357. if (defines._renderId === this.getScene().getRenderId()) {
  46358. return true;
  46359. }
  46360. }
  46361. var scene = this.getScene();
  46362. var engine = scene.getEngine();
  46363. if (defines._areTexturesDirty) {
  46364. if (scene.texturesEnabled) {
  46365. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46366. if (!this._albedoTexture.isReadyOrNotBlocking()) {
  46367. return false;
  46368. }
  46369. }
  46370. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  46371. if (!this._ambientTexture.isReadyOrNotBlocking()) {
  46372. return false;
  46373. }
  46374. }
  46375. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  46376. if (!this._opacityTexture.isReadyOrNotBlocking()) {
  46377. return false;
  46378. }
  46379. }
  46380. var reflectionTexture = this._getReflectionTexture();
  46381. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46382. if (!reflectionTexture.isReadyOrNotBlocking()) {
  46383. return false;
  46384. }
  46385. }
  46386. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  46387. if (!this._lightmapTexture.isReadyOrNotBlocking()) {
  46388. return false;
  46389. }
  46390. }
  46391. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  46392. if (!this._emissiveTexture.isReadyOrNotBlocking()) {
  46393. return false;
  46394. }
  46395. }
  46396. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  46397. if (this._metallicTexture) {
  46398. if (!this._metallicTexture.isReadyOrNotBlocking()) {
  46399. return false;
  46400. }
  46401. }
  46402. else if (this._reflectivityTexture) {
  46403. if (!this._reflectivityTexture.isReadyOrNotBlocking()) {
  46404. return false;
  46405. }
  46406. }
  46407. if (this._microSurfaceTexture) {
  46408. if (!this._microSurfaceTexture.isReadyOrNotBlocking()) {
  46409. return false;
  46410. }
  46411. }
  46412. }
  46413. if (engine.getCaps().standardDerivatives && this._bumpTexture && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  46414. // Bump texture cannot be not blocking.
  46415. if (!this._bumpTexture.isReady()) {
  46416. return false;
  46417. }
  46418. }
  46419. var refractionTexture = this._getRefractionTexture();
  46420. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  46421. if (!refractionTexture.isReadyOrNotBlocking()) {
  46422. return false;
  46423. }
  46424. }
  46425. if (this._environmentBRDFTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46426. // This is blocking.
  46427. if (!this._environmentBRDFTexture.isReady()) {
  46428. return false;
  46429. }
  46430. }
  46431. }
  46432. }
  46433. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  46434. if (!this._imageProcessingConfiguration.isReady()) {
  46435. return false;
  46436. }
  46437. }
  46438. if (!engine.getCaps().standardDerivatives && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  46439. mesh.createNormals(true);
  46440. BABYLON.Tools.Warn("PBRMaterial: Normals have been created for the mesh: " + mesh.name);
  46441. }
  46442. var previousEffect = subMesh.effect;
  46443. var effect = this._prepareEffect(mesh, defines, this.onCompiled, this.onError, useInstances);
  46444. if (effect) {
  46445. // Use previous effect while new one is compiling
  46446. if (this.allowShaderHotSwapping && previousEffect && !effect.isReady()) {
  46447. effect = previousEffect;
  46448. defines.markAsUnprocessed();
  46449. }
  46450. else {
  46451. scene.resetCachedMaterial();
  46452. subMesh.setEffect(effect, defines);
  46453. this.buildUniformLayout();
  46454. }
  46455. }
  46456. if (!subMesh.effect || !subMesh.effect.isReady()) {
  46457. return false;
  46458. }
  46459. defines._renderId = scene.getRenderId();
  46460. this._wasPreviouslyReady = true;
  46461. return true;
  46462. };
  46463. /**
  46464. * Specifies if the material uses metallic roughness workflow.
  46465. * @returns boolean specifiying if the material uses metallic roughness workflow.
  46466. */
  46467. PBRBaseMaterial.prototype.isMetallicWorkflow = function () {
  46468. if (this._metallic != null || this._roughness != null || this._metallicTexture) {
  46469. return true;
  46470. }
  46471. return false;
  46472. };
  46473. PBRBaseMaterial.prototype._prepareEffect = function (mesh, defines, onCompiled, onError, useInstances, useClipPlane) {
  46474. if (onCompiled === void 0) { onCompiled = null; }
  46475. if (onError === void 0) { onError = null; }
  46476. if (useInstances === void 0) { useInstances = null; }
  46477. if (useClipPlane === void 0) { useClipPlane = null; }
  46478. this._prepareDefines(mesh, defines, useInstances, useClipPlane);
  46479. if (!defines.isDirty) {
  46480. return null;
  46481. }
  46482. defines.markAsProcessed();
  46483. var scene = this.getScene();
  46484. var engine = scene.getEngine();
  46485. // Fallbacks
  46486. var fallbacks = new BABYLON.EffectFallbacks();
  46487. var fallbackRank = 0;
  46488. if (defines.USESPHERICALINVERTEX) {
  46489. fallbacks.addFallback(fallbackRank++, "USESPHERICALINVERTEX");
  46490. }
  46491. if (defines.FOG) {
  46492. fallbacks.addFallback(fallbackRank, "FOG");
  46493. }
  46494. if (defines.SPECULARAA) {
  46495. fallbacks.addFallback(fallbackRank, "SPECULARAA");
  46496. }
  46497. if (defines.POINTSIZE) {
  46498. fallbacks.addFallback(fallbackRank, "POINTSIZE");
  46499. }
  46500. if (defines.LOGARITHMICDEPTH) {
  46501. fallbacks.addFallback(fallbackRank, "LOGARITHMICDEPTH");
  46502. }
  46503. if (defines.PARALLAX) {
  46504. fallbacks.addFallback(fallbackRank, "PARALLAX");
  46505. }
  46506. if (defines.PARALLAXOCCLUSION) {
  46507. fallbacks.addFallback(fallbackRank++, "PARALLAXOCCLUSION");
  46508. }
  46509. if (defines.ENVIRONMENTBRDF) {
  46510. fallbacks.addFallback(fallbackRank++, "ENVIRONMENTBRDF");
  46511. }
  46512. if (defines.TANGENT) {
  46513. fallbacks.addFallback(fallbackRank++, "TANGENT");
  46514. }
  46515. if (defines.BUMP) {
  46516. fallbacks.addFallback(fallbackRank++, "BUMP");
  46517. }
  46518. fallbackRank = BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights, fallbackRank++);
  46519. if (defines.SPECULARTERM) {
  46520. fallbacks.addFallback(fallbackRank++, "SPECULARTERM");
  46521. }
  46522. if (defines.USESPHERICALFROMREFLECTIONMAP) {
  46523. fallbacks.addFallback(fallbackRank++, "USESPHERICALFROMREFLECTIONMAP");
  46524. }
  46525. if (defines.LIGHTMAP) {
  46526. fallbacks.addFallback(fallbackRank++, "LIGHTMAP");
  46527. }
  46528. if (defines.NORMAL) {
  46529. fallbacks.addFallback(fallbackRank++, "NORMAL");
  46530. }
  46531. if (defines.AMBIENT) {
  46532. fallbacks.addFallback(fallbackRank++, "AMBIENT");
  46533. }
  46534. if (defines.EMISSIVE) {
  46535. fallbacks.addFallback(fallbackRank++, "EMISSIVE");
  46536. }
  46537. if (defines.VERTEXCOLOR) {
  46538. fallbacks.addFallback(fallbackRank++, "VERTEXCOLOR");
  46539. }
  46540. if (defines.NUM_BONE_INFLUENCERS > 0) {
  46541. fallbacks.addCPUSkinningFallback(fallbackRank++, mesh);
  46542. }
  46543. if (defines.MORPHTARGETS) {
  46544. fallbacks.addFallback(fallbackRank++, "MORPHTARGETS");
  46545. }
  46546. //Attributes
  46547. var attribs = [BABYLON.VertexBuffer.PositionKind];
  46548. if (defines.NORMAL) {
  46549. attribs.push(BABYLON.VertexBuffer.NormalKind);
  46550. }
  46551. if (defines.TANGENT) {
  46552. attribs.push(BABYLON.VertexBuffer.TangentKind);
  46553. }
  46554. if (defines.UV1) {
  46555. attribs.push(BABYLON.VertexBuffer.UVKind);
  46556. }
  46557. if (defines.UV2) {
  46558. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  46559. }
  46560. if (defines.VERTEXCOLOR) {
  46561. attribs.push(BABYLON.VertexBuffer.ColorKind);
  46562. }
  46563. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  46564. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  46565. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, defines);
  46566. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vAmbientColor", "vAlbedoColor", "vReflectivityColor", "vEmissiveColor", "vReflectionColor",
  46567. "vFogInfos", "vFogColor", "pointSize",
  46568. "vAlbedoInfos", "vAmbientInfos", "vOpacityInfos", "vReflectionInfos", "vReflectionPosition", "vReflectionSize", "vEmissiveInfos", "vReflectivityInfos",
  46569. "vMicroSurfaceSamplerInfos", "vBumpInfos", "vLightmapInfos", "vRefractionInfos",
  46570. "mBones",
  46571. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "albedoMatrix", "ambientMatrix", "opacityMatrix", "reflectionMatrix", "emissiveMatrix", "reflectivityMatrix", "normalMatrix", "microSurfaceSamplerMatrix", "bumpMatrix", "lightmapMatrix", "refractionMatrix",
  46572. "vLightingIntensity",
  46573. "logarithmicDepthConstant",
  46574. "vSphericalX", "vSphericalY", "vSphericalZ",
  46575. "vSphericalXX", "vSphericalYY", "vSphericalZZ",
  46576. "vSphericalXY", "vSphericalYZ", "vSphericalZX",
  46577. "vReflectionMicrosurfaceInfos", "vRefractionMicrosurfaceInfos",
  46578. "vTangentSpaceParams", "boneTextureWidth"
  46579. ];
  46580. var samplers = ["albedoSampler", "reflectivitySampler", "ambientSampler", "emissiveSampler",
  46581. "bumpSampler", "lightmapSampler", "opacitySampler",
  46582. "refractionSampler", "refractionSamplerLow", "refractionSamplerHigh",
  46583. "reflectionSampler", "reflectionSamplerLow", "reflectionSamplerHigh",
  46584. "microSurfaceSampler", "environmentBrdfSampler", "boneSampler"];
  46585. var uniformBuffers = ["Material", "Scene"];
  46586. if (BABYLON.ImageProcessingConfiguration) {
  46587. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  46588. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  46589. }
  46590. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  46591. uniformsNames: uniforms,
  46592. uniformBuffersNames: uniformBuffers,
  46593. samplers: samplers,
  46594. defines: defines,
  46595. maxSimultaneousLights: this._maxSimultaneousLights
  46596. });
  46597. var join = defines.toString();
  46598. return engine.createEffect("pbr", {
  46599. attributes: attribs,
  46600. uniformsNames: uniforms,
  46601. uniformBuffersNames: uniformBuffers,
  46602. samplers: samplers,
  46603. defines: join,
  46604. fallbacks: fallbacks,
  46605. onCompiled: onCompiled,
  46606. onError: onError,
  46607. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights, maxSimultaneousMorphTargets: defines.NUM_MORPH_INFLUENCERS }
  46608. }, engine);
  46609. };
  46610. PBRBaseMaterial.prototype._prepareDefines = function (mesh, defines, useInstances, useClipPlane) {
  46611. if (useInstances === void 0) { useInstances = null; }
  46612. if (useClipPlane === void 0) { useClipPlane = null; }
  46613. var scene = this.getScene();
  46614. var engine = scene.getEngine();
  46615. // Lights
  46616. BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, true, this._maxSimultaneousLights, this._disableLighting);
  46617. defines._needNormals = true;
  46618. // Textures
  46619. defines.METALLICWORKFLOW = this.isMetallicWorkflow();
  46620. if (defines._areTexturesDirty) {
  46621. defines._needUVs = false;
  46622. if (scene.texturesEnabled) {
  46623. if (scene.getEngine().getCaps().textureLOD) {
  46624. defines.LODBASEDMICROSFURACE = true;
  46625. }
  46626. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46627. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._albedoTexture, defines, "ALBEDO");
  46628. }
  46629. else {
  46630. defines.ALBEDO = false;
  46631. }
  46632. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  46633. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._ambientTexture, defines, "AMBIENT");
  46634. defines.AMBIENTINGRAYSCALE = this._useAmbientInGrayScale;
  46635. }
  46636. else {
  46637. defines.AMBIENT = false;
  46638. }
  46639. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  46640. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._opacityTexture, defines, "OPACITY");
  46641. defines.OPACITYRGB = this._opacityTexture.getAlphaFromRGB;
  46642. }
  46643. else {
  46644. defines.OPACITY = false;
  46645. }
  46646. var reflectionTexture = this._getReflectionTexture();
  46647. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46648. defines.REFLECTION = true;
  46649. defines.GAMMAREFLECTION = reflectionTexture.gammaSpace;
  46650. defines.RGBDREFLECTION = reflectionTexture.isRGBD;
  46651. defines.REFLECTIONMAP_OPPOSITEZ = this.getScene().useRightHandedSystem ? !reflectionTexture.invertZ : reflectionTexture.invertZ;
  46652. defines.LODINREFLECTIONALPHA = reflectionTexture.lodLevelInAlpha;
  46653. if (reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE) {
  46654. defines.INVERTCUBICMAP = true;
  46655. }
  46656. defines.REFLECTIONMAP_3D = reflectionTexture.isCube;
  46657. switch (reflectionTexture.coordinatesMode) {
  46658. case BABYLON.Texture.EXPLICIT_MODE:
  46659. defines.REFLECTIONMAP_EXPLICIT = true;
  46660. break;
  46661. case BABYLON.Texture.PLANAR_MODE:
  46662. defines.REFLECTIONMAP_PLANAR = true;
  46663. break;
  46664. case BABYLON.Texture.PROJECTION_MODE:
  46665. defines.REFLECTIONMAP_PROJECTION = true;
  46666. break;
  46667. case BABYLON.Texture.SKYBOX_MODE:
  46668. defines.REFLECTIONMAP_SKYBOX = true;
  46669. break;
  46670. case BABYLON.Texture.SPHERICAL_MODE:
  46671. defines.REFLECTIONMAP_SPHERICAL = true;
  46672. break;
  46673. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  46674. defines.REFLECTIONMAP_EQUIRECTANGULAR = true;
  46675. break;
  46676. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  46677. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = true;
  46678. break;
  46679. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  46680. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = true;
  46681. break;
  46682. case BABYLON.Texture.CUBIC_MODE:
  46683. case BABYLON.Texture.INVCUBIC_MODE:
  46684. default:
  46685. defines.REFLECTIONMAP_CUBIC = true;
  46686. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = reflectionTexture.boundingBoxSize ? true : false;
  46687. break;
  46688. }
  46689. if (reflectionTexture.coordinatesMode !== BABYLON.Texture.SKYBOX_MODE) {
  46690. if (reflectionTexture.sphericalPolynomial) {
  46691. defines.USESPHERICALFROMREFLECTIONMAP = true;
  46692. if (this._forceIrradianceInFragment || scene.getEngine().getCaps().maxVaryingVectors <= 8) {
  46693. defines.USESPHERICALINVERTEX = false;
  46694. }
  46695. else {
  46696. defines.USESPHERICALINVERTEX = true;
  46697. }
  46698. }
  46699. }
  46700. else {
  46701. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = !reflectionTexture.getReflectionTextureMatrix().isIdentity();
  46702. }
  46703. }
  46704. else {
  46705. defines.REFLECTION = false;
  46706. defines.REFLECTIONMAP_3D = false;
  46707. defines.REFLECTIONMAP_SPHERICAL = false;
  46708. defines.REFLECTIONMAP_PLANAR = false;
  46709. defines.REFLECTIONMAP_CUBIC = false;
  46710. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  46711. defines.REFLECTIONMAP_PROJECTION = false;
  46712. defines.REFLECTIONMAP_SKYBOX = false;
  46713. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  46714. defines.REFLECTIONMAP_EXPLICIT = false;
  46715. defines.REFLECTIONMAP_EQUIRECTANGULAR = false;
  46716. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  46717. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  46718. defines.INVERTCUBICMAP = false;
  46719. defines.USESPHERICALFROMREFLECTIONMAP = false;
  46720. defines.USESPHERICALINVERTEX = false;
  46721. defines.REFLECTIONMAP_OPPOSITEZ = false;
  46722. defines.LODINREFLECTIONALPHA = false;
  46723. defines.GAMMAREFLECTION = false;
  46724. defines.RGBDREFLECTION = false;
  46725. }
  46726. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  46727. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._lightmapTexture, defines, "LIGHTMAP");
  46728. defines.USELIGHTMAPASSHADOWMAP = this._useLightmapAsShadowmap;
  46729. defines.GAMMALIGHTMAP = this._lightmapTexture.gammaSpace;
  46730. }
  46731. else {
  46732. defines.LIGHTMAP = false;
  46733. }
  46734. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  46735. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._emissiveTexture, defines, "EMISSIVE");
  46736. }
  46737. else {
  46738. defines.EMISSIVE = false;
  46739. }
  46740. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  46741. if (this._metallicTexture) {
  46742. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._metallicTexture, defines, "REFLECTIVITY");
  46743. defines.ROUGHNESSSTOREINMETALMAPALPHA = this._useRoughnessFromMetallicTextureAlpha;
  46744. defines.ROUGHNESSSTOREINMETALMAPGREEN = !this._useRoughnessFromMetallicTextureAlpha && this._useRoughnessFromMetallicTextureGreen;
  46745. defines.METALLNESSSTOREINMETALMAPBLUE = this._useMetallnessFromMetallicTextureBlue;
  46746. defines.AOSTOREINMETALMAPRED = this._useAmbientOcclusionFromMetallicTextureRed;
  46747. }
  46748. else if (this._reflectivityTexture) {
  46749. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._reflectivityTexture, defines, "REFLECTIVITY");
  46750. defines.MICROSURFACEFROMREFLECTIVITYMAP = this._useMicroSurfaceFromReflectivityMapAlpha;
  46751. defines.MICROSURFACEAUTOMATIC = this._useAutoMicroSurfaceFromReflectivityMap;
  46752. }
  46753. else {
  46754. defines.REFLECTIVITY = false;
  46755. }
  46756. if (this._microSurfaceTexture) {
  46757. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._microSurfaceTexture, defines, "MICROSURFACEMAP");
  46758. }
  46759. else {
  46760. defines.MICROSURFACEMAP = false;
  46761. }
  46762. }
  46763. else {
  46764. defines.REFLECTIVITY = false;
  46765. defines.MICROSURFACEMAP = false;
  46766. }
  46767. if (scene.getEngine().getCaps().standardDerivatives && this._bumpTexture && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  46768. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._bumpTexture, defines, "BUMP");
  46769. if (this._useParallax && this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46770. defines.PARALLAX = true;
  46771. defines.PARALLAXOCCLUSION = !!this._useParallaxOcclusion;
  46772. }
  46773. else {
  46774. defines.PARALLAX = false;
  46775. }
  46776. defines.OBJECTSPACE_NORMALMAP = this._useObjectSpaceNormalMap;
  46777. }
  46778. else {
  46779. defines.BUMP = false;
  46780. }
  46781. var refractionTexture = this._getRefractionTexture();
  46782. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  46783. defines.REFRACTION = true;
  46784. defines.REFRACTIONMAP_3D = refractionTexture.isCube;
  46785. defines.GAMMAREFRACTION = refractionTexture.gammaSpace;
  46786. defines.RGBDREFRACTION = refractionTexture.isRGBD;
  46787. defines.REFRACTIONMAP_OPPOSITEZ = refractionTexture.invertZ;
  46788. defines.LODINREFRACTIONALPHA = refractionTexture.lodLevelInAlpha;
  46789. if (this._linkRefractionWithTransparency) {
  46790. defines.LINKREFRACTIONTOTRANSPARENCY = true;
  46791. }
  46792. }
  46793. else {
  46794. defines.REFRACTION = false;
  46795. }
  46796. if (this._environmentBRDFTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46797. defines.ENVIRONMENTBRDF = true;
  46798. }
  46799. else {
  46800. defines.ENVIRONMENTBRDF = false;
  46801. }
  46802. if (this._shouldUseAlphaFromAlbedoTexture()) {
  46803. defines.ALPHAFROMALBEDO = true;
  46804. }
  46805. else {
  46806. defines.ALPHAFROMALBEDO = false;
  46807. }
  46808. }
  46809. defines.SPECULAROVERALPHA = this._useSpecularOverAlpha;
  46810. if (this._lightFalloff === PBRBaseMaterial.LIGHTFALLOFF_STANDARD) {
  46811. defines.USEPHYSICALLIGHTFALLOFF = false;
  46812. defines.USEGLTFLIGHTFALLOFF = false;
  46813. }
  46814. else if (this._lightFalloff === PBRBaseMaterial.LIGHTFALLOFF_GLTF) {
  46815. defines.USEPHYSICALLIGHTFALLOFF = false;
  46816. defines.USEGLTFLIGHTFALLOFF = true;
  46817. }
  46818. else {
  46819. defines.USEPHYSICALLIGHTFALLOFF = true;
  46820. defines.USEGLTFLIGHTFALLOFF = false;
  46821. }
  46822. defines.RADIANCEOVERALPHA = this._useRadianceOverAlpha;
  46823. if (!this.backFaceCulling && this._twoSidedLighting) {
  46824. defines.TWOSIDEDLIGHTING = true;
  46825. }
  46826. else {
  46827. defines.TWOSIDEDLIGHTING = false;
  46828. }
  46829. defines.ALPHATESTVALUE = "" + this._alphaCutOff + (this._alphaCutOff % 1 === 0 ? "." : "");
  46830. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  46831. defines.ALPHABLEND = this.needAlphaBlendingForMesh(mesh);
  46832. defines.ALPHAFRESNEL = this._useAlphaFresnel || this._useLinearAlphaFresnel;
  46833. defines.LINEARALPHAFRESNEL = this._useLinearAlphaFresnel;
  46834. defines.SPECULARAA = scene.getEngine().getCaps().standardDerivatives && this._enableSpecularAntiAliasing;
  46835. }
  46836. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  46837. this._imageProcessingConfiguration.prepareDefines(defines);
  46838. }
  46839. defines.FORCENORMALFORWARD = this._forceNormalForward;
  46840. defines.RADIANCEOCCLUSION = this._useRadianceOcclusion;
  46841. defines.HORIZONOCCLUSION = this._useHorizonOcclusion;
  46842. // Misc.
  46843. if (defines._areMiscDirty) {
  46844. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh) || this._forceAlphaTest, defines);
  46845. defines.UNLIT = this._unlit || ((this.pointsCloud || this.wireframe) && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind));
  46846. }
  46847. // Values that need to be evaluated on every frame
  46848. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances ? true : false, useClipPlane);
  46849. // Attribs
  46850. BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true, true, this._transparencyMode !== BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE);
  46851. };
  46852. /**
  46853. * Force shader compilation
  46854. */
  46855. PBRBaseMaterial.prototype.forceCompilation = function (mesh, onCompiled, options) {
  46856. var _this = this;
  46857. var localOptions = __assign({ clipPlane: false }, options);
  46858. var defines = new PBRMaterialDefines();
  46859. var effect = this._prepareEffect(mesh, defines, undefined, undefined, undefined, localOptions.clipPlane);
  46860. if (effect.isReady()) {
  46861. if (onCompiled) {
  46862. onCompiled(this);
  46863. }
  46864. }
  46865. else {
  46866. effect.onCompileObservable.add(function () {
  46867. if (onCompiled) {
  46868. onCompiled(_this);
  46869. }
  46870. });
  46871. }
  46872. };
  46873. /**
  46874. * Initializes the uniform buffer layout for the shader.
  46875. */
  46876. PBRBaseMaterial.prototype.buildUniformLayout = function () {
  46877. // Order is important !
  46878. this._uniformBuffer.addUniform("vAlbedoInfos", 2);
  46879. this._uniformBuffer.addUniform("vAmbientInfos", 4);
  46880. this._uniformBuffer.addUniform("vOpacityInfos", 2);
  46881. this._uniformBuffer.addUniform("vEmissiveInfos", 2);
  46882. this._uniformBuffer.addUniform("vLightmapInfos", 2);
  46883. this._uniformBuffer.addUniform("vReflectivityInfos", 3);
  46884. this._uniformBuffer.addUniform("vMicroSurfaceSamplerInfos", 2);
  46885. this._uniformBuffer.addUniform("vRefractionInfos", 4);
  46886. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  46887. this._uniformBuffer.addUniform("vReflectionPosition", 3);
  46888. this._uniformBuffer.addUniform("vReflectionSize", 3);
  46889. this._uniformBuffer.addUniform("vBumpInfos", 3);
  46890. this._uniformBuffer.addUniform("albedoMatrix", 16);
  46891. this._uniformBuffer.addUniform("ambientMatrix", 16);
  46892. this._uniformBuffer.addUniform("opacityMatrix", 16);
  46893. this._uniformBuffer.addUniform("emissiveMatrix", 16);
  46894. this._uniformBuffer.addUniform("lightmapMatrix", 16);
  46895. this._uniformBuffer.addUniform("reflectivityMatrix", 16);
  46896. this._uniformBuffer.addUniform("microSurfaceSamplerMatrix", 16);
  46897. this._uniformBuffer.addUniform("bumpMatrix", 16);
  46898. this._uniformBuffer.addUniform("vTangentSpaceParams", 2);
  46899. this._uniformBuffer.addUniform("refractionMatrix", 16);
  46900. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  46901. this._uniformBuffer.addUniform("vReflectionColor", 3);
  46902. this._uniformBuffer.addUniform("vAlbedoColor", 4);
  46903. this._uniformBuffer.addUniform("vLightingIntensity", 4);
  46904. this._uniformBuffer.addUniform("vRefractionMicrosurfaceInfos", 3);
  46905. this._uniformBuffer.addUniform("vReflectionMicrosurfaceInfos", 3);
  46906. this._uniformBuffer.addUniform("vReflectivityColor", 4);
  46907. this._uniformBuffer.addUniform("vEmissiveColor", 3);
  46908. this._uniformBuffer.addUniform("pointSize", 1);
  46909. this._uniformBuffer.create();
  46910. };
  46911. /**
  46912. * Unbinds the textures.
  46913. */
  46914. PBRBaseMaterial.prototype.unbind = function () {
  46915. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  46916. this._uniformBuffer.setTexture("reflectionSampler", null);
  46917. }
  46918. if (this._refractionTexture && this._refractionTexture.isRenderTarget) {
  46919. this._uniformBuffer.setTexture("refractionSampler", null);
  46920. }
  46921. _super.prototype.unbind.call(this);
  46922. };
  46923. /**
  46924. * Binds the submesh data.
  46925. * @param world - The world matrix.
  46926. * @param mesh - The BJS mesh.
  46927. * @param subMesh - A submesh of the BJS mesh.
  46928. */
  46929. PBRBaseMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  46930. var scene = this.getScene();
  46931. var defines = subMesh._materialDefines;
  46932. if (!defines) {
  46933. return;
  46934. }
  46935. var effect = subMesh.effect;
  46936. if (!effect) {
  46937. return;
  46938. }
  46939. this._activeEffect = effect;
  46940. // Matrices
  46941. this.bindOnlyWorldMatrix(world);
  46942. // Normal Matrix
  46943. if (defines.OBJECTSPACE_NORMALMAP) {
  46944. world.toNormalMatrix(this._normalMatrix);
  46945. this.bindOnlyNormalMatrix(this._normalMatrix);
  46946. }
  46947. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  46948. // Bones
  46949. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._activeEffect);
  46950. var reflectionTexture = null;
  46951. if (mustRebind) {
  46952. this._uniformBuffer.bindToEffect(effect, "Material");
  46953. this.bindViewProjection(effect);
  46954. reflectionTexture = this._getReflectionTexture();
  46955. var refractionTexture = this._getRefractionTexture();
  46956. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  46957. // Texture uniforms
  46958. if (scene.texturesEnabled) {
  46959. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46960. this._uniformBuffer.updateFloat2("vAlbedoInfos", this._albedoTexture.coordinatesIndex, this._albedoTexture.level);
  46961. BABYLON.MaterialHelper.BindTextureMatrix(this._albedoTexture, this._uniformBuffer, "albedo");
  46962. }
  46963. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  46964. this._uniformBuffer.updateFloat4("vAmbientInfos", this._ambientTexture.coordinatesIndex, this._ambientTexture.level, this._ambientTextureStrength, this._ambientTextureImpactOnAnalyticalLights);
  46965. BABYLON.MaterialHelper.BindTextureMatrix(this._ambientTexture, this._uniformBuffer, "ambient");
  46966. }
  46967. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  46968. this._uniformBuffer.updateFloat2("vOpacityInfos", this._opacityTexture.coordinatesIndex, this._opacityTexture.level);
  46969. BABYLON.MaterialHelper.BindTextureMatrix(this._opacityTexture, this._uniformBuffer, "opacity");
  46970. }
  46971. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46972. this._uniformBuffer.updateMatrix("reflectionMatrix", reflectionTexture.getReflectionTextureMatrix());
  46973. this._uniformBuffer.updateFloat2("vReflectionInfos", reflectionTexture.level, 0);
  46974. if (reflectionTexture.boundingBoxSize) {
  46975. var cubeTexture = reflectionTexture;
  46976. this._uniformBuffer.updateVector3("vReflectionPosition", cubeTexture.boundingBoxPosition);
  46977. this._uniformBuffer.updateVector3("vReflectionSize", cubeTexture.boundingBoxSize);
  46978. }
  46979. var polynomials = reflectionTexture.sphericalPolynomial;
  46980. if (defines.USESPHERICALFROMREFLECTIONMAP && polynomials) {
  46981. this._activeEffect.setFloat3("vSphericalX", polynomials.x.x, polynomials.x.y, polynomials.x.z);
  46982. this._activeEffect.setFloat3("vSphericalY", polynomials.y.x, polynomials.y.y, polynomials.y.z);
  46983. this._activeEffect.setFloat3("vSphericalZ", polynomials.z.x, polynomials.z.y, polynomials.z.z);
  46984. this._activeEffect.setFloat3("vSphericalXX_ZZ", polynomials.xx.x - polynomials.zz.x, polynomials.xx.y - polynomials.zz.y, polynomials.xx.z - polynomials.zz.z);
  46985. this._activeEffect.setFloat3("vSphericalYY_ZZ", polynomials.yy.x - polynomials.zz.x, polynomials.yy.y - polynomials.zz.y, polynomials.yy.z - polynomials.zz.z);
  46986. this._activeEffect.setFloat3("vSphericalZZ", polynomials.zz.x, polynomials.zz.y, polynomials.zz.z);
  46987. this._activeEffect.setFloat3("vSphericalXY", polynomials.xy.x, polynomials.xy.y, polynomials.xy.z);
  46988. this._activeEffect.setFloat3("vSphericalYZ", polynomials.yz.x, polynomials.yz.y, polynomials.yz.z);
  46989. this._activeEffect.setFloat3("vSphericalZX", polynomials.zx.x, polynomials.zx.y, polynomials.zx.z);
  46990. }
  46991. this._uniformBuffer.updateFloat3("vReflectionMicrosurfaceInfos", reflectionTexture.getSize().width, reflectionTexture.lodGenerationScale, reflectionTexture.lodGenerationOffset);
  46992. }
  46993. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  46994. this._uniformBuffer.updateFloat2("vEmissiveInfos", this._emissiveTexture.coordinatesIndex, this._emissiveTexture.level);
  46995. BABYLON.MaterialHelper.BindTextureMatrix(this._emissiveTexture, this._uniformBuffer, "emissive");
  46996. }
  46997. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  46998. this._uniformBuffer.updateFloat2("vLightmapInfos", this._lightmapTexture.coordinatesIndex, this._lightmapTexture.level);
  46999. BABYLON.MaterialHelper.BindTextureMatrix(this._lightmapTexture, this._uniformBuffer, "lightmap");
  47000. }
  47001. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  47002. if (this._metallicTexture) {
  47003. this._uniformBuffer.updateFloat3("vReflectivityInfos", this._metallicTexture.coordinatesIndex, this._metallicTexture.level, this._ambientTextureStrength);
  47004. BABYLON.MaterialHelper.BindTextureMatrix(this._metallicTexture, this._uniformBuffer, "reflectivity");
  47005. }
  47006. else if (this._reflectivityTexture) {
  47007. this._uniformBuffer.updateFloat3("vReflectivityInfos", this._reflectivityTexture.coordinatesIndex, this._reflectivityTexture.level, 1.0);
  47008. BABYLON.MaterialHelper.BindTextureMatrix(this._reflectivityTexture, this._uniformBuffer, "reflectivity");
  47009. }
  47010. if (this._microSurfaceTexture) {
  47011. this._uniformBuffer.updateFloat2("vMicroSurfaceSamplerInfos", this._microSurfaceTexture.coordinatesIndex, this._microSurfaceTexture.level);
  47012. BABYLON.MaterialHelper.BindTextureMatrix(this._microSurfaceTexture, this._uniformBuffer, "microSurfaceSampler");
  47013. }
  47014. }
  47015. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  47016. this._uniformBuffer.updateFloat3("vBumpInfos", this._bumpTexture.coordinatesIndex, this._bumpTexture.level, this._parallaxScaleBias);
  47017. BABYLON.MaterialHelper.BindTextureMatrix(this._bumpTexture, this._uniformBuffer, "bump");
  47018. if (scene._mirroredCameraPosition) {
  47019. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? 1.0 : -1.0, this._invertNormalMapY ? 1.0 : -1.0);
  47020. }
  47021. else {
  47022. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? -1.0 : 1.0, this._invertNormalMapY ? -1.0 : 1.0);
  47023. }
  47024. }
  47025. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  47026. this._uniformBuffer.updateMatrix("refractionMatrix", refractionTexture.getReflectionTextureMatrix());
  47027. var depth = 1.0;
  47028. if (!refractionTexture.isCube) {
  47029. if (refractionTexture.depth) {
  47030. depth = refractionTexture.depth;
  47031. }
  47032. }
  47033. this._uniformBuffer.updateFloat4("vRefractionInfos", refractionTexture.level, this._indexOfRefraction, depth, this._invertRefractionY ? -1 : 1);
  47034. this._uniformBuffer.updateFloat3("vRefractionMicrosurfaceInfos", refractionTexture.getSize().width, refractionTexture.lodGenerationScale, refractionTexture.lodGenerationOffset);
  47035. }
  47036. }
  47037. // Point size
  47038. if (this.pointsCloud) {
  47039. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  47040. }
  47041. // Colors
  47042. if (defines.METALLICWORKFLOW) {
  47043. BABYLON.PBRMaterial._scaledReflectivity.r = (this._metallic === undefined || this._metallic === null) ? 1 : this._metallic;
  47044. BABYLON.PBRMaterial._scaledReflectivity.g = (this._roughness === undefined || this._roughness === null) ? 1 : this._roughness;
  47045. this._uniformBuffer.updateColor4("vReflectivityColor", BABYLON.PBRMaterial._scaledReflectivity, 0);
  47046. }
  47047. else {
  47048. this._uniformBuffer.updateColor4("vReflectivityColor", this._reflectivityColor, this._microSurface);
  47049. }
  47050. this._uniformBuffer.updateColor3("vEmissiveColor", this._emissiveColor);
  47051. this._uniformBuffer.updateColor3("vReflectionColor", this._reflectionColor);
  47052. this._uniformBuffer.updateColor4("vAlbedoColor", this._albedoColor, this.alpha * mesh.visibility);
  47053. // Misc
  47054. this._lightingInfos.x = this._directIntensity;
  47055. this._lightingInfos.y = this._emissiveIntensity;
  47056. this._lightingInfos.z = this._environmentIntensity;
  47057. this._lightingInfos.w = this._specularIntensity;
  47058. this._uniformBuffer.updateVector4("vLightingIntensity", this._lightingInfos);
  47059. }
  47060. // Textures
  47061. if (scene.texturesEnabled) {
  47062. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  47063. this._uniformBuffer.setTexture("albedoSampler", this._albedoTexture);
  47064. }
  47065. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  47066. this._uniformBuffer.setTexture("ambientSampler", this._ambientTexture);
  47067. }
  47068. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  47069. this._uniformBuffer.setTexture("opacitySampler", this._opacityTexture);
  47070. }
  47071. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  47072. if (defines.LODBASEDMICROSFURACE) {
  47073. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  47074. }
  47075. else {
  47076. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture._lodTextureMid || reflectionTexture);
  47077. this._uniformBuffer.setTexture("reflectionSamplerLow", reflectionTexture._lodTextureLow || reflectionTexture);
  47078. this._uniformBuffer.setTexture("reflectionSamplerHigh", reflectionTexture._lodTextureHigh || reflectionTexture);
  47079. }
  47080. }
  47081. if (defines.ENVIRONMENTBRDF) {
  47082. this._uniformBuffer.setTexture("environmentBrdfSampler", this._environmentBRDFTexture);
  47083. }
  47084. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  47085. if (defines.LODBASEDMICROSFURACE) {
  47086. this._uniformBuffer.setTexture("refractionSampler", refractionTexture);
  47087. }
  47088. else {
  47089. this._uniformBuffer.setTexture("refractionSampler", refractionTexture._lodTextureMid || refractionTexture);
  47090. this._uniformBuffer.setTexture("refractionSamplerLow", refractionTexture._lodTextureLow || refractionTexture);
  47091. this._uniformBuffer.setTexture("refractionSamplerHigh", refractionTexture._lodTextureHigh || refractionTexture);
  47092. }
  47093. }
  47094. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  47095. this._uniformBuffer.setTexture("emissiveSampler", this._emissiveTexture);
  47096. }
  47097. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  47098. this._uniformBuffer.setTexture("lightmapSampler", this._lightmapTexture);
  47099. }
  47100. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  47101. if (this._metallicTexture) {
  47102. this._uniformBuffer.setTexture("reflectivitySampler", this._metallicTexture);
  47103. }
  47104. else if (this._reflectivityTexture) {
  47105. this._uniformBuffer.setTexture("reflectivitySampler", this._reflectivityTexture);
  47106. }
  47107. if (this._microSurfaceTexture) {
  47108. this._uniformBuffer.setTexture("microSurfaceSampler", this._microSurfaceTexture);
  47109. }
  47110. }
  47111. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  47112. this._uniformBuffer.setTexture("bumpSampler", this._bumpTexture);
  47113. }
  47114. }
  47115. // Clip plane
  47116. BABYLON.MaterialHelper.BindClipPlane(this._activeEffect, scene);
  47117. // Colors
  47118. scene.ambientColor.multiplyToRef(this._ambientColor, this._globalAmbientColor);
  47119. var eyePosition = scene._forcedViewPosition ? scene._forcedViewPosition : (scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.globalPosition);
  47120. var invertNormal = (scene.useRightHandedSystem === (scene._mirroredCameraPosition != null));
  47121. effect.setFloat4("vEyePosition", eyePosition.x, eyePosition.y, eyePosition.z, invertNormal ? -1 : 1);
  47122. effect.setColor3("vAmbientColor", this._globalAmbientColor);
  47123. }
  47124. if (mustRebind || !this.isFrozen) {
  47125. // Lights
  47126. if (scene.lightsEnabled && !this._disableLighting) {
  47127. BABYLON.MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this._maxSimultaneousLights, this._lightFalloff !== PBRBaseMaterial.LIGHTFALLOFF_STANDARD);
  47128. }
  47129. // View
  47130. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE || reflectionTexture) {
  47131. this.bindView(effect);
  47132. }
  47133. // Fog
  47134. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect, true);
  47135. // Morph targets
  47136. if (defines.NUM_MORPH_INFLUENCERS) {
  47137. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._activeEffect);
  47138. }
  47139. // image processing
  47140. this._imageProcessingConfiguration.bind(this._activeEffect);
  47141. // Log. depth
  47142. BABYLON.MaterialHelper.BindLogDepth(defines, this._activeEffect, scene);
  47143. }
  47144. this._uniformBuffer.update();
  47145. this._afterBind(mesh, this._activeEffect);
  47146. };
  47147. /**
  47148. * Returns the animatable textures.
  47149. * @returns - Array of animatable textures.
  47150. */
  47151. PBRBaseMaterial.prototype.getAnimatables = function () {
  47152. var results = [];
  47153. if (this._albedoTexture && this._albedoTexture.animations && this._albedoTexture.animations.length > 0) {
  47154. results.push(this._albedoTexture);
  47155. }
  47156. if (this._ambientTexture && this._ambientTexture.animations && this._ambientTexture.animations.length > 0) {
  47157. results.push(this._ambientTexture);
  47158. }
  47159. if (this._opacityTexture && this._opacityTexture.animations && this._opacityTexture.animations.length > 0) {
  47160. results.push(this._opacityTexture);
  47161. }
  47162. if (this._reflectionTexture && this._reflectionTexture.animations && this._reflectionTexture.animations.length > 0) {
  47163. results.push(this._reflectionTexture);
  47164. }
  47165. if (this._emissiveTexture && this._emissiveTexture.animations && this._emissiveTexture.animations.length > 0) {
  47166. results.push(this._emissiveTexture);
  47167. }
  47168. if (this._metallicTexture && this._metallicTexture.animations && this._metallicTexture.animations.length > 0) {
  47169. results.push(this._metallicTexture);
  47170. }
  47171. else if (this._reflectivityTexture && this._reflectivityTexture.animations && this._reflectivityTexture.animations.length > 0) {
  47172. results.push(this._reflectivityTexture);
  47173. }
  47174. if (this._bumpTexture && this._bumpTexture.animations && this._bumpTexture.animations.length > 0) {
  47175. results.push(this._bumpTexture);
  47176. }
  47177. if (this._lightmapTexture && this._lightmapTexture.animations && this._lightmapTexture.animations.length > 0) {
  47178. results.push(this._lightmapTexture);
  47179. }
  47180. if (this._refractionTexture && this._refractionTexture.animations && this._refractionTexture.animations.length > 0) {
  47181. results.push(this._refractionTexture);
  47182. }
  47183. return results;
  47184. };
  47185. /**
  47186. * Returns the texture used for reflections.
  47187. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  47188. */
  47189. PBRBaseMaterial.prototype._getReflectionTexture = function () {
  47190. if (this._reflectionTexture) {
  47191. return this._reflectionTexture;
  47192. }
  47193. return this.getScene().environmentTexture;
  47194. };
  47195. /**
  47196. * Returns the texture used for refraction or null if none is used.
  47197. * @returns - Refection texture if present. If no refraction texture and refraction
  47198. * is linked with transparency, returns environment texture. Otherwise, returns null.
  47199. */
  47200. PBRBaseMaterial.prototype._getRefractionTexture = function () {
  47201. if (this._refractionTexture) {
  47202. return this._refractionTexture;
  47203. }
  47204. if (this._linkRefractionWithTransparency) {
  47205. return this.getScene().environmentTexture;
  47206. }
  47207. return null;
  47208. };
  47209. /**
  47210. * Disposes the resources of the material.
  47211. * @param forceDisposeEffect - Forces the disposal of effects.
  47212. * @param forceDisposeTextures - Forces the disposal of all textures.
  47213. */
  47214. PBRBaseMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  47215. if (forceDisposeTextures) {
  47216. if (this._albedoTexture) {
  47217. this._albedoTexture.dispose();
  47218. }
  47219. if (this._ambientTexture) {
  47220. this._ambientTexture.dispose();
  47221. }
  47222. if (this._opacityTexture) {
  47223. this._opacityTexture.dispose();
  47224. }
  47225. if (this._reflectionTexture) {
  47226. this._reflectionTexture.dispose();
  47227. }
  47228. if (this._environmentBRDFTexture && this.getScene()._environmentBRDFTexture !== this._environmentBRDFTexture) {
  47229. this._environmentBRDFTexture.dispose();
  47230. }
  47231. if (this._emissiveTexture) {
  47232. this._emissiveTexture.dispose();
  47233. }
  47234. if (this._metallicTexture) {
  47235. this._metallicTexture.dispose();
  47236. }
  47237. if (this._reflectivityTexture) {
  47238. this._reflectivityTexture.dispose();
  47239. }
  47240. if (this._bumpTexture) {
  47241. this._bumpTexture.dispose();
  47242. }
  47243. if (this._lightmapTexture) {
  47244. this._lightmapTexture.dispose();
  47245. }
  47246. if (this._refractionTexture) {
  47247. this._refractionTexture.dispose();
  47248. }
  47249. }
  47250. this._renderTargets.dispose();
  47251. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  47252. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  47253. }
  47254. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  47255. };
  47256. /**
  47257. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  47258. */
  47259. PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL = 0;
  47260. /**
  47261. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  47262. * to enhance interoperability with other engines.
  47263. */
  47264. PBRBaseMaterial.LIGHTFALLOFF_GLTF = 1;
  47265. /**
  47266. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  47267. * to enhance interoperability with other materials.
  47268. */
  47269. PBRBaseMaterial.LIGHTFALLOFF_STANDARD = 2;
  47270. /**
  47271. * Stores the reflectivity values based on metallic roughness workflow.
  47272. */
  47273. PBRBaseMaterial._scaledReflectivity = new BABYLON.Color3();
  47274. __decorate([
  47275. BABYLON.serializeAsImageProcessingConfiguration()
  47276. ], PBRBaseMaterial.prototype, "_imageProcessingConfiguration", void 0);
  47277. __decorate([
  47278. BABYLON.serialize()
  47279. ], PBRBaseMaterial.prototype, "useLogarithmicDepth", null);
  47280. __decorate([
  47281. BABYLON.serialize()
  47282. ], PBRBaseMaterial.prototype, "transparencyMode", null);
  47283. return PBRBaseMaterial;
  47284. }(BABYLON.PushMaterial));
  47285. BABYLON.PBRBaseMaterial = PBRBaseMaterial;
  47286. })(BABYLON || (BABYLON = {}));
  47287. //# sourceMappingURL=babylon.pbrBaseMaterial.js.map
  47288. var BABYLON;
  47289. (function (BABYLON) {
  47290. /**
  47291. * The Physically based simple base material of BJS.
  47292. *
  47293. * This enables better naming and convention enforcements on top of the pbrMaterial.
  47294. * It is used as the base class for both the specGloss and metalRough conventions.
  47295. */
  47296. var PBRBaseSimpleMaterial = /** @class */ (function (_super) {
  47297. __extends(PBRBaseSimpleMaterial, _super);
  47298. /**
  47299. * Instantiates a new PBRMaterial instance.
  47300. *
  47301. * @param name The material name
  47302. * @param scene The scene the material will be use in.
  47303. */
  47304. function PBRBaseSimpleMaterial(name, scene) {
  47305. var _this = _super.call(this, name, scene) || this;
  47306. /**
  47307. * Number of Simultaneous lights allowed on the material.
  47308. */
  47309. _this.maxSimultaneousLights = 4;
  47310. /**
  47311. * If sets to true, disables all the lights affecting the material.
  47312. */
  47313. _this.disableLighting = false;
  47314. /**
  47315. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  47316. */
  47317. _this.invertNormalMapX = false;
  47318. /**
  47319. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  47320. */
  47321. _this.invertNormalMapY = false;
  47322. /**
  47323. * Emissivie color used to self-illuminate the model.
  47324. */
  47325. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  47326. /**
  47327. * Occlusion Channel Strenght.
  47328. */
  47329. _this.occlusionStrength = 1.0;
  47330. /**
  47331. * If true, the light map contains occlusion information instead of lighting info.
  47332. */
  47333. _this.useLightmapAsShadowmap = false;
  47334. _this._useAlphaFromAlbedoTexture = true;
  47335. _this._useAmbientInGrayScale = true;
  47336. return _this;
  47337. }
  47338. Object.defineProperty(PBRBaseSimpleMaterial.prototype, "doubleSided", {
  47339. /**
  47340. * Gets the current double sided mode.
  47341. */
  47342. get: function () {
  47343. return this._twoSidedLighting;
  47344. },
  47345. /**
  47346. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  47347. */
  47348. set: function (value) {
  47349. if (this._twoSidedLighting === value) {
  47350. return;
  47351. }
  47352. this._twoSidedLighting = value;
  47353. this.backFaceCulling = !value;
  47354. this._markAllSubMeshesAsTexturesDirty();
  47355. },
  47356. enumerable: true,
  47357. configurable: true
  47358. });
  47359. /**
  47360. * Return the active textures of the material.
  47361. */
  47362. PBRBaseSimpleMaterial.prototype.getActiveTextures = function () {
  47363. var activeTextures = _super.prototype.getActiveTextures.call(this);
  47364. if (this.environmentTexture) {
  47365. activeTextures.push(this.environmentTexture);
  47366. }
  47367. if (this.normalTexture) {
  47368. activeTextures.push(this.normalTexture);
  47369. }
  47370. if (this.emissiveTexture) {
  47371. activeTextures.push(this.emissiveTexture);
  47372. }
  47373. if (this.occlusionTexture) {
  47374. activeTextures.push(this.occlusionTexture);
  47375. }
  47376. if (this.lightmapTexture) {
  47377. activeTextures.push(this.lightmapTexture);
  47378. }
  47379. return activeTextures;
  47380. };
  47381. PBRBaseSimpleMaterial.prototype.hasTexture = function (texture) {
  47382. if (_super.prototype.hasTexture.call(this, texture)) {
  47383. return true;
  47384. }
  47385. if (this.lightmapTexture === texture) {
  47386. return true;
  47387. }
  47388. return false;
  47389. };
  47390. PBRBaseSimpleMaterial.prototype.getClassName = function () {
  47391. return "PBRBaseSimpleMaterial";
  47392. };
  47393. __decorate([
  47394. BABYLON.serialize(),
  47395. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  47396. ], PBRBaseSimpleMaterial.prototype, "maxSimultaneousLights", void 0);
  47397. __decorate([
  47398. BABYLON.serialize(),
  47399. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  47400. ], PBRBaseSimpleMaterial.prototype, "disableLighting", void 0);
  47401. __decorate([
  47402. BABYLON.serializeAsTexture(),
  47403. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectionTexture")
  47404. ], PBRBaseSimpleMaterial.prototype, "environmentTexture", void 0);
  47405. __decorate([
  47406. BABYLON.serialize(),
  47407. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47408. ], PBRBaseSimpleMaterial.prototype, "invertNormalMapX", void 0);
  47409. __decorate([
  47410. BABYLON.serialize(),
  47411. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47412. ], PBRBaseSimpleMaterial.prototype, "invertNormalMapY", void 0);
  47413. __decorate([
  47414. BABYLON.serializeAsTexture(),
  47415. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_bumpTexture")
  47416. ], PBRBaseSimpleMaterial.prototype, "normalTexture", void 0);
  47417. __decorate([
  47418. BABYLON.serializeAsColor3("emissive"),
  47419. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47420. ], PBRBaseSimpleMaterial.prototype, "emissiveColor", void 0);
  47421. __decorate([
  47422. BABYLON.serializeAsTexture(),
  47423. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47424. ], PBRBaseSimpleMaterial.prototype, "emissiveTexture", void 0);
  47425. __decorate([
  47426. BABYLON.serialize(),
  47427. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_ambientTextureStrength")
  47428. ], PBRBaseSimpleMaterial.prototype, "occlusionStrength", void 0);
  47429. __decorate([
  47430. BABYLON.serializeAsTexture(),
  47431. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_ambientTexture")
  47432. ], PBRBaseSimpleMaterial.prototype, "occlusionTexture", void 0);
  47433. __decorate([
  47434. BABYLON.serialize(),
  47435. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_alphaCutOff")
  47436. ], PBRBaseSimpleMaterial.prototype, "alphaCutOff", void 0);
  47437. __decorate([
  47438. BABYLON.serialize()
  47439. ], PBRBaseSimpleMaterial.prototype, "doubleSided", null);
  47440. __decorate([
  47441. BABYLON.serializeAsTexture(),
  47442. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", null)
  47443. ], PBRBaseSimpleMaterial.prototype, "lightmapTexture", void 0);
  47444. __decorate([
  47445. BABYLON.serialize(),
  47446. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47447. ], PBRBaseSimpleMaterial.prototype, "useLightmapAsShadowmap", void 0);
  47448. return PBRBaseSimpleMaterial;
  47449. }(BABYLON.PBRBaseMaterial));
  47450. BABYLON.PBRBaseSimpleMaterial = PBRBaseSimpleMaterial;
  47451. })(BABYLON || (BABYLON = {}));
  47452. //# sourceMappingURL=babylon.pbrBaseSimpleMaterial.js.map
  47453. var BABYLON;
  47454. (function (BABYLON) {
  47455. /**
  47456. * The Physically based material of BJS.
  47457. *
  47458. * This offers the main features of a standard PBR material.
  47459. * For more information, please refer to the documentation :
  47460. * http://doc.babylonjs.com/extensions/Physically_Based_Rendering
  47461. */
  47462. var PBRMaterial = /** @class */ (function (_super) {
  47463. __extends(PBRMaterial, _super);
  47464. /**
  47465. * Instantiates a new PBRMaterial instance.
  47466. *
  47467. * @param name The material name
  47468. * @param scene The scene the material will be use in.
  47469. */
  47470. function PBRMaterial(name, scene) {
  47471. var _this = _super.call(this, name, scene) || this;
  47472. /**
  47473. * Intensity of the direct lights e.g. the four lights available in your scene.
  47474. * This impacts both the direct diffuse and specular highlights.
  47475. */
  47476. _this.directIntensity = 1.0;
  47477. /**
  47478. * Intensity of the emissive part of the material.
  47479. * This helps controlling the emissive effect without modifying the emissive color.
  47480. */
  47481. _this.emissiveIntensity = 1.0;
  47482. /**
  47483. * Intensity of the environment e.g. how much the environment will light the object
  47484. * either through harmonics for rough material or through the refelction for shiny ones.
  47485. */
  47486. _this.environmentIntensity = 1.0;
  47487. /**
  47488. * This is a special control allowing the reduction of the specular highlights coming from the
  47489. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  47490. */
  47491. _this.specularIntensity = 1.0;
  47492. /**
  47493. * Debug Control allowing disabling the bump map on this material.
  47494. */
  47495. _this.disableBumpMap = false;
  47496. /**
  47497. * AKA Occlusion Texture Intensity in other nomenclature.
  47498. */
  47499. _this.ambientTextureStrength = 1.0;
  47500. /**
  47501. * Defines how much the AO map is occluding the analytical lights (point spot...).
  47502. * 1 means it completely occludes it
  47503. * 0 mean it has no impact
  47504. */
  47505. _this.ambientTextureImpactOnAnalyticalLights = PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS;
  47506. /**
  47507. * The color of a material in ambient lighting.
  47508. */
  47509. _this.ambientColor = new BABYLON.Color3(0, 0, 0);
  47510. /**
  47511. * AKA Diffuse Color in other nomenclature.
  47512. */
  47513. _this.albedoColor = new BABYLON.Color3(1, 1, 1);
  47514. /**
  47515. * AKA Specular Color in other nomenclature.
  47516. */
  47517. _this.reflectivityColor = new BABYLON.Color3(1, 1, 1);
  47518. /**
  47519. * The color reflected from the material.
  47520. */
  47521. _this.reflectionColor = new BABYLON.Color3(1.0, 1.0, 1.0);
  47522. /**
  47523. * The color emitted from the material.
  47524. */
  47525. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  47526. /**
  47527. * AKA Glossiness in other nomenclature.
  47528. */
  47529. _this.microSurface = 1.0;
  47530. /**
  47531. * source material index of refraction (IOR)' / 'destination material IOR.
  47532. */
  47533. _this.indexOfRefraction = 0.66;
  47534. /**
  47535. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  47536. */
  47537. _this.invertRefractionY = false;
  47538. /**
  47539. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  47540. * Materials half opaque for instance using refraction could benefit from this control.
  47541. */
  47542. _this.linkRefractionWithTransparency = false;
  47543. /**
  47544. * If true, the light map contains occlusion information instead of lighting info.
  47545. */
  47546. _this.useLightmapAsShadowmap = false;
  47547. /**
  47548. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  47549. */
  47550. _this.useAlphaFromAlbedoTexture = false;
  47551. /**
  47552. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  47553. */
  47554. _this.forceAlphaTest = false;
  47555. /**
  47556. * Defines the alpha limits in alpha test mode.
  47557. */
  47558. _this.alphaCutOff = 0.4;
  47559. /**
  47560. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  47561. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  47562. */
  47563. _this.useSpecularOverAlpha = true;
  47564. /**
  47565. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  47566. */
  47567. _this.useMicroSurfaceFromReflectivityMapAlpha = false;
  47568. /**
  47569. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  47570. */
  47571. _this.useRoughnessFromMetallicTextureAlpha = true;
  47572. /**
  47573. * Specifies if the metallic texture contains the roughness information in its green channel.
  47574. */
  47575. _this.useRoughnessFromMetallicTextureGreen = false;
  47576. /**
  47577. * Specifies if the metallic texture contains the metallness information in its blue channel.
  47578. */
  47579. _this.useMetallnessFromMetallicTextureBlue = false;
  47580. /**
  47581. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  47582. */
  47583. _this.useAmbientOcclusionFromMetallicTextureRed = false;
  47584. /**
  47585. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  47586. */
  47587. _this.useAmbientInGrayScale = false;
  47588. /**
  47589. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  47590. * The material will try to infer what glossiness each pixel should be.
  47591. */
  47592. _this.useAutoMicroSurfaceFromReflectivityMap = false;
  47593. /**
  47594. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  47595. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  47596. */
  47597. _this.useRadianceOverAlpha = true;
  47598. /**
  47599. * Allows using an object space normal map (instead of tangent space).
  47600. */
  47601. _this.useObjectSpaceNormalMap = false;
  47602. /**
  47603. * Allows using the bump map in parallax mode.
  47604. */
  47605. _this.useParallax = false;
  47606. /**
  47607. * Allows using the bump map in parallax occlusion mode.
  47608. */
  47609. _this.useParallaxOcclusion = false;
  47610. /**
  47611. * Controls the scale bias of the parallax mode.
  47612. */
  47613. _this.parallaxScaleBias = 0.05;
  47614. /**
  47615. * If sets to true, disables all the lights affecting the material.
  47616. */
  47617. _this.disableLighting = false;
  47618. /**
  47619. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  47620. */
  47621. _this.forceIrradianceInFragment = false;
  47622. /**
  47623. * Number of Simultaneous lights allowed on the material.
  47624. */
  47625. _this.maxSimultaneousLights = 4;
  47626. /**
  47627. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  47628. */
  47629. _this.invertNormalMapX = false;
  47630. /**
  47631. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  47632. */
  47633. _this.invertNormalMapY = false;
  47634. /**
  47635. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  47636. */
  47637. _this.twoSidedLighting = false;
  47638. /**
  47639. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  47640. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  47641. */
  47642. _this.useAlphaFresnel = false;
  47643. /**
  47644. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  47645. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  47646. */
  47647. _this.useLinearAlphaFresnel = false;
  47648. /**
  47649. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  47650. * And/Or occlude the blended part.
  47651. */
  47652. _this.environmentBRDFTexture = null;
  47653. /**
  47654. * Force normal to face away from face.
  47655. */
  47656. _this.forceNormalForward = false;
  47657. /**
  47658. * Enables specular anti aliasing in the PBR shader.
  47659. * It will both interacts on the Geometry for analytical and IBL lighting.
  47660. * It also prefilter the roughness map based on the bump values.
  47661. */
  47662. _this.enableSpecularAntiAliasing = false;
  47663. /**
  47664. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  47665. * makes the reflect vector face the model (under horizon).
  47666. */
  47667. _this.useHorizonOcclusion = true;
  47668. /**
  47669. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  47670. * too much the area relying on ambient texture to define their ambient occlusion.
  47671. */
  47672. _this.useRadianceOcclusion = true;
  47673. /**
  47674. * If set to true, no lighting calculations will be applied.
  47675. */
  47676. _this.unlit = false;
  47677. _this._environmentBRDFTexture = BABYLON.TextureTools.GetEnvironmentBRDFTexture(scene);
  47678. return _this;
  47679. }
  47680. Object.defineProperty(PBRMaterial.prototype, "usePhysicalLightFalloff", {
  47681. /**
  47682. * BJS is using an harcoded light falloff based on a manually sets up range.
  47683. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  47684. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  47685. */
  47686. get: function () {
  47687. return this._lightFalloff === BABYLON.PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;
  47688. },
  47689. /**
  47690. * BJS is using an harcoded light falloff based on a manually sets up range.
  47691. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  47692. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  47693. */
  47694. set: function (value) {
  47695. if (value !== this.usePhysicalLightFalloff) {
  47696. // Ensure the effect will be rebuilt.
  47697. this._markAllSubMeshesAsTexturesDirty();
  47698. if (value) {
  47699. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;
  47700. }
  47701. else {
  47702. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_STANDARD;
  47703. }
  47704. }
  47705. },
  47706. enumerable: true,
  47707. configurable: true
  47708. });
  47709. Object.defineProperty(PBRMaterial.prototype, "useGLTFLightFalloff", {
  47710. /**
  47711. * In order to support the falloff compatibility with gltf, a special mode has been added
  47712. * to reproduce the gltf light falloff.
  47713. */
  47714. get: function () {
  47715. return this._lightFalloff === BABYLON.PBRBaseMaterial.LIGHTFALLOFF_GLTF;
  47716. },
  47717. /**
  47718. * In order to support the falloff compatibility with gltf, a special mode has been added
  47719. * to reproduce the gltf light falloff.
  47720. */
  47721. set: function (value) {
  47722. if (value !== this.useGLTFLightFalloff) {
  47723. // Ensure the effect will be rebuilt.
  47724. this._markAllSubMeshesAsTexturesDirty();
  47725. if (value) {
  47726. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_GLTF;
  47727. }
  47728. else {
  47729. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_STANDARD;
  47730. }
  47731. }
  47732. },
  47733. enumerable: true,
  47734. configurable: true
  47735. });
  47736. Object.defineProperty(PBRMaterial.prototype, "imageProcessingConfiguration", {
  47737. /**
  47738. * Gets the image processing configuration used either in this material.
  47739. */
  47740. get: function () {
  47741. return this._imageProcessingConfiguration;
  47742. },
  47743. /**
  47744. * Sets the Default image processing configuration used either in the this material.
  47745. *
  47746. * If sets to null, the scene one is in use.
  47747. */
  47748. set: function (value) {
  47749. this._attachImageProcessingConfiguration(value);
  47750. // Ensure the effect will be rebuilt.
  47751. this._markAllSubMeshesAsTexturesDirty();
  47752. },
  47753. enumerable: true,
  47754. configurable: true
  47755. });
  47756. Object.defineProperty(PBRMaterial.prototype, "cameraColorCurvesEnabled", {
  47757. /**
  47758. * Gets wether the color curves effect is enabled.
  47759. */
  47760. get: function () {
  47761. return this.imageProcessingConfiguration.colorCurvesEnabled;
  47762. },
  47763. /**
  47764. * Sets wether the color curves effect is enabled.
  47765. */
  47766. set: function (value) {
  47767. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  47768. },
  47769. enumerable: true,
  47770. configurable: true
  47771. });
  47772. Object.defineProperty(PBRMaterial.prototype, "cameraColorGradingEnabled", {
  47773. /**
  47774. * Gets wether the color grading effect is enabled.
  47775. */
  47776. get: function () {
  47777. return this.imageProcessingConfiguration.colorGradingEnabled;
  47778. },
  47779. /**
  47780. * Gets wether the color grading effect is enabled.
  47781. */
  47782. set: function (value) {
  47783. this.imageProcessingConfiguration.colorGradingEnabled = value;
  47784. },
  47785. enumerable: true,
  47786. configurable: true
  47787. });
  47788. Object.defineProperty(PBRMaterial.prototype, "cameraToneMappingEnabled", {
  47789. /**
  47790. * Gets wether tonemapping is enabled or not.
  47791. */
  47792. get: function () {
  47793. return this._imageProcessingConfiguration.toneMappingEnabled;
  47794. },
  47795. /**
  47796. * Sets wether tonemapping is enabled or not
  47797. */
  47798. set: function (value) {
  47799. this._imageProcessingConfiguration.toneMappingEnabled = value;
  47800. },
  47801. enumerable: true,
  47802. configurable: true
  47803. });
  47804. Object.defineProperty(PBRMaterial.prototype, "cameraExposure", {
  47805. /**
  47806. * The camera exposure used on this material.
  47807. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  47808. * This corresponds to a photographic exposure.
  47809. */
  47810. get: function () {
  47811. return this._imageProcessingConfiguration.exposure;
  47812. },
  47813. /**
  47814. * The camera exposure used on this material.
  47815. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  47816. * This corresponds to a photographic exposure.
  47817. */
  47818. set: function (value) {
  47819. this._imageProcessingConfiguration.exposure = value;
  47820. },
  47821. enumerable: true,
  47822. configurable: true
  47823. });
  47824. Object.defineProperty(PBRMaterial.prototype, "cameraContrast", {
  47825. /**
  47826. * Gets The camera contrast used on this material.
  47827. */
  47828. get: function () {
  47829. return this._imageProcessingConfiguration.contrast;
  47830. },
  47831. /**
  47832. * Sets The camera contrast used on this material.
  47833. */
  47834. set: function (value) {
  47835. this._imageProcessingConfiguration.contrast = value;
  47836. },
  47837. enumerable: true,
  47838. configurable: true
  47839. });
  47840. Object.defineProperty(PBRMaterial.prototype, "cameraColorGradingTexture", {
  47841. /**
  47842. * Gets the Color Grading 2D Lookup Texture.
  47843. */
  47844. get: function () {
  47845. return this._imageProcessingConfiguration.colorGradingTexture;
  47846. },
  47847. /**
  47848. * Sets the Color Grading 2D Lookup Texture.
  47849. */
  47850. set: function (value) {
  47851. this._imageProcessingConfiguration.colorGradingTexture = value;
  47852. },
  47853. enumerable: true,
  47854. configurable: true
  47855. });
  47856. Object.defineProperty(PBRMaterial.prototype, "cameraColorCurves", {
  47857. /**
  47858. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  47859. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  47860. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  47861. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  47862. */
  47863. get: function () {
  47864. return this._imageProcessingConfiguration.colorCurves;
  47865. },
  47866. /**
  47867. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  47868. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  47869. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  47870. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  47871. */
  47872. set: function (value) {
  47873. this._imageProcessingConfiguration.colorCurves = value;
  47874. },
  47875. enumerable: true,
  47876. configurable: true
  47877. });
  47878. /**
  47879. * Returns the name of this material class.
  47880. */
  47881. PBRMaterial.prototype.getClassName = function () {
  47882. return "PBRMaterial";
  47883. };
  47884. /**
  47885. * Returns an array of the actively used textures.
  47886. * @returns - Array of BaseTextures
  47887. */
  47888. PBRMaterial.prototype.getActiveTextures = function () {
  47889. var activeTextures = _super.prototype.getActiveTextures.call(this);
  47890. if (this._albedoTexture) {
  47891. activeTextures.push(this._albedoTexture);
  47892. }
  47893. if (this._ambientTexture) {
  47894. activeTextures.push(this._ambientTexture);
  47895. }
  47896. if (this._opacityTexture) {
  47897. activeTextures.push(this._opacityTexture);
  47898. }
  47899. if (this._reflectionTexture) {
  47900. activeTextures.push(this._reflectionTexture);
  47901. }
  47902. if (this._emissiveTexture) {
  47903. activeTextures.push(this._emissiveTexture);
  47904. }
  47905. if (this._reflectivityTexture) {
  47906. activeTextures.push(this._reflectivityTexture);
  47907. }
  47908. if (this._metallicTexture) {
  47909. activeTextures.push(this._metallicTexture);
  47910. }
  47911. if (this._microSurfaceTexture) {
  47912. activeTextures.push(this._microSurfaceTexture);
  47913. }
  47914. if (this._bumpTexture) {
  47915. activeTextures.push(this._bumpTexture);
  47916. }
  47917. if (this._lightmapTexture) {
  47918. activeTextures.push(this._lightmapTexture);
  47919. }
  47920. if (this._refractionTexture) {
  47921. activeTextures.push(this._refractionTexture);
  47922. }
  47923. return activeTextures;
  47924. };
  47925. /**
  47926. * Checks to see if a texture is used in the material.
  47927. * @param texture - Base texture to use.
  47928. * @returns - Boolean specifying if a texture is used in the material.
  47929. */
  47930. PBRMaterial.prototype.hasTexture = function (texture) {
  47931. if (_super.prototype.hasTexture.call(this, texture)) {
  47932. return true;
  47933. }
  47934. if (this._albedoTexture === texture) {
  47935. return true;
  47936. }
  47937. if (this._ambientTexture === texture) {
  47938. return true;
  47939. }
  47940. if (this._opacityTexture === texture) {
  47941. return true;
  47942. }
  47943. if (this._reflectionTexture === texture) {
  47944. return true;
  47945. }
  47946. if (this._reflectivityTexture === texture) {
  47947. return true;
  47948. }
  47949. if (this._metallicTexture === texture) {
  47950. return true;
  47951. }
  47952. if (this._microSurfaceTexture === texture) {
  47953. return true;
  47954. }
  47955. if (this._bumpTexture === texture) {
  47956. return true;
  47957. }
  47958. if (this._lightmapTexture === texture) {
  47959. return true;
  47960. }
  47961. if (this._refractionTexture === texture) {
  47962. return true;
  47963. }
  47964. return false;
  47965. };
  47966. /**
  47967. * Makes a duplicate of the current material.
  47968. * @param name - name to use for the new material.
  47969. */
  47970. PBRMaterial.prototype.clone = function (name) {
  47971. var _this = this;
  47972. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRMaterial(name, _this.getScene()); }, this);
  47973. clone.id = name;
  47974. clone.name = name;
  47975. return clone;
  47976. };
  47977. /**
  47978. * Serializes this PBR Material.
  47979. * @returns - An object with the serialized material.
  47980. */
  47981. PBRMaterial.prototype.serialize = function () {
  47982. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  47983. serializationObject.customType = "BABYLON.PBRMaterial";
  47984. return serializationObject;
  47985. };
  47986. // Statics
  47987. /**
  47988. * Parses a PBR Material from a serialized object.
  47989. * @param source - Serialized object.
  47990. * @param scene - BJS scene instance.
  47991. * @param rootUrl - url for the scene object
  47992. * @returns - PBRMaterial
  47993. */
  47994. PBRMaterial.Parse = function (source, scene, rootUrl) {
  47995. return BABYLON.SerializationHelper.Parse(function () { return new PBRMaterial(source.name, scene); }, source, scene, rootUrl);
  47996. };
  47997. /**
  47998. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  47999. */
  48000. PBRMaterial.PBRMATERIAL_OPAQUE = 0;
  48001. /**
  48002. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  48003. */
  48004. PBRMaterial.PBRMATERIAL_ALPHATEST = 1;
  48005. /**
  48006. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48007. */
  48008. PBRMaterial.PBRMATERIAL_ALPHABLEND = 2;
  48009. /**
  48010. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48011. * They are also discarded below the alpha cutoff threshold to improve performances.
  48012. */
  48013. PBRMaterial.PBRMATERIAL_ALPHATESTANDBLEND = 3;
  48014. /**
  48015. * Defines the default value of how much AO map is occluding the analytical lights
  48016. * (point spot...).
  48017. */
  48018. PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS = 1;
  48019. __decorate([
  48020. BABYLON.serialize(),
  48021. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48022. ], PBRMaterial.prototype, "directIntensity", void 0);
  48023. __decorate([
  48024. BABYLON.serialize(),
  48025. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48026. ], PBRMaterial.prototype, "emissiveIntensity", void 0);
  48027. __decorate([
  48028. BABYLON.serialize(),
  48029. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48030. ], PBRMaterial.prototype, "environmentIntensity", void 0);
  48031. __decorate([
  48032. BABYLON.serialize(),
  48033. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48034. ], PBRMaterial.prototype, "specularIntensity", void 0);
  48035. __decorate([
  48036. BABYLON.serialize(),
  48037. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48038. ], PBRMaterial.prototype, "disableBumpMap", void 0);
  48039. __decorate([
  48040. BABYLON.serializeAsTexture(),
  48041. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48042. ], PBRMaterial.prototype, "albedoTexture", void 0);
  48043. __decorate([
  48044. BABYLON.serializeAsTexture(),
  48045. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48046. ], PBRMaterial.prototype, "ambientTexture", void 0);
  48047. __decorate([
  48048. BABYLON.serialize(),
  48049. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48050. ], PBRMaterial.prototype, "ambientTextureStrength", void 0);
  48051. __decorate([
  48052. BABYLON.serialize(),
  48053. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48054. ], PBRMaterial.prototype, "ambientTextureImpactOnAnalyticalLights", void 0);
  48055. __decorate([
  48056. BABYLON.serializeAsTexture(),
  48057. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  48058. ], PBRMaterial.prototype, "opacityTexture", void 0);
  48059. __decorate([
  48060. BABYLON.serializeAsTexture(),
  48061. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48062. ], PBRMaterial.prototype, "reflectionTexture", void 0);
  48063. __decorate([
  48064. BABYLON.serializeAsTexture(),
  48065. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48066. ], PBRMaterial.prototype, "emissiveTexture", void 0);
  48067. __decorate([
  48068. BABYLON.serializeAsTexture(),
  48069. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48070. ], PBRMaterial.prototype, "reflectivityTexture", void 0);
  48071. __decorate([
  48072. BABYLON.serializeAsTexture(),
  48073. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48074. ], PBRMaterial.prototype, "metallicTexture", void 0);
  48075. __decorate([
  48076. BABYLON.serialize(),
  48077. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48078. ], PBRMaterial.prototype, "metallic", void 0);
  48079. __decorate([
  48080. BABYLON.serialize(),
  48081. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48082. ], PBRMaterial.prototype, "roughness", void 0);
  48083. __decorate([
  48084. BABYLON.serializeAsTexture(),
  48085. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48086. ], PBRMaterial.prototype, "microSurfaceTexture", void 0);
  48087. __decorate([
  48088. BABYLON.serializeAsTexture(),
  48089. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48090. ], PBRMaterial.prototype, "bumpTexture", void 0);
  48091. __decorate([
  48092. BABYLON.serializeAsTexture(),
  48093. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", null)
  48094. ], PBRMaterial.prototype, "lightmapTexture", void 0);
  48095. __decorate([
  48096. BABYLON.serializeAsTexture(),
  48097. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48098. ], PBRMaterial.prototype, "refractionTexture", void 0);
  48099. __decorate([
  48100. BABYLON.serializeAsColor3("ambient"),
  48101. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48102. ], PBRMaterial.prototype, "ambientColor", void 0);
  48103. __decorate([
  48104. BABYLON.serializeAsColor3("albedo"),
  48105. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48106. ], PBRMaterial.prototype, "albedoColor", void 0);
  48107. __decorate([
  48108. BABYLON.serializeAsColor3("reflectivity"),
  48109. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48110. ], PBRMaterial.prototype, "reflectivityColor", void 0);
  48111. __decorate([
  48112. BABYLON.serializeAsColor3("reflection"),
  48113. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48114. ], PBRMaterial.prototype, "reflectionColor", void 0);
  48115. __decorate([
  48116. BABYLON.serializeAsColor3("emissive"),
  48117. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48118. ], PBRMaterial.prototype, "emissiveColor", void 0);
  48119. __decorate([
  48120. BABYLON.serialize(),
  48121. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48122. ], PBRMaterial.prototype, "microSurface", void 0);
  48123. __decorate([
  48124. BABYLON.serialize(),
  48125. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48126. ], PBRMaterial.prototype, "indexOfRefraction", void 0);
  48127. __decorate([
  48128. BABYLON.serialize(),
  48129. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48130. ], PBRMaterial.prototype, "invertRefractionY", void 0);
  48131. __decorate([
  48132. BABYLON.serialize(),
  48133. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48134. ], PBRMaterial.prototype, "linkRefractionWithTransparency", void 0);
  48135. __decorate([
  48136. BABYLON.serialize(),
  48137. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48138. ], PBRMaterial.prototype, "useLightmapAsShadowmap", void 0);
  48139. __decorate([
  48140. BABYLON.serialize(),
  48141. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  48142. ], PBRMaterial.prototype, "useAlphaFromAlbedoTexture", void 0);
  48143. __decorate([
  48144. BABYLON.serialize(),
  48145. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  48146. ], PBRMaterial.prototype, "forceAlphaTest", void 0);
  48147. __decorate([
  48148. BABYLON.serialize(),
  48149. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  48150. ], PBRMaterial.prototype, "alphaCutOff", void 0);
  48151. __decorate([
  48152. BABYLON.serialize(),
  48153. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48154. ], PBRMaterial.prototype, "useSpecularOverAlpha", void 0);
  48155. __decorate([
  48156. BABYLON.serialize(),
  48157. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48158. ], PBRMaterial.prototype, "useMicroSurfaceFromReflectivityMapAlpha", void 0);
  48159. __decorate([
  48160. BABYLON.serialize(),
  48161. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48162. ], PBRMaterial.prototype, "useRoughnessFromMetallicTextureAlpha", void 0);
  48163. __decorate([
  48164. BABYLON.serialize(),
  48165. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48166. ], PBRMaterial.prototype, "useRoughnessFromMetallicTextureGreen", void 0);
  48167. __decorate([
  48168. BABYLON.serialize(),
  48169. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48170. ], PBRMaterial.prototype, "useMetallnessFromMetallicTextureBlue", void 0);
  48171. __decorate([
  48172. BABYLON.serialize(),
  48173. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48174. ], PBRMaterial.prototype, "useAmbientOcclusionFromMetallicTextureRed", void 0);
  48175. __decorate([
  48176. BABYLON.serialize(),
  48177. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48178. ], PBRMaterial.prototype, "useAmbientInGrayScale", void 0);
  48179. __decorate([
  48180. BABYLON.serialize(),
  48181. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48182. ], PBRMaterial.prototype, "useAutoMicroSurfaceFromReflectivityMap", void 0);
  48183. __decorate([
  48184. BABYLON.serialize()
  48185. ], PBRMaterial.prototype, "usePhysicalLightFalloff", null);
  48186. __decorate([
  48187. BABYLON.serialize()
  48188. ], PBRMaterial.prototype, "useGLTFLightFalloff", null);
  48189. __decorate([
  48190. BABYLON.serialize(),
  48191. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48192. ], PBRMaterial.prototype, "useRadianceOverAlpha", void 0);
  48193. __decorate([
  48194. BABYLON.serialize(),
  48195. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48196. ], PBRMaterial.prototype, "useObjectSpaceNormalMap", void 0);
  48197. __decorate([
  48198. BABYLON.serialize(),
  48199. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48200. ], PBRMaterial.prototype, "useParallax", void 0);
  48201. __decorate([
  48202. BABYLON.serialize(),
  48203. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48204. ], PBRMaterial.prototype, "useParallaxOcclusion", void 0);
  48205. __decorate([
  48206. BABYLON.serialize(),
  48207. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48208. ], PBRMaterial.prototype, "parallaxScaleBias", void 0);
  48209. __decorate([
  48210. BABYLON.serialize(),
  48211. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  48212. ], PBRMaterial.prototype, "disableLighting", void 0);
  48213. __decorate([
  48214. BABYLON.serialize(),
  48215. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48216. ], PBRMaterial.prototype, "forceIrradianceInFragment", void 0);
  48217. __decorate([
  48218. BABYLON.serialize(),
  48219. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  48220. ], PBRMaterial.prototype, "maxSimultaneousLights", void 0);
  48221. __decorate([
  48222. BABYLON.serialize(),
  48223. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48224. ], PBRMaterial.prototype, "invertNormalMapX", void 0);
  48225. __decorate([
  48226. BABYLON.serialize(),
  48227. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48228. ], PBRMaterial.prototype, "invertNormalMapY", void 0);
  48229. __decorate([
  48230. BABYLON.serialize(),
  48231. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48232. ], PBRMaterial.prototype, "twoSidedLighting", void 0);
  48233. __decorate([
  48234. BABYLON.serialize(),
  48235. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48236. ], PBRMaterial.prototype, "useAlphaFresnel", void 0);
  48237. __decorate([
  48238. BABYLON.serialize(),
  48239. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48240. ], PBRMaterial.prototype, "useLinearAlphaFresnel", void 0);
  48241. __decorate([
  48242. BABYLON.serializeAsTexture(),
  48243. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48244. ], PBRMaterial.prototype, "environmentBRDFTexture", void 0);
  48245. __decorate([
  48246. BABYLON.serialize(),
  48247. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48248. ], PBRMaterial.prototype, "forceNormalForward", void 0);
  48249. __decorate([
  48250. BABYLON.serialize(),
  48251. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48252. ], PBRMaterial.prototype, "enableSpecularAntiAliasing", void 0);
  48253. __decorate([
  48254. BABYLON.serialize(),
  48255. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48256. ], PBRMaterial.prototype, "useHorizonOcclusion", void 0);
  48257. __decorate([
  48258. BABYLON.serialize(),
  48259. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48260. ], PBRMaterial.prototype, "useRadianceOcclusion", void 0);
  48261. __decorate([
  48262. BABYLON.serialize(),
  48263. BABYLON.expandToProperty("_markAllSubMeshesAsMiscDirty")
  48264. ], PBRMaterial.prototype, "unlit", void 0);
  48265. return PBRMaterial;
  48266. }(BABYLON.PBRBaseMaterial));
  48267. BABYLON.PBRMaterial = PBRMaterial;
  48268. })(BABYLON || (BABYLON = {}));
  48269. //# sourceMappingURL=babylon.pbrMaterial.js.map
  48270. var BABYLON;
  48271. (function (BABYLON) {
  48272. /**
  48273. * The PBR material of BJS following the metal roughness convention.
  48274. *
  48275. * This fits to the PBR convention in the GLTF definition:
  48276. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  48277. */
  48278. var PBRMetallicRoughnessMaterial = /** @class */ (function (_super) {
  48279. __extends(PBRMetallicRoughnessMaterial, _super);
  48280. /**
  48281. * Instantiates a new PBRMetalRoughnessMaterial instance.
  48282. *
  48283. * @param name The material name
  48284. * @param scene The scene the material will be use in.
  48285. */
  48286. function PBRMetallicRoughnessMaterial(name, scene) {
  48287. var _this = _super.call(this, name, scene) || this;
  48288. _this._useRoughnessFromMetallicTextureAlpha = false;
  48289. _this._useRoughnessFromMetallicTextureGreen = true;
  48290. _this._useMetallnessFromMetallicTextureBlue = true;
  48291. _this.metallic = 1.0;
  48292. _this.roughness = 1.0;
  48293. return _this;
  48294. }
  48295. /**
  48296. * Return the currrent class name of the material.
  48297. */
  48298. PBRMetallicRoughnessMaterial.prototype.getClassName = function () {
  48299. return "PBRMetallicRoughnessMaterial";
  48300. };
  48301. /**
  48302. * Return the active textures of the material.
  48303. */
  48304. PBRMetallicRoughnessMaterial.prototype.getActiveTextures = function () {
  48305. var activeTextures = _super.prototype.getActiveTextures.call(this);
  48306. if (this.baseTexture) {
  48307. activeTextures.push(this.baseTexture);
  48308. }
  48309. if (this.metallicRoughnessTexture) {
  48310. activeTextures.push(this.metallicRoughnessTexture);
  48311. }
  48312. return activeTextures;
  48313. };
  48314. /**
  48315. * Checks to see if a texture is used in the material.
  48316. * @param texture - Base texture to use.
  48317. * @returns - Boolean specifying if a texture is used in the material.
  48318. */
  48319. PBRMetallicRoughnessMaterial.prototype.hasTexture = function (texture) {
  48320. if (_super.prototype.hasTexture.call(this, texture)) {
  48321. return true;
  48322. }
  48323. if (this.baseTexture === texture) {
  48324. return true;
  48325. }
  48326. if (this.metallicRoughnessTexture === texture) {
  48327. return true;
  48328. }
  48329. return false;
  48330. };
  48331. /**
  48332. * Makes a duplicate of the current material.
  48333. * @param name - name to use for the new material.
  48334. */
  48335. PBRMetallicRoughnessMaterial.prototype.clone = function (name) {
  48336. var _this = this;
  48337. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRMetallicRoughnessMaterial(name, _this.getScene()); }, this);
  48338. clone.id = name;
  48339. clone.name = name;
  48340. return clone;
  48341. };
  48342. /**
  48343. * Serialize the material to a parsable JSON object.
  48344. */
  48345. PBRMetallicRoughnessMaterial.prototype.serialize = function () {
  48346. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  48347. serializationObject.customType = "BABYLON.PBRMetallicRoughnessMaterial";
  48348. return serializationObject;
  48349. };
  48350. /**
  48351. * Parses a JSON object correponding to the serialize function.
  48352. */
  48353. PBRMetallicRoughnessMaterial.Parse = function (source, scene, rootUrl) {
  48354. return BABYLON.SerializationHelper.Parse(function () { return new PBRMetallicRoughnessMaterial(source.name, scene); }, source, scene, rootUrl);
  48355. };
  48356. __decorate([
  48357. BABYLON.serializeAsColor3(),
  48358. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoColor")
  48359. ], PBRMetallicRoughnessMaterial.prototype, "baseColor", void 0);
  48360. __decorate([
  48361. BABYLON.serializeAsTexture(),
  48362. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoTexture")
  48363. ], PBRMetallicRoughnessMaterial.prototype, "baseTexture", void 0);
  48364. __decorate([
  48365. BABYLON.serialize(),
  48366. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48367. ], PBRMetallicRoughnessMaterial.prototype, "metallic", void 0);
  48368. __decorate([
  48369. BABYLON.serialize(),
  48370. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48371. ], PBRMetallicRoughnessMaterial.prototype, "roughness", void 0);
  48372. __decorate([
  48373. BABYLON.serializeAsTexture(),
  48374. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_metallicTexture")
  48375. ], PBRMetallicRoughnessMaterial.prototype, "metallicRoughnessTexture", void 0);
  48376. return PBRMetallicRoughnessMaterial;
  48377. }(BABYLON.PBRBaseSimpleMaterial));
  48378. BABYLON.PBRMetallicRoughnessMaterial = PBRMetallicRoughnessMaterial;
  48379. })(BABYLON || (BABYLON = {}));
  48380. //# sourceMappingURL=babylon.pbrMetallicRoughnessMaterial.js.map
  48381. var BABYLON;
  48382. (function (BABYLON) {
  48383. /**
  48384. * The PBR material of BJS following the specular glossiness convention.
  48385. *
  48386. * This fits to the PBR convention in the GLTF definition:
  48387. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  48388. */
  48389. var PBRSpecularGlossinessMaterial = /** @class */ (function (_super) {
  48390. __extends(PBRSpecularGlossinessMaterial, _super);
  48391. /**
  48392. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  48393. *
  48394. * @param name The material name
  48395. * @param scene The scene the material will be use in.
  48396. */
  48397. function PBRSpecularGlossinessMaterial(name, scene) {
  48398. var _this = _super.call(this, name, scene) || this;
  48399. _this._useMicroSurfaceFromReflectivityMapAlpha = true;
  48400. return _this;
  48401. }
  48402. /**
  48403. * Return the currrent class name of the material.
  48404. */
  48405. PBRSpecularGlossinessMaterial.prototype.getClassName = function () {
  48406. return "PBRSpecularGlossinessMaterial";
  48407. };
  48408. /**
  48409. * Return the active textures of the material.
  48410. */
  48411. PBRSpecularGlossinessMaterial.prototype.getActiveTextures = function () {
  48412. var activeTextures = _super.prototype.getActiveTextures.call(this);
  48413. if (this.diffuseTexture) {
  48414. activeTextures.push(this.diffuseTexture);
  48415. }
  48416. if (this.specularGlossinessTexture) {
  48417. activeTextures.push(this.specularGlossinessTexture);
  48418. }
  48419. return activeTextures;
  48420. };
  48421. /**
  48422. * Checks to see if a texture is used in the material.
  48423. * @param texture - Base texture to use.
  48424. * @returns - Boolean specifying if a texture is used in the material.
  48425. */
  48426. PBRSpecularGlossinessMaterial.prototype.hasTexture = function (texture) {
  48427. if (_super.prototype.hasTexture.call(this, texture)) {
  48428. return true;
  48429. }
  48430. if (this.diffuseTexture === texture) {
  48431. return true;
  48432. }
  48433. if (this.specularGlossinessTexture === texture) {
  48434. return true;
  48435. }
  48436. return false;
  48437. };
  48438. /**
  48439. * Makes a duplicate of the current material.
  48440. * @param name - name to use for the new material.
  48441. */
  48442. PBRSpecularGlossinessMaterial.prototype.clone = function (name) {
  48443. var _this = this;
  48444. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRSpecularGlossinessMaterial(name, _this.getScene()); }, this);
  48445. clone.id = name;
  48446. clone.name = name;
  48447. return clone;
  48448. };
  48449. /**
  48450. * Serialize the material to a parsable JSON object.
  48451. */
  48452. PBRSpecularGlossinessMaterial.prototype.serialize = function () {
  48453. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  48454. serializationObject.customType = "BABYLON.PBRSpecularGlossinessMaterial";
  48455. return serializationObject;
  48456. };
  48457. /**
  48458. * Parses a JSON object correponding to the serialize function.
  48459. */
  48460. PBRSpecularGlossinessMaterial.Parse = function (source, scene, rootUrl) {
  48461. return BABYLON.SerializationHelper.Parse(function () { return new PBRSpecularGlossinessMaterial(source.name, scene); }, source, scene, rootUrl);
  48462. };
  48463. __decorate([
  48464. BABYLON.serializeAsColor3("diffuse"),
  48465. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoColor")
  48466. ], PBRSpecularGlossinessMaterial.prototype, "diffuseColor", void 0);
  48467. __decorate([
  48468. BABYLON.serializeAsTexture(),
  48469. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoTexture")
  48470. ], PBRSpecularGlossinessMaterial.prototype, "diffuseTexture", void 0);
  48471. __decorate([
  48472. BABYLON.serializeAsColor3("specular"),
  48473. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectivityColor")
  48474. ], PBRSpecularGlossinessMaterial.prototype, "specularColor", void 0);
  48475. __decorate([
  48476. BABYLON.serialize(),
  48477. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_microSurface")
  48478. ], PBRSpecularGlossinessMaterial.prototype, "glossiness", void 0);
  48479. __decorate([
  48480. BABYLON.serializeAsTexture(),
  48481. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectivityTexture")
  48482. ], PBRSpecularGlossinessMaterial.prototype, "specularGlossinessTexture", void 0);
  48483. return PBRSpecularGlossinessMaterial;
  48484. }(BABYLON.PBRBaseSimpleMaterial));
  48485. BABYLON.PBRSpecularGlossinessMaterial = PBRSpecularGlossinessMaterial;
  48486. })(BABYLON || (BABYLON = {}));
  48487. //# sourceMappingURL=babylon.pbrSpecularGlossinessMaterial.js.map
  48488. var BABYLON;
  48489. (function (BABYLON) {
  48490. /**
  48491. * @ignore
  48492. * This is a list of all the different input types that are available in the application.
  48493. * Fo instance: ArcRotateCameraGamepadInput...
  48494. */
  48495. BABYLON.CameraInputTypes = {};
  48496. /**
  48497. * This represents the input manager used within a camera.
  48498. * It helps dealing with all the different kind of input attached to a camera.
  48499. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  48500. */
  48501. var CameraInputsManager = /** @class */ (function () {
  48502. /**
  48503. * Instantiate a new Camera Input Manager.
  48504. * @param camera Defines the camera the input manager blongs to
  48505. */
  48506. function CameraInputsManager(camera) {
  48507. this.attached = {};
  48508. this.camera = camera;
  48509. this.checkInputs = function () { };
  48510. }
  48511. /**
  48512. * Add an input method to a camera
  48513. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  48514. * @param input camera input method
  48515. */
  48516. CameraInputsManager.prototype.add = function (input) {
  48517. var type = input.getSimpleName();
  48518. if (this.attached[type]) {
  48519. BABYLON.Tools.Warn("camera input of type " + type + " already exists on camera");
  48520. return;
  48521. }
  48522. this.attached[type] = input;
  48523. input.camera = this.camera;
  48524. //for checkInputs, we are dynamically creating a function
  48525. //the goal is to avoid the performance penalty of looping for inputs in the render loop
  48526. if (input.checkInputs) {
  48527. this.checkInputs = this._addCheckInputs(input.checkInputs.bind(input));
  48528. }
  48529. if (this.attachedElement) {
  48530. input.attachControl(this.attachedElement);
  48531. }
  48532. };
  48533. /**
  48534. * Remove a specific input method from a camera
  48535. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  48536. * @param inputToRemove camera input method
  48537. */
  48538. CameraInputsManager.prototype.remove = function (inputToRemove) {
  48539. for (var cam in this.attached) {
  48540. var input = this.attached[cam];
  48541. if (input === inputToRemove) {
  48542. input.detachControl(this.attachedElement);
  48543. input.camera = null;
  48544. delete this.attached[cam];
  48545. this.rebuildInputCheck();
  48546. }
  48547. }
  48548. };
  48549. /**
  48550. * Remove a specific input type from a camera
  48551. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  48552. * @param inputType the type of the input to remove
  48553. */
  48554. CameraInputsManager.prototype.removeByType = function (inputType) {
  48555. for (var cam in this.attached) {
  48556. var input = this.attached[cam];
  48557. if (input.getClassName() === inputType) {
  48558. input.detachControl(this.attachedElement);
  48559. input.camera = null;
  48560. delete this.attached[cam];
  48561. this.rebuildInputCheck();
  48562. }
  48563. }
  48564. };
  48565. CameraInputsManager.prototype._addCheckInputs = function (fn) {
  48566. var current = this.checkInputs;
  48567. return function () {
  48568. current();
  48569. fn();
  48570. };
  48571. };
  48572. /**
  48573. * Attach the input controls to the currently attached dom element to listen the events from.
  48574. * @param input Defines the input to attach
  48575. */
  48576. CameraInputsManager.prototype.attachInput = function (input) {
  48577. if (this.attachedElement) {
  48578. input.attachControl(this.attachedElement, this.noPreventDefault);
  48579. }
  48580. };
  48581. /**
  48582. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  48583. * @param element Defines the dom element to collect the events from
  48584. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  48585. */
  48586. CameraInputsManager.prototype.attachElement = function (element, noPreventDefault) {
  48587. if (noPreventDefault === void 0) { noPreventDefault = false; }
  48588. if (this.attachedElement) {
  48589. return;
  48590. }
  48591. noPreventDefault = BABYLON.Camera.ForceAttachControlToAlwaysPreventDefault ? false : noPreventDefault;
  48592. this.attachedElement = element;
  48593. this.noPreventDefault = noPreventDefault;
  48594. for (var cam in this.attached) {
  48595. this.attached[cam].attachControl(element, noPreventDefault);
  48596. }
  48597. };
  48598. /**
  48599. * Detach the current manager inputs controls from a specific dom element.
  48600. * @param element Defines the dom element to collect the events from
  48601. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  48602. */
  48603. CameraInputsManager.prototype.detachElement = function (element, disconnect) {
  48604. if (disconnect === void 0) { disconnect = false; }
  48605. if (this.attachedElement !== element) {
  48606. return;
  48607. }
  48608. for (var cam in this.attached) {
  48609. this.attached[cam].detachControl(element);
  48610. if (disconnect) {
  48611. this.attached[cam].camera = null;
  48612. }
  48613. }
  48614. this.attachedElement = null;
  48615. };
  48616. /**
  48617. * Rebuild the dynamic inputCheck function from the current list of
  48618. * defined inputs in the manager.
  48619. */
  48620. CameraInputsManager.prototype.rebuildInputCheck = function () {
  48621. this.checkInputs = function () { };
  48622. for (var cam in this.attached) {
  48623. var input = this.attached[cam];
  48624. if (input.checkInputs) {
  48625. this.checkInputs = this._addCheckInputs(input.checkInputs.bind(input));
  48626. }
  48627. }
  48628. };
  48629. /**
  48630. * Remove all attached input methods from a camera
  48631. */
  48632. CameraInputsManager.prototype.clear = function () {
  48633. if (this.attachedElement) {
  48634. this.detachElement(this.attachedElement, true);
  48635. }
  48636. this.attached = {};
  48637. this.attachedElement = null;
  48638. this.checkInputs = function () { };
  48639. };
  48640. /**
  48641. * Serialize the current input manager attached to a camera.
  48642. * This ensures than once parsed,
  48643. * the input associated to the camera will be identical to the current ones
  48644. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  48645. */
  48646. CameraInputsManager.prototype.serialize = function (serializedCamera) {
  48647. var inputs = {};
  48648. for (var cam in this.attached) {
  48649. var input = this.attached[cam];
  48650. var res = BABYLON.SerializationHelper.Serialize(input);
  48651. inputs[input.getClassName()] = res;
  48652. }
  48653. serializedCamera.inputsmgr = inputs;
  48654. };
  48655. /**
  48656. * Parses an input manager serialized JSON to restore the previous list of inputs
  48657. * and states associated to a camera.
  48658. * @param parsedCamera Defines the JSON to parse
  48659. */
  48660. CameraInputsManager.prototype.parse = function (parsedCamera) {
  48661. var parsedInputs = parsedCamera.inputsmgr;
  48662. if (parsedInputs) {
  48663. this.clear();
  48664. for (var n in parsedInputs) {
  48665. var construct = BABYLON.CameraInputTypes[n];
  48666. if (construct) {
  48667. var parsedinput = parsedInputs[n];
  48668. var input = BABYLON.SerializationHelper.Parse(function () { return new construct(); }, parsedinput, null);
  48669. this.add(input);
  48670. }
  48671. }
  48672. }
  48673. else {
  48674. //2016-03-08 this part is for managing backward compatibility
  48675. for (var n in this.attached) {
  48676. var construct = BABYLON.CameraInputTypes[this.attached[n].getClassName()];
  48677. if (construct) {
  48678. var input = BABYLON.SerializationHelper.Parse(function () { return new construct(); }, parsedCamera, null);
  48679. this.remove(this.attached[n]);
  48680. this.add(input);
  48681. }
  48682. }
  48683. }
  48684. };
  48685. return CameraInputsManager;
  48686. }());
  48687. BABYLON.CameraInputsManager = CameraInputsManager;
  48688. })(BABYLON || (BABYLON = {}));
  48689. //# sourceMappingURL=babylon.cameraInputsManager.js.map
  48690. var BABYLON;
  48691. (function (BABYLON) {
  48692. /**
  48693. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  48694. * This is the base of the follow, arc rotate cameras and Free camera
  48695. * @see http://doc.babylonjs.com/features/cameras
  48696. */
  48697. var TargetCamera = /** @class */ (function (_super) {
  48698. __extends(TargetCamera, _super);
  48699. /**
  48700. * Instantiates a target camera that takes a meshor position as a target and continues to look at it while it moves.
  48701. * This is the base of the follow, arc rotate cameras and Free camera
  48702. * @see http://doc.babylonjs.com/features/cameras
  48703. * @param name Defines the name of the camera in the scene
  48704. * @param position Defines the start position of the camera in the scene
  48705. * @param scene Defines the scene the camera belongs to
  48706. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  48707. */
  48708. function TargetCamera(name, position, scene, setActiveOnSceneIfNoneActive) {
  48709. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  48710. var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;
  48711. /**
  48712. * Define the current direction the camera is moving to
  48713. */
  48714. _this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  48715. /**
  48716. * Define the current rotation the camera is rotating to
  48717. */
  48718. _this.cameraRotation = new BABYLON.Vector2(0, 0);
  48719. /**
  48720. * When set, the up vector of the camera will be updated by the rotation of the camera
  48721. */
  48722. _this.updateUpVectorFromRotation = false;
  48723. _this._tmpQuaternion = new BABYLON.Quaternion();
  48724. /**
  48725. * Define the current rotation of the camera
  48726. */
  48727. _this.rotation = new BABYLON.Vector3(0, 0, 0);
  48728. /**
  48729. * Define the current speed of the camera
  48730. */
  48731. _this.speed = 2.0;
  48732. /**
  48733. * Add cconstraint to the camera to prevent it to move freely in all directions and
  48734. * around all axis.
  48735. */
  48736. _this.noRotationConstraint = false;
  48737. /**
  48738. * Define the current target of the camera as an object or a position.
  48739. */
  48740. _this.lockedTarget = null;
  48741. /** @hidden */
  48742. _this._currentTarget = BABYLON.Vector3.Zero();
  48743. /** @hidden */
  48744. _this._viewMatrix = BABYLON.Matrix.Zero();
  48745. /** @hidden */
  48746. _this._camMatrix = BABYLON.Matrix.Zero();
  48747. /** @hidden */
  48748. _this._cameraTransformMatrix = BABYLON.Matrix.Zero();
  48749. /** @hidden */
  48750. _this._cameraRotationMatrix = BABYLON.Matrix.Zero();
  48751. /** @hidden */
  48752. _this._referencePoint = new BABYLON.Vector3(0, 0, 1);
  48753. /** @hidden */
  48754. _this._transformedReferencePoint = BABYLON.Vector3.Zero();
  48755. _this._globalCurrentTarget = BABYLON.Vector3.Zero();
  48756. _this._globalCurrentUpVector = BABYLON.Vector3.Zero();
  48757. _this._defaultUp = BABYLON.Vector3.Up();
  48758. _this._cachedRotationZ = 0;
  48759. _this._cachedQuaternionRotationZ = 0;
  48760. return _this;
  48761. }
  48762. /**
  48763. * Gets the position in front of the camera at a given distance.
  48764. * @param distance The distance from the camera we want the position to be
  48765. * @returns the position
  48766. */
  48767. TargetCamera.prototype.getFrontPosition = function (distance) {
  48768. this.getWorldMatrix();
  48769. var direction = this.getTarget().subtract(this.position);
  48770. direction.normalize();
  48771. direction.scaleInPlace(distance);
  48772. return this.globalPosition.add(direction);
  48773. };
  48774. /** @hidden */
  48775. TargetCamera.prototype._getLockedTargetPosition = function () {
  48776. if (!this.lockedTarget) {
  48777. return null;
  48778. }
  48779. if (this.lockedTarget.absolutePosition) {
  48780. this.lockedTarget.computeWorldMatrix();
  48781. }
  48782. return this.lockedTarget.absolutePosition || this.lockedTarget;
  48783. };
  48784. /**
  48785. * Store current camera state of the camera (fov, position, rotation, etc..)
  48786. * @returns the camera
  48787. */
  48788. TargetCamera.prototype.storeState = function () {
  48789. this._storedPosition = this.position.clone();
  48790. this._storedRotation = this.rotation.clone();
  48791. if (this.rotationQuaternion) {
  48792. this._storedRotationQuaternion = this.rotationQuaternion.clone();
  48793. }
  48794. return _super.prototype.storeState.call(this);
  48795. };
  48796. /**
  48797. * Restored camera state. You must call storeState() first
  48798. * @returns whether it was successful or not
  48799. * @hidden
  48800. */
  48801. TargetCamera.prototype._restoreStateValues = function () {
  48802. if (!_super.prototype._restoreStateValues.call(this)) {
  48803. return false;
  48804. }
  48805. this.position = this._storedPosition.clone();
  48806. this.rotation = this._storedRotation.clone();
  48807. if (this.rotationQuaternion) {
  48808. this.rotationQuaternion = this._storedRotationQuaternion.clone();
  48809. }
  48810. this.cameraDirection.copyFromFloats(0, 0, 0);
  48811. this.cameraRotation.copyFromFloats(0, 0);
  48812. return true;
  48813. };
  48814. /** @hidden */
  48815. TargetCamera.prototype._initCache = function () {
  48816. _super.prototype._initCache.call(this);
  48817. this._cache.lockedTarget = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  48818. this._cache.rotation = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  48819. this._cache.rotationQuaternion = new BABYLON.Quaternion(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  48820. };
  48821. /** @hidden */
  48822. TargetCamera.prototype._updateCache = function (ignoreParentClass) {
  48823. if (!ignoreParentClass) {
  48824. _super.prototype._updateCache.call(this);
  48825. }
  48826. var lockedTargetPosition = this._getLockedTargetPosition();
  48827. if (!lockedTargetPosition) {
  48828. this._cache.lockedTarget = null;
  48829. }
  48830. else {
  48831. if (!this._cache.lockedTarget) {
  48832. this._cache.lockedTarget = lockedTargetPosition.clone();
  48833. }
  48834. else {
  48835. this._cache.lockedTarget.copyFrom(lockedTargetPosition);
  48836. }
  48837. }
  48838. this._cache.rotation.copyFrom(this.rotation);
  48839. if (this.rotationQuaternion) {
  48840. this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);
  48841. }
  48842. };
  48843. // Synchronized
  48844. /** @hidden */
  48845. TargetCamera.prototype._isSynchronizedViewMatrix = function () {
  48846. if (!_super.prototype._isSynchronizedViewMatrix.call(this)) {
  48847. return false;
  48848. }
  48849. var lockedTargetPosition = this._getLockedTargetPosition();
  48850. return (this._cache.lockedTarget ? this._cache.lockedTarget.equals(lockedTargetPosition) : !lockedTargetPosition)
  48851. && (this.rotationQuaternion ? this.rotationQuaternion.equals(this._cache.rotationQuaternion) : this._cache.rotation.equals(this.rotation));
  48852. };
  48853. // Methods
  48854. /** @hidden */
  48855. TargetCamera.prototype._computeLocalCameraSpeed = function () {
  48856. var engine = this.getEngine();
  48857. return this.speed * Math.sqrt((engine.getDeltaTime() / (engine.getFps() * 100.0)));
  48858. };
  48859. // Target
  48860. /** @hidden */
  48861. TargetCamera.prototype.setTarget = function (target) {
  48862. this.upVector.normalize();
  48863. if (this.position.z === target.z) {
  48864. this.position.z += BABYLON.Epsilon;
  48865. }
  48866. BABYLON.Matrix.LookAtLHToRef(this.position, target, this._defaultUp, this._camMatrix);
  48867. this._camMatrix.invert();
  48868. this.rotation.x = Math.atan(this._camMatrix.m[6] / this._camMatrix.m[10]);
  48869. var vDir = target.subtract(this.position);
  48870. if (vDir.x >= 0.0) {
  48871. this.rotation.y = (-Math.atan(vDir.z / vDir.x) + Math.PI / 2.0);
  48872. }
  48873. else {
  48874. this.rotation.y = (-Math.atan(vDir.z / vDir.x) - Math.PI / 2.0);
  48875. }
  48876. this.rotation.z = 0;
  48877. if (isNaN(this.rotation.x)) {
  48878. this.rotation.x = 0;
  48879. }
  48880. if (isNaN(this.rotation.y)) {
  48881. this.rotation.y = 0;
  48882. }
  48883. if (isNaN(this.rotation.z)) {
  48884. this.rotation.z = 0;
  48885. }
  48886. if (this.rotationQuaternion) {
  48887. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this.rotationQuaternion);
  48888. }
  48889. };
  48890. /**
  48891. * Return the current target position of the camera. This value is expressed in local space.
  48892. * @returns the target position
  48893. */
  48894. TargetCamera.prototype.getTarget = function () {
  48895. return this._currentTarget;
  48896. };
  48897. /** @hidden */
  48898. TargetCamera.prototype._decideIfNeedsToMove = function () {
  48899. return Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  48900. };
  48901. /** @hidden */
  48902. TargetCamera.prototype._updatePosition = function () {
  48903. if (this.parent) {
  48904. this.parent.getWorldMatrix().invertToRef(BABYLON.Tmp.Matrix[0]);
  48905. BABYLON.Vector3.TransformNormalToRef(this.cameraDirection, BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Vector3[0]);
  48906. this.position.addInPlace(BABYLON.Tmp.Vector3[0]);
  48907. return;
  48908. }
  48909. this.position.addInPlace(this.cameraDirection);
  48910. };
  48911. /** @hidden */
  48912. TargetCamera.prototype._checkInputs = function () {
  48913. var needToMove = this._decideIfNeedsToMove();
  48914. var needToRotate = Math.abs(this.cameraRotation.x) > 0 || Math.abs(this.cameraRotation.y) > 0;
  48915. // Move
  48916. if (needToMove) {
  48917. this._updatePosition();
  48918. }
  48919. // Rotate
  48920. if (needToRotate) {
  48921. this.rotation.x += this.cameraRotation.x;
  48922. this.rotation.y += this.cameraRotation.y;
  48923. //rotate, if quaternion is set and rotation was used
  48924. if (this.rotationQuaternion) {
  48925. var len = this.rotation.lengthSquared();
  48926. if (len) {
  48927. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this.rotationQuaternion);
  48928. }
  48929. }
  48930. if (!this.noRotationConstraint) {
  48931. var limit = (Math.PI / 2) * 0.95;
  48932. if (this.rotation.x > limit) {
  48933. this.rotation.x = limit;
  48934. }
  48935. if (this.rotation.x < -limit) {
  48936. this.rotation.x = -limit;
  48937. }
  48938. }
  48939. }
  48940. // Inertia
  48941. if (needToMove) {
  48942. if (Math.abs(this.cameraDirection.x) < this.speed * BABYLON.Epsilon) {
  48943. this.cameraDirection.x = 0;
  48944. }
  48945. if (Math.abs(this.cameraDirection.y) < this.speed * BABYLON.Epsilon) {
  48946. this.cameraDirection.y = 0;
  48947. }
  48948. if (Math.abs(this.cameraDirection.z) < this.speed * BABYLON.Epsilon) {
  48949. this.cameraDirection.z = 0;
  48950. }
  48951. this.cameraDirection.scaleInPlace(this.inertia);
  48952. }
  48953. if (needToRotate) {
  48954. if (Math.abs(this.cameraRotation.x) < this.speed * BABYLON.Epsilon) {
  48955. this.cameraRotation.x = 0;
  48956. }
  48957. if (Math.abs(this.cameraRotation.y) < this.speed * BABYLON.Epsilon) {
  48958. this.cameraRotation.y = 0;
  48959. }
  48960. this.cameraRotation.scaleInPlace(this.inertia);
  48961. }
  48962. _super.prototype._checkInputs.call(this);
  48963. };
  48964. TargetCamera.prototype._updateCameraRotationMatrix = function () {
  48965. if (this.rotationQuaternion) {
  48966. this.rotationQuaternion.toRotationMatrix(this._cameraRotationMatrix);
  48967. }
  48968. else {
  48969. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);
  48970. }
  48971. };
  48972. /**
  48973. * Update the up vector to apply the rotation of the camera (So if you changed the camera rotation.z this will let you update the up vector as well)
  48974. * @returns the current camera
  48975. */
  48976. TargetCamera.prototype._rotateUpVectorWithCameraRotationMatrix = function () {
  48977. BABYLON.Vector3.TransformNormalToRef(this._defaultUp, this._cameraRotationMatrix, this.upVector);
  48978. return this;
  48979. };
  48980. /** @hidden */
  48981. TargetCamera.prototype._getViewMatrix = function () {
  48982. if (this.lockedTarget) {
  48983. this.setTarget(this._getLockedTargetPosition());
  48984. }
  48985. // Compute
  48986. this._updateCameraRotationMatrix();
  48987. // Apply the changed rotation to the upVector
  48988. if (this.rotationQuaternion && this._cachedQuaternionRotationZ != this.rotationQuaternion.z) {
  48989. this._rotateUpVectorWithCameraRotationMatrix();
  48990. this._cachedQuaternionRotationZ = this.rotationQuaternion.z;
  48991. }
  48992. else if (this._cachedRotationZ != this.rotation.z) {
  48993. this._rotateUpVectorWithCameraRotationMatrix();
  48994. this._cachedRotationZ = this.rotation.z;
  48995. }
  48996. BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
  48997. // Computing target and final matrix
  48998. this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
  48999. if (this.updateUpVectorFromRotation) {
  49000. if (this.rotationQuaternion) {
  49001. BABYLON.Axis.Y.rotateByQuaternionToRef(this.rotationQuaternion, this.upVector);
  49002. }
  49003. else {
  49004. BABYLON.Quaternion.FromEulerVectorToRef(this.rotation, this._tmpQuaternion);
  49005. BABYLON.Axis.Y.rotateByQuaternionToRef(this._tmpQuaternion, this.upVector);
  49006. }
  49007. }
  49008. this._computeViewMatrix(this.position, this._currentTarget, this.upVector);
  49009. return this._viewMatrix;
  49010. };
  49011. TargetCamera.prototype._computeViewMatrix = function (position, target, up) {
  49012. if (this.parent) {
  49013. var parentWorldMatrix = this.parent.getWorldMatrix();
  49014. BABYLON.Vector3.TransformCoordinatesToRef(position, parentWorldMatrix, this._globalPosition);
  49015. BABYLON.Vector3.TransformCoordinatesToRef(target, parentWorldMatrix, this._globalCurrentTarget);
  49016. BABYLON.Vector3.TransformNormalToRef(up, parentWorldMatrix, this._globalCurrentUpVector);
  49017. this._markSyncedWithParent();
  49018. }
  49019. else {
  49020. this._globalPosition.copyFrom(position);
  49021. this._globalCurrentTarget.copyFrom(target);
  49022. this._globalCurrentUpVector.copyFrom(up);
  49023. }
  49024. if (this.getScene().useRightHandedSystem) {
  49025. BABYLON.Matrix.LookAtRHToRef(this._globalPosition, this._globalCurrentTarget, this._globalCurrentUpVector, this._viewMatrix);
  49026. }
  49027. else {
  49028. BABYLON.Matrix.LookAtLHToRef(this._globalPosition, this._globalCurrentTarget, this._globalCurrentUpVector, this._viewMatrix);
  49029. }
  49030. };
  49031. /**
  49032. * @hidden
  49033. */
  49034. TargetCamera.prototype.createRigCamera = function (name, cameraIndex) {
  49035. if (this.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  49036. var rigCamera = new TargetCamera(name, this.position.clone(), this.getScene());
  49037. if (this.cameraRigMode === BABYLON.Camera.RIG_MODE_VR || this.cameraRigMode === BABYLON.Camera.RIG_MODE_WEBVR) {
  49038. if (!this.rotationQuaternion) {
  49039. this.rotationQuaternion = new BABYLON.Quaternion();
  49040. }
  49041. rigCamera._cameraRigParams = {};
  49042. rigCamera.rotationQuaternion = new BABYLON.Quaternion();
  49043. }
  49044. return rigCamera;
  49045. }
  49046. return null;
  49047. };
  49048. /**
  49049. * @hidden
  49050. */
  49051. TargetCamera.prototype._updateRigCameras = function () {
  49052. var camLeft = this._rigCameras[0];
  49053. var camRight = this._rigCameras[1];
  49054. this.computeWorldMatrix();
  49055. switch (this.cameraRigMode) {
  49056. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  49057. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  49058. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  49059. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  49060. //provisionnaly using _cameraRigParams.stereoHalfAngle instead of calculations based on _cameraRigParams.interaxialDistance:
  49061. var leftSign = (this.cameraRigMode === BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED) ? 1 : -1;
  49062. var rightSign = (this.cameraRigMode === BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED) ? -1 : 1;
  49063. this._getRigCamPosition(this._cameraRigParams.stereoHalfAngle * leftSign, camLeft.position);
  49064. this._getRigCamPosition(this._cameraRigParams.stereoHalfAngle * rightSign, camRight.position);
  49065. camLeft.setTarget(this.getTarget());
  49066. camRight.setTarget(this.getTarget());
  49067. break;
  49068. case BABYLON.Camera.RIG_MODE_VR:
  49069. if (camLeft.rotationQuaternion) {
  49070. camLeft.rotationQuaternion.copyFrom(this.rotationQuaternion);
  49071. camRight.rotationQuaternion.copyFrom(this.rotationQuaternion);
  49072. }
  49073. else {
  49074. camLeft.rotation.copyFrom(this.rotation);
  49075. camRight.rotation.copyFrom(this.rotation);
  49076. }
  49077. camLeft.position.copyFrom(this.position);
  49078. camRight.position.copyFrom(this.position);
  49079. break;
  49080. }
  49081. _super.prototype._updateRigCameras.call(this);
  49082. };
  49083. TargetCamera.prototype._getRigCamPosition = function (halfSpace, result) {
  49084. var target = this.getTarget();
  49085. BABYLON.Matrix.TranslationToRef(-target.x, -target.y, -target.z, TargetCamera._TargetTransformMatrix);
  49086. TargetCamera._TargetTransformMatrix.multiplyToRef(BABYLON.Matrix.RotationY(halfSpace), TargetCamera._RigCamTransformMatrix);
  49087. BABYLON.Matrix.TranslationToRef(target.x, target.y, target.z, TargetCamera._TargetTransformMatrix);
  49088. TargetCamera._RigCamTransformMatrix.multiplyToRef(TargetCamera._TargetTransformMatrix, TargetCamera._RigCamTransformMatrix);
  49089. BABYLON.Vector3.TransformCoordinatesToRef(this.position, TargetCamera._RigCamTransformMatrix, result);
  49090. };
  49091. /**
  49092. * Gets the current object class name.
  49093. * @return the class name
  49094. */
  49095. TargetCamera.prototype.getClassName = function () {
  49096. return "TargetCamera";
  49097. };
  49098. TargetCamera._RigCamTransformMatrix = new BABYLON.Matrix();
  49099. TargetCamera._TargetTransformMatrix = new BABYLON.Matrix();
  49100. __decorate([
  49101. BABYLON.serializeAsVector3()
  49102. ], TargetCamera.prototype, "rotation", void 0);
  49103. __decorate([
  49104. BABYLON.serialize()
  49105. ], TargetCamera.prototype, "speed", void 0);
  49106. __decorate([
  49107. BABYLON.serializeAsMeshReference("lockedTargetId")
  49108. ], TargetCamera.prototype, "lockedTarget", void 0);
  49109. return TargetCamera;
  49110. }(BABYLON.Camera));
  49111. BABYLON.TargetCamera = TargetCamera;
  49112. })(BABYLON || (BABYLON = {}));
  49113. //# sourceMappingURL=babylon.targetCamera.js.map
  49114. var BABYLON;
  49115. (function (BABYLON) {
  49116. /**
  49117. * Manage the mouse inputs to control the movement of a free camera.
  49118. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49119. */
  49120. var FreeCameraMouseInput = /** @class */ (function () {
  49121. /**
  49122. * Manage the mouse inputs to control the movement of a free camera.
  49123. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49124. * @param touchEnabled Defines if touch is enabled or not
  49125. */
  49126. function FreeCameraMouseInput(
  49127. /**
  49128. * Define if touch is enabled in the mouse input
  49129. */
  49130. touchEnabled) {
  49131. if (touchEnabled === void 0) { touchEnabled = true; }
  49132. this.touchEnabled = touchEnabled;
  49133. /**
  49134. * Defines the buttons associated with the input to handle camera move.
  49135. */
  49136. this.buttons = [0, 1, 2];
  49137. /**
  49138. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  49139. */
  49140. this.angularSensibility = 2000.0;
  49141. this.previousPosition = null;
  49142. }
  49143. /**
  49144. * Attach the input controls to a specific dom element to get the input from.
  49145. * @param element Defines the element the controls should be listened from
  49146. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  49147. */
  49148. FreeCameraMouseInput.prototype.attachControl = function (element, noPreventDefault) {
  49149. var _this = this;
  49150. var engine = this.camera.getEngine();
  49151. if (!this._pointerInput) {
  49152. this._pointerInput = function (p, s) {
  49153. var evt = p.event;
  49154. if (engine.isInVRExclusivePointerMode) {
  49155. return;
  49156. }
  49157. if (!_this.touchEnabled && evt.pointerType === "touch") {
  49158. return;
  49159. }
  49160. if (p.type !== BABYLON.PointerEventTypes.POINTERMOVE && _this.buttons.indexOf(evt.button) === -1) {
  49161. return;
  49162. }
  49163. var srcElement = (evt.srcElement || evt.target);
  49164. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN && srcElement) {
  49165. try {
  49166. srcElement.setPointerCapture(evt.pointerId);
  49167. }
  49168. catch (e) {
  49169. //Nothing to do with the error. Execution will continue.
  49170. }
  49171. _this.previousPosition = {
  49172. x: evt.clientX,
  49173. y: evt.clientY
  49174. };
  49175. if (!noPreventDefault) {
  49176. evt.preventDefault();
  49177. element.focus();
  49178. }
  49179. }
  49180. else if (p.type === BABYLON.PointerEventTypes.POINTERUP && srcElement) {
  49181. try {
  49182. srcElement.releasePointerCapture(evt.pointerId);
  49183. }
  49184. catch (e) {
  49185. //Nothing to do with the error.
  49186. }
  49187. _this.previousPosition = null;
  49188. if (!noPreventDefault) {
  49189. evt.preventDefault();
  49190. }
  49191. }
  49192. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  49193. if (!_this.previousPosition || engine.isPointerLock) {
  49194. return;
  49195. }
  49196. var offsetX = evt.clientX - _this.previousPosition.x;
  49197. if (_this.camera.getScene().useRightHandedSystem) {
  49198. offsetX *= -1;
  49199. }
  49200. if (_this.camera.parent && _this.camera.parent._getWorldMatrixDeterminant() < 0) {
  49201. offsetX *= -1;
  49202. }
  49203. _this.camera.cameraRotation.y += offsetX / _this.angularSensibility;
  49204. var offsetY = evt.clientY - _this.previousPosition.y;
  49205. _this.camera.cameraRotation.x += offsetY / _this.angularSensibility;
  49206. _this.previousPosition = {
  49207. x: evt.clientX,
  49208. y: evt.clientY
  49209. };
  49210. if (!noPreventDefault) {
  49211. evt.preventDefault();
  49212. }
  49213. }
  49214. };
  49215. }
  49216. this._onMouseMove = function (evt) {
  49217. if (!engine.isPointerLock) {
  49218. return;
  49219. }
  49220. if (engine.isInVRExclusivePointerMode) {
  49221. return;
  49222. }
  49223. var offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0;
  49224. if (_this.camera.getScene().useRightHandedSystem) {
  49225. offsetX *= -1;
  49226. }
  49227. if (_this.camera.parent && _this.camera.parent._getWorldMatrixDeterminant() < 0) {
  49228. offsetX *= -1;
  49229. }
  49230. _this.camera.cameraRotation.y += offsetX / _this.angularSensibility;
  49231. var offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0;
  49232. _this.camera.cameraRotation.x += offsetY / _this.angularSensibility;
  49233. _this.previousPosition = null;
  49234. if (!noPreventDefault) {
  49235. evt.preventDefault();
  49236. }
  49237. };
  49238. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE);
  49239. element.addEventListener("mousemove", this._onMouseMove, false);
  49240. };
  49241. /**
  49242. * Detach the current controls from the specified dom element.
  49243. * @param element Defines the element to stop listening the inputs from
  49244. */
  49245. FreeCameraMouseInput.prototype.detachControl = function (element) {
  49246. if (this._observer && element) {
  49247. this.camera.getScene().onPointerObservable.remove(this._observer);
  49248. if (this._onMouseMove) {
  49249. element.removeEventListener("mousemove", this._onMouseMove);
  49250. }
  49251. this._observer = null;
  49252. this._onMouseMove = null;
  49253. this.previousPosition = null;
  49254. }
  49255. };
  49256. /**
  49257. * Gets the class name of the current intput.
  49258. * @returns the class name
  49259. */
  49260. FreeCameraMouseInput.prototype.getClassName = function () {
  49261. return "FreeCameraMouseInput";
  49262. };
  49263. /**
  49264. * Get the friendly name associated with the input class.
  49265. * @returns the input friendly name
  49266. */
  49267. FreeCameraMouseInput.prototype.getSimpleName = function () {
  49268. return "mouse";
  49269. };
  49270. __decorate([
  49271. BABYLON.serialize()
  49272. ], FreeCameraMouseInput.prototype, "buttons", void 0);
  49273. __decorate([
  49274. BABYLON.serialize()
  49275. ], FreeCameraMouseInput.prototype, "angularSensibility", void 0);
  49276. return FreeCameraMouseInput;
  49277. }());
  49278. BABYLON.FreeCameraMouseInput = FreeCameraMouseInput;
  49279. BABYLON.CameraInputTypes["FreeCameraMouseInput"] = FreeCameraMouseInput;
  49280. })(BABYLON || (BABYLON = {}));
  49281. //# sourceMappingURL=babylon.freeCameraMouseInput.js.map
  49282. var BABYLON;
  49283. (function (BABYLON) {
  49284. /**
  49285. * Manage the keyboard inputs to control the movement of a free camera.
  49286. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49287. */
  49288. var FreeCameraKeyboardMoveInput = /** @class */ (function () {
  49289. function FreeCameraKeyboardMoveInput() {
  49290. /**
  49291. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  49292. */
  49293. this.keysUp = [38];
  49294. /**
  49295. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  49296. */
  49297. this.keysDown = [40];
  49298. /**
  49299. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  49300. */
  49301. this.keysLeft = [37];
  49302. /**
  49303. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  49304. */
  49305. this.keysRight = [39];
  49306. this._keys = new Array();
  49307. }
  49308. /**
  49309. * Attach the input controls to a specific dom element to get the input from.
  49310. * @param element Defines the element the controls should be listened from
  49311. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  49312. */
  49313. FreeCameraKeyboardMoveInput.prototype.attachControl = function (element, noPreventDefault) {
  49314. var _this = this;
  49315. if (this._onCanvasBlurObserver) {
  49316. return;
  49317. }
  49318. this._scene = this.camera.getScene();
  49319. this._engine = this._scene.getEngine();
  49320. this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
  49321. _this._keys = [];
  49322. });
  49323. this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
  49324. var evt = info.event;
  49325. if (info.type === BABYLON.KeyboardEventTypes.KEYDOWN) {
  49326. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  49327. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  49328. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  49329. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  49330. var index = _this._keys.indexOf(evt.keyCode);
  49331. if (index === -1) {
  49332. _this._keys.push(evt.keyCode);
  49333. }
  49334. if (!noPreventDefault) {
  49335. evt.preventDefault();
  49336. }
  49337. }
  49338. }
  49339. else {
  49340. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  49341. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  49342. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  49343. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  49344. var index = _this._keys.indexOf(evt.keyCode);
  49345. if (index >= 0) {
  49346. _this._keys.splice(index, 1);
  49347. }
  49348. if (!noPreventDefault) {
  49349. evt.preventDefault();
  49350. }
  49351. }
  49352. }
  49353. });
  49354. };
  49355. /**
  49356. * Detach the current controls from the specified dom element.
  49357. * @param element Defines the element to stop listening the inputs from
  49358. */
  49359. FreeCameraKeyboardMoveInput.prototype.detachControl = function (element) {
  49360. if (this._scene) {
  49361. if (this._onKeyboardObserver) {
  49362. this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
  49363. }
  49364. if (this._onCanvasBlurObserver) {
  49365. this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  49366. }
  49367. this._onKeyboardObserver = null;
  49368. this._onCanvasBlurObserver = null;
  49369. }
  49370. this._keys = [];
  49371. };
  49372. /**
  49373. * Update the current camera state depending on the inputs that have been used this frame.
  49374. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  49375. */
  49376. FreeCameraKeyboardMoveInput.prototype.checkInputs = function () {
  49377. if (this._onKeyboardObserver) {
  49378. var camera = this.camera;
  49379. // Keyboard
  49380. for (var index = 0; index < this._keys.length; index++) {
  49381. var keyCode = this._keys[index];
  49382. var speed = camera._computeLocalCameraSpeed();
  49383. if (this.keysLeft.indexOf(keyCode) !== -1) {
  49384. camera._localDirection.copyFromFloats(-speed, 0, 0);
  49385. }
  49386. else if (this.keysUp.indexOf(keyCode) !== -1) {
  49387. camera._localDirection.copyFromFloats(0, 0, speed);
  49388. }
  49389. else if (this.keysRight.indexOf(keyCode) !== -1) {
  49390. camera._localDirection.copyFromFloats(speed, 0, 0);
  49391. }
  49392. else if (this.keysDown.indexOf(keyCode) !== -1) {
  49393. camera._localDirection.copyFromFloats(0, 0, -speed);
  49394. }
  49395. if (camera.getScene().useRightHandedSystem) {
  49396. camera._localDirection.z *= -1;
  49397. }
  49398. camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);
  49399. BABYLON.Vector3.TransformNormalToRef(camera._localDirection, camera._cameraTransformMatrix, camera._transformedDirection);
  49400. camera.cameraDirection.addInPlace(camera._transformedDirection);
  49401. }
  49402. }
  49403. };
  49404. /**
  49405. * Gets the class name of the current intput.
  49406. * @returns the class name
  49407. */
  49408. FreeCameraKeyboardMoveInput.prototype.getClassName = function () {
  49409. return "FreeCameraKeyboardMoveInput";
  49410. };
  49411. /** @hidden */
  49412. FreeCameraKeyboardMoveInput.prototype._onLostFocus = function (e) {
  49413. this._keys = [];
  49414. };
  49415. /**
  49416. * Get the friendly name associated with the input class.
  49417. * @returns the input friendly name
  49418. */
  49419. FreeCameraKeyboardMoveInput.prototype.getSimpleName = function () {
  49420. return "keyboard";
  49421. };
  49422. __decorate([
  49423. BABYLON.serialize()
  49424. ], FreeCameraKeyboardMoveInput.prototype, "keysUp", void 0);
  49425. __decorate([
  49426. BABYLON.serialize()
  49427. ], FreeCameraKeyboardMoveInput.prototype, "keysDown", void 0);
  49428. __decorate([
  49429. BABYLON.serialize()
  49430. ], FreeCameraKeyboardMoveInput.prototype, "keysLeft", void 0);
  49431. __decorate([
  49432. BABYLON.serialize()
  49433. ], FreeCameraKeyboardMoveInput.prototype, "keysRight", void 0);
  49434. return FreeCameraKeyboardMoveInput;
  49435. }());
  49436. BABYLON.FreeCameraKeyboardMoveInput = FreeCameraKeyboardMoveInput;
  49437. BABYLON.CameraInputTypes["FreeCameraKeyboardMoveInput"] = FreeCameraKeyboardMoveInput;
  49438. })(BABYLON || (BABYLON = {}));
  49439. //# sourceMappingURL=babylon.freeCameraKeyboardMoveInput.js.map
  49440. var BABYLON;
  49441. (function (BABYLON) {
  49442. /**
  49443. * Default Inputs manager for the FreeCamera.
  49444. * It groups all the default supported inputs for ease of use.
  49445. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49446. */
  49447. var FreeCameraInputsManager = /** @class */ (function (_super) {
  49448. __extends(FreeCameraInputsManager, _super);
  49449. /**
  49450. * Instantiates a new FreeCameraInputsManager.
  49451. * @param camera Defines the camera the inputs belong to
  49452. */
  49453. function FreeCameraInputsManager(camera) {
  49454. return _super.call(this, camera) || this;
  49455. }
  49456. /**
  49457. * Add keyboard input support to the input manager.
  49458. * @returns the current input manager
  49459. */
  49460. FreeCameraInputsManager.prototype.addKeyboard = function () {
  49461. this.add(new BABYLON.FreeCameraKeyboardMoveInput());
  49462. return this;
  49463. };
  49464. /**
  49465. * Add mouse input support to the input manager.
  49466. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  49467. * @returns the current input manager
  49468. */
  49469. FreeCameraInputsManager.prototype.addMouse = function (touchEnabled) {
  49470. if (touchEnabled === void 0) { touchEnabled = true; }
  49471. this.add(new BABYLON.FreeCameraMouseInput(touchEnabled));
  49472. return this;
  49473. };
  49474. /**
  49475. * Add orientation input support to the input manager.
  49476. * @returns the current input manager
  49477. */
  49478. FreeCameraInputsManager.prototype.addDeviceOrientation = function () {
  49479. this.add(new BABYLON.FreeCameraDeviceOrientationInput());
  49480. return this;
  49481. };
  49482. /**
  49483. * Add touch input support to the input manager.
  49484. * @returns the current input manager
  49485. */
  49486. FreeCameraInputsManager.prototype.addTouch = function () {
  49487. this.add(new BABYLON.FreeCameraTouchInput());
  49488. return this;
  49489. };
  49490. /**
  49491. * Add virtual joystick input support to the input manager.
  49492. * @returns the current input manager
  49493. */
  49494. FreeCameraInputsManager.prototype.addVirtualJoystick = function () {
  49495. this.add(new BABYLON.FreeCameraVirtualJoystickInput());
  49496. return this;
  49497. };
  49498. return FreeCameraInputsManager;
  49499. }(BABYLON.CameraInputsManager));
  49500. BABYLON.FreeCameraInputsManager = FreeCameraInputsManager;
  49501. })(BABYLON || (BABYLON = {}));
  49502. //# sourceMappingURL=babylon.freeCameraInputsManager.js.map
  49503. var BABYLON;
  49504. (function (BABYLON) {
  49505. BABYLON.Node.AddNodeConstructor("FreeCamera", function (name, scene) {
  49506. // Forcing to use the Universal camera
  49507. return function () { return new BABYLON.UniversalCamera(name, BABYLON.Vector3.Zero(), scene); };
  49508. });
  49509. /**
  49510. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  49511. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  49512. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  49513. */
  49514. var FreeCamera = /** @class */ (function (_super) {
  49515. __extends(FreeCamera, _super);
  49516. /**
  49517. * Instantiates a Free Camera.
  49518. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  49519. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  49520. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  49521. * @param name Define the name of the camera in the scene
  49522. * @param position Define the start position of the camera in the scene
  49523. * @param scene Define the scene the camera belongs to
  49524. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  49525. */
  49526. function FreeCamera(name, position, scene, setActiveOnSceneIfNoneActive) {
  49527. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  49528. var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;
  49529. /**
  49530. * Define the collision ellipsoid of the camera.
  49531. * This is helpful to simulate a camera body like the player body around the camera
  49532. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  49533. */
  49534. _this.ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5);
  49535. /**
  49536. * Define an offset for the position of the ellipsoid around the camera.
  49537. * This can be helpful to determine the center of the body near the gravity center of the body
  49538. * instead of its head.
  49539. */
  49540. _this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  49541. /**
  49542. * Enable or disable collisions of the camera with the rest of the scene objects.
  49543. */
  49544. _this.checkCollisions = false;
  49545. /**
  49546. * Enable or disable gravity on the camera.
  49547. */
  49548. _this.applyGravity = false;
  49549. _this._needMoveForGravity = false;
  49550. _this._oldPosition = BABYLON.Vector3.Zero();
  49551. _this._diffPosition = BABYLON.Vector3.Zero();
  49552. _this._newPosition = BABYLON.Vector3.Zero();
  49553. // Collisions
  49554. _this._collisionMask = -1;
  49555. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  49556. if (collidedMesh === void 0) { collidedMesh = null; }
  49557. //TODO move this to the collision coordinator!
  49558. if (_this.getScene().workerCollisions) {
  49559. newPosition.multiplyInPlace(_this._collider._radius);
  49560. }
  49561. var updatePosition = function (newPos) {
  49562. _this._newPosition.copyFrom(newPos);
  49563. _this._newPosition.subtractToRef(_this._oldPosition, _this._diffPosition);
  49564. if (_this._diffPosition.length() > BABYLON.Engine.CollisionsEpsilon) {
  49565. _this.position.addInPlace(_this._diffPosition);
  49566. if (_this.onCollide && collidedMesh) {
  49567. _this.onCollide(collidedMesh);
  49568. }
  49569. }
  49570. };
  49571. updatePosition(newPosition);
  49572. };
  49573. _this.inputs = new BABYLON.FreeCameraInputsManager(_this);
  49574. _this.inputs.addKeyboard().addMouse();
  49575. return _this;
  49576. }
  49577. Object.defineProperty(FreeCamera.prototype, "angularSensibility", {
  49578. /**
  49579. * Gets the input sensibility for a mouse input. (default is 2000.0)
  49580. * Higher values reduce sensitivity.
  49581. */
  49582. get: function () {
  49583. var mouse = this.inputs.attached["mouse"];
  49584. if (mouse) {
  49585. return mouse.angularSensibility;
  49586. }
  49587. return 0;
  49588. },
  49589. /**
  49590. * Sets the input sensibility for a mouse input. (default is 2000.0)
  49591. * Higher values reduce sensitivity.
  49592. */
  49593. set: function (value) {
  49594. var mouse = this.inputs.attached["mouse"];
  49595. if (mouse) {
  49596. mouse.angularSensibility = value;
  49597. }
  49598. },
  49599. enumerable: true,
  49600. configurable: true
  49601. });
  49602. Object.defineProperty(FreeCamera.prototype, "keysUp", {
  49603. /**
  49604. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  49605. */
  49606. get: function () {
  49607. var keyboard = this.inputs.attached["keyboard"];
  49608. if (keyboard) {
  49609. return keyboard.keysUp;
  49610. }
  49611. return [];
  49612. },
  49613. set: function (value) {
  49614. var keyboard = this.inputs.attached["keyboard"];
  49615. if (keyboard) {
  49616. keyboard.keysUp = value;
  49617. }
  49618. },
  49619. enumerable: true,
  49620. configurable: true
  49621. });
  49622. Object.defineProperty(FreeCamera.prototype, "keysDown", {
  49623. /**
  49624. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  49625. */
  49626. get: function () {
  49627. var keyboard = this.inputs.attached["keyboard"];
  49628. if (keyboard) {
  49629. return keyboard.keysDown;
  49630. }
  49631. return [];
  49632. },
  49633. set: function (value) {
  49634. var keyboard = this.inputs.attached["keyboard"];
  49635. if (keyboard) {
  49636. keyboard.keysDown = value;
  49637. }
  49638. },
  49639. enumerable: true,
  49640. configurable: true
  49641. });
  49642. Object.defineProperty(FreeCamera.prototype, "keysLeft", {
  49643. /**
  49644. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  49645. */
  49646. get: function () {
  49647. var keyboard = this.inputs.attached["keyboard"];
  49648. if (keyboard) {
  49649. return keyboard.keysLeft;
  49650. }
  49651. return [];
  49652. },
  49653. set: function (value) {
  49654. var keyboard = this.inputs.attached["keyboard"];
  49655. if (keyboard) {
  49656. keyboard.keysLeft = value;
  49657. }
  49658. },
  49659. enumerable: true,
  49660. configurable: true
  49661. });
  49662. Object.defineProperty(FreeCamera.prototype, "keysRight", {
  49663. /**
  49664. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  49665. */
  49666. get: function () {
  49667. var keyboard = this.inputs.attached["keyboard"];
  49668. if (keyboard) {
  49669. return keyboard.keysRight;
  49670. }
  49671. return [];
  49672. },
  49673. set: function (value) {
  49674. var keyboard = this.inputs.attached["keyboard"];
  49675. if (keyboard) {
  49676. keyboard.keysRight = value;
  49677. }
  49678. },
  49679. enumerable: true,
  49680. configurable: true
  49681. });
  49682. /**
  49683. * Attached controls to the current camera.
  49684. * @param element Defines the element the controls should be listened from
  49685. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  49686. */
  49687. FreeCamera.prototype.attachControl = function (element, noPreventDefault) {
  49688. this.inputs.attachElement(element, noPreventDefault);
  49689. };
  49690. /**
  49691. * Detach the current controls from the camera.
  49692. * The camera will stop reacting to inputs.
  49693. * @param element Defines the element to stop listening the inputs from
  49694. */
  49695. FreeCamera.prototype.detachControl = function (element) {
  49696. this.inputs.detachElement(element);
  49697. this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  49698. this.cameraRotation = new BABYLON.Vector2(0, 0);
  49699. };
  49700. Object.defineProperty(FreeCamera.prototype, "collisionMask", {
  49701. /**
  49702. * Define a collision mask to limit the list of object the camera can collide with
  49703. */
  49704. get: function () {
  49705. return this._collisionMask;
  49706. },
  49707. set: function (mask) {
  49708. this._collisionMask = !isNaN(mask) ? mask : -1;
  49709. },
  49710. enumerable: true,
  49711. configurable: true
  49712. });
  49713. /** @hidden */
  49714. FreeCamera.prototype._collideWithWorld = function (displacement) {
  49715. var globalPosition;
  49716. if (this.parent) {
  49717. globalPosition = BABYLON.Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix());
  49718. }
  49719. else {
  49720. globalPosition = this.position;
  49721. }
  49722. globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition);
  49723. this._oldPosition.addInPlace(this.ellipsoidOffset);
  49724. if (!this._collider) {
  49725. this._collider = new BABYLON.Collider();
  49726. }
  49727. this._collider._radius = this.ellipsoid;
  49728. this._collider.collisionMask = this._collisionMask;
  49729. //no need for clone, as long as gravity is not on.
  49730. var actualDisplacement = displacement;
  49731. //add gravity to the direction to prevent the dual-collision checking
  49732. if (this.applyGravity) {
  49733. //this prevents mending with cameraDirection, a global variable of the free camera class.
  49734. actualDisplacement = displacement.add(this.getScene().gravity);
  49735. }
  49736. this.getScene().collisionCoordinator.getNewPosition(this._oldPosition, actualDisplacement, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  49737. };
  49738. /** @hidden */
  49739. FreeCamera.prototype._checkInputs = function () {
  49740. if (!this._localDirection) {
  49741. this._localDirection = BABYLON.Vector3.Zero();
  49742. this._transformedDirection = BABYLON.Vector3.Zero();
  49743. }
  49744. this.inputs.checkInputs();
  49745. _super.prototype._checkInputs.call(this);
  49746. };
  49747. /** @hidden */
  49748. FreeCamera.prototype._decideIfNeedsToMove = function () {
  49749. return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  49750. };
  49751. /** @hidden */
  49752. FreeCamera.prototype._updatePosition = function () {
  49753. if (this.checkCollisions && this.getScene().collisionsEnabled) {
  49754. this._collideWithWorld(this.cameraDirection);
  49755. }
  49756. else {
  49757. _super.prototype._updatePosition.call(this);
  49758. }
  49759. };
  49760. /**
  49761. * Destroy the camera and release the current resources hold by it.
  49762. */
  49763. FreeCamera.prototype.dispose = function () {
  49764. this.inputs.clear();
  49765. _super.prototype.dispose.call(this);
  49766. };
  49767. /**
  49768. * Gets the current object class name.
  49769. * @return the class name
  49770. */
  49771. FreeCamera.prototype.getClassName = function () {
  49772. return "FreeCamera";
  49773. };
  49774. __decorate([
  49775. BABYLON.serializeAsVector3()
  49776. ], FreeCamera.prototype, "ellipsoid", void 0);
  49777. __decorate([
  49778. BABYLON.serializeAsVector3()
  49779. ], FreeCamera.prototype, "ellipsoidOffset", void 0);
  49780. __decorate([
  49781. BABYLON.serialize()
  49782. ], FreeCamera.prototype, "checkCollisions", void 0);
  49783. __decorate([
  49784. BABYLON.serialize()
  49785. ], FreeCamera.prototype, "applyGravity", void 0);
  49786. return FreeCamera;
  49787. }(BABYLON.TargetCamera));
  49788. BABYLON.FreeCamera = FreeCamera;
  49789. })(BABYLON || (BABYLON = {}));
  49790. //# sourceMappingURL=babylon.freeCamera.js.map
  49791. var BABYLON;
  49792. (function (BABYLON) {
  49793. /**
  49794. * Listen to mouse events to control the camera.
  49795. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49796. */
  49797. var FlyCameraMouseInput = /** @class */ (function () {
  49798. /**
  49799. * Listen to mouse events to control the camera.
  49800. * @param touchEnabled Define if touch is enabled. (Default is true.)
  49801. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49802. */
  49803. function FlyCameraMouseInput(touchEnabled) {
  49804. if (touchEnabled === void 0) { touchEnabled = true; }
  49805. /**
  49806. * Defines the buttons associated with the input to handle camera rotation.
  49807. */
  49808. this.buttons = [0, 1, 2];
  49809. /**
  49810. * Assign buttons for Yaw control.
  49811. */
  49812. this.buttonsYaw = [-1, 0, 1];
  49813. /**
  49814. * Assign buttons for Pitch control.
  49815. */
  49816. this.buttonsPitch = [-1, 0, 1];
  49817. /**
  49818. * Assign buttons for Roll control.
  49819. */
  49820. this.buttonsRoll = [2];
  49821. /**
  49822. * Detect if any button is being pressed while mouse is moved.
  49823. * -1 = Mouse locked.
  49824. * 0 = Left button.
  49825. * 1 = Middle Button.
  49826. * 2 = Right Button.
  49827. */
  49828. this.activeButton = -1;
  49829. /**
  49830. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  49831. * Higher values reduce its sensitivity.
  49832. */
  49833. this.angularSensibility = 1000.0;
  49834. this.previousPosition = null;
  49835. }
  49836. /**
  49837. * Attach the mouse control to the HTML DOM element.
  49838. * @param element Defines the element that listens to the input events.
  49839. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  49840. */
  49841. FlyCameraMouseInput.prototype.attachControl = function (element, noPreventDefault) {
  49842. var _this = this;
  49843. this.element = element;
  49844. this.noPreventDefault = noPreventDefault;
  49845. this._observer = this.camera.getScene().onPointerObservable.add(function (p, s) {
  49846. _this._pointerInput(p, s);
  49847. }, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE);
  49848. // Correct Roll by rate, if enabled.
  49849. this._rollObserver = this.camera.getScene().onBeforeRenderObservable.add(function () {
  49850. if (_this.camera.rollCorrect) {
  49851. _this.camera.restoreRoll(_this.camera.rollCorrect);
  49852. }
  49853. });
  49854. // Helper function to keep 'this'.
  49855. this._mousemoveCallback = function (e) {
  49856. _this._onMouseMove(e);
  49857. };
  49858. element.addEventListener("mousemove", this._mousemoveCallback, false);
  49859. };
  49860. /**
  49861. * Detach the current controls from the specified dom element.
  49862. * @param element Defines the element to stop listening the inputs from
  49863. */
  49864. FlyCameraMouseInput.prototype.detachControl = function (element) {
  49865. if (this._observer && element) {
  49866. this.camera.getScene().onPointerObservable.remove(this._observer);
  49867. this.camera.getScene().onBeforeRenderObservable.remove(this._rollObserver);
  49868. if (this._mousemoveCallback) {
  49869. element.removeEventListener("mousemove", this._mousemoveCallback);
  49870. }
  49871. this._observer = null;
  49872. this._rollObserver = null;
  49873. this.previousPosition = null;
  49874. this.noPreventDefault = undefined;
  49875. }
  49876. };
  49877. /**
  49878. * Gets the class name of the current input.
  49879. * @returns the class name.
  49880. */
  49881. FlyCameraMouseInput.prototype.getClassName = function () {
  49882. return "FlyCameraMouseInput";
  49883. };
  49884. /**
  49885. * Get the friendly name associated with the input class.
  49886. * @returns the input's friendly name.
  49887. */
  49888. FlyCameraMouseInput.prototype.getSimpleName = function () {
  49889. return "mouse";
  49890. };
  49891. // Track mouse movement, when the pointer is not locked.
  49892. FlyCameraMouseInput.prototype._pointerInput = function (p, s) {
  49893. var e = p.event;
  49894. var camera = this.camera;
  49895. var engine = camera.getEngine();
  49896. if (engine.isInVRExclusivePointerMode) {
  49897. return;
  49898. }
  49899. if (!this.touchEnabled && e.pointerType === "touch") {
  49900. return;
  49901. }
  49902. // Mouse is moved but an unknown mouse button is pressed.
  49903. if (p.type !== BABYLON.PointerEventTypes.POINTERMOVE && this.buttons.indexOf(e.button) === -1) {
  49904. return;
  49905. }
  49906. var srcElement = (e.srcElement || e.target);
  49907. // Mouse down.
  49908. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN && srcElement) {
  49909. try {
  49910. srcElement.setPointerCapture(e.pointerId);
  49911. }
  49912. catch (e) {
  49913. // Nothing to do with the error. Execution continues.
  49914. }
  49915. this.previousPosition = {
  49916. x: e.clientX,
  49917. y: e.clientY
  49918. };
  49919. this.activeButton = e.button;
  49920. if (!this.noPreventDefault) {
  49921. e.preventDefault();
  49922. this.element.focus();
  49923. }
  49924. }
  49925. else
  49926. // Mouse up.
  49927. if (p.type === BABYLON.PointerEventTypes.POINTERUP && srcElement) {
  49928. try {
  49929. srcElement.releasePointerCapture(e.pointerId);
  49930. }
  49931. catch (e) {
  49932. // Nothing to do with the error. Execution continues.
  49933. }
  49934. this.activeButton = -1;
  49935. this.previousPosition = null;
  49936. if (!this.noPreventDefault) {
  49937. e.preventDefault();
  49938. }
  49939. }
  49940. else
  49941. // Mouse move.
  49942. if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  49943. if (!this.previousPosition || engine.isPointerLock) {
  49944. return;
  49945. }
  49946. var offsetX = e.clientX - this.previousPosition.x;
  49947. var offsetY = e.clientY - this.previousPosition.y;
  49948. this.rotateCamera(offsetX, offsetY);
  49949. this.previousPosition = {
  49950. x: e.clientX,
  49951. y: e.clientY
  49952. };
  49953. if (!this.noPreventDefault) {
  49954. e.preventDefault();
  49955. }
  49956. }
  49957. };
  49958. // Track mouse movement, when pointer is locked.
  49959. FlyCameraMouseInput.prototype._onMouseMove = function (e) {
  49960. var camera = this.camera;
  49961. var engine = camera.getEngine();
  49962. if (!engine.isPointerLock || engine.isInVRExclusivePointerMode) {
  49963. return;
  49964. }
  49965. var offsetX = e.movementX || e.mozMovementX || e.webkitMovementX || e.msMovementX || 0;
  49966. var offsetY = e.movementY || e.mozMovementY || e.webkitMovementY || e.msMovementY || 0;
  49967. this.rotateCamera(offsetX, offsetY);
  49968. this.previousPosition = null;
  49969. if (!this.noPreventDefault) {
  49970. e.preventDefault();
  49971. }
  49972. };
  49973. /**
  49974. * Rotate camera by mouse offset.
  49975. */
  49976. FlyCameraMouseInput.prototype.rotateCamera = function (offsetX, offsetY) {
  49977. var _this = this;
  49978. var camera = this.camera;
  49979. var scene = this.camera.getScene();
  49980. if (scene.useRightHandedSystem) {
  49981. offsetX *= -1;
  49982. }
  49983. if (camera.parent && camera.parent._getWorldMatrixDeterminant() < 0) {
  49984. offsetX *= -1;
  49985. }
  49986. var x = offsetX / this.angularSensibility;
  49987. var y = offsetY / this.angularSensibility;
  49988. // Initialize to current rotation.
  49989. var currentRotation = BABYLON.Quaternion.RotationYawPitchRoll(camera.rotation.y, camera.rotation.x, camera.rotation.z);
  49990. var rotationChange;
  49991. // Pitch.
  49992. if (this.buttonsPitch.some(function (v) { return v === _this.activeButton; })) {
  49993. // Apply change in Radians to vector Angle.
  49994. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.X, y);
  49995. // Apply Pitch to quaternion.
  49996. currentRotation.multiplyInPlace(rotationChange);
  49997. }
  49998. // Yaw.
  49999. if (this.buttonsYaw.some(function (v) { return v === _this.activeButton; })) {
  50000. // Apply change in Radians to vector Angle.
  50001. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.Y, x);
  50002. // Apply Yaw to quaternion.
  50003. currentRotation.multiplyInPlace(rotationChange);
  50004. // Add Roll, if banked turning is enabled, within Roll limit.
  50005. var limit = (camera.bankedTurnLimit) + camera._trackRoll; // Defaults to 90° plus manual roll.
  50006. if (camera.bankedTurn && -limit < camera.rotation.z && camera.rotation.z < limit) {
  50007. var bankingDelta = camera.bankedTurnMultiplier * -x;
  50008. // Apply change in Radians to vector Angle.
  50009. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.Z, bankingDelta);
  50010. // Apply Yaw to quaternion.
  50011. currentRotation.multiplyInPlace(rotationChange);
  50012. }
  50013. }
  50014. // Roll.
  50015. if (this.buttonsRoll.some(function (v) { return v === _this.activeButton; })) {
  50016. // Apply change in Radians to vector Angle.
  50017. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.Z, -x);
  50018. // Track Rolling.
  50019. camera._trackRoll -= x;
  50020. // Apply Pitch to quaternion.
  50021. currentRotation.multiplyInPlace(rotationChange);
  50022. }
  50023. // Apply rotationQuaternion to Euler camera.rotation.
  50024. currentRotation.toEulerAnglesToRef(camera.rotation);
  50025. };
  50026. __decorate([
  50027. BABYLON.serialize()
  50028. ], FlyCameraMouseInput.prototype, "buttons", void 0);
  50029. __decorate([
  50030. BABYLON.serialize()
  50031. ], FlyCameraMouseInput.prototype, "angularSensibility", void 0);
  50032. return FlyCameraMouseInput;
  50033. }());
  50034. BABYLON.FlyCameraMouseInput = FlyCameraMouseInput;
  50035. BABYLON.CameraInputTypes["FlyCameraMouseInput"] = FlyCameraMouseInput;
  50036. })(BABYLON || (BABYLON = {}));
  50037. //# sourceMappingURL=babylon.flyCameraMouseInput.js.map
  50038. var BABYLON;
  50039. (function (BABYLON) {
  50040. /**
  50041. * Listen to keyboard events to control the camera.
  50042. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50043. */
  50044. var FlyCameraKeyboardInput = /** @class */ (function () {
  50045. function FlyCameraKeyboardInput() {
  50046. /**
  50047. * The list of keyboard keys used to control the forward move of the camera.
  50048. */
  50049. this.keysForward = [87];
  50050. /**
  50051. * The list of keyboard keys used to control the backward move of the camera.
  50052. */
  50053. this.keysBackward = [83];
  50054. /**
  50055. * The list of keyboard keys used to control the forward move of the camera.
  50056. */
  50057. this.keysUp = [69];
  50058. /**
  50059. * The list of keyboard keys used to control the backward move of the camera.
  50060. */
  50061. this.keysDown = [81];
  50062. /**
  50063. * The list of keyboard keys used to control the right strafe move of the camera.
  50064. */
  50065. this.keysRight = [68];
  50066. /**
  50067. * The list of keyboard keys used to control the left strafe move of the camera.
  50068. */
  50069. this.keysLeft = [65];
  50070. this._keys = new Array();
  50071. }
  50072. /**
  50073. * Attach the input controls to a specific dom element to get the input from.
  50074. * @param element Defines the element the controls should be listened from
  50075. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  50076. */
  50077. FlyCameraKeyboardInput.prototype.attachControl = function (element, noPreventDefault) {
  50078. var _this = this;
  50079. if (this._onCanvasBlurObserver) {
  50080. return;
  50081. }
  50082. this._scene = this.camera.getScene();
  50083. this._engine = this._scene.getEngine();
  50084. this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
  50085. _this._keys = [];
  50086. });
  50087. this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
  50088. var evt = info.event;
  50089. if (info.type === BABYLON.KeyboardEventTypes.KEYDOWN) {
  50090. if (_this.keysForward.indexOf(evt.keyCode) !== -1 ||
  50091. _this.keysBackward.indexOf(evt.keyCode) !== -1 ||
  50092. _this.keysUp.indexOf(evt.keyCode) !== -1 ||
  50093. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  50094. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  50095. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  50096. var index = _this._keys.indexOf(evt.keyCode);
  50097. if (index === -1) {
  50098. _this._keys.push(evt.keyCode);
  50099. }
  50100. if (!noPreventDefault) {
  50101. evt.preventDefault();
  50102. }
  50103. }
  50104. }
  50105. else {
  50106. if (_this.keysForward.indexOf(evt.keyCode) !== -1 ||
  50107. _this.keysBackward.indexOf(evt.keyCode) !== -1 ||
  50108. _this.keysUp.indexOf(evt.keyCode) !== -1 ||
  50109. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  50110. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  50111. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  50112. var index = _this._keys.indexOf(evt.keyCode);
  50113. if (index >= 0) {
  50114. _this._keys.splice(index, 1);
  50115. }
  50116. if (!noPreventDefault) {
  50117. evt.preventDefault();
  50118. }
  50119. }
  50120. }
  50121. });
  50122. };
  50123. /**
  50124. * Detach the current controls from the specified dom element.
  50125. * @param element Defines the element to stop listening the inputs from
  50126. */
  50127. FlyCameraKeyboardInput.prototype.detachControl = function (element) {
  50128. if (this._scene) {
  50129. if (this._onKeyboardObserver) {
  50130. this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
  50131. }
  50132. if (this._onCanvasBlurObserver) {
  50133. this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  50134. }
  50135. this._onKeyboardObserver = null;
  50136. this._onCanvasBlurObserver = null;
  50137. }
  50138. this._keys = [];
  50139. };
  50140. /**
  50141. * Gets the class name of the current intput.
  50142. * @returns the class name
  50143. */
  50144. FlyCameraKeyboardInput.prototype.getClassName = function () {
  50145. return "FlyCameraKeyboardInput";
  50146. };
  50147. /** @hidden */
  50148. FlyCameraKeyboardInput.prototype._onLostFocus = function (e) {
  50149. this._keys = [];
  50150. };
  50151. /**
  50152. * Get the friendly name associated with the input class.
  50153. * @returns the input friendly name
  50154. */
  50155. FlyCameraKeyboardInput.prototype.getSimpleName = function () {
  50156. return "keyboard";
  50157. };
  50158. /**
  50159. * Update the current camera state depending on the inputs that have been used this frame.
  50160. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  50161. */
  50162. FlyCameraKeyboardInput.prototype.checkInputs = function () {
  50163. if (this._onKeyboardObserver) {
  50164. var camera = this.camera;
  50165. // Keyboard
  50166. for (var index = 0; index < this._keys.length; index++) {
  50167. var keyCode = this._keys[index];
  50168. var speed = camera._computeLocalCameraSpeed();
  50169. if (this.keysForward.indexOf(keyCode) !== -1) {
  50170. camera._localDirection.copyFromFloats(0, 0, speed);
  50171. }
  50172. else if (this.keysBackward.indexOf(keyCode) !== -1) {
  50173. camera._localDirection.copyFromFloats(0, 0, -speed);
  50174. }
  50175. else if (this.keysUp.indexOf(keyCode) !== -1) {
  50176. camera._localDirection.copyFromFloats(0, speed, 0);
  50177. }
  50178. else if (this.keysDown.indexOf(keyCode) !== -1) {
  50179. camera._localDirection.copyFromFloats(0, -speed, 0);
  50180. }
  50181. else if (this.keysRight.indexOf(keyCode) !== -1) {
  50182. camera._localDirection.copyFromFloats(speed, 0, 0);
  50183. }
  50184. else if (this.keysLeft.indexOf(keyCode) !== -1) {
  50185. camera._localDirection.copyFromFloats(-speed, 0, 0);
  50186. }
  50187. if (camera.getScene().useRightHandedSystem) {
  50188. camera._localDirection.z *= -1;
  50189. }
  50190. camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);
  50191. BABYLON.Vector3.TransformNormalToRef(camera._localDirection, camera._cameraTransformMatrix, camera._transformedDirection);
  50192. camera.cameraDirection.addInPlace(camera._transformedDirection);
  50193. }
  50194. }
  50195. };
  50196. __decorate([
  50197. BABYLON.serialize()
  50198. ], FlyCameraKeyboardInput.prototype, "keysForward", void 0);
  50199. __decorate([
  50200. BABYLON.serialize()
  50201. ], FlyCameraKeyboardInput.prototype, "keysBackward", void 0);
  50202. __decorate([
  50203. BABYLON.serialize()
  50204. ], FlyCameraKeyboardInput.prototype, "keysUp", void 0);
  50205. __decorate([
  50206. BABYLON.serialize()
  50207. ], FlyCameraKeyboardInput.prototype, "keysDown", void 0);
  50208. __decorate([
  50209. BABYLON.serialize()
  50210. ], FlyCameraKeyboardInput.prototype, "keysRight", void 0);
  50211. __decorate([
  50212. BABYLON.serialize()
  50213. ], FlyCameraKeyboardInput.prototype, "keysLeft", void 0);
  50214. return FlyCameraKeyboardInput;
  50215. }());
  50216. BABYLON.FlyCameraKeyboardInput = FlyCameraKeyboardInput;
  50217. BABYLON.CameraInputTypes["FlyCameraKeyboardInput"] = FlyCameraKeyboardInput;
  50218. })(BABYLON || (BABYLON = {}));
  50219. //# sourceMappingURL=babylon.flyCameraKeyboardInput.js.map
  50220. var BABYLON;
  50221. (function (BABYLON) {
  50222. /**
  50223. * Default Inputs manager for the FlyCamera.
  50224. * It groups all the default supported inputs for ease of use.
  50225. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50226. */
  50227. var FlyCameraInputsManager = /** @class */ (function (_super) {
  50228. __extends(FlyCameraInputsManager, _super);
  50229. /**
  50230. * Instantiates a new FlyCameraInputsManager.
  50231. * @param camera Defines the camera the inputs belong to.
  50232. */
  50233. function FlyCameraInputsManager(camera) {
  50234. return _super.call(this, camera) || this;
  50235. }
  50236. /**
  50237. * Add keyboard input support to the input manager.
  50238. * @returns the new FlyCameraKeyboardMoveInput().
  50239. */
  50240. FlyCameraInputsManager.prototype.addKeyboard = function () {
  50241. this.add(new BABYLON.FlyCameraKeyboardInput());
  50242. return this;
  50243. };
  50244. /**
  50245. * Add mouse input support to the input manager.
  50246. * @param touchEnabled Enable touch screen support.
  50247. * @returns the new FlyCameraMouseInput().
  50248. */
  50249. FlyCameraInputsManager.prototype.addMouse = function (touchEnabled) {
  50250. if (touchEnabled === void 0) { touchEnabled = true; }
  50251. this.add(new BABYLON.FlyCameraMouseInput(touchEnabled));
  50252. return this;
  50253. };
  50254. return FlyCameraInputsManager;
  50255. }(BABYLON.CameraInputsManager));
  50256. BABYLON.FlyCameraInputsManager = FlyCameraInputsManager;
  50257. })(BABYLON || (BABYLON = {}));
  50258. //# sourceMappingURL=babylon.flyCameraInputsManager.js.map
  50259. var BABYLON;
  50260. (function (BABYLON) {
  50261. /**
  50262. * This is a flying camera, designed for 3D movement and rotation in all directions,
  50263. * such as in a 3D Space Shooter or a Flight Simulator.
  50264. */
  50265. var FlyCamera = /** @class */ (function (_super) {
  50266. __extends(FlyCamera, _super);
  50267. /**
  50268. * Instantiates a FlyCamera.
  50269. * This is a flying camera, designed for 3D movement and rotation in all directions,
  50270. * such as in a 3D Space Shooter or a Flight Simulator.
  50271. * @param name Define the name of the camera in the scene.
  50272. * @param position Define the starting position of the camera in the scene.
  50273. * @param scene Define the scene the camera belongs to.
  50274. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  50275. */
  50276. function FlyCamera(name, position, scene, setActiveOnSceneIfNoneActive) {
  50277. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  50278. var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;
  50279. /**
  50280. * Define the collision ellipsoid of the camera.
  50281. * This is helpful for simulating a camera body, like a player's body.
  50282. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  50283. */
  50284. _this.ellipsoid = new BABYLON.Vector3(1, 1, 1);
  50285. /**
  50286. * Define an offset for the position of the ellipsoid around the camera.
  50287. * This can be helpful if the camera is attached away from the player's body center,
  50288. * such as at its head.
  50289. */
  50290. _this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  50291. /**
  50292. * Enable or disable collisions of the camera with the rest of the scene objects.
  50293. */
  50294. _this.checkCollisions = false;
  50295. /**
  50296. * Enable or disable gravity on the camera.
  50297. */
  50298. _this.applyGravity = false;
  50299. /**
  50300. * Define the current direction the camera is moving to.
  50301. */
  50302. _this.cameraDirection = BABYLON.Vector3.Zero();
  50303. /**
  50304. * Track Roll to maintain the wanted Rolling when looking around.
  50305. */
  50306. _this._trackRoll = 0;
  50307. /**
  50308. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  50309. */
  50310. _this.rollCorrect = 100;
  50311. /**
  50312. * Mimic a banked turn, Rolling the camera when Yawing.
  50313. * It's recommended to use rollCorrect = 10 for faster banking correction.
  50314. */
  50315. _this.bankedTurn = false;
  50316. /**
  50317. * Limit in radians for how much Roll banking will add. (Default: 90°)
  50318. */
  50319. _this.bankedTurnLimit = Math.PI / 2;
  50320. /**
  50321. * Value of 0 disables the banked Roll.
  50322. * Value of 1 is equal to the Yaw angle in radians.
  50323. */
  50324. _this.bankedTurnMultiplier = 1;
  50325. _this._needMoveForGravity = false;
  50326. _this._oldPosition = BABYLON.Vector3.Zero();
  50327. _this._diffPosition = BABYLON.Vector3.Zero();
  50328. _this._newPosition = BABYLON.Vector3.Zero();
  50329. // Collisions.
  50330. _this._collisionMask = -1;
  50331. /** @hidden */
  50332. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  50333. if (collidedMesh === void 0) { collidedMesh = null; }
  50334. // TODO Move this to the collision coordinator!
  50335. if (_this.getScene().workerCollisions) {
  50336. newPosition.multiplyInPlace(_this._collider._radius);
  50337. }
  50338. var updatePosition = function (newPos) {
  50339. _this._newPosition.copyFrom(newPos);
  50340. _this._newPosition.subtractToRef(_this._oldPosition, _this._diffPosition);
  50341. if (_this._diffPosition.length() > BABYLON.Engine.CollisionsEpsilon) {
  50342. _this.position.addInPlace(_this._diffPosition);
  50343. if (_this.onCollide && collidedMesh) {
  50344. _this.onCollide(collidedMesh);
  50345. }
  50346. }
  50347. };
  50348. updatePosition(newPosition);
  50349. };
  50350. _this.inputs = new BABYLON.FlyCameraInputsManager(_this);
  50351. _this.inputs.addKeyboard().addMouse();
  50352. return _this;
  50353. }
  50354. Object.defineProperty(FlyCamera.prototype, "angularSensibility", {
  50355. /**
  50356. * Gets the input sensibility for mouse input.
  50357. * Higher values reduce sensitivity.
  50358. */
  50359. get: function () {
  50360. var mouse = this.inputs.attached["mouse"];
  50361. if (mouse) {
  50362. return mouse.angularSensibility;
  50363. }
  50364. return 0;
  50365. },
  50366. /**
  50367. * Sets the input sensibility for a mouse input.
  50368. * Higher values reduce sensitivity.
  50369. */
  50370. set: function (value) {
  50371. var mouse = this.inputs.attached["mouse"];
  50372. if (mouse) {
  50373. mouse.angularSensibility = value;
  50374. }
  50375. },
  50376. enumerable: true,
  50377. configurable: true
  50378. });
  50379. Object.defineProperty(FlyCamera.prototype, "keysForward", {
  50380. /**
  50381. * Get the keys for camera movement forward.
  50382. */
  50383. get: function () {
  50384. var keyboard = this.inputs.attached["keyboard"];
  50385. if (keyboard) {
  50386. return keyboard.keysForward;
  50387. }
  50388. return [];
  50389. },
  50390. /**
  50391. * Set the keys for camera movement forward.
  50392. */
  50393. set: function (value) {
  50394. var keyboard = this.inputs.attached["keyboard"];
  50395. if (keyboard) {
  50396. keyboard.keysForward = value;
  50397. }
  50398. },
  50399. enumerable: true,
  50400. configurable: true
  50401. });
  50402. Object.defineProperty(FlyCamera.prototype, "keysBackward", {
  50403. /**
  50404. * Get the keys for camera movement backward.
  50405. */
  50406. get: function () {
  50407. var keyboard = this.inputs.attached["keyboard"];
  50408. if (keyboard) {
  50409. return keyboard.keysBackward;
  50410. }
  50411. return [];
  50412. },
  50413. set: function (value) {
  50414. var keyboard = this.inputs.attached["keyboard"];
  50415. if (keyboard) {
  50416. keyboard.keysBackward = value;
  50417. }
  50418. },
  50419. enumerable: true,
  50420. configurable: true
  50421. });
  50422. Object.defineProperty(FlyCamera.prototype, "keysUp", {
  50423. /**
  50424. * Get the keys for camera movement up.
  50425. */
  50426. get: function () {
  50427. var keyboard = this.inputs.attached["keyboard"];
  50428. if (keyboard) {
  50429. return keyboard.keysUp;
  50430. }
  50431. return [];
  50432. },
  50433. /**
  50434. * Set the keys for camera movement up.
  50435. */
  50436. set: function (value) {
  50437. var keyboard = this.inputs.attached["keyboard"];
  50438. if (keyboard) {
  50439. keyboard.keysUp = value;
  50440. }
  50441. },
  50442. enumerable: true,
  50443. configurable: true
  50444. });
  50445. Object.defineProperty(FlyCamera.prototype, "keysDown", {
  50446. /**
  50447. * Get the keys for camera movement down.
  50448. */
  50449. get: function () {
  50450. var keyboard = this.inputs.attached["keyboard"];
  50451. if (keyboard) {
  50452. return keyboard.keysDown;
  50453. }
  50454. return [];
  50455. },
  50456. /**
  50457. * Set the keys for camera movement down.
  50458. */
  50459. set: function (value) {
  50460. var keyboard = this.inputs.attached["keyboard"];
  50461. if (keyboard) {
  50462. keyboard.keysDown = value;
  50463. }
  50464. },
  50465. enumerable: true,
  50466. configurable: true
  50467. });
  50468. Object.defineProperty(FlyCamera.prototype, "keysLeft", {
  50469. /**
  50470. * Get the keys for camera movement left.
  50471. */
  50472. get: function () {
  50473. var keyboard = this.inputs.attached["keyboard"];
  50474. if (keyboard) {
  50475. return keyboard.keysLeft;
  50476. }
  50477. return [];
  50478. },
  50479. /**
  50480. * Set the keys for camera movement left.
  50481. */
  50482. set: function (value) {
  50483. var keyboard = this.inputs.attached["keyboard"];
  50484. if (keyboard) {
  50485. keyboard.keysLeft = value;
  50486. }
  50487. },
  50488. enumerable: true,
  50489. configurable: true
  50490. });
  50491. Object.defineProperty(FlyCamera.prototype, "keysRight", {
  50492. /**
  50493. * Set the keys for camera movement right.
  50494. */
  50495. get: function () {
  50496. var keyboard = this.inputs.attached["keyboard"];
  50497. if (keyboard) {
  50498. return keyboard.keysRight;
  50499. }
  50500. return [];
  50501. },
  50502. /**
  50503. * Set the keys for camera movement right.
  50504. */
  50505. set: function (value) {
  50506. var keyboard = this.inputs.attached["keyboard"];
  50507. if (keyboard) {
  50508. keyboard.keysRight = value;
  50509. }
  50510. },
  50511. enumerable: true,
  50512. configurable: true
  50513. });
  50514. /**
  50515. * Attach a control to the HTML DOM element.
  50516. * @param element Defines the element that listens to the input events.
  50517. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  50518. */
  50519. FlyCamera.prototype.attachControl = function (element, noPreventDefault) {
  50520. this.inputs.attachElement(element, noPreventDefault);
  50521. };
  50522. /**
  50523. * Detach a control from the HTML DOM element.
  50524. * The camera will stop reacting to that input.
  50525. * @param element Defines the element that listens to the input events.
  50526. */
  50527. FlyCamera.prototype.detachControl = function (element) {
  50528. this.inputs.detachElement(element);
  50529. this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  50530. };
  50531. Object.defineProperty(FlyCamera.prototype, "collisionMask", {
  50532. /**
  50533. * Get the mask that the camera ignores in collision events.
  50534. */
  50535. get: function () {
  50536. return this._collisionMask;
  50537. },
  50538. /**
  50539. * Set the mask that the camera ignores in collision events.
  50540. */
  50541. set: function (mask) {
  50542. this._collisionMask = !isNaN(mask) ? mask : -1;
  50543. },
  50544. enumerable: true,
  50545. configurable: true
  50546. });
  50547. /** @hidden */
  50548. FlyCamera.prototype._collideWithWorld = function (displacement) {
  50549. var globalPosition;
  50550. if (this.parent) {
  50551. globalPosition = BABYLON.Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix());
  50552. }
  50553. else {
  50554. globalPosition = this.position;
  50555. }
  50556. globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition);
  50557. this._oldPosition.addInPlace(this.ellipsoidOffset);
  50558. if (!this._collider) {
  50559. this._collider = new BABYLON.Collider();
  50560. }
  50561. this._collider._radius = this.ellipsoid;
  50562. this._collider.collisionMask = this._collisionMask;
  50563. // No need for clone, as long as gravity is not on.
  50564. var actualDisplacement = displacement;
  50565. // Add gravity to direction to prevent dual-collision checking.
  50566. if (this.applyGravity) {
  50567. // This prevents mending with cameraDirection, a global variable of the fly camera class.
  50568. actualDisplacement = displacement.add(this.getScene().gravity);
  50569. }
  50570. this.getScene().collisionCoordinator.getNewPosition(this._oldPosition, actualDisplacement, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  50571. };
  50572. /** @hidden */
  50573. FlyCamera.prototype._checkInputs = function () {
  50574. if (!this._localDirection) {
  50575. this._localDirection = BABYLON.Vector3.Zero();
  50576. this._transformedDirection = BABYLON.Vector3.Zero();
  50577. }
  50578. this.inputs.checkInputs();
  50579. _super.prototype._checkInputs.call(this);
  50580. };
  50581. /** @hidden */
  50582. FlyCamera.prototype._decideIfNeedsToMove = function () {
  50583. return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  50584. };
  50585. /** @hidden */
  50586. FlyCamera.prototype._updatePosition = function () {
  50587. if (this.checkCollisions && this.getScene().collisionsEnabled) {
  50588. this._collideWithWorld(this.cameraDirection);
  50589. }
  50590. else {
  50591. _super.prototype._updatePosition.call(this);
  50592. }
  50593. };
  50594. /**
  50595. * Restore the Roll to its target value at the rate specified.
  50596. * @param rate - Higher means slower restoring.
  50597. * @hidden
  50598. */
  50599. FlyCamera.prototype.restoreRoll = function (rate) {
  50600. var limit = this._trackRoll; // Target Roll.
  50601. var z = this.rotation.z; // Current Roll.
  50602. var delta = limit - z; // Difference in Roll.
  50603. var minRad = 0.001; // Tenth of a radian is a barely noticable difference.
  50604. // If the difference is noticable, restore the Roll.
  50605. if (Math.abs(delta) >= minRad) {
  50606. // Change Z rotation towards the target Roll.
  50607. this.rotation.z += delta / rate;
  50608. // Match when near enough.
  50609. if (Math.abs(limit - this.rotation.z) <= minRad) {
  50610. this.rotation.z = limit;
  50611. }
  50612. }
  50613. };
  50614. /**
  50615. * Destroy the camera and release the current resources held by it.
  50616. */
  50617. FlyCamera.prototype.dispose = function () {
  50618. this.inputs.clear();
  50619. _super.prototype.dispose.call(this);
  50620. };
  50621. /**
  50622. * Get the current object class name.
  50623. * @returns the class name.
  50624. */
  50625. FlyCamera.prototype.getClassName = function () {
  50626. return "FlyCamera";
  50627. };
  50628. __decorate([
  50629. BABYLON.serializeAsVector3()
  50630. ], FlyCamera.prototype, "ellipsoid", void 0);
  50631. __decorate([
  50632. BABYLON.serializeAsVector3()
  50633. ], FlyCamera.prototype, "ellipsoidOffset", void 0);
  50634. __decorate([
  50635. BABYLON.serialize()
  50636. ], FlyCamera.prototype, "checkCollisions", void 0);
  50637. __decorate([
  50638. BABYLON.serialize()
  50639. ], FlyCamera.prototype, "applyGravity", void 0);
  50640. return FlyCamera;
  50641. }(BABYLON.TargetCamera));
  50642. BABYLON.FlyCamera = FlyCamera;
  50643. })(BABYLON || (BABYLON = {}));
  50644. //# sourceMappingURL=babylon.flyCamera.js.map
  50645. var BABYLON;
  50646. (function (BABYLON) {
  50647. /**
  50648. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  50649. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50650. */
  50651. var ArcRotateCameraKeyboardMoveInput = /** @class */ (function () {
  50652. function ArcRotateCameraKeyboardMoveInput() {
  50653. /**
  50654. * Defines the list of key codes associated with the up action (increase alpha)
  50655. */
  50656. this.keysUp = [38];
  50657. /**
  50658. * Defines the list of key codes associated with the down action (decrease alpha)
  50659. */
  50660. this.keysDown = [40];
  50661. /**
  50662. * Defines the list of key codes associated with the left action (increase beta)
  50663. */
  50664. this.keysLeft = [37];
  50665. /**
  50666. * Defines the list of key codes associated with the right action (decrease beta)
  50667. */
  50668. this.keysRight = [39];
  50669. /**
  50670. * Defines the list of key codes associated with the reset action.
  50671. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  50672. */
  50673. this.keysReset = [220];
  50674. /**
  50675. * Defines the panning sensibility of the inputs.
  50676. * (How fast is the camera paning)
  50677. */
  50678. this.panningSensibility = 50.0;
  50679. /**
  50680. * Defines the zooming sensibility of the inputs.
  50681. * (How fast is the camera zooming)
  50682. */
  50683. this.zoomingSensibility = 25.0;
  50684. /**
  50685. * Defines wether maintaining the alt key down switch the movement mode from
  50686. * orientation to zoom.
  50687. */
  50688. this.useAltToZoom = true;
  50689. /**
  50690. * Rotation speed of the camera
  50691. */
  50692. this.angularSpeed = 0.01;
  50693. this._keys = new Array();
  50694. }
  50695. /**
  50696. * Attach the input controls to a specific dom element to get the input from.
  50697. * @param element Defines the element the controls should be listened from
  50698. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  50699. */
  50700. ArcRotateCameraKeyboardMoveInput.prototype.attachControl = function (element, noPreventDefault) {
  50701. var _this = this;
  50702. if (this._onCanvasBlurObserver) {
  50703. return;
  50704. }
  50705. this._scene = this.camera.getScene();
  50706. this._engine = this._scene.getEngine();
  50707. this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
  50708. _this._keys = [];
  50709. });
  50710. this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
  50711. var evt = info.event;
  50712. if (info.type === BABYLON.KeyboardEventTypes.KEYDOWN) {
  50713. _this._ctrlPressed = evt.ctrlKey;
  50714. _this._altPressed = evt.altKey;
  50715. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  50716. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  50717. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  50718. _this.keysRight.indexOf(evt.keyCode) !== -1 ||
  50719. _this.keysReset.indexOf(evt.keyCode) !== -1) {
  50720. var index = _this._keys.indexOf(evt.keyCode);
  50721. if (index === -1) {
  50722. _this._keys.push(evt.keyCode);
  50723. }
  50724. if (evt.preventDefault) {
  50725. if (!noPreventDefault) {
  50726. evt.preventDefault();
  50727. }
  50728. }
  50729. }
  50730. }
  50731. else {
  50732. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  50733. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  50734. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  50735. _this.keysRight.indexOf(evt.keyCode) !== -1 ||
  50736. _this.keysReset.indexOf(evt.keyCode) !== -1) {
  50737. var index = _this._keys.indexOf(evt.keyCode);
  50738. if (index >= 0) {
  50739. _this._keys.splice(index, 1);
  50740. }
  50741. if (evt.preventDefault) {
  50742. if (!noPreventDefault) {
  50743. evt.preventDefault();
  50744. }
  50745. }
  50746. }
  50747. }
  50748. });
  50749. };
  50750. /**
  50751. * Detach the current controls from the specified dom element.
  50752. * @param element Defines the element to stop listening the inputs from
  50753. */
  50754. ArcRotateCameraKeyboardMoveInput.prototype.detachControl = function (element) {
  50755. if (this._scene) {
  50756. if (this._onKeyboardObserver) {
  50757. this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
  50758. }
  50759. if (this._onCanvasBlurObserver) {
  50760. this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  50761. }
  50762. this._onKeyboardObserver = null;
  50763. this._onCanvasBlurObserver = null;
  50764. }
  50765. this._keys = [];
  50766. };
  50767. /**
  50768. * Update the current camera state depending on the inputs that have been used this frame.
  50769. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  50770. */
  50771. ArcRotateCameraKeyboardMoveInput.prototype.checkInputs = function () {
  50772. if (this._onKeyboardObserver) {
  50773. var camera = this.camera;
  50774. for (var index = 0; index < this._keys.length; index++) {
  50775. var keyCode = this._keys[index];
  50776. if (this.keysLeft.indexOf(keyCode) !== -1) {
  50777. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50778. camera.inertialPanningX -= 1 / this.panningSensibility;
  50779. }
  50780. else {
  50781. camera.inertialAlphaOffset -= this.angularSpeed;
  50782. }
  50783. }
  50784. else if (this.keysUp.indexOf(keyCode) !== -1) {
  50785. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50786. camera.inertialPanningY += 1 / this.panningSensibility;
  50787. }
  50788. else if (this._altPressed && this.useAltToZoom) {
  50789. camera.inertialRadiusOffset += 1 / this.zoomingSensibility;
  50790. }
  50791. else {
  50792. camera.inertialBetaOffset -= this.angularSpeed;
  50793. }
  50794. }
  50795. else if (this.keysRight.indexOf(keyCode) !== -1) {
  50796. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50797. camera.inertialPanningX += 1 / this.panningSensibility;
  50798. }
  50799. else {
  50800. camera.inertialAlphaOffset += this.angularSpeed;
  50801. }
  50802. }
  50803. else if (this.keysDown.indexOf(keyCode) !== -1) {
  50804. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50805. camera.inertialPanningY -= 1 / this.panningSensibility;
  50806. }
  50807. else if (this._altPressed && this.useAltToZoom) {
  50808. camera.inertialRadiusOffset -= 1 / this.zoomingSensibility;
  50809. }
  50810. else {
  50811. camera.inertialBetaOffset += this.angularSpeed;
  50812. }
  50813. }
  50814. else if (this.keysReset.indexOf(keyCode) !== -1) {
  50815. if (camera.useInputToRestoreState) {
  50816. camera.restoreState();
  50817. }
  50818. }
  50819. }
  50820. }
  50821. };
  50822. /**
  50823. * Gets the class name of the current intput.
  50824. * @returns the class name
  50825. */
  50826. ArcRotateCameraKeyboardMoveInput.prototype.getClassName = function () {
  50827. return "ArcRotateCameraKeyboardMoveInput";
  50828. };
  50829. /**
  50830. * Get the friendly name associated with the input class.
  50831. * @returns the input friendly name
  50832. */
  50833. ArcRotateCameraKeyboardMoveInput.prototype.getSimpleName = function () {
  50834. return "keyboard";
  50835. };
  50836. __decorate([
  50837. BABYLON.serialize()
  50838. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysUp", void 0);
  50839. __decorate([
  50840. BABYLON.serialize()
  50841. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysDown", void 0);
  50842. __decorate([
  50843. BABYLON.serialize()
  50844. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysLeft", void 0);
  50845. __decorate([
  50846. BABYLON.serialize()
  50847. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysRight", void 0);
  50848. __decorate([
  50849. BABYLON.serialize()
  50850. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysReset", void 0);
  50851. __decorate([
  50852. BABYLON.serialize()
  50853. ], ArcRotateCameraKeyboardMoveInput.prototype, "panningSensibility", void 0);
  50854. __decorate([
  50855. BABYLON.serialize()
  50856. ], ArcRotateCameraKeyboardMoveInput.prototype, "zoomingSensibility", void 0);
  50857. __decorate([
  50858. BABYLON.serialize()
  50859. ], ArcRotateCameraKeyboardMoveInput.prototype, "useAltToZoom", void 0);
  50860. __decorate([
  50861. BABYLON.serialize()
  50862. ], ArcRotateCameraKeyboardMoveInput.prototype, "angularSpeed", void 0);
  50863. return ArcRotateCameraKeyboardMoveInput;
  50864. }());
  50865. BABYLON.ArcRotateCameraKeyboardMoveInput = ArcRotateCameraKeyboardMoveInput;
  50866. BABYLON.CameraInputTypes["ArcRotateCameraKeyboardMoveInput"] = ArcRotateCameraKeyboardMoveInput;
  50867. })(BABYLON || (BABYLON = {}));
  50868. //# sourceMappingURL=babylon.arcRotateCameraKeyboardMoveInput.js.map
  50869. var BABYLON;
  50870. (function (BABYLON) {
  50871. /**
  50872. * Manage the mouse wheel inputs to control an arc rotate camera.
  50873. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50874. */
  50875. var ArcRotateCameraMouseWheelInput = /** @class */ (function () {
  50876. function ArcRotateCameraMouseWheelInput() {
  50877. /**
  50878. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  50879. */
  50880. this.wheelPrecision = 3.0;
  50881. /**
  50882. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  50883. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  50884. */
  50885. this.wheelDeltaPercentage = 0;
  50886. }
  50887. /**
  50888. * Attach the input controls to a specific dom element to get the input from.
  50889. * @param element Defines the element the controls should be listened from
  50890. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  50891. */
  50892. ArcRotateCameraMouseWheelInput.prototype.attachControl = function (element, noPreventDefault) {
  50893. var _this = this;
  50894. this._wheel = function (p, s) {
  50895. //sanity check - this should be a PointerWheel event.
  50896. if (p.type !== BABYLON.PointerEventTypes.POINTERWHEEL) {
  50897. return;
  50898. }
  50899. var event = p.event;
  50900. var delta = 0;
  50901. if (event.wheelDelta) {
  50902. if (_this.wheelDeltaPercentage) {
  50903. var wheelDelta = (event.wheelDelta * 0.01 * _this.wheelDeltaPercentage) * _this.camera.radius;
  50904. if (event.wheelDelta > 0) {
  50905. delta = wheelDelta / (1.0 + _this.wheelDeltaPercentage);
  50906. }
  50907. else {
  50908. delta = wheelDelta * (1.0 + _this.wheelDeltaPercentage);
  50909. }
  50910. }
  50911. else {
  50912. delta = event.wheelDelta / (_this.wheelPrecision * 40);
  50913. }
  50914. }
  50915. else {
  50916. var deltaValue = event.deltaY || event.detail;
  50917. delta = -deltaValue / _this.wheelPrecision;
  50918. }
  50919. if (delta) {
  50920. _this.camera.inertialRadiusOffset += delta;
  50921. }
  50922. if (event.preventDefault) {
  50923. if (!noPreventDefault) {
  50924. event.preventDefault();
  50925. }
  50926. }
  50927. };
  50928. this._observer = this.camera.getScene().onPointerObservable.add(this._wheel, BABYLON.PointerEventTypes.POINTERWHEEL);
  50929. };
  50930. /**
  50931. * Detach the current controls from the specified dom element.
  50932. * @param element Defines the element to stop listening the inputs from
  50933. */
  50934. ArcRotateCameraMouseWheelInput.prototype.detachControl = function (element) {
  50935. if (this._observer && element) {
  50936. this.camera.getScene().onPointerObservable.remove(this._observer);
  50937. this._observer = null;
  50938. this._wheel = null;
  50939. }
  50940. };
  50941. /**
  50942. * Gets the class name of the current intput.
  50943. * @returns the class name
  50944. */
  50945. ArcRotateCameraMouseWheelInput.prototype.getClassName = function () {
  50946. return "ArcRotateCameraMouseWheelInput";
  50947. };
  50948. /**
  50949. * Get the friendly name associated with the input class.
  50950. * @returns the input friendly name
  50951. */
  50952. ArcRotateCameraMouseWheelInput.prototype.getSimpleName = function () {
  50953. return "mousewheel";
  50954. };
  50955. __decorate([
  50956. BABYLON.serialize()
  50957. ], ArcRotateCameraMouseWheelInput.prototype, "wheelPrecision", void 0);
  50958. __decorate([
  50959. BABYLON.serialize()
  50960. ], ArcRotateCameraMouseWheelInput.prototype, "wheelDeltaPercentage", void 0);
  50961. return ArcRotateCameraMouseWheelInput;
  50962. }());
  50963. BABYLON.ArcRotateCameraMouseWheelInput = ArcRotateCameraMouseWheelInput;
  50964. BABYLON.CameraInputTypes["ArcRotateCameraMouseWheelInput"] = ArcRotateCameraMouseWheelInput;
  50965. })(BABYLON || (BABYLON = {}));
  50966. //# sourceMappingURL=babylon.arcRotateCameraMouseWheelInput.js.map
  50967. var BABYLON;
  50968. (function (BABYLON) {
  50969. /**
  50970. * Manage the pointers inputs to control an arc rotate camera.
  50971. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50972. */
  50973. var ArcRotateCameraPointersInput = /** @class */ (function () {
  50974. function ArcRotateCameraPointersInput() {
  50975. /**
  50976. * Defines the buttons associated with the input to handle camera move.
  50977. */
  50978. this.buttons = [0, 1, 2];
  50979. /**
  50980. * Defines the pointer angular sensibility along the X axis or how fast is the camera rotating.
  50981. */
  50982. this.angularSensibilityX = 1000.0;
  50983. /**
  50984. * Defines the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  50985. */
  50986. this.angularSensibilityY = 1000.0;
  50987. /**
  50988. * Defines the pointer pinch precision or how fast is the camera zooming.
  50989. */
  50990. this.pinchPrecision = 12.0;
  50991. /**
  50992. * pinchDeltaPercentage will be used instead of pinchPrecision if different from 0.
  50993. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  50994. */
  50995. this.pinchDeltaPercentage = 0;
  50996. /**
  50997. * Defines the pointer panning sensibility or how fast is the camera moving.
  50998. */
  50999. this.panningSensibility = 1000.0;
  51000. /**
  51001. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  51002. */
  51003. this.multiTouchPanning = true;
  51004. /**
  51005. * Defines whether panning is enabled for both pan (2 fingers swipe) and zoom (pinch) through multitouch.
  51006. */
  51007. this.multiTouchPanAndZoom = true;
  51008. /**
  51009. * Revers pinch action direction.
  51010. */
  51011. this.pinchInwards = true;
  51012. this._isPanClick = false;
  51013. }
  51014. /**
  51015. * Attach the input controls to a specific dom element to get the input from.
  51016. * @param element Defines the element the controls should be listened from
  51017. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  51018. */
  51019. ArcRotateCameraPointersInput.prototype.attachControl = function (element, noPreventDefault) {
  51020. var _this = this;
  51021. var engine = this.camera.getEngine();
  51022. var cacheSoloPointer; // cache pointer object for better perf on camera rotation
  51023. var pointA = null;
  51024. var pointB = null;
  51025. var previousPinchSquaredDistance = 0;
  51026. var initialDistance = 0;
  51027. var twoFingerActivityCount = 0;
  51028. var previousMultiTouchPanPosition = { x: 0, y: 0, isPaning: false, isPinching: false };
  51029. this._pointerInput = function (p, s) {
  51030. var evt = p.event;
  51031. var isTouch = p.event.pointerType === "touch";
  51032. if (engine.isInVRExclusivePointerMode) {
  51033. return;
  51034. }
  51035. if (p.type !== BABYLON.PointerEventTypes.POINTERMOVE && _this.buttons.indexOf(evt.button) === -1) {
  51036. return;
  51037. }
  51038. var srcElement = (evt.srcElement || evt.target);
  51039. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN && srcElement) {
  51040. try {
  51041. srcElement.setPointerCapture(evt.pointerId);
  51042. }
  51043. catch (e) {
  51044. //Nothing to do with the error. Execution will continue.
  51045. }
  51046. // Manage panning with pan button click
  51047. _this._isPanClick = evt.button === _this.camera._panningMouseButton;
  51048. // manage pointers
  51049. cacheSoloPointer = { x: evt.clientX, y: evt.clientY, pointerId: evt.pointerId, type: evt.pointerType };
  51050. if (pointA === null) {
  51051. pointA = cacheSoloPointer;
  51052. }
  51053. else if (pointB === null) {
  51054. pointB = cacheSoloPointer;
  51055. }
  51056. if (!noPreventDefault) {
  51057. evt.preventDefault();
  51058. element.focus();
  51059. }
  51060. }
  51061. else if (p.type === BABYLON.PointerEventTypes.POINTERDOUBLETAP) {
  51062. if (_this.camera.useInputToRestoreState) {
  51063. _this.camera.restoreState();
  51064. }
  51065. }
  51066. else if (p.type === BABYLON.PointerEventTypes.POINTERUP && srcElement) {
  51067. try {
  51068. srcElement.releasePointerCapture(evt.pointerId);
  51069. }
  51070. catch (e) {
  51071. //Nothing to do with the error.
  51072. }
  51073. cacheSoloPointer = null;
  51074. previousPinchSquaredDistance = 0;
  51075. previousMultiTouchPanPosition.isPaning = false;
  51076. previousMultiTouchPanPosition.isPinching = false;
  51077. twoFingerActivityCount = 0;
  51078. initialDistance = 0;
  51079. if (!isTouch) {
  51080. pointB = null; // Mouse and pen are mono pointer
  51081. }
  51082. //would be better to use pointers.remove(evt.pointerId) for multitouch gestures,
  51083. //but emptying completly pointers collection is required to fix a bug on iPhone :
  51084. //when changing orientation while pinching camera, one pointer stay pressed forever if we don't release all pointers
  51085. //will be ok to put back pointers.remove(evt.pointerId); when iPhone bug corrected
  51086. if (engine._badOS) {
  51087. pointA = pointB = null;
  51088. }
  51089. else {
  51090. //only remove the impacted pointer in case of multitouch allowing on most
  51091. //platforms switching from rotate to zoom and pan seamlessly.
  51092. if (pointB && pointA && pointA.pointerId == evt.pointerId) {
  51093. pointA = pointB;
  51094. pointB = null;
  51095. cacheSoloPointer = { x: pointA.x, y: pointA.y, pointerId: pointA.pointerId, type: evt.pointerType };
  51096. }
  51097. else if (pointA && pointB && pointB.pointerId == evt.pointerId) {
  51098. pointB = null;
  51099. cacheSoloPointer = { x: pointA.x, y: pointA.y, pointerId: pointA.pointerId, type: evt.pointerType };
  51100. }
  51101. else {
  51102. pointA = pointB = null;
  51103. }
  51104. }
  51105. if (!noPreventDefault) {
  51106. evt.preventDefault();
  51107. }
  51108. }
  51109. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  51110. if (!noPreventDefault) {
  51111. evt.preventDefault();
  51112. }
  51113. // One button down
  51114. if (pointA && pointB === null && cacheSoloPointer) {
  51115. if (_this.panningSensibility !== 0 &&
  51116. ((evt.ctrlKey && _this.camera._useCtrlForPanning) || _this._isPanClick)) {
  51117. _this.camera.inertialPanningX += -(evt.clientX - cacheSoloPointer.x) / _this.panningSensibility;
  51118. _this.camera.inertialPanningY += (evt.clientY - cacheSoloPointer.y) / _this.panningSensibility;
  51119. }
  51120. else {
  51121. var offsetX = evt.clientX - cacheSoloPointer.x;
  51122. var offsetY = evt.clientY - cacheSoloPointer.y;
  51123. _this.camera.inertialAlphaOffset -= offsetX / _this.angularSensibilityX;
  51124. _this.camera.inertialBetaOffset -= offsetY / _this.angularSensibilityY;
  51125. }
  51126. cacheSoloPointer.x = evt.clientX;
  51127. cacheSoloPointer.y = evt.clientY;
  51128. }
  51129. // Two buttons down: pinch/pan
  51130. else if (pointA && pointB) {
  51131. //if (noPreventDefault) { evt.preventDefault(); } //if pinch gesture, could be useful to force preventDefault to avoid html page scroll/zoom in some mobile browsers
  51132. var ed = (pointA.pointerId === evt.pointerId) ? pointA : pointB;
  51133. ed.x = evt.clientX;
  51134. ed.y = evt.clientY;
  51135. var direction = _this.pinchInwards ? 1 : -1;
  51136. var distX = pointA.x - pointB.x;
  51137. var distY = pointA.y - pointB.y;
  51138. var pinchSquaredDistance = (distX * distX) + (distY * distY);
  51139. var pinchDistance = Math.sqrt(pinchSquaredDistance);
  51140. if (previousPinchSquaredDistance === 0) {
  51141. initialDistance = pinchDistance;
  51142. previousPinchSquaredDistance = pinchSquaredDistance;
  51143. previousMultiTouchPanPosition.x = (pointA.x + pointB.x) / 2;
  51144. previousMultiTouchPanPosition.y = (pointA.y + pointB.y) / 2;
  51145. return;
  51146. }
  51147. if (_this.multiTouchPanAndZoom) {
  51148. if (_this.pinchDeltaPercentage) {
  51149. _this.camera.inertialRadiusOffset += ((pinchSquaredDistance - previousPinchSquaredDistance) * 0.001) * _this.camera.radius * _this.pinchDeltaPercentage;
  51150. }
  51151. else {
  51152. _this.camera.inertialRadiusOffset += (pinchSquaredDistance - previousPinchSquaredDistance) /
  51153. (_this.pinchPrecision *
  51154. ((_this.angularSensibilityX + _this.angularSensibilityY) / 2) *
  51155. direction);
  51156. }
  51157. if (_this.panningSensibility !== 0) {
  51158. var pointersCenterX = (pointA.x + pointB.x) / 2;
  51159. var pointersCenterY = (pointA.y + pointB.y) / 2;
  51160. var pointersCenterDistX = pointersCenterX - previousMultiTouchPanPosition.x;
  51161. var pointersCenterDistY = pointersCenterY - previousMultiTouchPanPosition.y;
  51162. previousMultiTouchPanPosition.x = pointersCenterX;
  51163. previousMultiTouchPanPosition.y = pointersCenterY;
  51164. _this.camera.inertialPanningX += -(pointersCenterDistX) / (_this.panningSensibility);
  51165. _this.camera.inertialPanningY += (pointersCenterDistY) / (_this.panningSensibility);
  51166. }
  51167. }
  51168. else {
  51169. twoFingerActivityCount++;
  51170. if (previousMultiTouchPanPosition.isPinching || (twoFingerActivityCount < 20 && Math.abs(pinchDistance - initialDistance) > _this.camera.pinchToPanMaxDistance)) {
  51171. if (_this.pinchDeltaPercentage) {
  51172. _this.camera.inertialRadiusOffset += ((pinchSquaredDistance - previousPinchSquaredDistance) * 0.001) * _this.camera.radius * _this.pinchDeltaPercentage;
  51173. }
  51174. else {
  51175. _this.camera.inertialRadiusOffset += (pinchSquaredDistance - previousPinchSquaredDistance) /
  51176. (_this.pinchPrecision *
  51177. ((_this.angularSensibilityX + _this.angularSensibilityY) / 2) *
  51178. direction);
  51179. }
  51180. previousMultiTouchPanPosition.isPaning = false;
  51181. previousMultiTouchPanPosition.isPinching = true;
  51182. }
  51183. else {
  51184. if (cacheSoloPointer && cacheSoloPointer.pointerId === ed.pointerId && _this.panningSensibility !== 0 && _this.multiTouchPanning) {
  51185. if (!previousMultiTouchPanPosition.isPaning) {
  51186. previousMultiTouchPanPosition.isPaning = true;
  51187. previousMultiTouchPanPosition.isPinching = false;
  51188. previousMultiTouchPanPosition.x = ed.x;
  51189. previousMultiTouchPanPosition.y = ed.y;
  51190. return;
  51191. }
  51192. _this.camera.inertialPanningX += -(ed.x - previousMultiTouchPanPosition.x) / (_this.panningSensibility);
  51193. _this.camera.inertialPanningY += (ed.y - previousMultiTouchPanPosition.y) / (_this.panningSensibility);
  51194. }
  51195. }
  51196. if (cacheSoloPointer && cacheSoloPointer.pointerId === evt.pointerId) {
  51197. previousMultiTouchPanPosition.x = ed.x;
  51198. previousMultiTouchPanPosition.y = ed.y;
  51199. }
  51200. }
  51201. previousPinchSquaredDistance = pinchSquaredDistance;
  51202. }
  51203. }
  51204. };
  51205. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE | BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  51206. this._onContextMenu = function (evt) {
  51207. evt.preventDefault();
  51208. };
  51209. if (!this.camera._useCtrlForPanning) {
  51210. element.addEventListener("contextmenu", this._onContextMenu, false);
  51211. }
  51212. this._onLostFocus = function () {
  51213. //this._keys = [];
  51214. pointA = pointB = null;
  51215. previousPinchSquaredDistance = 0;
  51216. previousMultiTouchPanPosition.isPaning = false;
  51217. previousMultiTouchPanPosition.isPinching = false;
  51218. twoFingerActivityCount = 0;
  51219. cacheSoloPointer = null;
  51220. initialDistance = 0;
  51221. };
  51222. this._onMouseMove = function (evt) {
  51223. if (!engine.isPointerLock) {
  51224. return;
  51225. }
  51226. var offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0;
  51227. var offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0;
  51228. _this.camera.inertialAlphaOffset -= offsetX / _this.angularSensibilityX;
  51229. _this.camera.inertialBetaOffset -= offsetY / _this.angularSensibilityY;
  51230. if (!noPreventDefault) {
  51231. evt.preventDefault();
  51232. }
  51233. };
  51234. this._onGestureStart = function (e) {
  51235. if (window.MSGesture === undefined) {
  51236. return;
  51237. }
  51238. if (!_this._MSGestureHandler) {
  51239. _this._MSGestureHandler = new MSGesture();
  51240. _this._MSGestureHandler.target = element;
  51241. }
  51242. _this._MSGestureHandler.addPointer(e.pointerId);
  51243. };
  51244. this._onGesture = function (e) {
  51245. _this.camera.radius *= e.scale;
  51246. if (e.preventDefault) {
  51247. if (!noPreventDefault) {
  51248. e.stopPropagation();
  51249. e.preventDefault();
  51250. }
  51251. }
  51252. };
  51253. element.addEventListener("mousemove", this._onMouseMove, false);
  51254. element.addEventListener("MSPointerDown", this._onGestureStart, false);
  51255. element.addEventListener("MSGestureChange", this._onGesture, false);
  51256. BABYLON.Tools.RegisterTopRootEvents([
  51257. { name: "blur", handler: this._onLostFocus }
  51258. ]);
  51259. };
  51260. /**
  51261. * Detach the current controls from the specified dom element.
  51262. * @param element Defines the element to stop listening the inputs from
  51263. */
  51264. ArcRotateCameraPointersInput.prototype.detachControl = function (element) {
  51265. if (this._onLostFocus) {
  51266. BABYLON.Tools.UnregisterTopRootEvents([
  51267. { name: "blur", handler: this._onLostFocus }
  51268. ]);
  51269. }
  51270. if (element && this._observer) {
  51271. this.camera.getScene().onPointerObservable.remove(this._observer);
  51272. this._observer = null;
  51273. if (this._onContextMenu) {
  51274. element.removeEventListener("contextmenu", this._onContextMenu);
  51275. }
  51276. if (this._onMouseMove) {
  51277. element.removeEventListener("mousemove", this._onMouseMove);
  51278. }
  51279. if (this._onGestureStart) {
  51280. element.removeEventListener("MSPointerDown", this._onGestureStart);
  51281. }
  51282. if (this._onGesture) {
  51283. element.removeEventListener("MSGestureChange", this._onGesture);
  51284. }
  51285. this._isPanClick = false;
  51286. this.pinchInwards = true;
  51287. this._onMouseMove = null;
  51288. this._onGestureStart = null;
  51289. this._onGesture = null;
  51290. this._MSGestureHandler = null;
  51291. this._onLostFocus = null;
  51292. this._onContextMenu = null;
  51293. }
  51294. };
  51295. /**
  51296. * Gets the class name of the current intput.
  51297. * @returns the class name
  51298. */
  51299. ArcRotateCameraPointersInput.prototype.getClassName = function () {
  51300. return "ArcRotateCameraPointersInput";
  51301. };
  51302. /**
  51303. * Get the friendly name associated with the input class.
  51304. * @returns the input friendly name
  51305. */
  51306. ArcRotateCameraPointersInput.prototype.getSimpleName = function () {
  51307. return "pointers";
  51308. };
  51309. __decorate([
  51310. BABYLON.serialize()
  51311. ], ArcRotateCameraPointersInput.prototype, "buttons", void 0);
  51312. __decorate([
  51313. BABYLON.serialize()
  51314. ], ArcRotateCameraPointersInput.prototype, "angularSensibilityX", void 0);
  51315. __decorate([
  51316. BABYLON.serialize()
  51317. ], ArcRotateCameraPointersInput.prototype, "angularSensibilityY", void 0);
  51318. __decorate([
  51319. BABYLON.serialize()
  51320. ], ArcRotateCameraPointersInput.prototype, "pinchPrecision", void 0);
  51321. __decorate([
  51322. BABYLON.serialize()
  51323. ], ArcRotateCameraPointersInput.prototype, "pinchDeltaPercentage", void 0);
  51324. __decorate([
  51325. BABYLON.serialize()
  51326. ], ArcRotateCameraPointersInput.prototype, "panningSensibility", void 0);
  51327. __decorate([
  51328. BABYLON.serialize()
  51329. ], ArcRotateCameraPointersInput.prototype, "multiTouchPanning", void 0);
  51330. __decorate([
  51331. BABYLON.serialize()
  51332. ], ArcRotateCameraPointersInput.prototype, "multiTouchPanAndZoom", void 0);
  51333. return ArcRotateCameraPointersInput;
  51334. }());
  51335. BABYLON.ArcRotateCameraPointersInput = ArcRotateCameraPointersInput;
  51336. BABYLON.CameraInputTypes["ArcRotateCameraPointersInput"] = ArcRotateCameraPointersInput;
  51337. })(BABYLON || (BABYLON = {}));
  51338. //# sourceMappingURL=babylon.arcRotateCameraPointersInput.js.map
  51339. var BABYLON;
  51340. (function (BABYLON) {
  51341. /**
  51342. * Default Inputs manager for the ArcRotateCamera.
  51343. * It groups all the default supported inputs for ease of use.
  51344. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  51345. */
  51346. var ArcRotateCameraInputsManager = /** @class */ (function (_super) {
  51347. __extends(ArcRotateCameraInputsManager, _super);
  51348. /**
  51349. * Instantiates a new ArcRotateCameraInputsManager.
  51350. * @param camera Defines the camera the inputs belong to
  51351. */
  51352. function ArcRotateCameraInputsManager(camera) {
  51353. return _super.call(this, camera) || this;
  51354. }
  51355. /**
  51356. * Add mouse wheel input support to the input manager.
  51357. * @returns the current input manager
  51358. */
  51359. ArcRotateCameraInputsManager.prototype.addMouseWheel = function () {
  51360. this.add(new BABYLON.ArcRotateCameraMouseWheelInput());
  51361. return this;
  51362. };
  51363. /**
  51364. * Add pointers input support to the input manager.
  51365. * @returns the current input manager
  51366. */
  51367. ArcRotateCameraInputsManager.prototype.addPointers = function () {
  51368. this.add(new BABYLON.ArcRotateCameraPointersInput());
  51369. return this;
  51370. };
  51371. /**
  51372. * Add keyboard input support to the input manager.
  51373. * @returns the current input manager
  51374. */
  51375. ArcRotateCameraInputsManager.prototype.addKeyboard = function () {
  51376. this.add(new BABYLON.ArcRotateCameraKeyboardMoveInput());
  51377. return this;
  51378. };
  51379. /**
  51380. * Add orientation input support to the input manager.
  51381. * @returns the current input manager
  51382. */
  51383. ArcRotateCameraInputsManager.prototype.addVRDeviceOrientation = function () {
  51384. this.add(new BABYLON.ArcRotateCameraVRDeviceOrientationInput());
  51385. return this;
  51386. };
  51387. return ArcRotateCameraInputsManager;
  51388. }(BABYLON.CameraInputsManager));
  51389. BABYLON.ArcRotateCameraInputsManager = ArcRotateCameraInputsManager;
  51390. })(BABYLON || (BABYLON = {}));
  51391. //# sourceMappingURL=babylon.arcRotateCameraInputsManager.js.map
  51392. var BABYLON;
  51393. (function (BABYLON) {
  51394. BABYLON.Node.AddNodeConstructor("ArcRotateCamera", function (name, scene) {
  51395. return function () { return new ArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), scene); };
  51396. });
  51397. /**
  51398. * This represents an orbital type of camera.
  51399. *
  51400. * This camera always points towards a given target position and can be rotated around that target with the target as the centre of rotation. It can be controlled with cursors and mouse, or with touch events.
  51401. * Think of this camera as one orbiting its target position, or more imaginatively as a spy satellite orbiting the earth. Its position relative to the target (earth) can be set by three parameters, alpha (radians) the longitudinal rotation, beta (radians) the latitudinal rotation and radius the distance from the target position.
  51402. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  51403. */
  51404. var ArcRotateCamera = /** @class */ (function (_super) {
  51405. __extends(ArcRotateCamera, _super);
  51406. /**
  51407. * Instantiates a new ArcRotateCamera in a given scene
  51408. * @param name Defines the name of the camera
  51409. * @param alpha Defines the camera rotation along the logitudinal axis
  51410. * @param beta Defines the camera rotation along the latitudinal axis
  51411. * @param radius Defines the camera distance from its target
  51412. * @param target Defines the camera target
  51413. * @param scene Defines the scene the camera belongs to
  51414. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  51415. */
  51416. function ArcRotateCamera(name, alpha, beta, radius, target, scene, setActiveOnSceneIfNoneActive) {
  51417. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  51418. var _this = _super.call(this, name, BABYLON.Vector3.Zero(), scene, setActiveOnSceneIfNoneActive) || this;
  51419. /**
  51420. * Current inertia value on the longitudinal axis.
  51421. * The bigger this number the longer it will take for the camera to stop.
  51422. */
  51423. _this.inertialAlphaOffset = 0;
  51424. /**
  51425. * Current inertia value on the latitudinal axis.
  51426. * The bigger this number the longer it will take for the camera to stop.
  51427. */
  51428. _this.inertialBetaOffset = 0;
  51429. /**
  51430. * Current inertia value on the radius axis.
  51431. * The bigger this number the longer it will take for the camera to stop.
  51432. */
  51433. _this.inertialRadiusOffset = 0;
  51434. /**
  51435. * Minimum allowed angle on the longitudinal axis.
  51436. * This can help limiting how the Camera is able to move in the scene.
  51437. */
  51438. _this.lowerAlphaLimit = null;
  51439. /**
  51440. * Maximum allowed angle on the longitudinal axis.
  51441. * This can help limiting how the Camera is able to move in the scene.
  51442. */
  51443. _this.upperAlphaLimit = null;
  51444. /**
  51445. * Minimum allowed angle on the latitudinal axis.
  51446. * This can help limiting how the Camera is able to move in the scene.
  51447. */
  51448. _this.lowerBetaLimit = 0.01;
  51449. /**
  51450. * Maximum allowed angle on the latitudinal axis.
  51451. * This can help limiting how the Camera is able to move in the scene.
  51452. */
  51453. _this.upperBetaLimit = Math.PI;
  51454. /**
  51455. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  51456. * This can help limiting how the Camera is able to move in the scene.
  51457. */
  51458. _this.lowerRadiusLimit = null;
  51459. /**
  51460. * Maximum allowed distance of the camera to the target (The camera can not get further).
  51461. * This can help limiting how the Camera is able to move in the scene.
  51462. */
  51463. _this.upperRadiusLimit = null;
  51464. /**
  51465. * Defines the current inertia value used during panning of the camera along the X axis.
  51466. */
  51467. _this.inertialPanningX = 0;
  51468. /**
  51469. * Defines the current inertia value used during panning of the camera along the Y axis.
  51470. */
  51471. _this.inertialPanningY = 0;
  51472. /**
  51473. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  51474. * Basically if your fingers moves away from more than this distance you will be considered
  51475. * in pinch mode.
  51476. */
  51477. _this.pinchToPanMaxDistance = 20;
  51478. /**
  51479. * Defines the maximum distance the camera can pan.
  51480. * This could help keeping the cammera always in your scene.
  51481. */
  51482. _this.panningDistanceLimit = null;
  51483. /**
  51484. * Defines the target of the camera before paning.
  51485. */
  51486. _this.panningOriginTarget = BABYLON.Vector3.Zero();
  51487. /**
  51488. * Defines the value of the inertia used during panning.
  51489. * 0 would mean stop inertia and one would mean no decelleration at all.
  51490. */
  51491. _this.panningInertia = 0.9;
  51492. //-- end properties for backward compatibility for inputs
  51493. /**
  51494. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  51495. */
  51496. _this.zoomOnFactor = 1;
  51497. /**
  51498. * Defines a screen offset for the camera position.
  51499. */
  51500. _this.targetScreenOffset = BABYLON.Vector2.Zero();
  51501. /**
  51502. * Allows the camera to be completely reversed.
  51503. * If false the camera can not arrive upside down.
  51504. */
  51505. _this.allowUpsideDown = true;
  51506. /**
  51507. * Define if double tap/click is used to restore the previously saved state of the camera.
  51508. */
  51509. _this.useInputToRestoreState = true;
  51510. /** @hidden */
  51511. _this._viewMatrix = new BABYLON.Matrix();
  51512. /**
  51513. * Defines the allowed panning axis.
  51514. */
  51515. _this.panningAxis = new BABYLON.Vector3(1, 1, 0);
  51516. /**
  51517. * Observable triggered when the mesh target has been changed on the camera.
  51518. */
  51519. _this.onMeshTargetChangedObservable = new BABYLON.Observable();
  51520. /**
  51521. * Defines whether the camera should check collision with the objects oh the scene.
  51522. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  51523. */
  51524. _this.checkCollisions = false;
  51525. /**
  51526. * Defines the collision radius of the camera.
  51527. * This simulates a sphere around the camera.
  51528. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  51529. */
  51530. _this.collisionRadius = new BABYLON.Vector3(0.5, 0.5, 0.5);
  51531. _this._previousPosition = BABYLON.Vector3.Zero();
  51532. _this._collisionVelocity = BABYLON.Vector3.Zero();
  51533. _this._newPosition = BABYLON.Vector3.Zero();
  51534. _this._computationVector = BABYLON.Vector3.Zero();
  51535. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  51536. if (collidedMesh === void 0) { collidedMesh = null; }
  51537. if (_this.getScene().workerCollisions && _this.checkCollisions) {
  51538. newPosition.multiplyInPlace(_this._collider._radius);
  51539. }
  51540. if (!collidedMesh) {
  51541. _this._previousPosition.copyFrom(_this.position);
  51542. }
  51543. else {
  51544. _this.setPosition(newPosition);
  51545. if (_this.onCollide) {
  51546. _this.onCollide(collidedMesh);
  51547. }
  51548. }
  51549. // Recompute because of constraints
  51550. var cosa = Math.cos(_this.alpha);
  51551. var sina = Math.sin(_this.alpha);
  51552. var cosb = Math.cos(_this.beta);
  51553. var sinb = Math.sin(_this.beta);
  51554. if (sinb === 0) {
  51555. sinb = 0.0001;
  51556. }
  51557. var target = _this._getTargetPosition();
  51558. _this._computationVector.copyFromFloats(_this.radius * cosa * sinb, _this.radius * cosb, _this.radius * sina * sinb);
  51559. target.addToRef(_this._computationVector, _this._newPosition);
  51560. _this.position.copyFrom(_this._newPosition);
  51561. var up = _this.upVector;
  51562. if (_this.allowUpsideDown && _this.beta < 0) {
  51563. up = up.clone();
  51564. up = up.negate();
  51565. }
  51566. _this._computeViewMatrix(_this.position, target, up);
  51567. _this._viewMatrix.addAtIndex(12, _this.targetScreenOffset.x);
  51568. _this._viewMatrix.addAtIndex(13, _this.targetScreenOffset.y);
  51569. _this._collisionTriggered = false;
  51570. };
  51571. _this._target = BABYLON.Vector3.Zero();
  51572. if (target) {
  51573. _this.setTarget(target);
  51574. }
  51575. _this.alpha = alpha;
  51576. _this.beta = beta;
  51577. _this.radius = radius;
  51578. _this.getViewMatrix();
  51579. _this.inputs = new BABYLON.ArcRotateCameraInputsManager(_this);
  51580. _this.inputs.addKeyboard().addMouseWheel().addPointers();
  51581. return _this;
  51582. }
  51583. Object.defineProperty(ArcRotateCamera.prototype, "target", {
  51584. /**
  51585. * Defines the target point of the camera.
  51586. * The camera looks towards it form the radius distance.
  51587. */
  51588. get: function () {
  51589. return this._target;
  51590. },
  51591. set: function (value) {
  51592. this.setTarget(value);
  51593. },
  51594. enumerable: true,
  51595. configurable: true
  51596. });
  51597. Object.defineProperty(ArcRotateCamera.prototype, "angularSensibilityX", {
  51598. //-- begin properties for backward compatibility for inputs
  51599. /**
  51600. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  51601. */
  51602. get: function () {
  51603. var pointers = this.inputs.attached["pointers"];
  51604. if (pointers) {
  51605. return pointers.angularSensibilityX;
  51606. }
  51607. return 0;
  51608. },
  51609. set: function (value) {
  51610. var pointers = this.inputs.attached["pointers"];
  51611. if (pointers) {
  51612. pointers.angularSensibilityX = value;
  51613. }
  51614. },
  51615. enumerable: true,
  51616. configurable: true
  51617. });
  51618. Object.defineProperty(ArcRotateCamera.prototype, "angularSensibilityY", {
  51619. /**
  51620. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  51621. */
  51622. get: function () {
  51623. var pointers = this.inputs.attached["pointers"];
  51624. if (pointers) {
  51625. return pointers.angularSensibilityY;
  51626. }
  51627. return 0;
  51628. },
  51629. set: function (value) {
  51630. var pointers = this.inputs.attached["pointers"];
  51631. if (pointers) {
  51632. pointers.angularSensibilityY = value;
  51633. }
  51634. },
  51635. enumerable: true,
  51636. configurable: true
  51637. });
  51638. Object.defineProperty(ArcRotateCamera.prototype, "pinchPrecision", {
  51639. /**
  51640. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  51641. */
  51642. get: function () {
  51643. var pointers = this.inputs.attached["pointers"];
  51644. if (pointers) {
  51645. return pointers.pinchPrecision;
  51646. }
  51647. return 0;
  51648. },
  51649. set: function (value) {
  51650. var pointers = this.inputs.attached["pointers"];
  51651. if (pointers) {
  51652. pointers.pinchPrecision = value;
  51653. }
  51654. },
  51655. enumerable: true,
  51656. configurable: true
  51657. });
  51658. Object.defineProperty(ArcRotateCamera.prototype, "pinchDeltaPercentage", {
  51659. /**
  51660. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  51661. * It will be used instead of pinchDeltaPrecision if different from 0.
  51662. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  51663. */
  51664. get: function () {
  51665. var pointers = this.inputs.attached["pointers"];
  51666. if (pointers) {
  51667. return pointers.pinchDeltaPercentage;
  51668. }
  51669. return 0;
  51670. },
  51671. set: function (value) {
  51672. var pointers = this.inputs.attached["pointers"];
  51673. if (pointers) {
  51674. pointers.pinchDeltaPercentage = value;
  51675. }
  51676. },
  51677. enumerable: true,
  51678. configurable: true
  51679. });
  51680. Object.defineProperty(ArcRotateCamera.prototype, "panningSensibility", {
  51681. /**
  51682. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  51683. */
  51684. get: function () {
  51685. var pointers = this.inputs.attached["pointers"];
  51686. if (pointers) {
  51687. return pointers.panningSensibility;
  51688. }
  51689. return 0;
  51690. },
  51691. set: function (value) {
  51692. var pointers = this.inputs.attached["pointers"];
  51693. if (pointers) {
  51694. pointers.panningSensibility = value;
  51695. }
  51696. },
  51697. enumerable: true,
  51698. configurable: true
  51699. });
  51700. Object.defineProperty(ArcRotateCamera.prototype, "keysUp", {
  51701. /**
  51702. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  51703. */
  51704. get: function () {
  51705. var keyboard = this.inputs.attached["keyboard"];
  51706. if (keyboard) {
  51707. return keyboard.keysUp;
  51708. }
  51709. return [];
  51710. },
  51711. set: function (value) {
  51712. var keyboard = this.inputs.attached["keyboard"];
  51713. if (keyboard) {
  51714. keyboard.keysUp = value;
  51715. }
  51716. },
  51717. enumerable: true,
  51718. configurable: true
  51719. });
  51720. Object.defineProperty(ArcRotateCamera.prototype, "keysDown", {
  51721. /**
  51722. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  51723. */
  51724. get: function () {
  51725. var keyboard = this.inputs.attached["keyboard"];
  51726. if (keyboard) {
  51727. return keyboard.keysDown;
  51728. }
  51729. return [];
  51730. },
  51731. set: function (value) {
  51732. var keyboard = this.inputs.attached["keyboard"];
  51733. if (keyboard) {
  51734. keyboard.keysDown = value;
  51735. }
  51736. },
  51737. enumerable: true,
  51738. configurable: true
  51739. });
  51740. Object.defineProperty(ArcRotateCamera.prototype, "keysLeft", {
  51741. /**
  51742. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  51743. */
  51744. get: function () {
  51745. var keyboard = this.inputs.attached["keyboard"];
  51746. if (keyboard) {
  51747. return keyboard.keysLeft;
  51748. }
  51749. return [];
  51750. },
  51751. set: function (value) {
  51752. var keyboard = this.inputs.attached["keyboard"];
  51753. if (keyboard) {
  51754. keyboard.keysLeft = value;
  51755. }
  51756. },
  51757. enumerable: true,
  51758. configurable: true
  51759. });
  51760. Object.defineProperty(ArcRotateCamera.prototype, "keysRight", {
  51761. /**
  51762. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  51763. */
  51764. get: function () {
  51765. var keyboard = this.inputs.attached["keyboard"];
  51766. if (keyboard) {
  51767. return keyboard.keysRight;
  51768. }
  51769. return [];
  51770. },
  51771. set: function (value) {
  51772. var keyboard = this.inputs.attached["keyboard"];
  51773. if (keyboard) {
  51774. keyboard.keysRight = value;
  51775. }
  51776. },
  51777. enumerable: true,
  51778. configurable: true
  51779. });
  51780. Object.defineProperty(ArcRotateCamera.prototype, "wheelPrecision", {
  51781. /**
  51782. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  51783. */
  51784. get: function () {
  51785. var mousewheel = this.inputs.attached["mousewheel"];
  51786. if (mousewheel) {
  51787. return mousewheel.wheelPrecision;
  51788. }
  51789. return 0;
  51790. },
  51791. set: function (value) {
  51792. var mousewheel = this.inputs.attached["mousewheel"];
  51793. if (mousewheel) {
  51794. mousewheel.wheelPrecision = value;
  51795. }
  51796. },
  51797. enumerable: true,
  51798. configurable: true
  51799. });
  51800. Object.defineProperty(ArcRotateCamera.prototype, "wheelDeltaPercentage", {
  51801. /**
  51802. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  51803. * It will be used instead of pinchDeltaPrecision if different from 0.
  51804. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  51805. */
  51806. get: function () {
  51807. var mousewheel = this.inputs.attached["mousewheel"];
  51808. if (mousewheel) {
  51809. return mousewheel.wheelDeltaPercentage;
  51810. }
  51811. return 0;
  51812. },
  51813. set: function (value) {
  51814. var mousewheel = this.inputs.attached["mousewheel"];
  51815. if (mousewheel) {
  51816. mousewheel.wheelDeltaPercentage = value;
  51817. }
  51818. },
  51819. enumerable: true,
  51820. configurable: true
  51821. });
  51822. Object.defineProperty(ArcRotateCamera.prototype, "bouncingBehavior", {
  51823. /**
  51824. * Gets the bouncing behavior of the camera if it has been enabled.
  51825. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  51826. */
  51827. get: function () {
  51828. return this._bouncingBehavior;
  51829. },
  51830. enumerable: true,
  51831. configurable: true
  51832. });
  51833. Object.defineProperty(ArcRotateCamera.prototype, "useBouncingBehavior", {
  51834. /**
  51835. * Defines if the bouncing behavior of the camera is enabled on the camera.
  51836. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  51837. */
  51838. get: function () {
  51839. return this._bouncingBehavior != null;
  51840. },
  51841. set: function (value) {
  51842. if (value === this.useBouncingBehavior) {
  51843. return;
  51844. }
  51845. if (value) {
  51846. this._bouncingBehavior = new BABYLON.BouncingBehavior();
  51847. this.addBehavior(this._bouncingBehavior);
  51848. }
  51849. else if (this._bouncingBehavior) {
  51850. this.removeBehavior(this._bouncingBehavior);
  51851. this._bouncingBehavior = null;
  51852. }
  51853. },
  51854. enumerable: true,
  51855. configurable: true
  51856. });
  51857. Object.defineProperty(ArcRotateCamera.prototype, "framingBehavior", {
  51858. /**
  51859. * Gets the framing behavior of the camera if it has been enabled.
  51860. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  51861. */
  51862. get: function () {
  51863. return this._framingBehavior;
  51864. },
  51865. enumerable: true,
  51866. configurable: true
  51867. });
  51868. Object.defineProperty(ArcRotateCamera.prototype, "useFramingBehavior", {
  51869. /**
  51870. * Defines if the framing behavior of the camera is enabled on the camera.
  51871. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  51872. */
  51873. get: function () {
  51874. return this._framingBehavior != null;
  51875. },
  51876. set: function (value) {
  51877. if (value === this.useFramingBehavior) {
  51878. return;
  51879. }
  51880. if (value) {
  51881. this._framingBehavior = new BABYLON.FramingBehavior();
  51882. this.addBehavior(this._framingBehavior);
  51883. }
  51884. else if (this._framingBehavior) {
  51885. this.removeBehavior(this._framingBehavior);
  51886. this._framingBehavior = null;
  51887. }
  51888. },
  51889. enumerable: true,
  51890. configurable: true
  51891. });
  51892. Object.defineProperty(ArcRotateCamera.prototype, "autoRotationBehavior", {
  51893. /**
  51894. * Gets the auto rotation behavior of the camera if it has been enabled.
  51895. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  51896. */
  51897. get: function () {
  51898. return this._autoRotationBehavior;
  51899. },
  51900. enumerable: true,
  51901. configurable: true
  51902. });
  51903. Object.defineProperty(ArcRotateCamera.prototype, "useAutoRotationBehavior", {
  51904. /**
  51905. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  51906. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  51907. */
  51908. get: function () {
  51909. return this._autoRotationBehavior != null;
  51910. },
  51911. set: function (value) {
  51912. if (value === this.useAutoRotationBehavior) {
  51913. return;
  51914. }
  51915. if (value) {
  51916. this._autoRotationBehavior = new BABYLON.AutoRotationBehavior();
  51917. this.addBehavior(this._autoRotationBehavior);
  51918. }
  51919. else if (this._autoRotationBehavior) {
  51920. this.removeBehavior(this._autoRotationBehavior);
  51921. this._autoRotationBehavior = null;
  51922. }
  51923. },
  51924. enumerable: true,
  51925. configurable: true
  51926. });
  51927. // Cache
  51928. /** @hidden */
  51929. ArcRotateCamera.prototype._initCache = function () {
  51930. _super.prototype._initCache.call(this);
  51931. this._cache._target = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  51932. this._cache.alpha = undefined;
  51933. this._cache.beta = undefined;
  51934. this._cache.radius = undefined;
  51935. this._cache.targetScreenOffset = BABYLON.Vector2.Zero();
  51936. };
  51937. /** @hidden */
  51938. ArcRotateCamera.prototype._updateCache = function (ignoreParentClass) {
  51939. if (!ignoreParentClass) {
  51940. _super.prototype._updateCache.call(this);
  51941. }
  51942. this._cache._target.copyFrom(this._getTargetPosition());
  51943. this._cache.alpha = this.alpha;
  51944. this._cache.beta = this.beta;
  51945. this._cache.radius = this.radius;
  51946. this._cache.targetScreenOffset.copyFrom(this.targetScreenOffset);
  51947. };
  51948. ArcRotateCamera.prototype._getTargetPosition = function () {
  51949. if (this._targetHost && this._targetHost.getAbsolutePosition) {
  51950. var pos = this._targetHost.absolutePosition;
  51951. if (this._targetBoundingCenter) {
  51952. pos.addToRef(this._targetBoundingCenter, this._target);
  51953. }
  51954. else {
  51955. this._target.copyFrom(pos);
  51956. }
  51957. }
  51958. var lockedTargetPosition = this._getLockedTargetPosition();
  51959. if (lockedTargetPosition) {
  51960. return lockedTargetPosition;
  51961. }
  51962. return this._target;
  51963. };
  51964. /**
  51965. * Stores the current state of the camera (alpha, beta, radius and target)
  51966. * @returns the camera itself
  51967. */
  51968. ArcRotateCamera.prototype.storeState = function () {
  51969. this._storedAlpha = this.alpha;
  51970. this._storedBeta = this.beta;
  51971. this._storedRadius = this.radius;
  51972. this._storedTarget = this._getTargetPosition().clone();
  51973. return _super.prototype.storeState.call(this);
  51974. };
  51975. /**
  51976. * @hidden
  51977. * Restored camera state. You must call storeState() first
  51978. */
  51979. ArcRotateCamera.prototype._restoreStateValues = function () {
  51980. if (!_super.prototype._restoreStateValues.call(this)) {
  51981. return false;
  51982. }
  51983. this.alpha = this._storedAlpha;
  51984. this.beta = this._storedBeta;
  51985. this.radius = this._storedRadius;
  51986. this.setTarget(this._storedTarget.clone());
  51987. this.inertialAlphaOffset = 0;
  51988. this.inertialBetaOffset = 0;
  51989. this.inertialRadiusOffset = 0;
  51990. this.inertialPanningX = 0;
  51991. this.inertialPanningY = 0;
  51992. return true;
  51993. };
  51994. // Synchronized
  51995. /** @hidden */
  51996. ArcRotateCamera.prototype._isSynchronizedViewMatrix = function () {
  51997. if (!_super.prototype._isSynchronizedViewMatrix.call(this)) {
  51998. return false;
  51999. }
  52000. return this._cache._target.equals(this._getTargetPosition())
  52001. && this._cache.alpha === this.alpha
  52002. && this._cache.beta === this.beta
  52003. && this._cache.radius === this.radius
  52004. && this._cache.targetScreenOffset.equals(this.targetScreenOffset);
  52005. };
  52006. /**
  52007. * Attached controls to the current camera.
  52008. * @param element Defines the element the controls should be listened from
  52009. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  52010. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  52011. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  52012. */
  52013. ArcRotateCamera.prototype.attachControl = function (element, noPreventDefault, useCtrlForPanning, panningMouseButton) {
  52014. var _this = this;
  52015. if (useCtrlForPanning === void 0) { useCtrlForPanning = true; }
  52016. if (panningMouseButton === void 0) { panningMouseButton = 2; }
  52017. this._useCtrlForPanning = useCtrlForPanning;
  52018. this._panningMouseButton = panningMouseButton;
  52019. this.inputs.attachElement(element, noPreventDefault);
  52020. this._reset = function () {
  52021. _this.inertialAlphaOffset = 0;
  52022. _this.inertialBetaOffset = 0;
  52023. _this.inertialRadiusOffset = 0;
  52024. _this.inertialPanningX = 0;
  52025. _this.inertialPanningY = 0;
  52026. };
  52027. };
  52028. /**
  52029. * Detach the current controls from the camera.
  52030. * The camera will stop reacting to inputs.
  52031. * @param element Defines the element to stop listening the inputs from
  52032. */
  52033. ArcRotateCamera.prototype.detachControl = function (element) {
  52034. this.inputs.detachElement(element);
  52035. if (this._reset) {
  52036. this._reset();
  52037. }
  52038. };
  52039. /** @hidden */
  52040. ArcRotateCamera.prototype._checkInputs = function () {
  52041. //if (async) collision inspection was triggered, don't update the camera's position - until the collision callback was called.
  52042. if (this._collisionTriggered) {
  52043. return;
  52044. }
  52045. this.inputs.checkInputs();
  52046. // Inertia
  52047. if (this.inertialAlphaOffset !== 0 || this.inertialBetaOffset !== 0 || this.inertialRadiusOffset !== 0) {
  52048. var inertialAlphaOffset = this.inertialAlphaOffset;
  52049. if (this.beta <= 0) {
  52050. inertialAlphaOffset *= -1;
  52051. }
  52052. if (this.getScene().useRightHandedSystem) {
  52053. inertialAlphaOffset *= -1;
  52054. }
  52055. if (this.parent && this.parent._getWorldMatrixDeterminant() < 0) {
  52056. inertialAlphaOffset *= -1;
  52057. }
  52058. this.alpha += inertialAlphaOffset;
  52059. this.beta += this.inertialBetaOffset;
  52060. this.radius -= this.inertialRadiusOffset;
  52061. this.inertialAlphaOffset *= this.inertia;
  52062. this.inertialBetaOffset *= this.inertia;
  52063. this.inertialRadiusOffset *= this.inertia;
  52064. if (Math.abs(this.inertialAlphaOffset) < BABYLON.Epsilon) {
  52065. this.inertialAlphaOffset = 0;
  52066. }
  52067. if (Math.abs(this.inertialBetaOffset) < BABYLON.Epsilon) {
  52068. this.inertialBetaOffset = 0;
  52069. }
  52070. if (Math.abs(this.inertialRadiusOffset) < this.speed * BABYLON.Epsilon) {
  52071. this.inertialRadiusOffset = 0;
  52072. }
  52073. }
  52074. // Panning inertia
  52075. if (this.inertialPanningX !== 0 || this.inertialPanningY !== 0) {
  52076. if (!this._localDirection) {
  52077. this._localDirection = BABYLON.Vector3.Zero();
  52078. this._transformedDirection = BABYLON.Vector3.Zero();
  52079. }
  52080. this._localDirection.copyFromFloats(this.inertialPanningX, this.inertialPanningY, this.inertialPanningY);
  52081. this._localDirection.multiplyInPlace(this.panningAxis);
  52082. this._viewMatrix.invertToRef(this._cameraTransformMatrix);
  52083. BABYLON.Vector3.TransformNormalToRef(this._localDirection, this._cameraTransformMatrix, this._transformedDirection);
  52084. //Eliminate y if map panning is enabled (panningAxis == 1,0,1)
  52085. if (!this.panningAxis.y) {
  52086. this._transformedDirection.y = 0;
  52087. }
  52088. if (!this._targetHost) {
  52089. if (this.panningDistanceLimit) {
  52090. this._transformedDirection.addInPlace(this._target);
  52091. var distanceSquared = BABYLON.Vector3.DistanceSquared(this._transformedDirection, this.panningOriginTarget);
  52092. if (distanceSquared <= (this.panningDistanceLimit * this.panningDistanceLimit)) {
  52093. this._target.copyFrom(this._transformedDirection);
  52094. }
  52095. }
  52096. else {
  52097. this._target.addInPlace(this._transformedDirection);
  52098. }
  52099. }
  52100. this.inertialPanningX *= this.panningInertia;
  52101. this.inertialPanningY *= this.panningInertia;
  52102. if (Math.abs(this.inertialPanningX) < this.speed * BABYLON.Epsilon) {
  52103. this.inertialPanningX = 0;
  52104. }
  52105. if (Math.abs(this.inertialPanningY) < this.speed * BABYLON.Epsilon) {
  52106. this.inertialPanningY = 0;
  52107. }
  52108. }
  52109. // Limits
  52110. this._checkLimits();
  52111. _super.prototype._checkInputs.call(this);
  52112. };
  52113. ArcRotateCamera.prototype._checkLimits = function () {
  52114. if (this.lowerBetaLimit === null || this.lowerBetaLimit === undefined) {
  52115. if (this.allowUpsideDown && this.beta > Math.PI) {
  52116. this.beta = this.beta - (2 * Math.PI);
  52117. }
  52118. }
  52119. else {
  52120. if (this.beta < this.lowerBetaLimit) {
  52121. this.beta = this.lowerBetaLimit;
  52122. }
  52123. }
  52124. if (this.upperBetaLimit === null || this.upperBetaLimit === undefined) {
  52125. if (this.allowUpsideDown && this.beta < -Math.PI) {
  52126. this.beta = this.beta + (2 * Math.PI);
  52127. }
  52128. }
  52129. else {
  52130. if (this.beta > this.upperBetaLimit) {
  52131. this.beta = this.upperBetaLimit;
  52132. }
  52133. }
  52134. if (this.lowerAlphaLimit !== null && this.alpha < this.lowerAlphaLimit) {
  52135. this.alpha = this.lowerAlphaLimit;
  52136. }
  52137. if (this.upperAlphaLimit !== null && this.alpha > this.upperAlphaLimit) {
  52138. this.alpha = this.upperAlphaLimit;
  52139. }
  52140. if (this.lowerRadiusLimit !== null && this.radius < this.lowerRadiusLimit) {
  52141. this.radius = this.lowerRadiusLimit;
  52142. this.inertialRadiusOffset = 0;
  52143. }
  52144. if (this.upperRadiusLimit !== null && this.radius > this.upperRadiusLimit) {
  52145. this.radius = this.upperRadiusLimit;
  52146. this.inertialRadiusOffset = 0;
  52147. }
  52148. };
  52149. /**
  52150. * Rebuilds angles (alpha, beta) and radius from the give position and target.
  52151. */
  52152. ArcRotateCamera.prototype.rebuildAnglesAndRadius = function () {
  52153. this.position.subtractToRef(this._getTargetPosition(), this._computationVector);
  52154. this.radius = this._computationVector.length();
  52155. if (this.radius === 0) {
  52156. this.radius = 0.0001; // Just to avoid division by zero
  52157. }
  52158. // Alpha
  52159. this.alpha = Math.acos(this._computationVector.x / Math.sqrt(Math.pow(this._computationVector.x, 2) + Math.pow(this._computationVector.z, 2)));
  52160. if (this._computationVector.z < 0) {
  52161. this.alpha = 2 * Math.PI - this.alpha;
  52162. }
  52163. // Beta
  52164. this.beta = Math.acos(this._computationVector.y / this.radius);
  52165. this._checkLimits();
  52166. };
  52167. /**
  52168. * Use a position to define the current camera related information like aplha, beta and radius
  52169. * @param position Defines the position to set the camera at
  52170. */
  52171. ArcRotateCamera.prototype.setPosition = function (position) {
  52172. if (this.position.equals(position)) {
  52173. return;
  52174. }
  52175. this.position.copyFrom(position);
  52176. this.rebuildAnglesAndRadius();
  52177. };
  52178. /**
  52179. * Defines the target the camera should look at.
  52180. * This will automatically adapt alpha beta and radius to fit within the new target.
  52181. * @param target Defines the new target as a Vector or a mesh
  52182. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  52183. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  52184. */
  52185. ArcRotateCamera.prototype.setTarget = function (target, toBoundingCenter, allowSamePosition) {
  52186. if (toBoundingCenter === void 0) { toBoundingCenter = false; }
  52187. if (allowSamePosition === void 0) { allowSamePosition = false; }
  52188. if (target.getBoundingInfo) {
  52189. if (toBoundingCenter) {
  52190. this._targetBoundingCenter = target.getBoundingInfo().boundingBox.centerWorld.clone();
  52191. }
  52192. else {
  52193. this._targetBoundingCenter = null;
  52194. }
  52195. this._targetHost = target;
  52196. this._target = this._getTargetPosition();
  52197. this.onMeshTargetChangedObservable.notifyObservers(this._targetHost);
  52198. }
  52199. else {
  52200. var newTarget = target;
  52201. var currentTarget = this._getTargetPosition();
  52202. if (currentTarget && !allowSamePosition && currentTarget.equals(newTarget)) {
  52203. return;
  52204. }
  52205. this._targetHost = null;
  52206. this._target = newTarget;
  52207. this._targetBoundingCenter = null;
  52208. this.onMeshTargetChangedObservable.notifyObservers(null);
  52209. }
  52210. this.rebuildAnglesAndRadius();
  52211. };
  52212. /** @hidden */
  52213. ArcRotateCamera.prototype._getViewMatrix = function () {
  52214. // Compute
  52215. var cosa = Math.cos(this.alpha);
  52216. var sina = Math.sin(this.alpha);
  52217. var cosb = Math.cos(this.beta);
  52218. var sinb = Math.sin(this.beta);
  52219. if (sinb === 0) {
  52220. sinb = 0.0001;
  52221. }
  52222. var target = this._getTargetPosition();
  52223. this._computationVector.copyFromFloats(this.radius * cosa * sinb, this.radius * cosb, this.radius * sina * sinb);
  52224. target.addToRef(this._computationVector, this._newPosition);
  52225. if (this.getScene().collisionsEnabled && this.checkCollisions) {
  52226. if (!this._collider) {
  52227. this._collider = new BABYLON.Collider();
  52228. }
  52229. this._collider._radius = this.collisionRadius;
  52230. this._newPosition.subtractToRef(this.position, this._collisionVelocity);
  52231. this._collisionTriggered = true;
  52232. this.getScene().collisionCoordinator.getNewPosition(this.position, this._collisionVelocity, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  52233. }
  52234. else {
  52235. this.position.copyFrom(this._newPosition);
  52236. var up = this.upVector;
  52237. if (this.allowUpsideDown && sinb < 0) {
  52238. up = up.clone();
  52239. up = up.negate();
  52240. }
  52241. this._computeViewMatrix(this.position, target, up);
  52242. this._viewMatrix.addAtIndex(12, this.targetScreenOffset.x);
  52243. this._viewMatrix.addAtIndex(13, this.targetScreenOffset.y);
  52244. }
  52245. this._currentTarget = target;
  52246. return this._viewMatrix;
  52247. };
  52248. /**
  52249. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  52250. * @param meshes Defines the mesh to zoom on
  52251. * @param doNotUpdateMaxZ Defines whether or not maxZ should be updated whilst zooming on the mesh (this can happen if the mesh is big and the maxradius pretty small for instance)
  52252. */
  52253. ArcRotateCamera.prototype.zoomOn = function (meshes, doNotUpdateMaxZ) {
  52254. if (doNotUpdateMaxZ === void 0) { doNotUpdateMaxZ = false; }
  52255. meshes = meshes || this.getScene().meshes;
  52256. var minMaxVector = BABYLON.Mesh.MinMax(meshes);
  52257. var distance = BABYLON.Vector3.Distance(minMaxVector.min, minMaxVector.max);
  52258. this.radius = distance * this.zoomOnFactor;
  52259. this.focusOn({ min: minMaxVector.min, max: minMaxVector.max, distance: distance }, doNotUpdateMaxZ);
  52260. };
  52261. /**
  52262. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  52263. * The target will be changed but the radius
  52264. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  52265. * @param doNotUpdateMaxZ Defines whether or not maxZ should be updated whilst zooming on the mesh (this can happen if the mesh is big and the maxradius pretty small for instance)
  52266. */
  52267. ArcRotateCamera.prototype.focusOn = function (meshesOrMinMaxVectorAndDistance, doNotUpdateMaxZ) {
  52268. if (doNotUpdateMaxZ === void 0) { doNotUpdateMaxZ = false; }
  52269. var meshesOrMinMaxVector;
  52270. var distance;
  52271. if (meshesOrMinMaxVectorAndDistance.min === undefined) { // meshes
  52272. var meshes = meshesOrMinMaxVectorAndDistance || this.getScene().meshes;
  52273. meshesOrMinMaxVector = BABYLON.Mesh.MinMax(meshes);
  52274. distance = BABYLON.Vector3.Distance(meshesOrMinMaxVector.min, meshesOrMinMaxVector.max);
  52275. }
  52276. else { //minMaxVector and distance
  52277. var minMaxVectorAndDistance = meshesOrMinMaxVectorAndDistance;
  52278. meshesOrMinMaxVector = minMaxVectorAndDistance;
  52279. distance = minMaxVectorAndDistance.distance;
  52280. }
  52281. this._target = BABYLON.Mesh.Center(meshesOrMinMaxVector);
  52282. if (!doNotUpdateMaxZ) {
  52283. this.maxZ = distance * 2;
  52284. }
  52285. };
  52286. /**
  52287. * @override
  52288. * Override Camera.createRigCamera
  52289. */
  52290. ArcRotateCamera.prototype.createRigCamera = function (name, cameraIndex) {
  52291. var alphaShift = 0;
  52292. switch (this.cameraRigMode) {
  52293. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  52294. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  52295. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  52296. case BABYLON.Camera.RIG_MODE_VR:
  52297. alphaShift = this._cameraRigParams.stereoHalfAngle * (cameraIndex === 0 ? 1 : -1);
  52298. break;
  52299. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  52300. alphaShift = this._cameraRigParams.stereoHalfAngle * (cameraIndex === 0 ? -1 : 1);
  52301. break;
  52302. }
  52303. var rigCam = new ArcRotateCamera(name, this.alpha + alphaShift, this.beta, this.radius, this._target, this.getScene());
  52304. rigCam._cameraRigParams = {};
  52305. return rigCam;
  52306. };
  52307. /**
  52308. * @hidden
  52309. * @override
  52310. * Override Camera._updateRigCameras
  52311. */
  52312. ArcRotateCamera.prototype._updateRigCameras = function () {
  52313. var camLeft = this._rigCameras[0];
  52314. var camRight = this._rigCameras[1];
  52315. camLeft.beta = camRight.beta = this.beta;
  52316. camLeft.radius = camRight.radius = this.radius;
  52317. switch (this.cameraRigMode) {
  52318. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  52319. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  52320. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  52321. case BABYLON.Camera.RIG_MODE_VR:
  52322. camLeft.alpha = this.alpha - this._cameraRigParams.stereoHalfAngle;
  52323. camRight.alpha = this.alpha + this._cameraRigParams.stereoHalfAngle;
  52324. break;
  52325. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  52326. camLeft.alpha = this.alpha + this._cameraRigParams.stereoHalfAngle;
  52327. camRight.alpha = this.alpha - this._cameraRigParams.stereoHalfAngle;
  52328. break;
  52329. }
  52330. _super.prototype._updateRigCameras.call(this);
  52331. };
  52332. /**
  52333. * Destroy the camera and release the current resources hold by it.
  52334. */
  52335. ArcRotateCamera.prototype.dispose = function () {
  52336. this.inputs.clear();
  52337. _super.prototype.dispose.call(this);
  52338. };
  52339. /**
  52340. * Gets the current object class name.
  52341. * @return the class name
  52342. */
  52343. ArcRotateCamera.prototype.getClassName = function () {
  52344. return "ArcRotateCamera";
  52345. };
  52346. __decorate([
  52347. BABYLON.serialize()
  52348. ], ArcRotateCamera.prototype, "alpha", void 0);
  52349. __decorate([
  52350. BABYLON.serialize()
  52351. ], ArcRotateCamera.prototype, "beta", void 0);
  52352. __decorate([
  52353. BABYLON.serialize()
  52354. ], ArcRotateCamera.prototype, "radius", void 0);
  52355. __decorate([
  52356. BABYLON.serializeAsVector3("target")
  52357. ], ArcRotateCamera.prototype, "_target", void 0);
  52358. __decorate([
  52359. BABYLON.serialize()
  52360. ], ArcRotateCamera.prototype, "inertialAlphaOffset", void 0);
  52361. __decorate([
  52362. BABYLON.serialize()
  52363. ], ArcRotateCamera.prototype, "inertialBetaOffset", void 0);
  52364. __decorate([
  52365. BABYLON.serialize()
  52366. ], ArcRotateCamera.prototype, "inertialRadiusOffset", void 0);
  52367. __decorate([
  52368. BABYLON.serialize()
  52369. ], ArcRotateCamera.prototype, "lowerAlphaLimit", void 0);
  52370. __decorate([
  52371. BABYLON.serialize()
  52372. ], ArcRotateCamera.prototype, "upperAlphaLimit", void 0);
  52373. __decorate([
  52374. BABYLON.serialize()
  52375. ], ArcRotateCamera.prototype, "lowerBetaLimit", void 0);
  52376. __decorate([
  52377. BABYLON.serialize()
  52378. ], ArcRotateCamera.prototype, "upperBetaLimit", void 0);
  52379. __decorate([
  52380. BABYLON.serialize()
  52381. ], ArcRotateCamera.prototype, "lowerRadiusLimit", void 0);
  52382. __decorate([
  52383. BABYLON.serialize()
  52384. ], ArcRotateCamera.prototype, "upperRadiusLimit", void 0);
  52385. __decorate([
  52386. BABYLON.serialize()
  52387. ], ArcRotateCamera.prototype, "inertialPanningX", void 0);
  52388. __decorate([
  52389. BABYLON.serialize()
  52390. ], ArcRotateCamera.prototype, "inertialPanningY", void 0);
  52391. __decorate([
  52392. BABYLON.serialize()
  52393. ], ArcRotateCamera.prototype, "pinchToPanMaxDistance", void 0);
  52394. __decorate([
  52395. BABYLON.serialize()
  52396. ], ArcRotateCamera.prototype, "panningDistanceLimit", void 0);
  52397. __decorate([
  52398. BABYLON.serializeAsVector3()
  52399. ], ArcRotateCamera.prototype, "panningOriginTarget", void 0);
  52400. __decorate([
  52401. BABYLON.serialize()
  52402. ], ArcRotateCamera.prototype, "panningInertia", void 0);
  52403. __decorate([
  52404. BABYLON.serialize()
  52405. ], ArcRotateCamera.prototype, "zoomOnFactor", void 0);
  52406. __decorate([
  52407. BABYLON.serialize()
  52408. ], ArcRotateCamera.prototype, "targetScreenOffset", void 0);
  52409. __decorate([
  52410. BABYLON.serialize()
  52411. ], ArcRotateCamera.prototype, "allowUpsideDown", void 0);
  52412. __decorate([
  52413. BABYLON.serialize()
  52414. ], ArcRotateCamera.prototype, "useInputToRestoreState", void 0);
  52415. return ArcRotateCamera;
  52416. }(BABYLON.TargetCamera));
  52417. BABYLON.ArcRotateCamera = ArcRotateCamera;
  52418. })(BABYLON || (BABYLON = {}));
  52419. //# sourceMappingURL=babylon.arcRotateCamera.js.map
  52420. var BABYLON;
  52421. (function (BABYLON) {
  52422. BABYLON.Node.AddNodeConstructor("Light_Type_3", function (name, scene) {
  52423. return function () { return new HemisphericLight(name, BABYLON.Vector3.Zero(), scene); };
  52424. });
  52425. /**
  52426. * The HemisphericLight simulates the ambient environment light,
  52427. * so the passed direction is the light reflection direction, not the incoming direction.
  52428. */
  52429. var HemisphericLight = /** @class */ (function (_super) {
  52430. __extends(HemisphericLight, _super);
  52431. /**
  52432. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  52433. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  52434. * The HemisphericLight can't cast shadows.
  52435. * Documentation : http://doc.babylonjs.com/tutorials/lights
  52436. * @param name The friendly name of the light
  52437. * @param direction The direction of the light reflection
  52438. * @param scene The scene the light belongs to
  52439. */
  52440. function HemisphericLight(name, direction, scene) {
  52441. var _this = _super.call(this, name, scene) || this;
  52442. /**
  52443. * The groundColor is the light in the opposite direction to the one specified during creation.
  52444. * You can think of the diffuse and specular light as coming from the centre of the object in the given direction and the groundColor light in the opposite direction.
  52445. */
  52446. _this.groundColor = new BABYLON.Color3(0.0, 0.0, 0.0);
  52447. _this.direction = direction || BABYLON.Vector3.Up();
  52448. return _this;
  52449. }
  52450. HemisphericLight.prototype._buildUniformLayout = function () {
  52451. this._uniformBuffer.addUniform("vLightData", 4);
  52452. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  52453. this._uniformBuffer.addUniform("vLightSpecular", 3);
  52454. this._uniformBuffer.addUniform("vLightGround", 3);
  52455. this._uniformBuffer.addUniform("shadowsInfo", 3);
  52456. this._uniformBuffer.addUniform("depthValues", 2);
  52457. this._uniformBuffer.create();
  52458. };
  52459. /**
  52460. * Returns the string "HemisphericLight".
  52461. * @return The class name
  52462. */
  52463. HemisphericLight.prototype.getClassName = function () {
  52464. return "HemisphericLight";
  52465. };
  52466. /**
  52467. * Sets the HemisphericLight direction towards the passed target (Vector3).
  52468. * Returns the updated direction.
  52469. * @param target The target the direction should point to
  52470. * @return The computed direction
  52471. */
  52472. HemisphericLight.prototype.setDirectionToTarget = function (target) {
  52473. this.direction = BABYLON.Vector3.Normalize(target.subtract(BABYLON.Vector3.Zero()));
  52474. return this.direction;
  52475. };
  52476. /**
  52477. * Returns the shadow generator associated to the light.
  52478. * @returns Always null for hemispheric lights because it does not support shadows.
  52479. */
  52480. HemisphericLight.prototype.getShadowGenerator = function () {
  52481. return null;
  52482. };
  52483. /**
  52484. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  52485. * @param effect The effect to update
  52486. * @param lightIndex The index of the light in the effect to update
  52487. * @returns The hemispheric light
  52488. */
  52489. HemisphericLight.prototype.transferToEffect = function (effect, lightIndex) {
  52490. var normalizeDirection = BABYLON.Vector3.Normalize(this.direction);
  52491. this._uniformBuffer.updateFloat4("vLightData", normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, 0.0, lightIndex);
  52492. this._uniformBuffer.updateColor3("vLightGround", this.groundColor.scale(this.intensity), lightIndex);
  52493. return this;
  52494. };
  52495. /**
  52496. * Computes the world matrix of the node
  52497. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  52498. * @param useWasUpdatedFlag defines a reserved property
  52499. * @returns the world matrix
  52500. */
  52501. HemisphericLight.prototype.computeWorldMatrix = function (force, useWasUpdatedFlag) {
  52502. if (!this._worldMatrix) {
  52503. this._worldMatrix = BABYLON.Matrix.Identity();
  52504. }
  52505. return this._worldMatrix;
  52506. };
  52507. /**
  52508. * Returns the integer 3.
  52509. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  52510. */
  52511. HemisphericLight.prototype.getTypeID = function () {
  52512. return BABYLON.Light.LIGHTTYPEID_HEMISPHERICLIGHT;
  52513. };
  52514. /**
  52515. * Prepares the list of defines specific to the light type.
  52516. * @param defines the list of defines
  52517. * @param lightIndex defines the index of the light for the effect
  52518. */
  52519. HemisphericLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  52520. defines["HEMILIGHT" + lightIndex] = true;
  52521. };
  52522. __decorate([
  52523. BABYLON.serializeAsColor3()
  52524. ], HemisphericLight.prototype, "groundColor", void 0);
  52525. __decorate([
  52526. BABYLON.serializeAsVector3()
  52527. ], HemisphericLight.prototype, "direction", void 0);
  52528. return HemisphericLight;
  52529. }(BABYLON.Light));
  52530. BABYLON.HemisphericLight = HemisphericLight;
  52531. })(BABYLON || (BABYLON = {}));
  52532. //# sourceMappingURL=babylon.hemisphericLight.js.map
  52533. var BABYLON;
  52534. (function (BABYLON) {
  52535. /**
  52536. * Base implementation IShadowLight
  52537. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  52538. */
  52539. var ShadowLight = /** @class */ (function (_super) {
  52540. __extends(ShadowLight, _super);
  52541. function ShadowLight() {
  52542. var _this = _super !== null && _super.apply(this, arguments) || this;
  52543. _this._needProjectionMatrixCompute = true;
  52544. return _this;
  52545. }
  52546. ShadowLight.prototype._setPosition = function (value) {
  52547. this._position = value;
  52548. };
  52549. Object.defineProperty(ShadowLight.prototype, "position", {
  52550. /**
  52551. * Sets the position the shadow will be casted from. Also use as the light position for both
  52552. * point and spot lights.
  52553. */
  52554. get: function () {
  52555. return this._position;
  52556. },
  52557. /**
  52558. * Sets the position the shadow will be casted from. Also use as the light position for both
  52559. * point and spot lights.
  52560. */
  52561. set: function (value) {
  52562. this._setPosition(value);
  52563. },
  52564. enumerable: true,
  52565. configurable: true
  52566. });
  52567. ShadowLight.prototype._setDirection = function (value) {
  52568. this._direction = value;
  52569. };
  52570. Object.defineProperty(ShadowLight.prototype, "direction", {
  52571. /**
  52572. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  52573. * Also use as the light direction on spot and directional lights.
  52574. */
  52575. get: function () {
  52576. return this._direction;
  52577. },
  52578. /**
  52579. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  52580. * Also use as the light direction on spot and directional lights.
  52581. */
  52582. set: function (value) {
  52583. this._setDirection(value);
  52584. },
  52585. enumerable: true,
  52586. configurable: true
  52587. });
  52588. Object.defineProperty(ShadowLight.prototype, "shadowMinZ", {
  52589. /**
  52590. * Gets the shadow projection clipping minimum z value.
  52591. */
  52592. get: function () {
  52593. return this._shadowMinZ;
  52594. },
  52595. /**
  52596. * Sets the shadow projection clipping minimum z value.
  52597. */
  52598. set: function (value) {
  52599. this._shadowMinZ = value;
  52600. this.forceProjectionMatrixCompute();
  52601. },
  52602. enumerable: true,
  52603. configurable: true
  52604. });
  52605. Object.defineProperty(ShadowLight.prototype, "shadowMaxZ", {
  52606. /**
  52607. * Sets the shadow projection clipping maximum z value.
  52608. */
  52609. get: function () {
  52610. return this._shadowMaxZ;
  52611. },
  52612. /**
  52613. * Gets the shadow projection clipping maximum z value.
  52614. */
  52615. set: function (value) {
  52616. this._shadowMaxZ = value;
  52617. this.forceProjectionMatrixCompute();
  52618. },
  52619. enumerable: true,
  52620. configurable: true
  52621. });
  52622. /**
  52623. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  52624. * @returns true if the information has been computed, false if it does not need to (no parenting)
  52625. */
  52626. ShadowLight.prototype.computeTransformedInformation = function () {
  52627. if (this.parent && this.parent.getWorldMatrix) {
  52628. if (!this.transformedPosition) {
  52629. this.transformedPosition = BABYLON.Vector3.Zero();
  52630. }
  52631. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), this.transformedPosition);
  52632. // In case the direction is present.
  52633. if (this.direction) {
  52634. if (!this.transformedDirection) {
  52635. this.transformedDirection = BABYLON.Vector3.Zero();
  52636. }
  52637. BABYLON.Vector3.TransformNormalToRef(this.direction, this.parent.getWorldMatrix(), this.transformedDirection);
  52638. }
  52639. return true;
  52640. }
  52641. return false;
  52642. };
  52643. /**
  52644. * Return the depth scale used for the shadow map.
  52645. * @returns the depth scale.
  52646. */
  52647. ShadowLight.prototype.getDepthScale = function () {
  52648. return 50.0;
  52649. };
  52650. /**
  52651. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  52652. * @param faceIndex The index of the face we are computed the direction to generate shadow
  52653. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  52654. */
  52655. ShadowLight.prototype.getShadowDirection = function (faceIndex) {
  52656. return this.transformedDirection ? this.transformedDirection : this.direction;
  52657. };
  52658. /**
  52659. * Returns the ShadowLight absolute position in the World.
  52660. * @returns the position vector in world space
  52661. */
  52662. ShadowLight.prototype.getAbsolutePosition = function () {
  52663. return this.transformedPosition ? this.transformedPosition : this.position;
  52664. };
  52665. /**
  52666. * Sets the ShadowLight direction toward the passed target.
  52667. * @param target The point tot target in local space
  52668. * @returns the updated ShadowLight direction
  52669. */
  52670. ShadowLight.prototype.setDirectionToTarget = function (target) {
  52671. this.direction = BABYLON.Vector3.Normalize(target.subtract(this.position));
  52672. return this.direction;
  52673. };
  52674. /**
  52675. * Returns the light rotation in euler definition.
  52676. * @returns the x y z rotation in local space.
  52677. */
  52678. ShadowLight.prototype.getRotation = function () {
  52679. this.direction.normalize();
  52680. var xaxis = BABYLON.Vector3.Cross(this.direction, BABYLON.Axis.Y);
  52681. var yaxis = BABYLON.Vector3.Cross(xaxis, this.direction);
  52682. return BABYLON.Vector3.RotationFromAxis(xaxis, yaxis, this.direction);
  52683. };
  52684. /**
  52685. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  52686. * @returns true if a cube texture needs to be use
  52687. */
  52688. ShadowLight.prototype.needCube = function () {
  52689. return false;
  52690. };
  52691. /**
  52692. * Detects if the projection matrix requires to be recomputed this frame.
  52693. * @returns true if it requires to be recomputed otherwise, false.
  52694. */
  52695. ShadowLight.prototype.needProjectionMatrixCompute = function () {
  52696. return this._needProjectionMatrixCompute;
  52697. };
  52698. /**
  52699. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  52700. */
  52701. ShadowLight.prototype.forceProjectionMatrixCompute = function () {
  52702. this._needProjectionMatrixCompute = true;
  52703. };
  52704. /** @hidden */
  52705. ShadowLight.prototype._initCache = function () {
  52706. _super.prototype._initCache.call(this);
  52707. this._cache.position = BABYLON.Vector3.Zero();
  52708. };
  52709. /** @hidden */
  52710. ShadowLight.prototype._isSynchronized = function () {
  52711. if (!this._cache.position.equals(this.position)) {
  52712. return false;
  52713. }
  52714. return true;
  52715. };
  52716. /**
  52717. * Computes the world matrix of the node
  52718. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  52719. * @returns the world matrix
  52720. */
  52721. ShadowLight.prototype.computeWorldMatrix = function (force) {
  52722. if (!force && this.isSynchronized()) {
  52723. this._currentRenderId = this.getScene().getRenderId();
  52724. return this._worldMatrix;
  52725. }
  52726. this._updateCache();
  52727. this._cache.position.copyFrom(this.position);
  52728. if (!this._worldMatrix) {
  52729. this._worldMatrix = BABYLON.Matrix.Identity();
  52730. }
  52731. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._worldMatrix);
  52732. if (this.parent && this.parent.getWorldMatrix) {
  52733. this._worldMatrix.multiplyToRef(this.parent.getWorldMatrix(), this._worldMatrix);
  52734. this._markSyncedWithParent();
  52735. }
  52736. // Cache the determinant
  52737. this._worldMatrixDeterminant = this._worldMatrix.determinant();
  52738. return this._worldMatrix;
  52739. };
  52740. /**
  52741. * Gets the minZ used for shadow according to both the scene and the light.
  52742. * @param activeCamera The camera we are returning the min for
  52743. * @returns the depth min z
  52744. */
  52745. ShadowLight.prototype.getDepthMinZ = function (activeCamera) {
  52746. return this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ;
  52747. };
  52748. /**
  52749. * Gets the maxZ used for shadow according to both the scene and the light.
  52750. * @param activeCamera The camera we are returning the max for
  52751. * @returns the depth max z
  52752. */
  52753. ShadowLight.prototype.getDepthMaxZ = function (activeCamera) {
  52754. return this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ;
  52755. };
  52756. /**
  52757. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  52758. * @param matrix The materix to updated with the projection information
  52759. * @param viewMatrix The transform matrix of the light
  52760. * @param renderList The list of mesh to render in the map
  52761. * @returns The current light
  52762. */
  52763. ShadowLight.prototype.setShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  52764. if (this.customProjectionMatrixBuilder) {
  52765. this.customProjectionMatrixBuilder(viewMatrix, renderList, matrix);
  52766. }
  52767. else {
  52768. this._setDefaultShadowProjectionMatrix(matrix, viewMatrix, renderList);
  52769. }
  52770. return this;
  52771. };
  52772. __decorate([
  52773. BABYLON.serializeAsVector3()
  52774. ], ShadowLight.prototype, "position", null);
  52775. __decorate([
  52776. BABYLON.serializeAsVector3()
  52777. ], ShadowLight.prototype, "direction", null);
  52778. __decorate([
  52779. BABYLON.serialize()
  52780. ], ShadowLight.prototype, "shadowMinZ", null);
  52781. __decorate([
  52782. BABYLON.serialize()
  52783. ], ShadowLight.prototype, "shadowMaxZ", null);
  52784. return ShadowLight;
  52785. }(BABYLON.Light));
  52786. BABYLON.ShadowLight = ShadowLight;
  52787. })(BABYLON || (BABYLON = {}));
  52788. //# sourceMappingURL=babylon.shadowLight.js.map
  52789. var BABYLON;
  52790. (function (BABYLON) {
  52791. BABYLON.Node.AddNodeConstructor("Light_Type_0", function (name, scene) {
  52792. return function () { return new PointLight(name, BABYLON.Vector3.Zero(), scene); };
  52793. });
  52794. /**
  52795. * A point light is a light defined by an unique point in world space.
  52796. * The light is emitted in every direction from this point.
  52797. * A good example of a point light is a standard light bulb.
  52798. * Documentation: https://doc.babylonjs.com/babylon101/lights
  52799. */
  52800. var PointLight = /** @class */ (function (_super) {
  52801. __extends(PointLight, _super);
  52802. /**
  52803. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  52804. * A PointLight emits the light in every direction.
  52805. * It can cast shadows.
  52806. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  52807. * ```javascript
  52808. * var pointLight = new BABYLON.PointLight("pl", camera.position, scene);
  52809. * ```
  52810. * Documentation : http://doc.babylonjs.com/tutorials/lights
  52811. * @param name The light friendly name
  52812. * @param position The position of the point light in the scene
  52813. * @param scene The scene the lights belongs to
  52814. */
  52815. function PointLight(name, position, scene) {
  52816. var _this = _super.call(this, name, scene) || this;
  52817. _this._shadowAngle = Math.PI / 2;
  52818. _this.position = position;
  52819. return _this;
  52820. }
  52821. Object.defineProperty(PointLight.prototype, "shadowAngle", {
  52822. /**
  52823. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52824. * This specifies what angle the shadow will use to be created.
  52825. *
  52826. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  52827. */
  52828. get: function () {
  52829. return this._shadowAngle;
  52830. },
  52831. /**
  52832. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52833. * This specifies what angle the shadow will use to be created.
  52834. *
  52835. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  52836. */
  52837. set: function (value) {
  52838. this._shadowAngle = value;
  52839. this.forceProjectionMatrixCompute();
  52840. },
  52841. enumerable: true,
  52842. configurable: true
  52843. });
  52844. Object.defineProperty(PointLight.prototype, "direction", {
  52845. /**
  52846. * Gets the direction if it has been set.
  52847. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52848. */
  52849. get: function () {
  52850. return this._direction;
  52851. },
  52852. /**
  52853. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52854. */
  52855. set: function (value) {
  52856. var previousNeedCube = this.needCube();
  52857. this._direction = value;
  52858. if (this.needCube() !== previousNeedCube && this._shadowGenerator) {
  52859. this._shadowGenerator.recreateShadowMap();
  52860. }
  52861. },
  52862. enumerable: true,
  52863. configurable: true
  52864. });
  52865. /**
  52866. * Returns the string "PointLight"
  52867. * @returns the class name
  52868. */
  52869. PointLight.prototype.getClassName = function () {
  52870. return "PointLight";
  52871. };
  52872. /**
  52873. * Returns the integer 0.
  52874. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  52875. */
  52876. PointLight.prototype.getTypeID = function () {
  52877. return BABYLON.Light.LIGHTTYPEID_POINTLIGHT;
  52878. };
  52879. /**
  52880. * Specifies wether or not the shadowmap should be a cube texture.
  52881. * @returns true if the shadowmap needs to be a cube texture.
  52882. */
  52883. PointLight.prototype.needCube = function () {
  52884. return !this.direction;
  52885. };
  52886. /**
  52887. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  52888. * @param faceIndex The index of the face we are computed the direction to generate shadow
  52889. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  52890. */
  52891. PointLight.prototype.getShadowDirection = function (faceIndex) {
  52892. if (this.direction) {
  52893. return _super.prototype.getShadowDirection.call(this, faceIndex);
  52894. }
  52895. else {
  52896. switch (faceIndex) {
  52897. case 0:
  52898. return new BABYLON.Vector3(1.0, 0.0, 0.0);
  52899. case 1:
  52900. return new BABYLON.Vector3(-1.0, 0.0, 0.0);
  52901. case 2:
  52902. return new BABYLON.Vector3(0.0, -1.0, 0.0);
  52903. case 3:
  52904. return new BABYLON.Vector3(0.0, 1.0, 0.0);
  52905. case 4:
  52906. return new BABYLON.Vector3(0.0, 0.0, 1.0);
  52907. case 5:
  52908. return new BABYLON.Vector3(0.0, 0.0, -1.0);
  52909. }
  52910. }
  52911. return BABYLON.Vector3.Zero();
  52912. };
  52913. /**
  52914. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  52915. * - fov = PI / 2
  52916. * - aspect ratio : 1.0
  52917. * - z-near and far equal to the active camera minZ and maxZ.
  52918. * Returns the PointLight.
  52919. */
  52920. PointLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  52921. var activeCamera = this.getScene().activeCamera;
  52922. if (!activeCamera) {
  52923. return;
  52924. }
  52925. BABYLON.Matrix.PerspectiveFovLHToRef(this.shadowAngle, 1.0, this.getDepthMinZ(activeCamera), this.getDepthMaxZ(activeCamera), matrix);
  52926. };
  52927. PointLight.prototype._buildUniformLayout = function () {
  52928. this._uniformBuffer.addUniform("vLightData", 4);
  52929. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  52930. this._uniformBuffer.addUniform("vLightSpecular", 3);
  52931. this._uniformBuffer.addUniform("vLightFalloff", 4);
  52932. this._uniformBuffer.addUniform("shadowsInfo", 3);
  52933. this._uniformBuffer.addUniform("depthValues", 2);
  52934. this._uniformBuffer.create();
  52935. };
  52936. /**
  52937. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  52938. * @param effect The effect to update
  52939. * @param lightIndex The index of the light in the effect to update
  52940. * @returns The point light
  52941. */
  52942. PointLight.prototype.transferToEffect = function (effect, lightIndex) {
  52943. if (this.computeTransformedInformation()) {
  52944. this._uniformBuffer.updateFloat4("vLightData", this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z, 0.0, lightIndex);
  52945. }
  52946. else {
  52947. this._uniformBuffer.updateFloat4("vLightData", this.position.x, this.position.y, this.position.z, 0, lightIndex);
  52948. }
  52949. this._uniformBuffer.updateFloat4("vLightFalloff", this.range, this._inverseSquaredRange, 0, 0, lightIndex);
  52950. return this;
  52951. };
  52952. /**
  52953. * Prepares the list of defines specific to the light type.
  52954. * @param defines the list of defines
  52955. * @param lightIndex defines the index of the light for the effect
  52956. */
  52957. PointLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  52958. defines["POINTLIGHT" + lightIndex] = true;
  52959. };
  52960. __decorate([
  52961. BABYLON.serialize()
  52962. ], PointLight.prototype, "shadowAngle", null);
  52963. return PointLight;
  52964. }(BABYLON.ShadowLight));
  52965. BABYLON.PointLight = PointLight;
  52966. })(BABYLON || (BABYLON = {}));
  52967. //# sourceMappingURL=babylon.pointLight.js.map
  52968. var BABYLON;
  52969. (function (BABYLON) {
  52970. BABYLON.Node.AddNodeConstructor("Light_Type_1", function (name, scene) {
  52971. return function () { return new DirectionalLight(name, BABYLON.Vector3.Zero(), scene); };
  52972. });
  52973. /**
  52974. * A directional light is defined by a direction (what a surprise!).
  52975. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  52976. * An example of a directional light is when a distance planet is lit by the apparently parallel lines of light from its sun. Light in a downward direction will light the top of an object.
  52977. * Documentation: https://doc.babylonjs.com/babylon101/lights
  52978. */
  52979. var DirectionalLight = /** @class */ (function (_super) {
  52980. __extends(DirectionalLight, _super);
  52981. /**
  52982. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  52983. * The directional light is emitted from everywhere in the given direction.
  52984. * It can cast shadows.
  52985. * Documentation : http://doc.babylonjs.com/tutorials/lights
  52986. * @param name The friendly name of the light
  52987. * @param direction The direction of the light
  52988. * @param scene The scene the light belongs to
  52989. */
  52990. function DirectionalLight(name, direction, scene) {
  52991. var _this = _super.call(this, name, scene) || this;
  52992. _this._shadowFrustumSize = 0;
  52993. _this._shadowOrthoScale = 0.1;
  52994. /**
  52995. * Automatically compute the projection matrix to best fit (including all the casters)
  52996. * on each frame.
  52997. */
  52998. _this.autoUpdateExtends = true;
  52999. // Cache
  53000. _this._orthoLeft = Number.MAX_VALUE;
  53001. _this._orthoRight = Number.MIN_VALUE;
  53002. _this._orthoTop = Number.MIN_VALUE;
  53003. _this._orthoBottom = Number.MAX_VALUE;
  53004. _this.position = direction.scale(-1.0);
  53005. _this.direction = direction;
  53006. return _this;
  53007. }
  53008. Object.defineProperty(DirectionalLight.prototype, "shadowFrustumSize", {
  53009. /**
  53010. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  53011. */
  53012. get: function () {
  53013. return this._shadowFrustumSize;
  53014. },
  53015. /**
  53016. * Specifies a fix frustum size for the shadow generation.
  53017. */
  53018. set: function (value) {
  53019. this._shadowFrustumSize = value;
  53020. this.forceProjectionMatrixCompute();
  53021. },
  53022. enumerable: true,
  53023. configurable: true
  53024. });
  53025. Object.defineProperty(DirectionalLight.prototype, "shadowOrthoScale", {
  53026. /**
  53027. * Gets the shadow projection scale against the optimal computed one.
  53028. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  53029. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  53030. */
  53031. get: function () {
  53032. return this._shadowOrthoScale;
  53033. },
  53034. /**
  53035. * Sets the shadow projection scale against the optimal computed one.
  53036. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  53037. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  53038. */
  53039. set: function (value) {
  53040. this._shadowOrthoScale = value;
  53041. this.forceProjectionMatrixCompute();
  53042. },
  53043. enumerable: true,
  53044. configurable: true
  53045. });
  53046. /**
  53047. * Returns the string "DirectionalLight".
  53048. * @return The class name
  53049. */
  53050. DirectionalLight.prototype.getClassName = function () {
  53051. return "DirectionalLight";
  53052. };
  53053. /**
  53054. * Returns the integer 1.
  53055. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  53056. */
  53057. DirectionalLight.prototype.getTypeID = function () {
  53058. return BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT;
  53059. };
  53060. /**
  53061. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  53062. * Returns the DirectionalLight Shadow projection matrix.
  53063. */
  53064. DirectionalLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  53065. if (this.shadowFrustumSize > 0) {
  53066. this._setDefaultFixedFrustumShadowProjectionMatrix(matrix, viewMatrix);
  53067. }
  53068. else {
  53069. this._setDefaultAutoExtendShadowProjectionMatrix(matrix, viewMatrix, renderList);
  53070. }
  53071. };
  53072. /**
  53073. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  53074. * Returns the DirectionalLight Shadow projection matrix.
  53075. */
  53076. DirectionalLight.prototype._setDefaultFixedFrustumShadowProjectionMatrix = function (matrix, viewMatrix) {
  53077. var activeCamera = this.getScene().activeCamera;
  53078. if (!activeCamera) {
  53079. return;
  53080. }
  53081. BABYLON.Matrix.OrthoLHToRef(this.shadowFrustumSize, this.shadowFrustumSize, this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ, this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ, matrix);
  53082. };
  53083. /**
  53084. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  53085. * Returns the DirectionalLight Shadow projection matrix.
  53086. */
  53087. DirectionalLight.prototype._setDefaultAutoExtendShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  53088. var activeCamera = this.getScene().activeCamera;
  53089. if (!activeCamera) {
  53090. return;
  53091. }
  53092. // Check extends
  53093. if (this.autoUpdateExtends || this._orthoLeft === Number.MAX_VALUE) {
  53094. var tempVector3 = BABYLON.Vector3.Zero();
  53095. this._orthoLeft = Number.MAX_VALUE;
  53096. this._orthoRight = Number.MIN_VALUE;
  53097. this._orthoTop = Number.MIN_VALUE;
  53098. this._orthoBottom = Number.MAX_VALUE;
  53099. for (var meshIndex = 0; meshIndex < renderList.length; meshIndex++) {
  53100. var mesh = renderList[meshIndex];
  53101. if (!mesh) {
  53102. continue;
  53103. }
  53104. var boundingInfo = mesh.getBoundingInfo();
  53105. var boundingBox = boundingInfo.boundingBox;
  53106. for (var index = 0; index < boundingBox.vectorsWorld.length; index++) {
  53107. BABYLON.Vector3.TransformCoordinatesToRef(boundingBox.vectorsWorld[index], viewMatrix, tempVector3);
  53108. if (tempVector3.x < this._orthoLeft) {
  53109. this._orthoLeft = tempVector3.x;
  53110. }
  53111. if (tempVector3.y < this._orthoBottom) {
  53112. this._orthoBottom = tempVector3.y;
  53113. }
  53114. if (tempVector3.x > this._orthoRight) {
  53115. this._orthoRight = tempVector3.x;
  53116. }
  53117. if (tempVector3.y > this._orthoTop) {
  53118. this._orthoTop = tempVector3.y;
  53119. }
  53120. }
  53121. }
  53122. }
  53123. var xOffset = this._orthoRight - this._orthoLeft;
  53124. var yOffset = this._orthoTop - this._orthoBottom;
  53125. BABYLON.Matrix.OrthoOffCenterLHToRef(this._orthoLeft - xOffset * this.shadowOrthoScale, this._orthoRight + xOffset * this.shadowOrthoScale, this._orthoBottom - yOffset * this.shadowOrthoScale, this._orthoTop + yOffset * this.shadowOrthoScale, this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ, this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ, matrix);
  53126. };
  53127. DirectionalLight.prototype._buildUniformLayout = function () {
  53128. this._uniformBuffer.addUniform("vLightData", 4);
  53129. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  53130. this._uniformBuffer.addUniform("vLightSpecular", 3);
  53131. this._uniformBuffer.addUniform("shadowsInfo", 3);
  53132. this._uniformBuffer.addUniform("depthValues", 2);
  53133. this._uniformBuffer.create();
  53134. };
  53135. /**
  53136. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  53137. * @param effect The effect to update
  53138. * @param lightIndex The index of the light in the effect to update
  53139. * @returns The directional light
  53140. */
  53141. DirectionalLight.prototype.transferToEffect = function (effect, lightIndex) {
  53142. if (this.computeTransformedInformation()) {
  53143. this._uniformBuffer.updateFloat4("vLightData", this.transformedDirection.x, this.transformedDirection.y, this.transformedDirection.z, 1, lightIndex);
  53144. return this;
  53145. }
  53146. this._uniformBuffer.updateFloat4("vLightData", this.direction.x, this.direction.y, this.direction.z, 1, lightIndex);
  53147. return this;
  53148. };
  53149. /**
  53150. * Gets the minZ used for shadow according to both the scene and the light.
  53151. *
  53152. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  53153. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  53154. * @param activeCamera The camera we are returning the min for
  53155. * @returns the depth min z
  53156. */
  53157. DirectionalLight.prototype.getDepthMinZ = function (activeCamera) {
  53158. return 1;
  53159. };
  53160. /**
  53161. * Gets the maxZ used for shadow according to both the scene and the light.
  53162. *
  53163. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  53164. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  53165. * @param activeCamera The camera we are returning the max for
  53166. * @returns the depth max z
  53167. */
  53168. DirectionalLight.prototype.getDepthMaxZ = function (activeCamera) {
  53169. return 1;
  53170. };
  53171. /**
  53172. * Prepares the list of defines specific to the light type.
  53173. * @param defines the list of defines
  53174. * @param lightIndex defines the index of the light for the effect
  53175. */
  53176. DirectionalLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  53177. defines["DIRLIGHT" + lightIndex] = true;
  53178. };
  53179. __decorate([
  53180. BABYLON.serialize()
  53181. ], DirectionalLight.prototype, "shadowFrustumSize", null);
  53182. __decorate([
  53183. BABYLON.serialize()
  53184. ], DirectionalLight.prototype, "shadowOrthoScale", null);
  53185. __decorate([
  53186. BABYLON.serialize()
  53187. ], DirectionalLight.prototype, "autoUpdateExtends", void 0);
  53188. return DirectionalLight;
  53189. }(BABYLON.ShadowLight));
  53190. BABYLON.DirectionalLight = DirectionalLight;
  53191. })(BABYLON || (BABYLON = {}));
  53192. //# sourceMappingURL=babylon.directionalLight.js.map
  53193. var BABYLON;
  53194. (function (BABYLON) {
  53195. BABYLON.Node.AddNodeConstructor("Light_Type_2", function (name, scene) {
  53196. return function () { return new SpotLight(name, BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), 0, 0, scene); };
  53197. });
  53198. /**
  53199. * A spot light is defined by a position, a direction, an angle, and an exponent.
  53200. * These values define a cone of light starting from the position, emitting toward the direction.
  53201. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  53202. * and the exponent defines the speed of the decay of the light with distance (reach).
  53203. * Documentation: https://doc.babylonjs.com/babylon101/lights
  53204. */
  53205. var SpotLight = /** @class */ (function (_super) {
  53206. __extends(SpotLight, _super);
  53207. /**
  53208. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  53209. * It can cast shadows.
  53210. * Documentation : http://doc.babylonjs.com/tutorials/lights
  53211. * @param name The light friendly name
  53212. * @param position The position of the spot light in the scene
  53213. * @param direction The direction of the light in the scene
  53214. * @param angle The cone angle of the light in Radians
  53215. * @param exponent The light decay speed with the distance from the emission spot
  53216. * @param scene The scene the lights belongs to
  53217. */
  53218. function SpotLight(name, position, direction, angle, exponent, scene) {
  53219. var _this = _super.call(this, name, scene) || this;
  53220. _this._innerAngle = 0;
  53221. _this._projectionTextureMatrix = BABYLON.Matrix.Zero();
  53222. _this._projectionTextureLightNear = 1e-6;
  53223. _this._projectionTextureLightFar = 1000.0;
  53224. _this._projectionTextureUpDirection = BABYLON.Vector3.Up();
  53225. _this._projectionTextureViewLightDirty = true;
  53226. _this._projectionTextureProjectionLightDirty = true;
  53227. _this._projectionTextureDirty = true;
  53228. _this._projectionTextureViewTargetVector = BABYLON.Vector3.Zero();
  53229. _this._projectionTextureViewLightMatrix = BABYLON.Matrix.Zero();
  53230. _this._projectionTextureProjectionLightMatrix = BABYLON.Matrix.Zero();
  53231. _this._projectionTextureScalingMatrix = BABYLON.Matrix.FromValues(0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.5, 0.5, 0.5, 1.0);
  53232. _this.position = position;
  53233. _this.direction = direction;
  53234. _this.angle = angle;
  53235. _this.exponent = exponent;
  53236. return _this;
  53237. }
  53238. Object.defineProperty(SpotLight.prototype, "angle", {
  53239. /**
  53240. * Gets the cone angle of the spot light in Radians.
  53241. */
  53242. get: function () {
  53243. return this._angle;
  53244. },
  53245. /**
  53246. * Sets the cone angle of the spot light in Radians.
  53247. */
  53248. set: function (value) {
  53249. this._angle = value;
  53250. this._cosHalfAngle = Math.cos(value * 0.5);
  53251. this._projectionTextureProjectionLightDirty = true;
  53252. this.forceProjectionMatrixCompute();
  53253. this._computeAngleValues();
  53254. },
  53255. enumerable: true,
  53256. configurable: true
  53257. });
  53258. Object.defineProperty(SpotLight.prototype, "innerAngle", {
  53259. /**
  53260. * Only used in gltf falloff mode, this defines the angle where
  53261. * the directional falloff will start before cutting at angle which could be seen
  53262. * as outer angle.
  53263. */
  53264. get: function () {
  53265. return this._innerAngle;
  53266. },
  53267. /**
  53268. * Only used in gltf falloff mode, this defines the angle where
  53269. * the directional falloff will start before cutting at angle which could be seen
  53270. * as outer angle.
  53271. */
  53272. set: function (value) {
  53273. this._innerAngle = value;
  53274. this._computeAngleValues();
  53275. },
  53276. enumerable: true,
  53277. configurable: true
  53278. });
  53279. Object.defineProperty(SpotLight.prototype, "shadowAngleScale", {
  53280. /**
  53281. * Allows scaling the angle of the light for shadow generation only.
  53282. */
  53283. get: function () {
  53284. return this._shadowAngleScale;
  53285. },
  53286. /**
  53287. * Allows scaling the angle of the light for shadow generation only.
  53288. */
  53289. set: function (value) {
  53290. this._shadowAngleScale = value;
  53291. this.forceProjectionMatrixCompute();
  53292. },
  53293. enumerable: true,
  53294. configurable: true
  53295. });
  53296. Object.defineProperty(SpotLight.prototype, "projectionTextureMatrix", {
  53297. /**
  53298. * Allows reading the projecton texture
  53299. */
  53300. get: function () {
  53301. return this._projectionTextureMatrix;
  53302. },
  53303. enumerable: true,
  53304. configurable: true
  53305. });
  53306. Object.defineProperty(SpotLight.prototype, "projectionTextureLightNear", {
  53307. /**
  53308. * Gets the near clip of the Spotlight for texture projection.
  53309. */
  53310. get: function () {
  53311. return this._projectionTextureLightNear;
  53312. },
  53313. /**
  53314. * Sets the near clip of the Spotlight for texture projection.
  53315. */
  53316. set: function (value) {
  53317. this._projectionTextureLightNear = value;
  53318. this._projectionTextureProjectionLightDirty = true;
  53319. },
  53320. enumerable: true,
  53321. configurable: true
  53322. });
  53323. Object.defineProperty(SpotLight.prototype, "projectionTextureLightFar", {
  53324. /**
  53325. * Gets the far clip of the Spotlight for texture projection.
  53326. */
  53327. get: function () {
  53328. return this._projectionTextureLightFar;
  53329. },
  53330. /**
  53331. * Sets the far clip of the Spotlight for texture projection.
  53332. */
  53333. set: function (value) {
  53334. this._projectionTextureLightFar = value;
  53335. this._projectionTextureProjectionLightDirty = true;
  53336. },
  53337. enumerable: true,
  53338. configurable: true
  53339. });
  53340. Object.defineProperty(SpotLight.prototype, "projectionTextureUpDirection", {
  53341. /**
  53342. * Gets the Up vector of the Spotlight for texture projection.
  53343. */
  53344. get: function () {
  53345. return this._projectionTextureUpDirection;
  53346. },
  53347. /**
  53348. * Sets the Up vector of the Spotlight for texture projection.
  53349. */
  53350. set: function (value) {
  53351. this._projectionTextureUpDirection = value;
  53352. this._projectionTextureProjectionLightDirty = true;
  53353. },
  53354. enumerable: true,
  53355. configurable: true
  53356. });
  53357. Object.defineProperty(SpotLight.prototype, "projectionTexture", {
  53358. /**
  53359. * Gets the projection texture of the light.
  53360. */
  53361. get: function () {
  53362. return this._projectionTexture;
  53363. },
  53364. /**
  53365. * Sets the projection texture of the light.
  53366. */
  53367. set: function (value) {
  53368. this._projectionTexture = value;
  53369. this._projectionTextureDirty = true;
  53370. },
  53371. enumerable: true,
  53372. configurable: true
  53373. });
  53374. /**
  53375. * Returns the string "SpotLight".
  53376. * @returns the class name
  53377. */
  53378. SpotLight.prototype.getClassName = function () {
  53379. return "SpotLight";
  53380. };
  53381. /**
  53382. * Returns the integer 2.
  53383. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  53384. */
  53385. SpotLight.prototype.getTypeID = function () {
  53386. return BABYLON.Light.LIGHTTYPEID_SPOTLIGHT;
  53387. };
  53388. /**
  53389. * Overrides the direction setter to recompute the projection texture view light Matrix.
  53390. */
  53391. SpotLight.prototype._setDirection = function (value) {
  53392. _super.prototype._setDirection.call(this, value);
  53393. this._projectionTextureViewLightDirty = true;
  53394. };
  53395. /**
  53396. * Overrides the position setter to recompute the projection texture view light Matrix.
  53397. */
  53398. SpotLight.prototype._setPosition = function (value) {
  53399. _super.prototype._setPosition.call(this, value);
  53400. this._projectionTextureViewLightDirty = true;
  53401. };
  53402. /**
  53403. * Sets the passed matrix "matrix" as perspective projection matrix for the shadows and the passed view matrix with the fov equal to the SpotLight angle and and aspect ratio of 1.0.
  53404. * Returns the SpotLight.
  53405. */
  53406. SpotLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  53407. var activeCamera = this.getScene().activeCamera;
  53408. if (!activeCamera) {
  53409. return;
  53410. }
  53411. this._shadowAngleScale = this._shadowAngleScale || 1;
  53412. var angle = this._shadowAngleScale * this._angle;
  53413. BABYLON.Matrix.PerspectiveFovLHToRef(angle, 1.0, this.getDepthMinZ(activeCamera), this.getDepthMaxZ(activeCamera), matrix);
  53414. };
  53415. SpotLight.prototype._computeProjectionTextureViewLightMatrix = function () {
  53416. this._projectionTextureViewLightDirty = false;
  53417. this._projectionTextureDirty = true;
  53418. this.position.addToRef(this.direction, this._projectionTextureViewTargetVector);
  53419. BABYLON.Matrix.LookAtLHToRef(this.position, this._projectionTextureViewTargetVector, this._projectionTextureUpDirection, this._projectionTextureViewLightMatrix);
  53420. };
  53421. SpotLight.prototype._computeProjectionTextureProjectionLightMatrix = function () {
  53422. this._projectionTextureProjectionLightDirty = false;
  53423. this._projectionTextureDirty = true;
  53424. var light_far = this.projectionTextureLightFar;
  53425. var light_near = this.projectionTextureLightNear;
  53426. var P = light_far / (light_far - light_near);
  53427. var Q = -P * light_near;
  53428. var S = 1.0 / Math.tan(this._angle / 2.0);
  53429. var A = 1.0;
  53430. BABYLON.Matrix.FromValuesToRef(S / A, 0.0, 0.0, 0.0, 0.0, S, 0.0, 0.0, 0.0, 0.0, P, 1.0, 0.0, 0.0, Q, 0.0, this._projectionTextureProjectionLightMatrix);
  53431. };
  53432. /**
  53433. * Main function for light texture projection matrix computing.
  53434. */
  53435. SpotLight.prototype._computeProjectionTextureMatrix = function () {
  53436. this._projectionTextureDirty = false;
  53437. this._projectionTextureViewLightMatrix.multiplyToRef(this._projectionTextureProjectionLightMatrix, this._projectionTextureMatrix);
  53438. this._projectionTextureMatrix.multiplyToRef(this._projectionTextureScalingMatrix, this._projectionTextureMatrix);
  53439. };
  53440. SpotLight.prototype._buildUniformLayout = function () {
  53441. this._uniformBuffer.addUniform("vLightData", 4);
  53442. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  53443. this._uniformBuffer.addUniform("vLightSpecular", 3);
  53444. this._uniformBuffer.addUniform("vLightDirection", 3);
  53445. this._uniformBuffer.addUniform("vLightFalloff", 4);
  53446. this._uniformBuffer.addUniform("shadowsInfo", 3);
  53447. this._uniformBuffer.addUniform("depthValues", 2);
  53448. this._uniformBuffer.create();
  53449. };
  53450. SpotLight.prototype._computeAngleValues = function () {
  53451. this._lightAngleScale = 1.0 / Math.max(0.001, (Math.cos(this._innerAngle * 0.5) - this._cosHalfAngle));
  53452. this._lightAngleOffset = -this._cosHalfAngle * this._lightAngleScale;
  53453. };
  53454. /**
  53455. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  53456. * @param effect The effect to update
  53457. * @param lightIndex The index of the light in the effect to update
  53458. * @returns The spot light
  53459. */
  53460. SpotLight.prototype.transferToEffect = function (effect, lightIndex) {
  53461. var normalizeDirection;
  53462. if (this.computeTransformedInformation()) {
  53463. this._uniformBuffer.updateFloat4("vLightData", this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z, this.exponent, lightIndex);
  53464. normalizeDirection = BABYLON.Vector3.Normalize(this.transformedDirection);
  53465. }
  53466. else {
  53467. this._uniformBuffer.updateFloat4("vLightData", this.position.x, this.position.y, this.position.z, this.exponent, lightIndex);
  53468. normalizeDirection = BABYLON.Vector3.Normalize(this.direction);
  53469. }
  53470. this._uniformBuffer.updateFloat4("vLightDirection", normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, this._cosHalfAngle, lightIndex);
  53471. this._uniformBuffer.updateFloat4("vLightFalloff", this.range, this._inverseSquaredRange, this._lightAngleScale, this._lightAngleOffset, lightIndex);
  53472. if (this.projectionTexture && this.projectionTexture.isReady()) {
  53473. if (this._projectionTextureViewLightDirty) {
  53474. this._computeProjectionTextureViewLightMatrix();
  53475. }
  53476. if (this._projectionTextureProjectionLightDirty) {
  53477. this._computeProjectionTextureProjectionLightMatrix();
  53478. }
  53479. if (this._projectionTextureDirty) {
  53480. this._computeProjectionTextureMatrix();
  53481. }
  53482. effect.setMatrix("textureProjectionMatrix" + lightIndex, this._projectionTextureMatrix);
  53483. effect.setTexture("projectionLightSampler" + lightIndex, this.projectionTexture);
  53484. }
  53485. return this;
  53486. };
  53487. /**
  53488. * Disposes the light and the associated resources.
  53489. */
  53490. SpotLight.prototype.dispose = function () {
  53491. _super.prototype.dispose.call(this);
  53492. if (this._projectionTexture) {
  53493. this._projectionTexture.dispose();
  53494. }
  53495. };
  53496. /**
  53497. * Prepares the list of defines specific to the light type.
  53498. * @param defines the list of defines
  53499. * @param lightIndex defines the index of the light for the effect
  53500. */
  53501. SpotLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  53502. defines["SPOTLIGHT" + lightIndex] = true;
  53503. defines["PROJECTEDLIGHTTEXTURE" + lightIndex] = this.projectionTexture ? true : false;
  53504. };
  53505. __decorate([
  53506. BABYLON.serialize()
  53507. ], SpotLight.prototype, "angle", null);
  53508. __decorate([
  53509. BABYLON.serialize()
  53510. ], SpotLight.prototype, "innerAngle", null);
  53511. __decorate([
  53512. BABYLON.serialize()
  53513. ], SpotLight.prototype, "shadowAngleScale", null);
  53514. __decorate([
  53515. BABYLON.serialize()
  53516. ], SpotLight.prototype, "exponent", void 0);
  53517. __decorate([
  53518. BABYLON.serialize()
  53519. ], SpotLight.prototype, "projectionTextureLightNear", null);
  53520. __decorate([
  53521. BABYLON.serialize()
  53522. ], SpotLight.prototype, "projectionTextureLightFar", null);
  53523. __decorate([
  53524. BABYLON.serialize()
  53525. ], SpotLight.prototype, "projectionTextureUpDirection", null);
  53526. __decorate([
  53527. BABYLON.serializeAsTexture("projectedLightTexture")
  53528. ], SpotLight.prototype, "_projectionTexture", void 0);
  53529. return SpotLight;
  53530. }(BABYLON.ShadowLight));
  53531. BABYLON.SpotLight = SpotLight;
  53532. })(BABYLON || (BABYLON = {}));
  53533. //# sourceMappingURL=babylon.spotLight.js.map
  53534. var BABYLON;
  53535. (function (BABYLON) {
  53536. /**
  53537. * Class used to override all child animations of a given target
  53538. */
  53539. var AnimationPropertiesOverride = /** @class */ (function () {
  53540. function AnimationPropertiesOverride() {
  53541. /**
  53542. * Gets or sets a value indicating if animation blending must be used
  53543. */
  53544. this.enableBlending = false;
  53545. /**
  53546. * Gets or sets the blending speed to use when enableBlending is true
  53547. */
  53548. this.blendingSpeed = 0.01;
  53549. /**
  53550. * Gets or sets the default loop mode to use
  53551. */
  53552. this.loopMode = BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE;
  53553. }
  53554. return AnimationPropertiesOverride;
  53555. }());
  53556. BABYLON.AnimationPropertiesOverride = AnimationPropertiesOverride;
  53557. })(BABYLON || (BABYLON = {}));
  53558. //# sourceMappingURL=babylon.animationPropertiesOverride.js.map
  53559. var BABYLON;
  53560. (function (BABYLON) {
  53561. /**
  53562. * Represents the range of an animation
  53563. */
  53564. var AnimationRange = /** @class */ (function () {
  53565. /**
  53566. * Initializes the range of an animation
  53567. * @param name The name of the animation range
  53568. * @param from The starting frame of the animation
  53569. * @param to The ending frame of the animation
  53570. */
  53571. function AnimationRange(
  53572. /**The name of the animation range**/
  53573. name,
  53574. /**The starting frame of the animation */
  53575. from,
  53576. /**The ending frame of the animation*/
  53577. to) {
  53578. this.name = name;
  53579. this.from = from;
  53580. this.to = to;
  53581. }
  53582. /**
  53583. * Makes a copy of the animation range
  53584. * @returns A copy of the animation range
  53585. */
  53586. AnimationRange.prototype.clone = function () {
  53587. return new AnimationRange(this.name, this.from, this.to);
  53588. };
  53589. return AnimationRange;
  53590. }());
  53591. BABYLON.AnimationRange = AnimationRange;
  53592. /**
  53593. * Composed of a frame, and an action function
  53594. */
  53595. var AnimationEvent = /** @class */ (function () {
  53596. /**
  53597. * Initializes the animation event
  53598. * @param frame The frame for which the event is triggered
  53599. * @param action The event to perform when triggered
  53600. * @param onlyOnce Specifies if the event should be triggered only once
  53601. */
  53602. function AnimationEvent(
  53603. /** The frame for which the event is triggered **/
  53604. frame,
  53605. /** The event to perform when triggered **/
  53606. action,
  53607. /** Specifies if the event should be triggered only once**/
  53608. onlyOnce) {
  53609. this.frame = frame;
  53610. this.action = action;
  53611. this.onlyOnce = onlyOnce;
  53612. /**
  53613. * Specifies if the animation event is done
  53614. */
  53615. this.isDone = false;
  53616. }
  53617. /** @hidden */
  53618. AnimationEvent.prototype._clone = function () {
  53619. return new AnimationEvent(this.frame, this.action, this.onlyOnce);
  53620. };
  53621. return AnimationEvent;
  53622. }());
  53623. BABYLON.AnimationEvent = AnimationEvent;
  53624. /**
  53625. * A cursor which tracks a point on a path
  53626. */
  53627. var PathCursor = /** @class */ (function () {
  53628. /**
  53629. * Initializes the path cursor
  53630. * @param path The path to track
  53631. */
  53632. function PathCursor(path) {
  53633. this.path = path;
  53634. /**
  53635. * Stores path cursor callbacks for when an onchange event is triggered
  53636. */
  53637. this._onchange = new Array();
  53638. /**
  53639. * The value of the path cursor
  53640. */
  53641. this.value = 0;
  53642. /**
  53643. * The animation array of the path cursor
  53644. */
  53645. this.animations = new Array();
  53646. }
  53647. /**
  53648. * Gets the cursor point on the path
  53649. * @returns A point on the path cursor at the cursor location
  53650. */
  53651. PathCursor.prototype.getPoint = function () {
  53652. var point = this.path.getPointAtLengthPosition(this.value);
  53653. return new BABYLON.Vector3(point.x, 0, point.y);
  53654. };
  53655. /**
  53656. * Moves the cursor ahead by the step amount
  53657. * @param step The amount to move the cursor forward
  53658. * @returns This path cursor
  53659. */
  53660. PathCursor.prototype.moveAhead = function (step) {
  53661. if (step === void 0) { step = 0.002; }
  53662. this.move(step);
  53663. return this;
  53664. };
  53665. /**
  53666. * Moves the cursor behind by the step amount
  53667. * @param step The amount to move the cursor back
  53668. * @returns This path cursor
  53669. */
  53670. PathCursor.prototype.moveBack = function (step) {
  53671. if (step === void 0) { step = 0.002; }
  53672. this.move(-step);
  53673. return this;
  53674. };
  53675. /**
  53676. * Moves the cursor by the step amount
  53677. * If the step amount is greater than one, an exception is thrown
  53678. * @param step The amount to move the cursor
  53679. * @returns This path cursor
  53680. */
  53681. PathCursor.prototype.move = function (step) {
  53682. if (Math.abs(step) > 1) {
  53683. throw "step size should be less than 1.";
  53684. }
  53685. this.value += step;
  53686. this.ensureLimits();
  53687. this.raiseOnChange();
  53688. return this;
  53689. };
  53690. /**
  53691. * Ensures that the value is limited between zero and one
  53692. * @returns This path cursor
  53693. */
  53694. PathCursor.prototype.ensureLimits = function () {
  53695. while (this.value > 1) {
  53696. this.value -= 1;
  53697. }
  53698. while (this.value < 0) {
  53699. this.value += 1;
  53700. }
  53701. return this;
  53702. };
  53703. /**
  53704. * Runs onchange callbacks on change (used by the animation engine)
  53705. * @returns This path cursor
  53706. */
  53707. PathCursor.prototype.raiseOnChange = function () {
  53708. var _this = this;
  53709. this._onchange.forEach(function (f) { return f(_this); });
  53710. return this;
  53711. };
  53712. /**
  53713. * Executes a function on change
  53714. * @param f A path cursor onchange callback
  53715. * @returns This path cursor
  53716. */
  53717. PathCursor.prototype.onchange = function (f) {
  53718. this._onchange.push(f);
  53719. return this;
  53720. };
  53721. return PathCursor;
  53722. }());
  53723. BABYLON.PathCursor = PathCursor;
  53724. /**
  53725. * Enum for the animation key frame interpolation type
  53726. */
  53727. var AnimationKeyInterpolation;
  53728. (function (AnimationKeyInterpolation) {
  53729. /**
  53730. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  53731. */
  53732. AnimationKeyInterpolation[AnimationKeyInterpolation["STEP"] = 1] = "STEP";
  53733. })(AnimationKeyInterpolation = BABYLON.AnimationKeyInterpolation || (BABYLON.AnimationKeyInterpolation = {}));
  53734. /**
  53735. * Class used to store any kind of animation
  53736. */
  53737. var Animation = /** @class */ (function () {
  53738. /**
  53739. * Initializes the animation
  53740. * @param name Name of the animation
  53741. * @param targetProperty Property to animate
  53742. * @param framePerSecond The frames per second of the animation
  53743. * @param dataType The data type of the animation
  53744. * @param loopMode The loop mode of the animation
  53745. * @param enableBlendings Specifies if blending should be enabled
  53746. */
  53747. function Animation(
  53748. /**Name of the animation */
  53749. name,
  53750. /**Property to animate */
  53751. targetProperty,
  53752. /**The frames per second of the animation */
  53753. framePerSecond,
  53754. /**The data type of the animation */
  53755. dataType,
  53756. /**The loop mode of the animation */
  53757. loopMode,
  53758. /**Specifies if blending should be enabled */
  53759. enableBlending) {
  53760. this.name = name;
  53761. this.targetProperty = targetProperty;
  53762. this.framePerSecond = framePerSecond;
  53763. this.dataType = dataType;
  53764. this.loopMode = loopMode;
  53765. this.enableBlending = enableBlending;
  53766. /**
  53767. * @hidden Internal use only
  53768. */
  53769. this._runtimeAnimations = new Array();
  53770. /**
  53771. * The set of event that will be linked to this animation
  53772. */
  53773. this._events = new Array();
  53774. /**
  53775. * Stores the blending speed of the animation
  53776. */
  53777. this.blendingSpeed = 0.01;
  53778. /**
  53779. * Stores the animation ranges for the animation
  53780. */
  53781. this._ranges = {};
  53782. this.targetPropertyPath = targetProperty.split(".");
  53783. this.dataType = dataType;
  53784. this.loopMode = loopMode === undefined ? Animation.ANIMATIONLOOPMODE_CYCLE : loopMode;
  53785. }
  53786. /**
  53787. * @hidden Internal use
  53788. */
  53789. Animation._PrepareAnimation = function (name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction) {
  53790. var dataType = undefined;
  53791. if (!isNaN(parseFloat(from)) && isFinite(from)) {
  53792. dataType = Animation.ANIMATIONTYPE_FLOAT;
  53793. }
  53794. else if (from instanceof BABYLON.Quaternion) {
  53795. dataType = Animation.ANIMATIONTYPE_QUATERNION;
  53796. }
  53797. else if (from instanceof BABYLON.Vector3) {
  53798. dataType = Animation.ANIMATIONTYPE_VECTOR3;
  53799. }
  53800. else if (from instanceof BABYLON.Vector2) {
  53801. dataType = Animation.ANIMATIONTYPE_VECTOR2;
  53802. }
  53803. else if (from instanceof BABYLON.Color3) {
  53804. dataType = Animation.ANIMATIONTYPE_COLOR3;
  53805. }
  53806. else if (from instanceof BABYLON.Size) {
  53807. dataType = Animation.ANIMATIONTYPE_SIZE;
  53808. }
  53809. if (dataType == undefined) {
  53810. return null;
  53811. }
  53812. var animation = new Animation(name, targetProperty, framePerSecond, dataType, loopMode);
  53813. var keys = [{ frame: 0, value: from }, { frame: totalFrame, value: to }];
  53814. animation.setKeys(keys);
  53815. if (easingFunction !== undefined) {
  53816. animation.setEasingFunction(easingFunction);
  53817. }
  53818. return animation;
  53819. };
  53820. /**
  53821. * Sets up an animation
  53822. * @param property The property to animate
  53823. * @param animationType The animation type to apply
  53824. * @param framePerSecond The frames per second of the animation
  53825. * @param easingFunction The easing function used in the animation
  53826. * @returns The created animation
  53827. */
  53828. Animation.CreateAnimation = function (property, animationType, framePerSecond, easingFunction) {
  53829. var animation = new Animation(property + "Animation", property, framePerSecond, animationType, Animation.ANIMATIONLOOPMODE_CONSTANT);
  53830. animation.setEasingFunction(easingFunction);
  53831. return animation;
  53832. };
  53833. /**
  53834. * Create and start an animation on a node
  53835. * @param name defines the name of the global animation that will be run on all nodes
  53836. * @param node defines the root node where the animation will take place
  53837. * @param targetProperty defines property to animate
  53838. * @param framePerSecond defines the number of frame per second yo use
  53839. * @param totalFrame defines the number of frames in total
  53840. * @param from defines the initial value
  53841. * @param to defines the final value
  53842. * @param loopMode defines which loop mode you want to use (off by default)
  53843. * @param easingFunction defines the easing function to use (linear by default)
  53844. * @param onAnimationEnd defines the callback to call when animation end
  53845. * @returns the animatable created for this animation
  53846. */
  53847. Animation.CreateAndStartAnimation = function (name, node, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  53848. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  53849. if (!animation) {
  53850. return null;
  53851. }
  53852. return node.getScene().beginDirectAnimation(node, [animation], 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  53853. };
  53854. /**
  53855. * Create and start an animation on a node and its descendants
  53856. * @param name defines the name of the global animation that will be run on all nodes
  53857. * @param node defines the root node where the animation will take place
  53858. * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used
  53859. * @param targetProperty defines property to animate
  53860. * @param framePerSecond defines the number of frame per second to use
  53861. * @param totalFrame defines the number of frames in total
  53862. * @param from defines the initial value
  53863. * @param to defines the final value
  53864. * @param loopMode defines which loop mode you want to use (off by default)
  53865. * @param easingFunction defines the easing function to use (linear by default)
  53866. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  53867. * @returns the list of animatables created for all nodes
  53868. * @example https://www.babylonjs-playground.com/#MH0VLI
  53869. */
  53870. Animation.CreateAndStartHierarchyAnimation = function (name, node, directDescendantsOnly, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  53871. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  53872. if (!animation) {
  53873. return null;
  53874. }
  53875. var scene = node.getScene();
  53876. return scene.beginDirectHierarchyAnimation(node, directDescendantsOnly, [animation], 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  53877. };
  53878. /**
  53879. * Creates a new animation, merges it with the existing animations and starts it
  53880. * @param name Name of the animation
  53881. * @param node Node which contains the scene that begins the animations
  53882. * @param targetProperty Specifies which property to animate
  53883. * @param framePerSecond The frames per second of the animation
  53884. * @param totalFrame The total number of frames
  53885. * @param from The frame at the beginning of the animation
  53886. * @param to The frame at the end of the animation
  53887. * @param loopMode Specifies the loop mode of the animation
  53888. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  53889. * @param onAnimationEnd Callback to run once the animation is complete
  53890. * @returns Nullable animation
  53891. */
  53892. Animation.CreateMergeAndStartAnimation = function (name, node, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  53893. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  53894. if (!animation) {
  53895. return null;
  53896. }
  53897. node.animations.push(animation);
  53898. return node.getScene().beginAnimation(node, 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  53899. };
  53900. /**
  53901. * Transition property of an host to the target Value
  53902. * @param property The property to transition
  53903. * @param targetValue The target Value of the property
  53904. * @param host The object where the property to animate belongs
  53905. * @param scene Scene used to run the animation
  53906. * @param frameRate Framerate (in frame/s) to use
  53907. * @param transition The transition type we want to use
  53908. * @param duration The duration of the animation, in milliseconds
  53909. * @param onAnimationEnd Callback trigger at the end of the animation
  53910. * @returns Nullable animation
  53911. */
  53912. Animation.TransitionTo = function (property, targetValue, host, scene, frameRate, transition, duration, onAnimationEnd) {
  53913. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  53914. if (duration <= 0) {
  53915. host[property] = targetValue;
  53916. if (onAnimationEnd) {
  53917. onAnimationEnd();
  53918. }
  53919. return null;
  53920. }
  53921. var endFrame = frameRate * (duration / 1000);
  53922. transition.setKeys([{
  53923. frame: 0,
  53924. value: host[property].clone ? host[property].clone() : host[property]
  53925. },
  53926. {
  53927. frame: endFrame,
  53928. value: targetValue
  53929. }]);
  53930. if (!host.animations) {
  53931. host.animations = [];
  53932. }
  53933. host.animations.push(transition);
  53934. var animation = scene.beginAnimation(host, 0, endFrame, false);
  53935. animation.onAnimationEnd = onAnimationEnd;
  53936. return animation;
  53937. };
  53938. Object.defineProperty(Animation.prototype, "runtimeAnimations", {
  53939. /**
  53940. * Return the array of runtime animations currently using this animation
  53941. */
  53942. get: function () {
  53943. return this._runtimeAnimations;
  53944. },
  53945. enumerable: true,
  53946. configurable: true
  53947. });
  53948. Object.defineProperty(Animation.prototype, "hasRunningRuntimeAnimations", {
  53949. /**
  53950. * Specifies if any of the runtime animations are currently running
  53951. */
  53952. get: function () {
  53953. for (var _i = 0, _a = this._runtimeAnimations; _i < _a.length; _i++) {
  53954. var runtimeAnimation = _a[_i];
  53955. if (!runtimeAnimation.isStopped) {
  53956. return true;
  53957. }
  53958. }
  53959. return false;
  53960. },
  53961. enumerable: true,
  53962. configurable: true
  53963. });
  53964. // Methods
  53965. /**
  53966. * Converts the animation to a string
  53967. * @param fullDetails support for multiple levels of logging within scene loading
  53968. * @returns String form of the animation
  53969. */
  53970. Animation.prototype.toString = function (fullDetails) {
  53971. var ret = "Name: " + this.name + ", property: " + this.targetProperty;
  53972. ret += ", datatype: " + (["Float", "Vector3", "Quaternion", "Matrix", "Color3", "Vector2"])[this.dataType];
  53973. ret += ", nKeys: " + (this._keys ? this._keys.length : "none");
  53974. ret += ", nRanges: " + (this._ranges ? Object.keys(this._ranges).length : "none");
  53975. if (fullDetails) {
  53976. ret += ", Ranges: {";
  53977. var first = true;
  53978. for (var name in this._ranges) {
  53979. if (first) {
  53980. ret += ", ";
  53981. first = false;
  53982. }
  53983. ret += name;
  53984. }
  53985. ret += "}";
  53986. }
  53987. return ret;
  53988. };
  53989. /**
  53990. * Add an event to this animation
  53991. * @param event Event to add
  53992. */
  53993. Animation.prototype.addEvent = function (event) {
  53994. this._events.push(event);
  53995. };
  53996. /**
  53997. * Remove all events found at the given frame
  53998. * @param frame The frame to remove events from
  53999. */
  54000. Animation.prototype.removeEvents = function (frame) {
  54001. for (var index = 0; index < this._events.length; index++) {
  54002. if (this._events[index].frame === frame) {
  54003. this._events.splice(index, 1);
  54004. index--;
  54005. }
  54006. }
  54007. };
  54008. /**
  54009. * Retrieves all the events from the animation
  54010. * @returns Events from the animation
  54011. */
  54012. Animation.prototype.getEvents = function () {
  54013. return this._events;
  54014. };
  54015. /**
  54016. * Creates an animation range
  54017. * @param name Name of the animation range
  54018. * @param from Starting frame of the animation range
  54019. * @param to Ending frame of the animation
  54020. */
  54021. Animation.prototype.createRange = function (name, from, to) {
  54022. // check name not already in use; could happen for bones after serialized
  54023. if (!this._ranges[name]) {
  54024. this._ranges[name] = new AnimationRange(name, from, to);
  54025. }
  54026. };
  54027. /**
  54028. * Deletes an animation range by name
  54029. * @param name Name of the animation range to delete
  54030. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  54031. */
  54032. Animation.prototype.deleteRange = function (name, deleteFrames) {
  54033. if (deleteFrames === void 0) { deleteFrames = true; }
  54034. var range = this._ranges[name];
  54035. if (!range) {
  54036. return;
  54037. }
  54038. if (deleteFrames) {
  54039. var from = range.from;
  54040. var to = range.to;
  54041. // this loop MUST go high to low for multiple splices to work
  54042. for (var key = this._keys.length - 1; key >= 0; key--) {
  54043. if (this._keys[key].frame >= from && this._keys[key].frame <= to) {
  54044. this._keys.splice(key, 1);
  54045. }
  54046. }
  54047. }
  54048. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  54049. };
  54050. /**
  54051. * Gets the animation range by name, or null if not defined
  54052. * @param name Name of the animation range
  54053. * @returns Nullable animation range
  54054. */
  54055. Animation.prototype.getRange = function (name) {
  54056. return this._ranges[name];
  54057. };
  54058. /**
  54059. * Gets the key frames from the animation
  54060. * @returns The key frames of the animation
  54061. */
  54062. Animation.prototype.getKeys = function () {
  54063. return this._keys;
  54064. };
  54065. /**
  54066. * Gets the highest frame rate of the animation
  54067. * @returns Highest frame rate of the animation
  54068. */
  54069. Animation.prototype.getHighestFrame = function () {
  54070. var ret = 0;
  54071. for (var key = 0, nKeys = this._keys.length; key < nKeys; key++) {
  54072. if (ret < this._keys[key].frame) {
  54073. ret = this._keys[key].frame;
  54074. }
  54075. }
  54076. return ret;
  54077. };
  54078. /**
  54079. * Gets the easing function of the animation
  54080. * @returns Easing function of the animation
  54081. */
  54082. Animation.prototype.getEasingFunction = function () {
  54083. return this._easingFunction;
  54084. };
  54085. /**
  54086. * Sets the easing function of the animation
  54087. * @param easingFunction A custom mathematical formula for animation
  54088. */
  54089. Animation.prototype.setEasingFunction = function (easingFunction) {
  54090. this._easingFunction = easingFunction;
  54091. };
  54092. /**
  54093. * Interpolates a scalar linearly
  54094. * @param startValue Start value of the animation curve
  54095. * @param endValue End value of the animation curve
  54096. * @param gradient Scalar amount to interpolate
  54097. * @returns Interpolated scalar value
  54098. */
  54099. Animation.prototype.floatInterpolateFunction = function (startValue, endValue, gradient) {
  54100. return BABYLON.Scalar.Lerp(startValue, endValue, gradient);
  54101. };
  54102. /**
  54103. * Interpolates a scalar cubically
  54104. * @param startValue Start value of the animation curve
  54105. * @param outTangent End tangent of the animation
  54106. * @param endValue End value of the animation curve
  54107. * @param inTangent Start tangent of the animation curve
  54108. * @param gradient Scalar amount to interpolate
  54109. * @returns Interpolated scalar value
  54110. */
  54111. Animation.prototype.floatInterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  54112. return BABYLON.Scalar.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  54113. };
  54114. /**
  54115. * Interpolates a quaternion using a spherical linear interpolation
  54116. * @param startValue Start value of the animation curve
  54117. * @param endValue End value of the animation curve
  54118. * @param gradient Scalar amount to interpolate
  54119. * @returns Interpolated quaternion value
  54120. */
  54121. Animation.prototype.quaternionInterpolateFunction = function (startValue, endValue, gradient) {
  54122. return BABYLON.Quaternion.Slerp(startValue, endValue, gradient);
  54123. };
  54124. /**
  54125. * Interpolates a quaternion cubically
  54126. * @param startValue Start value of the animation curve
  54127. * @param outTangent End tangent of the animation curve
  54128. * @param endValue End value of the animation curve
  54129. * @param inTangent Start tangent of the animation curve
  54130. * @param gradient Scalar amount to interpolate
  54131. * @returns Interpolated quaternion value
  54132. */
  54133. Animation.prototype.quaternionInterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  54134. return BABYLON.Quaternion.Hermite(startValue, outTangent, endValue, inTangent, gradient).normalize();
  54135. };
  54136. /**
  54137. * Interpolates a Vector3 linearl
  54138. * @param startValue Start value of the animation curve
  54139. * @param endValue End value of the animation curve
  54140. * @param gradient Scalar amount to interpolate
  54141. * @returns Interpolated scalar value
  54142. */
  54143. Animation.prototype.vector3InterpolateFunction = function (startValue, endValue, gradient) {
  54144. return BABYLON.Vector3.Lerp(startValue, endValue, gradient);
  54145. };
  54146. /**
  54147. * Interpolates a Vector3 cubically
  54148. * @param startValue Start value of the animation curve
  54149. * @param outTangent End tangent of the animation
  54150. * @param endValue End value of the animation curve
  54151. * @param inTangent Start tangent of the animation curve
  54152. * @param gradient Scalar amount to interpolate
  54153. * @returns InterpolatedVector3 value
  54154. */
  54155. Animation.prototype.vector3InterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  54156. return BABYLON.Vector3.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  54157. };
  54158. /**
  54159. * Interpolates a Vector2 linearly
  54160. * @param startValue Start value of the animation curve
  54161. * @param endValue End value of the animation curve
  54162. * @param gradient Scalar amount to interpolate
  54163. * @returns Interpolated Vector2 value
  54164. */
  54165. Animation.prototype.vector2InterpolateFunction = function (startValue, endValue, gradient) {
  54166. return BABYLON.Vector2.Lerp(startValue, endValue, gradient);
  54167. };
  54168. /**
  54169. * Interpolates a Vector2 cubically
  54170. * @param startValue Start value of the animation curve
  54171. * @param outTangent End tangent of the animation
  54172. * @param endValue End value of the animation curve
  54173. * @param inTangent Start tangent of the animation curve
  54174. * @param gradient Scalar amount to interpolate
  54175. * @returns Interpolated Vector2 value
  54176. */
  54177. Animation.prototype.vector2InterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  54178. return BABYLON.Vector2.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  54179. };
  54180. /**
  54181. * Interpolates a size linearly
  54182. * @param startValue Start value of the animation curve
  54183. * @param endValue End value of the animation curve
  54184. * @param gradient Scalar amount to interpolate
  54185. * @returns Interpolated Size value
  54186. */
  54187. Animation.prototype.sizeInterpolateFunction = function (startValue, endValue, gradient) {
  54188. return BABYLON.Size.Lerp(startValue, endValue, gradient);
  54189. };
  54190. /**
  54191. * Interpolates a Color3 linearly
  54192. * @param startValue Start value of the animation curve
  54193. * @param endValue End value of the animation curve
  54194. * @param gradient Scalar amount to interpolate
  54195. * @returns Interpolated Color3 value
  54196. */
  54197. Animation.prototype.color3InterpolateFunction = function (startValue, endValue, gradient) {
  54198. return BABYLON.Color3.Lerp(startValue, endValue, gradient);
  54199. };
  54200. /**
  54201. * @hidden Internal use only
  54202. */
  54203. Animation.prototype._getKeyValue = function (value) {
  54204. if (typeof value === "function") {
  54205. return value();
  54206. }
  54207. return value;
  54208. };
  54209. /**
  54210. * @hidden Internal use only
  54211. */
  54212. Animation.prototype._interpolate = function (currentFrame, repeatCount, workValue, loopMode, offsetValue, highLimitValue) {
  54213. if (loopMode === Animation.ANIMATIONLOOPMODE_CONSTANT && repeatCount > 0) {
  54214. return highLimitValue.clone ? highLimitValue.clone() : highLimitValue;
  54215. }
  54216. var keys = this.getKeys();
  54217. // Try to get a hash to find the right key
  54218. var startKeyIndex = Math.max(0, Math.min(keys.length - 1, Math.floor(keys.length * (currentFrame - keys[0].frame) / (keys[keys.length - 1].frame - keys[0].frame)) - 1));
  54219. if (keys[startKeyIndex].frame >= currentFrame) {
  54220. while (startKeyIndex - 1 >= 0 && keys[startKeyIndex].frame >= currentFrame) {
  54221. startKeyIndex--;
  54222. }
  54223. }
  54224. for (var key = startKeyIndex; key < keys.length; key++) {
  54225. var endKey = keys[key + 1];
  54226. if (endKey.frame >= currentFrame) {
  54227. var startKey = keys[key];
  54228. var startValue = this._getKeyValue(startKey.value);
  54229. if (startKey.interpolation === AnimationKeyInterpolation.STEP) {
  54230. return startValue;
  54231. }
  54232. var endValue = this._getKeyValue(endKey.value);
  54233. var useTangent = startKey.outTangent !== undefined && endKey.inTangent !== undefined;
  54234. var frameDelta = endKey.frame - startKey.frame;
  54235. // gradient : percent of currentFrame between the frame inf and the frame sup
  54236. var gradient = (currentFrame - startKey.frame) / frameDelta;
  54237. // check for easingFunction and correction of gradient
  54238. var easingFunction = this.getEasingFunction();
  54239. if (easingFunction != null) {
  54240. gradient = easingFunction.ease(gradient);
  54241. }
  54242. switch (this.dataType) {
  54243. // Float
  54244. case Animation.ANIMATIONTYPE_FLOAT:
  54245. var floatValue = useTangent ? this.floatInterpolateFunctionWithTangents(startValue, startKey.outTangent * frameDelta, endValue, endKey.inTangent * frameDelta, gradient) : this.floatInterpolateFunction(startValue, endValue, gradient);
  54246. switch (loopMode) {
  54247. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54248. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54249. return floatValue;
  54250. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54251. return offsetValue * repeatCount + floatValue;
  54252. }
  54253. break;
  54254. // Quaternion
  54255. case Animation.ANIMATIONTYPE_QUATERNION:
  54256. var quatValue = useTangent ? this.quaternionInterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.quaternionInterpolateFunction(startValue, endValue, gradient);
  54257. switch (loopMode) {
  54258. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54259. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54260. return quatValue;
  54261. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54262. return quatValue.addInPlace(offsetValue.scale(repeatCount));
  54263. }
  54264. return quatValue;
  54265. // Vector3
  54266. case Animation.ANIMATIONTYPE_VECTOR3:
  54267. var vec3Value = useTangent ? this.vector3InterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.vector3InterpolateFunction(startValue, endValue, gradient);
  54268. switch (loopMode) {
  54269. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54270. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54271. return vec3Value;
  54272. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54273. return vec3Value.add(offsetValue.scale(repeatCount));
  54274. }
  54275. // Vector2
  54276. case Animation.ANIMATIONTYPE_VECTOR2:
  54277. var vec2Value = useTangent ? this.vector2InterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.vector2InterpolateFunction(startValue, endValue, gradient);
  54278. switch (loopMode) {
  54279. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54280. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54281. return vec2Value;
  54282. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54283. return vec2Value.add(offsetValue.scale(repeatCount));
  54284. }
  54285. // Size
  54286. case Animation.ANIMATIONTYPE_SIZE:
  54287. switch (loopMode) {
  54288. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54289. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54290. return this.sizeInterpolateFunction(startValue, endValue, gradient);
  54291. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54292. return this.sizeInterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  54293. }
  54294. // Color3
  54295. case Animation.ANIMATIONTYPE_COLOR3:
  54296. switch (loopMode) {
  54297. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54298. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54299. return this.color3InterpolateFunction(startValue, endValue, gradient);
  54300. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54301. return this.color3InterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  54302. }
  54303. // Matrix
  54304. case Animation.ANIMATIONTYPE_MATRIX:
  54305. switch (loopMode) {
  54306. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54307. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54308. if (Animation.AllowMatricesInterpolation) {
  54309. return this.matrixInterpolateFunction(startValue, endValue, gradient, workValue);
  54310. }
  54311. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54312. return startValue;
  54313. }
  54314. default:
  54315. break;
  54316. }
  54317. break;
  54318. }
  54319. }
  54320. return this._getKeyValue(keys[keys.length - 1].value);
  54321. };
  54322. /**
  54323. * Defines the function to use to interpolate matrices
  54324. * @param startValue defines the start matrix
  54325. * @param endValue defines the end matrix
  54326. * @param gradient defines the gradient between both matrices
  54327. * @param result defines an optional target matrix where to store the interpolation
  54328. * @returns the interpolated matrix
  54329. */
  54330. Animation.prototype.matrixInterpolateFunction = function (startValue, endValue, gradient, result) {
  54331. if (Animation.AllowMatrixDecomposeForInterpolation) {
  54332. if (result) {
  54333. BABYLON.Matrix.DecomposeLerpToRef(startValue, endValue, gradient, result);
  54334. return result;
  54335. }
  54336. return BABYLON.Matrix.DecomposeLerp(startValue, endValue, gradient);
  54337. }
  54338. if (result) {
  54339. BABYLON.Matrix.LerpToRef(startValue, endValue, gradient, result);
  54340. return result;
  54341. }
  54342. return BABYLON.Matrix.Lerp(startValue, endValue, gradient);
  54343. };
  54344. /**
  54345. * Makes a copy of the animation
  54346. * @returns Cloned animation
  54347. */
  54348. Animation.prototype.clone = function () {
  54349. var clone = new Animation(this.name, this.targetPropertyPath.join("."), this.framePerSecond, this.dataType, this.loopMode);
  54350. clone.enableBlending = this.enableBlending;
  54351. clone.blendingSpeed = this.blendingSpeed;
  54352. if (this._keys) {
  54353. clone.setKeys(this._keys);
  54354. }
  54355. if (this._ranges) {
  54356. clone._ranges = {};
  54357. for (var name in this._ranges) {
  54358. var range = this._ranges[name];
  54359. if (!range) {
  54360. continue;
  54361. }
  54362. clone._ranges[name] = range.clone();
  54363. }
  54364. }
  54365. return clone;
  54366. };
  54367. /**
  54368. * Sets the key frames of the animation
  54369. * @param values The animation key frames to set
  54370. */
  54371. Animation.prototype.setKeys = function (values) {
  54372. this._keys = values.slice(0);
  54373. };
  54374. /**
  54375. * Serializes the animation to an object
  54376. * @returns Serialized object
  54377. */
  54378. Animation.prototype.serialize = function () {
  54379. var serializationObject = {};
  54380. serializationObject.name = this.name;
  54381. serializationObject.property = this.targetProperty;
  54382. serializationObject.framePerSecond = this.framePerSecond;
  54383. serializationObject.dataType = this.dataType;
  54384. serializationObject.loopBehavior = this.loopMode;
  54385. serializationObject.enableBlending = this.enableBlending;
  54386. serializationObject.blendingSpeed = this.blendingSpeed;
  54387. var dataType = this.dataType;
  54388. serializationObject.keys = [];
  54389. var keys = this.getKeys();
  54390. for (var index = 0; index < keys.length; index++) {
  54391. var animationKey = keys[index];
  54392. var key = {};
  54393. key.frame = animationKey.frame;
  54394. switch (dataType) {
  54395. case Animation.ANIMATIONTYPE_FLOAT:
  54396. key.values = [animationKey.value];
  54397. break;
  54398. case Animation.ANIMATIONTYPE_QUATERNION:
  54399. case Animation.ANIMATIONTYPE_MATRIX:
  54400. case Animation.ANIMATIONTYPE_VECTOR3:
  54401. case Animation.ANIMATIONTYPE_COLOR3:
  54402. key.values = animationKey.value.asArray();
  54403. break;
  54404. }
  54405. serializationObject.keys.push(key);
  54406. }
  54407. serializationObject.ranges = [];
  54408. for (var name in this._ranges) {
  54409. var source = this._ranges[name];
  54410. if (!source) {
  54411. continue;
  54412. }
  54413. var range = {};
  54414. range.name = name;
  54415. range.from = source.from;
  54416. range.to = source.to;
  54417. serializationObject.ranges.push(range);
  54418. }
  54419. return serializationObject;
  54420. };
  54421. Object.defineProperty(Animation, "ANIMATIONTYPE_FLOAT", {
  54422. /**
  54423. * Get the float animation type
  54424. */
  54425. get: function () {
  54426. return Animation._ANIMATIONTYPE_FLOAT;
  54427. },
  54428. enumerable: true,
  54429. configurable: true
  54430. });
  54431. Object.defineProperty(Animation, "ANIMATIONTYPE_VECTOR3", {
  54432. /**
  54433. * Get the Vector3 animation type
  54434. */
  54435. get: function () {
  54436. return Animation._ANIMATIONTYPE_VECTOR3;
  54437. },
  54438. enumerable: true,
  54439. configurable: true
  54440. });
  54441. Object.defineProperty(Animation, "ANIMATIONTYPE_VECTOR2", {
  54442. /**
  54443. * Get the Vector2 animation type
  54444. */
  54445. get: function () {
  54446. return Animation._ANIMATIONTYPE_VECTOR2;
  54447. },
  54448. enumerable: true,
  54449. configurable: true
  54450. });
  54451. Object.defineProperty(Animation, "ANIMATIONTYPE_SIZE", {
  54452. /**
  54453. * Get the Size animation type
  54454. */
  54455. get: function () {
  54456. return Animation._ANIMATIONTYPE_SIZE;
  54457. },
  54458. enumerable: true,
  54459. configurable: true
  54460. });
  54461. Object.defineProperty(Animation, "ANIMATIONTYPE_QUATERNION", {
  54462. /**
  54463. * Get the Quaternion animation type
  54464. */
  54465. get: function () {
  54466. return Animation._ANIMATIONTYPE_QUATERNION;
  54467. },
  54468. enumerable: true,
  54469. configurable: true
  54470. });
  54471. Object.defineProperty(Animation, "ANIMATIONTYPE_MATRIX", {
  54472. /**
  54473. * Get the Matrix animation type
  54474. */
  54475. get: function () {
  54476. return Animation._ANIMATIONTYPE_MATRIX;
  54477. },
  54478. enumerable: true,
  54479. configurable: true
  54480. });
  54481. Object.defineProperty(Animation, "ANIMATIONTYPE_COLOR3", {
  54482. /**
  54483. * Get the Color3 animation type
  54484. */
  54485. get: function () {
  54486. return Animation._ANIMATIONTYPE_COLOR3;
  54487. },
  54488. enumerable: true,
  54489. configurable: true
  54490. });
  54491. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_RELATIVE", {
  54492. /**
  54493. * Get the Relative Loop Mode
  54494. */
  54495. get: function () {
  54496. return Animation._ANIMATIONLOOPMODE_RELATIVE;
  54497. },
  54498. enumerable: true,
  54499. configurable: true
  54500. });
  54501. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_CYCLE", {
  54502. /**
  54503. * Get the Cycle Loop Mode
  54504. */
  54505. get: function () {
  54506. return Animation._ANIMATIONLOOPMODE_CYCLE;
  54507. },
  54508. enumerable: true,
  54509. configurable: true
  54510. });
  54511. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_CONSTANT", {
  54512. /**
  54513. * Get the Constant Loop Mode
  54514. */
  54515. get: function () {
  54516. return Animation._ANIMATIONLOOPMODE_CONSTANT;
  54517. },
  54518. enumerable: true,
  54519. configurable: true
  54520. });
  54521. /** @hidden */
  54522. Animation._UniversalLerp = function (left, right, amount) {
  54523. var constructor = left.constructor;
  54524. if (constructor.Lerp) { // Lerp supported
  54525. return constructor.Lerp(left, right, amount);
  54526. }
  54527. else if (constructor.Slerp) { // Slerp supported
  54528. return constructor.Slerp(left, right, amount);
  54529. }
  54530. else if (left.toFixed) { // Number
  54531. return left * (1.0 - amount) + amount * right;
  54532. }
  54533. else { // Blending not supported
  54534. return right;
  54535. }
  54536. };
  54537. /**
  54538. * Parses an animation object and creates an animation
  54539. * @param parsedAnimation Parsed animation object
  54540. * @returns Animation object
  54541. */
  54542. Animation.Parse = function (parsedAnimation) {
  54543. var animation = new Animation(parsedAnimation.name, parsedAnimation.property, parsedAnimation.framePerSecond, parsedAnimation.dataType, parsedAnimation.loopBehavior);
  54544. var dataType = parsedAnimation.dataType;
  54545. var keys = [];
  54546. var data;
  54547. var index;
  54548. if (parsedAnimation.enableBlending) {
  54549. animation.enableBlending = parsedAnimation.enableBlending;
  54550. }
  54551. if (parsedAnimation.blendingSpeed) {
  54552. animation.blendingSpeed = parsedAnimation.blendingSpeed;
  54553. }
  54554. for (index = 0; index < parsedAnimation.keys.length; index++) {
  54555. var key = parsedAnimation.keys[index];
  54556. var inTangent;
  54557. var outTangent;
  54558. switch (dataType) {
  54559. case Animation.ANIMATIONTYPE_FLOAT:
  54560. data = key.values[0];
  54561. if (key.values.length >= 1) {
  54562. inTangent = key.values[1];
  54563. }
  54564. if (key.values.length >= 2) {
  54565. outTangent = key.values[2];
  54566. }
  54567. break;
  54568. case Animation.ANIMATIONTYPE_QUATERNION:
  54569. data = BABYLON.Quaternion.FromArray(key.values);
  54570. if (key.values.length >= 8) {
  54571. var _inTangent = BABYLON.Quaternion.FromArray(key.values.slice(4, 8));
  54572. if (!_inTangent.equals(BABYLON.Quaternion.Zero())) {
  54573. inTangent = _inTangent;
  54574. }
  54575. }
  54576. if (key.values.length >= 12) {
  54577. var _outTangent = BABYLON.Quaternion.FromArray(key.values.slice(8, 12));
  54578. if (!_outTangent.equals(BABYLON.Quaternion.Zero())) {
  54579. outTangent = _outTangent;
  54580. }
  54581. }
  54582. break;
  54583. case Animation.ANIMATIONTYPE_MATRIX:
  54584. data = BABYLON.Matrix.FromArray(key.values);
  54585. break;
  54586. case Animation.ANIMATIONTYPE_COLOR3:
  54587. data = BABYLON.Color3.FromArray(key.values);
  54588. break;
  54589. case Animation.ANIMATIONTYPE_VECTOR3:
  54590. default:
  54591. data = BABYLON.Vector3.FromArray(key.values);
  54592. break;
  54593. }
  54594. var keyData = {};
  54595. keyData.frame = key.frame;
  54596. keyData.value = data;
  54597. if (inTangent != undefined) {
  54598. keyData.inTangent = inTangent;
  54599. }
  54600. if (outTangent != undefined) {
  54601. keyData.outTangent = outTangent;
  54602. }
  54603. keys.push(keyData);
  54604. }
  54605. animation.setKeys(keys);
  54606. if (parsedAnimation.ranges) {
  54607. for (index = 0; index < parsedAnimation.ranges.length; index++) {
  54608. data = parsedAnimation.ranges[index];
  54609. animation.createRange(data.name, data.from, data.to);
  54610. }
  54611. }
  54612. return animation;
  54613. };
  54614. /**
  54615. * Appends the serialized animations from the source animations
  54616. * @param source Source containing the animations
  54617. * @param destination Target to store the animations
  54618. */
  54619. Animation.AppendSerializedAnimations = function (source, destination) {
  54620. if (source.animations) {
  54621. destination.animations = [];
  54622. for (var animationIndex = 0; animationIndex < source.animations.length; animationIndex++) {
  54623. var animation = source.animations[animationIndex];
  54624. destination.animations.push(animation.serialize());
  54625. }
  54626. }
  54627. };
  54628. /**
  54629. * Use matrix interpolation instead of using direct key value when animating matrices
  54630. */
  54631. Animation.AllowMatricesInterpolation = false;
  54632. /**
  54633. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  54634. */
  54635. Animation.AllowMatrixDecomposeForInterpolation = true;
  54636. // Statics
  54637. /**
  54638. * Float animation type
  54639. */
  54640. Animation._ANIMATIONTYPE_FLOAT = 0;
  54641. /**
  54642. * Vector3 animation type
  54643. */
  54644. Animation._ANIMATIONTYPE_VECTOR3 = 1;
  54645. /**
  54646. * Quaternion animation type
  54647. */
  54648. Animation._ANIMATIONTYPE_QUATERNION = 2;
  54649. /**
  54650. * Matrix animation type
  54651. */
  54652. Animation._ANIMATIONTYPE_MATRIX = 3;
  54653. /**
  54654. * Color3 animation type
  54655. */
  54656. Animation._ANIMATIONTYPE_COLOR3 = 4;
  54657. /**
  54658. * Vector2 animation type
  54659. */
  54660. Animation._ANIMATIONTYPE_VECTOR2 = 5;
  54661. /**
  54662. * Size animation type
  54663. */
  54664. Animation._ANIMATIONTYPE_SIZE = 6;
  54665. /**
  54666. * Relative Loop Mode
  54667. */
  54668. Animation._ANIMATIONLOOPMODE_RELATIVE = 0;
  54669. /**
  54670. * Cycle Loop Mode
  54671. */
  54672. Animation._ANIMATIONLOOPMODE_CYCLE = 1;
  54673. /**
  54674. * Constant Loop Mode
  54675. */
  54676. Animation._ANIMATIONLOOPMODE_CONSTANT = 2;
  54677. return Animation;
  54678. }());
  54679. BABYLON.Animation = Animation;
  54680. })(BABYLON || (BABYLON = {}));
  54681. //# sourceMappingURL=babylon.animation.js.map
  54682. var BABYLON;
  54683. (function (BABYLON) {
  54684. /**
  54685. * This class defines the direct association between an animation and a target
  54686. */
  54687. var TargetedAnimation = /** @class */ (function () {
  54688. function TargetedAnimation() {
  54689. }
  54690. return TargetedAnimation;
  54691. }());
  54692. BABYLON.TargetedAnimation = TargetedAnimation;
  54693. /**
  54694. * Use this class to create coordinated animations on multiple targets
  54695. */
  54696. var AnimationGroup = /** @class */ (function () {
  54697. /**
  54698. * Instantiates a new Animation Group.
  54699. * This helps managing several animations at once.
  54700. * @see http://doc.babylonjs.com/how_to/group
  54701. * @param name Defines the name of the group
  54702. * @param scene Defines the scene the group belongs to
  54703. */
  54704. function AnimationGroup(
  54705. /** The name of the animation group */
  54706. name, scene) {
  54707. if (scene === void 0) { scene = null; }
  54708. this.name = name;
  54709. this._targetedAnimations = new Array();
  54710. this._animatables = new Array();
  54711. this._from = Number.MAX_VALUE;
  54712. this._to = -Number.MAX_VALUE;
  54713. this._speedRatio = 1;
  54714. /**
  54715. * This observable will notify when one animation have ended.
  54716. */
  54717. this.onAnimationEndObservable = new BABYLON.Observable();
  54718. /**
  54719. * This observable will notify when all animations have ended.
  54720. */
  54721. this.onAnimationGroupEndObservable = new BABYLON.Observable();
  54722. /**
  54723. * This observable will notify when all animations have paused.
  54724. */
  54725. this.onAnimationGroupPauseObservable = new BABYLON.Observable();
  54726. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  54727. this._scene.animationGroups.push(this);
  54728. }
  54729. Object.defineProperty(AnimationGroup.prototype, "from", {
  54730. /**
  54731. * Gets the first frame
  54732. */
  54733. get: function () {
  54734. return this._from;
  54735. },
  54736. enumerable: true,
  54737. configurable: true
  54738. });
  54739. Object.defineProperty(AnimationGroup.prototype, "to", {
  54740. /**
  54741. * Gets the last frame
  54742. */
  54743. get: function () {
  54744. return this._to;
  54745. },
  54746. enumerable: true,
  54747. configurable: true
  54748. });
  54749. Object.defineProperty(AnimationGroup.prototype, "isStarted", {
  54750. /**
  54751. * Define if the animations are started
  54752. */
  54753. get: function () {
  54754. return this._isStarted;
  54755. },
  54756. enumerable: true,
  54757. configurable: true
  54758. });
  54759. Object.defineProperty(AnimationGroup.prototype, "speedRatio", {
  54760. /**
  54761. * Gets or sets the speed ratio to use for all animations
  54762. */
  54763. get: function () {
  54764. return this._speedRatio;
  54765. },
  54766. /**
  54767. * Gets or sets the speed ratio to use for all animations
  54768. */
  54769. set: function (value) {
  54770. if (this._speedRatio === value) {
  54771. return;
  54772. }
  54773. this._speedRatio = value;
  54774. for (var index = 0; index < this._animatables.length; index++) {
  54775. var animatable = this._animatables[index];
  54776. animatable.speedRatio = this._speedRatio;
  54777. }
  54778. },
  54779. enumerable: true,
  54780. configurable: true
  54781. });
  54782. Object.defineProperty(AnimationGroup.prototype, "targetedAnimations", {
  54783. /**
  54784. * Gets the targeted animations for this animation group
  54785. */
  54786. get: function () {
  54787. return this._targetedAnimations;
  54788. },
  54789. enumerable: true,
  54790. configurable: true
  54791. });
  54792. Object.defineProperty(AnimationGroup.prototype, "animatables", {
  54793. /**
  54794. * returning the list of animatables controlled by this animation group.
  54795. */
  54796. get: function () {
  54797. return this._animatables;
  54798. },
  54799. enumerable: true,
  54800. configurable: true
  54801. });
  54802. /**
  54803. * Add an animation (with its target) in the group
  54804. * @param animation defines the animation we want to add
  54805. * @param target defines the target of the animation
  54806. * @returns the TargetedAnimation object
  54807. */
  54808. AnimationGroup.prototype.addTargetedAnimation = function (animation, target) {
  54809. var targetedAnimation = {
  54810. animation: animation,
  54811. target: target
  54812. };
  54813. var keys = animation.getKeys();
  54814. if (this._from > keys[0].frame) {
  54815. this._from = keys[0].frame;
  54816. }
  54817. if (this._to < keys[keys.length - 1].frame) {
  54818. this._to = keys[keys.length - 1].frame;
  54819. }
  54820. this._targetedAnimations.push(targetedAnimation);
  54821. return targetedAnimation;
  54822. };
  54823. /**
  54824. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  54825. * It can add constant keys at begin or end
  54826. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  54827. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  54828. * @returns the animation group
  54829. */
  54830. AnimationGroup.prototype.normalize = function (beginFrame, endFrame) {
  54831. if (beginFrame === void 0) { beginFrame = null; }
  54832. if (endFrame === void 0) { endFrame = null; }
  54833. if (beginFrame == null) {
  54834. beginFrame = this._from;
  54835. }
  54836. if (endFrame == null) {
  54837. endFrame = this._to;
  54838. }
  54839. for (var index = 0; index < this._targetedAnimations.length; index++) {
  54840. var targetedAnimation = this._targetedAnimations[index];
  54841. var keys = targetedAnimation.animation.getKeys();
  54842. var startKey = keys[0];
  54843. var endKey = keys[keys.length - 1];
  54844. if (startKey.frame > beginFrame) {
  54845. var newKey = {
  54846. frame: beginFrame,
  54847. value: startKey.value,
  54848. inTangent: startKey.inTangent,
  54849. outTangent: startKey.outTangent,
  54850. interpolation: startKey.interpolation
  54851. };
  54852. keys.splice(0, 0, newKey);
  54853. }
  54854. if (endKey.frame < endFrame) {
  54855. var newKey = {
  54856. frame: endFrame,
  54857. value: endKey.value,
  54858. inTangent: endKey.outTangent,
  54859. outTangent: endKey.outTangent,
  54860. interpolation: endKey.interpolation
  54861. };
  54862. keys.push(newKey);
  54863. }
  54864. }
  54865. this._from = beginFrame;
  54866. this._to = endFrame;
  54867. return this;
  54868. };
  54869. /**
  54870. * Start all animations on given targets
  54871. * @param loop defines if animations must loop
  54872. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  54873. * @param from defines the from key (optional)
  54874. * @param to defines the to key (optional)
  54875. * @returns the current animation group
  54876. */
  54877. AnimationGroup.prototype.start = function (loop, speedRatio, from, to) {
  54878. var _this = this;
  54879. if (loop === void 0) { loop = false; }
  54880. if (speedRatio === void 0) { speedRatio = 1; }
  54881. if (this._isStarted || this._targetedAnimations.length === 0) {
  54882. return this;
  54883. }
  54884. var _loop_1 = function (targetedAnimation) {
  54885. var animatable = this_1._scene.beginDirectAnimation(targetedAnimation.target, [targetedAnimation.animation], from !== undefined ? from : this_1._from, to !== undefined ? to : this_1._to, loop, speedRatio);
  54886. animatable.onAnimationEnd = function () {
  54887. _this.onAnimationEndObservable.notifyObservers(targetedAnimation);
  54888. _this._checkAnimationGroupEnded(animatable);
  54889. };
  54890. this_1._animatables.push(animatable);
  54891. };
  54892. var this_1 = this;
  54893. for (var _i = 0, _a = this._targetedAnimations; _i < _a.length; _i++) {
  54894. var targetedAnimation = _a[_i];
  54895. _loop_1(targetedAnimation);
  54896. }
  54897. this._speedRatio = speedRatio;
  54898. if (from !== undefined && to !== undefined && from > to && this._speedRatio > 0) {
  54899. this._speedRatio = -speedRatio;
  54900. }
  54901. this._isStarted = true;
  54902. return this;
  54903. };
  54904. /**
  54905. * Pause all animations
  54906. * @returns the animation group
  54907. */
  54908. AnimationGroup.prototype.pause = function () {
  54909. if (!this._isStarted) {
  54910. return this;
  54911. }
  54912. for (var index = 0; index < this._animatables.length; index++) {
  54913. var animatable = this._animatables[index];
  54914. animatable.pause();
  54915. }
  54916. this.onAnimationGroupPauseObservable.notifyObservers(this);
  54917. return this;
  54918. };
  54919. /**
  54920. * Play all animations to initial state
  54921. * This function will start() the animations if they were not started or will restart() them if they were paused
  54922. * @param loop defines if animations must loop
  54923. * @returns the animation group
  54924. */
  54925. AnimationGroup.prototype.play = function (loop) {
  54926. // only if all animatables are ready and exist
  54927. if (this.isStarted && this._animatables.length === this._targetedAnimations.length) {
  54928. if (loop !== undefined) {
  54929. for (var index = 0; index < this._animatables.length; index++) {
  54930. var animatable = this._animatables[index];
  54931. animatable.loopAnimation = loop;
  54932. }
  54933. }
  54934. this.restart();
  54935. }
  54936. else {
  54937. this.stop();
  54938. this.start(loop, this._speedRatio);
  54939. }
  54940. return this;
  54941. };
  54942. /**
  54943. * Reset all animations to initial state
  54944. * @returns the animation group
  54945. */
  54946. AnimationGroup.prototype.reset = function () {
  54947. if (!this._isStarted) {
  54948. return this;
  54949. }
  54950. for (var index = 0; index < this._animatables.length; index++) {
  54951. var animatable = this._animatables[index];
  54952. animatable.reset();
  54953. }
  54954. return this;
  54955. };
  54956. /**
  54957. * Restart animations from key 0
  54958. * @returns the animation group
  54959. */
  54960. AnimationGroup.prototype.restart = function () {
  54961. if (!this._isStarted) {
  54962. return this;
  54963. }
  54964. for (var index = 0; index < this._animatables.length; index++) {
  54965. var animatable = this._animatables[index];
  54966. animatable.restart();
  54967. }
  54968. return this;
  54969. };
  54970. /**
  54971. * Stop all animations
  54972. * @returns the animation group
  54973. */
  54974. AnimationGroup.prototype.stop = function () {
  54975. if (!this._isStarted) {
  54976. return this;
  54977. }
  54978. var list = this._animatables.slice();
  54979. for (var index = 0; index < list.length; index++) {
  54980. list[index].stop();
  54981. }
  54982. this._isStarted = false;
  54983. return this;
  54984. };
  54985. /**
  54986. * Set animation weight for all animatables
  54987. * @param weight defines the weight to use
  54988. * @return the animationGroup
  54989. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  54990. */
  54991. AnimationGroup.prototype.setWeightForAllAnimatables = function (weight) {
  54992. for (var index = 0; index < this._animatables.length; index++) {
  54993. var animatable = this._animatables[index];
  54994. animatable.weight = weight;
  54995. }
  54996. return this;
  54997. };
  54998. /**
  54999. * Synchronize and normalize all animatables with a source animatable
  55000. * @param root defines the root animatable to synchronize with
  55001. * @return the animationGroup
  55002. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  55003. */
  55004. AnimationGroup.prototype.syncAllAnimationsWith = function (root) {
  55005. for (var index = 0; index < this._animatables.length; index++) {
  55006. var animatable = this._animatables[index];
  55007. animatable.syncWith(root);
  55008. }
  55009. return this;
  55010. };
  55011. /**
  55012. * Goes to a specific frame in this animation group
  55013. * @param frame the frame number to go to
  55014. * @return the animationGroup
  55015. */
  55016. AnimationGroup.prototype.goToFrame = function (frame) {
  55017. if (!this._isStarted) {
  55018. return this;
  55019. }
  55020. for (var index = 0; index < this._animatables.length; index++) {
  55021. var animatable = this._animatables[index];
  55022. animatable.goToFrame(frame);
  55023. }
  55024. return this;
  55025. };
  55026. /**
  55027. * Dispose all associated resources
  55028. */
  55029. AnimationGroup.prototype.dispose = function () {
  55030. this._targetedAnimations = [];
  55031. this._animatables = [];
  55032. var index = this._scene.animationGroups.indexOf(this);
  55033. if (index > -1) {
  55034. this._scene.animationGroups.splice(index, 1);
  55035. }
  55036. };
  55037. AnimationGroup.prototype._checkAnimationGroupEnded = function (animatable) {
  55038. // animatable should be taken out of the array
  55039. var idx = this._animatables.indexOf(animatable);
  55040. if (idx > -1) {
  55041. this._animatables.splice(idx, 1);
  55042. }
  55043. // all animatables were removed? animation group ended!
  55044. if (this._animatables.length === 0) {
  55045. this._isStarted = false;
  55046. this.onAnimationGroupEndObservable.notifyObservers(this);
  55047. }
  55048. };
  55049. // Statics
  55050. /**
  55051. * Returns a new AnimationGroup object parsed from the source provided.
  55052. * @param parsedAnimationGroup defines the source
  55053. * @param scene defines the scene that will receive the animationGroup
  55054. * @returns a new AnimationGroup
  55055. */
  55056. AnimationGroup.Parse = function (parsedAnimationGroup, scene) {
  55057. var animationGroup = new BABYLON.AnimationGroup(parsedAnimationGroup.name, scene);
  55058. for (var i = 0; i < parsedAnimationGroup.targetedAnimations.length; i++) {
  55059. var targetedAnimation = parsedAnimationGroup.targetedAnimations[i];
  55060. var animation = BABYLON.Animation.Parse(targetedAnimation.animation);
  55061. var id = targetedAnimation.targetId;
  55062. if (targetedAnimation.animation.property === "influence") { // morph target animation
  55063. var morphTarget = scene.getMorphTargetById(id);
  55064. if (morphTarget) {
  55065. animationGroup.addTargetedAnimation(animation, morphTarget);
  55066. }
  55067. }
  55068. else {
  55069. var targetNode = scene.getNodeByID(id);
  55070. if (targetNode != null) {
  55071. animationGroup.addTargetedAnimation(animation, targetNode);
  55072. }
  55073. }
  55074. }
  55075. if (parsedAnimationGroup.from !== null && parsedAnimationGroup.from !== null) {
  55076. animationGroup.normalize(parsedAnimationGroup.from, parsedAnimationGroup.to);
  55077. }
  55078. return animationGroup;
  55079. };
  55080. /**
  55081. * Returns the string "AnimationGroup"
  55082. * @returns "AnimationGroup"
  55083. */
  55084. AnimationGroup.prototype.getClassName = function () {
  55085. return "AnimationGroup";
  55086. };
  55087. /**
  55088. * Creates a detailled string about the object
  55089. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  55090. * @returns a string representing the object
  55091. */
  55092. AnimationGroup.prototype.toString = function (fullDetails) {
  55093. var ret = "Name: " + this.name;
  55094. ret += ", type: " + this.getClassName();
  55095. if (fullDetails) {
  55096. ret += ", from: " + this._from;
  55097. ret += ", to: " + this._to;
  55098. ret += ", isStarted: " + this._isStarted;
  55099. ret += ", speedRatio: " + this._speedRatio;
  55100. ret += ", targetedAnimations length: " + this._targetedAnimations.length;
  55101. ret += ", animatables length: " + this._animatables;
  55102. }
  55103. return ret;
  55104. };
  55105. return AnimationGroup;
  55106. }());
  55107. BABYLON.AnimationGroup = AnimationGroup;
  55108. })(BABYLON || (BABYLON = {}));
  55109. //# sourceMappingURL=babylon.animationGroup.js.map
  55110. var BABYLON;
  55111. (function (BABYLON) {
  55112. // Static values to help the garbage collector
  55113. // Quaternion
  55114. var _staticOffsetValueQuaternion = Object.freeze(new BABYLON.Quaternion(0, 0, 0, 0));
  55115. // Vector3
  55116. var _staticOffsetValueVector3 = Object.freeze(BABYLON.Vector3.Zero());
  55117. // Vector2
  55118. var _staticOffsetValueVector2 = Object.freeze(BABYLON.Vector2.Zero());
  55119. // Size
  55120. var _staticOffsetValueSize = Object.freeze(BABYLON.Size.Zero());
  55121. // Color3
  55122. var _staticOffsetValueColor3 = Object.freeze(BABYLON.Color3.Black());
  55123. /**
  55124. * Defines a runtime animation
  55125. */
  55126. var RuntimeAnimation = /** @class */ (function () {
  55127. /**
  55128. * Create a new RuntimeAnimation object
  55129. * @param target defines the target of the animation
  55130. * @param animation defines the source animation object
  55131. * @param scene defines the hosting scene
  55132. * @param host defines the initiating Animatable
  55133. */
  55134. function RuntimeAnimation(target, animation, scene, host) {
  55135. var _this = this;
  55136. this._events = new Array();
  55137. /**
  55138. * The current frame of the runtime animation
  55139. */
  55140. this._currentFrame = 0;
  55141. /**
  55142. * The original value of the runtime animation
  55143. */
  55144. this._originalValue = new Array();
  55145. /**
  55146. * The offsets cache of the runtime animation
  55147. */
  55148. this._offsetsCache = {};
  55149. /**
  55150. * The high limits cache of the runtime animation
  55151. */
  55152. this._highLimitsCache = {};
  55153. /**
  55154. * Specifies if the runtime animation has been stopped
  55155. */
  55156. this._stopped = false;
  55157. /**
  55158. * The blending factor of the runtime animation
  55159. */
  55160. this._blendingFactor = 0;
  55161. /**
  55162. * The target path of the runtime animation
  55163. */
  55164. this._targetPath = "";
  55165. /**
  55166. * The weight of the runtime animation
  55167. */
  55168. this._weight = 1.0;
  55169. /**
  55170. * The ratio offset of the runtime animation
  55171. */
  55172. this._ratioOffset = 0;
  55173. /**
  55174. * The previous delay of the runtime animation
  55175. */
  55176. this._previousDelay = 0;
  55177. /**
  55178. * The previous ratio of the runtime animation
  55179. */
  55180. this._previousRatio = 0;
  55181. this._animation = animation;
  55182. this._target = target;
  55183. this._scene = scene;
  55184. this._host = host;
  55185. animation._runtimeAnimations.push(this);
  55186. // Cloning events locally
  55187. var events = animation.getEvents();
  55188. if (events && events.length > 0) {
  55189. events.forEach(function (e) {
  55190. _this._events.push(e._clone());
  55191. });
  55192. }
  55193. }
  55194. Object.defineProperty(RuntimeAnimation.prototype, "currentFrame", {
  55195. /**
  55196. * Gets the current frame of the runtime animation
  55197. */
  55198. get: function () {
  55199. return this._currentFrame;
  55200. },
  55201. enumerable: true,
  55202. configurable: true
  55203. });
  55204. Object.defineProperty(RuntimeAnimation.prototype, "weight", {
  55205. /**
  55206. * Gets the weight of the runtime animation
  55207. */
  55208. get: function () {
  55209. return this._weight;
  55210. },
  55211. enumerable: true,
  55212. configurable: true
  55213. });
  55214. Object.defineProperty(RuntimeAnimation.prototype, "currentValue", {
  55215. /**
  55216. * Gets the current value of the runtime animation
  55217. */
  55218. get: function () {
  55219. return this._currentValue;
  55220. },
  55221. enumerable: true,
  55222. configurable: true
  55223. });
  55224. Object.defineProperty(RuntimeAnimation.prototype, "targetPath", {
  55225. /**
  55226. * Gets the target path of the runtime animation
  55227. */
  55228. get: function () {
  55229. return this._targetPath;
  55230. },
  55231. enumerable: true,
  55232. configurable: true
  55233. });
  55234. Object.defineProperty(RuntimeAnimation.prototype, "target", {
  55235. /**
  55236. * Gets the actual target of the runtime animation
  55237. */
  55238. get: function () {
  55239. return this._activeTarget;
  55240. },
  55241. enumerable: true,
  55242. configurable: true
  55243. });
  55244. Object.defineProperty(RuntimeAnimation.prototype, "animation", {
  55245. /**
  55246. * Gets the animation from the runtime animation
  55247. */
  55248. get: function () {
  55249. return this._animation;
  55250. },
  55251. enumerable: true,
  55252. configurable: true
  55253. });
  55254. /**
  55255. * Resets the runtime animation to the beginning
  55256. * @param restoreOriginal defines whether to restore the target property to the original value
  55257. */
  55258. RuntimeAnimation.prototype.reset = function (restoreOriginal) {
  55259. if (restoreOriginal === void 0) { restoreOriginal = false; }
  55260. if (restoreOriginal) {
  55261. if (this._target instanceof Array) {
  55262. var index = 0;
  55263. for (var _i = 0, _a = this._target; _i < _a.length; _i++) {
  55264. var target = _a[_i];
  55265. if (this._originalValue[index] !== undefined) {
  55266. this._setValue(target, this._originalValue[index], -1);
  55267. }
  55268. index++;
  55269. }
  55270. }
  55271. else {
  55272. if (this._originalValue[0] !== undefined) {
  55273. this._setValue(this._target, this._originalValue[0], -1);
  55274. }
  55275. }
  55276. }
  55277. this._offsetsCache = {};
  55278. this._highLimitsCache = {};
  55279. this._currentFrame = 0;
  55280. this._blendingFactor = 0;
  55281. this._originalValue = new Array();
  55282. // Events
  55283. for (var index = 0; index < this._events.length; index++) {
  55284. this._events[index].isDone = false;
  55285. }
  55286. };
  55287. /**
  55288. * Specifies if the runtime animation is stopped
  55289. * @returns Boolean specifying if the runtime animation is stopped
  55290. */
  55291. RuntimeAnimation.prototype.isStopped = function () {
  55292. return this._stopped;
  55293. };
  55294. /**
  55295. * Disposes of the runtime animation
  55296. */
  55297. RuntimeAnimation.prototype.dispose = function () {
  55298. var index = this._animation.runtimeAnimations.indexOf(this);
  55299. if (index > -1) {
  55300. this._animation.runtimeAnimations.splice(index, 1);
  55301. }
  55302. };
  55303. /**
  55304. * Interpolates the animation from the current frame
  55305. * @param currentFrame The frame to interpolate the animation to
  55306. * @param repeatCount The number of times that the animation should loop
  55307. * @param loopMode The type of looping mode to use
  55308. * @param offsetValue Animation offset value
  55309. * @param highLimitValue The high limit value
  55310. * @returns The interpolated value
  55311. */
  55312. RuntimeAnimation.prototype._interpolate = function (currentFrame, repeatCount, loopMode, offsetValue, highLimitValue) {
  55313. this._currentFrame = currentFrame;
  55314. if (this._animation.dataType === BABYLON.Animation.ANIMATIONTYPE_MATRIX && !this._workValue) {
  55315. this._workValue = BABYLON.Matrix.Zero();
  55316. }
  55317. return this._animation._interpolate(currentFrame, repeatCount, this._workValue, loopMode, offsetValue, highLimitValue);
  55318. };
  55319. /**
  55320. * Apply the interpolated value to the target
  55321. * @param currentValue defines the value computed by the animation
  55322. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  55323. */
  55324. RuntimeAnimation.prototype.setValue = function (currentValue, weight) {
  55325. if (weight === void 0) { weight = 1.0; }
  55326. if (this._target instanceof Array) {
  55327. var index = 0;
  55328. for (var _i = 0, _a = this._target; _i < _a.length; _i++) {
  55329. var target = _a[_i];
  55330. this._setValue(target, currentValue, weight, index);
  55331. index++;
  55332. }
  55333. }
  55334. else {
  55335. this._setValue(this._target, currentValue, weight);
  55336. }
  55337. };
  55338. RuntimeAnimation.prototype._setValue = function (target, currentValue, weight, targetIndex) {
  55339. if (targetIndex === void 0) { targetIndex = 0; }
  55340. // Set value
  55341. var path;
  55342. var destination;
  55343. var targetPropertyPath = this._animation.targetPropertyPath;
  55344. if (targetPropertyPath.length > 1) {
  55345. var property = target[targetPropertyPath[0]];
  55346. for (var index = 1; index < targetPropertyPath.length - 1; index++) {
  55347. property = property[targetPropertyPath[index]];
  55348. }
  55349. path = targetPropertyPath[targetPropertyPath.length - 1];
  55350. destination = property;
  55351. }
  55352. else {
  55353. path = targetPropertyPath[0];
  55354. destination = target;
  55355. }
  55356. this._targetPath = path;
  55357. this._activeTarget = destination;
  55358. this._weight = weight;
  55359. if (this._originalValue[targetIndex] === undefined) {
  55360. var originalValue = void 0;
  55361. if (destination.getRestPose && path === "_matrix") { // For bones
  55362. originalValue = destination.getRestPose();
  55363. }
  55364. else {
  55365. originalValue = destination[path];
  55366. }
  55367. if (originalValue && originalValue.clone) {
  55368. this._originalValue[targetIndex] = originalValue.clone();
  55369. }
  55370. else {
  55371. this._originalValue[targetIndex] = originalValue;
  55372. }
  55373. }
  55374. // Blending
  55375. var enableBlending = target && target.animationPropertiesOverride ? target.animationPropertiesOverride.enableBlending : this._animation.enableBlending;
  55376. if (enableBlending && this._blendingFactor <= 1.0) {
  55377. if (!this._originalBlendValue) {
  55378. var originalValue = destination[path];
  55379. if (originalValue.clone) {
  55380. this._originalBlendValue = originalValue.clone();
  55381. }
  55382. else {
  55383. this._originalBlendValue = originalValue;
  55384. }
  55385. }
  55386. if (this._originalBlendValue.m) { // Matrix
  55387. if (BABYLON.Animation.AllowMatrixDecomposeForInterpolation) {
  55388. if (this._currentValue) {
  55389. BABYLON.Matrix.DecomposeLerpToRef(this._originalBlendValue, currentValue, this._blendingFactor, this._currentValue);
  55390. }
  55391. else {
  55392. this._currentValue = BABYLON.Matrix.DecomposeLerp(this._originalBlendValue, currentValue, this._blendingFactor);
  55393. }
  55394. }
  55395. else {
  55396. if (this._currentValue) {
  55397. BABYLON.Matrix.LerpToRef(this._originalBlendValue, currentValue, this._blendingFactor, this._currentValue);
  55398. }
  55399. else {
  55400. this._currentValue = BABYLON.Matrix.Lerp(this._originalBlendValue, currentValue, this._blendingFactor);
  55401. }
  55402. }
  55403. }
  55404. else {
  55405. this._currentValue = BABYLON.Animation._UniversalLerp(this._originalBlendValue, currentValue, this._blendingFactor);
  55406. }
  55407. var blendingSpeed = target && target.animationPropertiesOverride ? target.animationPropertiesOverride.blendingSpeed : this._animation.blendingSpeed;
  55408. this._blendingFactor += blendingSpeed;
  55409. }
  55410. else {
  55411. this._currentValue = currentValue;
  55412. }
  55413. if (weight !== -1.0) {
  55414. this._scene._registerTargetForLateAnimationBinding(this, this._originalValue[targetIndex]);
  55415. }
  55416. else {
  55417. destination[path] = this._currentValue;
  55418. }
  55419. if (target.markAsDirty) {
  55420. target.markAsDirty(this._animation.targetProperty);
  55421. }
  55422. };
  55423. /**
  55424. * Gets the loop pmode of the runtime animation
  55425. * @returns Loop Mode
  55426. */
  55427. RuntimeAnimation.prototype._getCorrectLoopMode = function () {
  55428. if (this._target && this._target.animationPropertiesOverride) {
  55429. return this._target.animationPropertiesOverride.loopMode;
  55430. }
  55431. return this._animation.loopMode;
  55432. };
  55433. /**
  55434. * Move the current animation to a given frame
  55435. * @param frame defines the frame to move to
  55436. */
  55437. RuntimeAnimation.prototype.goToFrame = function (frame) {
  55438. var keys = this._animation.getKeys();
  55439. if (frame < keys[0].frame) {
  55440. frame = keys[0].frame;
  55441. }
  55442. else if (frame > keys[keys.length - 1].frame) {
  55443. frame = keys[keys.length - 1].frame;
  55444. }
  55445. var currentValue = this._interpolate(frame, 0, this._getCorrectLoopMode());
  55446. this.setValue(currentValue, -1);
  55447. };
  55448. /**
  55449. * @hidden Internal use only
  55450. */
  55451. RuntimeAnimation.prototype._prepareForSpeedRatioChange = function (newSpeedRatio) {
  55452. var newRatio = this._previousDelay * (this._animation.framePerSecond * newSpeedRatio) / 1000.0;
  55453. this._ratioOffset = this._previousRatio - newRatio;
  55454. };
  55455. /**
  55456. * Execute the current animation
  55457. * @param delay defines the delay to add to the current frame
  55458. * @param from defines the lower bound of the animation range
  55459. * @param to defines the upper bound of the animation range
  55460. * @param loop defines if the current animation must loop
  55461. * @param speedRatio defines the current speed ratio
  55462. * @param weight defines the weight of the animation (default is -1 so no weight)
  55463. * @returns a boolean indicating if the animation is running
  55464. */
  55465. RuntimeAnimation.prototype.animate = function (delay, from, to, loop, speedRatio, weight) {
  55466. if (weight === void 0) { weight = -1.0; }
  55467. var targetPropertyPath = this._animation.targetPropertyPath;
  55468. if (!targetPropertyPath || targetPropertyPath.length < 1) {
  55469. this._stopped = true;
  55470. return false;
  55471. }
  55472. var returnValue = true;
  55473. var keys = this._animation.getKeys();
  55474. // Adding a start key at frame 0 if missing
  55475. if (keys[0].frame !== 0) {
  55476. var newKey = { frame: 0, value: keys[0].value };
  55477. keys.splice(0, 0, newKey);
  55478. }
  55479. // Adding a duplicate key when there is only one key at frame zero
  55480. else if (keys.length === 1) {
  55481. var newKey = { frame: 0.001, value: keys[0].value };
  55482. keys.push(newKey);
  55483. }
  55484. // Check limits
  55485. if (from < keys[0].frame || from > keys[keys.length - 1].frame) {
  55486. from = keys[0].frame;
  55487. }
  55488. if (to < keys[0].frame || to > keys[keys.length - 1].frame) {
  55489. to = keys[keys.length - 1].frame;
  55490. }
  55491. //to and from cannot be the same key
  55492. if (from === to) {
  55493. if (from > keys[0].frame) {
  55494. from--;
  55495. }
  55496. else if (to < keys[keys.length - 1].frame) {
  55497. to++;
  55498. }
  55499. }
  55500. // Compute ratio
  55501. var range = to - from;
  55502. var offsetValue;
  55503. // ratio represents the frame delta between from and to
  55504. var ratio = (delay * (this._animation.framePerSecond * speedRatio) / 1000.0) + this._ratioOffset;
  55505. var highLimitValue = 0;
  55506. this._previousDelay = delay;
  55507. this._previousRatio = ratio;
  55508. if (((to > from && ratio >= range) || (from > to && ratio <= range)) && !loop) { // If we are out of range and not looping get back to caller
  55509. returnValue = false;
  55510. highLimitValue = this._animation._getKeyValue(keys[keys.length - 1].value);
  55511. }
  55512. else {
  55513. // Get max value if required
  55514. if (this._getCorrectLoopMode() !== BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE) {
  55515. var keyOffset = to.toString() + from.toString();
  55516. if (!this._offsetsCache[keyOffset]) {
  55517. var fromValue = this._interpolate(from, 0, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  55518. var toValue = this._interpolate(to, 0, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  55519. switch (this._animation.dataType) {
  55520. // Float
  55521. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  55522. this._offsetsCache[keyOffset] = toValue - fromValue;
  55523. break;
  55524. // Quaternion
  55525. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  55526. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55527. break;
  55528. // Vector3
  55529. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  55530. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55531. // Vector2
  55532. case BABYLON.Animation.ANIMATIONTYPE_VECTOR2:
  55533. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55534. // Size
  55535. case BABYLON.Animation.ANIMATIONTYPE_SIZE:
  55536. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55537. // Color3
  55538. case BABYLON.Animation.ANIMATIONTYPE_COLOR3:
  55539. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55540. default:
  55541. break;
  55542. }
  55543. this._highLimitsCache[keyOffset] = toValue;
  55544. }
  55545. highLimitValue = this._highLimitsCache[keyOffset];
  55546. offsetValue = this._offsetsCache[keyOffset];
  55547. }
  55548. }
  55549. if (offsetValue === undefined) {
  55550. switch (this._animation.dataType) {
  55551. // Float
  55552. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  55553. offsetValue = 0;
  55554. break;
  55555. // Quaternion
  55556. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  55557. offsetValue = _staticOffsetValueQuaternion;
  55558. break;
  55559. // Vector3
  55560. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  55561. offsetValue = _staticOffsetValueVector3;
  55562. break;
  55563. // Vector2
  55564. case BABYLON.Animation.ANIMATIONTYPE_VECTOR2:
  55565. offsetValue = _staticOffsetValueVector2;
  55566. break;
  55567. // Size
  55568. case BABYLON.Animation.ANIMATIONTYPE_SIZE:
  55569. offsetValue = _staticOffsetValueSize;
  55570. break;
  55571. // Color3
  55572. case BABYLON.Animation.ANIMATIONTYPE_COLOR3:
  55573. offsetValue = _staticOffsetValueColor3;
  55574. }
  55575. }
  55576. // Compute value
  55577. var repeatCount = (ratio / range) >> 0;
  55578. var currentFrame = returnValue ? from + ratio % range : to;
  55579. // Need to normalize?
  55580. if (this._host && this._host.syncRoot) {
  55581. var syncRoot = this._host.syncRoot;
  55582. var hostNormalizedFrame = (syncRoot.masterFrame - syncRoot.fromFrame) / (syncRoot.toFrame - syncRoot.fromFrame);
  55583. currentFrame = from + (to - from) * hostNormalizedFrame;
  55584. }
  55585. // Reset events if looping
  55586. var events = this._events;
  55587. if (range > 0 && this.currentFrame > currentFrame ||
  55588. range < 0 && this.currentFrame < currentFrame) {
  55589. // Need to reset animation events
  55590. for (var index = 0; index < events.length; index++) {
  55591. if (!events[index].onlyOnce) {
  55592. // reset event, the animation is looping
  55593. events[index].isDone = false;
  55594. }
  55595. }
  55596. }
  55597. var currentValue = this._interpolate(currentFrame, repeatCount, this._getCorrectLoopMode(), offsetValue, highLimitValue);
  55598. // Set value
  55599. this.setValue(currentValue, weight);
  55600. // Check events
  55601. for (var index = 0; index < events.length; index++) {
  55602. // Make sure current frame has passed event frame and that event frame is within the current range
  55603. // Also, handle both forward and reverse animations
  55604. if ((range > 0 && currentFrame >= events[index].frame && events[index].frame >= from) ||
  55605. (range < 0 && currentFrame <= events[index].frame && events[index].frame <= from)) {
  55606. var event = events[index];
  55607. if (!event.isDone) {
  55608. // If event should be done only once, remove it.
  55609. if (event.onlyOnce) {
  55610. events.splice(index, 1);
  55611. index--;
  55612. }
  55613. event.isDone = true;
  55614. event.action(currentFrame);
  55615. } // Don't do anything if the event has already be done.
  55616. }
  55617. }
  55618. if (!returnValue) {
  55619. this._stopped = true;
  55620. }
  55621. return returnValue;
  55622. };
  55623. return RuntimeAnimation;
  55624. }());
  55625. BABYLON.RuntimeAnimation = RuntimeAnimation;
  55626. })(BABYLON || (BABYLON = {}));
  55627. //# sourceMappingURL=babylon.runtimeAnimation.js.map
  55628. var BABYLON;
  55629. (function (BABYLON) {
  55630. /**
  55631. * Class used to store an actual running animation
  55632. */
  55633. var Animatable = /** @class */ (function () {
  55634. /**
  55635. * Creates a new Animatable
  55636. * @param scene defines the hosting scene
  55637. * @param target defines the target object
  55638. * @param fromFrame defines the starting frame number (default is 0)
  55639. * @param toFrame defines the ending frame number (default is 100)
  55640. * @param loopAnimation defines if the animation must loop (default is false)
  55641. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  55642. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  55643. * @param animations defines a group of animation to add to the new Animatable
  55644. */
  55645. function Animatable(scene,
  55646. /** defines the target object */
  55647. target,
  55648. /** defines the starting frame number (default is 0) */
  55649. fromFrame,
  55650. /** defines the ending frame number (default is 100) */
  55651. toFrame,
  55652. /** defines if the animation must loop (default is false) */
  55653. loopAnimation, speedRatio,
  55654. /** defines a callback to call when animation ends if it is not looping */
  55655. onAnimationEnd, animations) {
  55656. if (fromFrame === void 0) { fromFrame = 0; }
  55657. if (toFrame === void 0) { toFrame = 100; }
  55658. if (loopAnimation === void 0) { loopAnimation = false; }
  55659. if (speedRatio === void 0) { speedRatio = 1.0; }
  55660. this.target = target;
  55661. this.fromFrame = fromFrame;
  55662. this.toFrame = toFrame;
  55663. this.loopAnimation = loopAnimation;
  55664. this.onAnimationEnd = onAnimationEnd;
  55665. this._localDelayOffset = null;
  55666. this._pausedDelay = null;
  55667. this._runtimeAnimations = new Array();
  55668. this._paused = false;
  55669. this._speedRatio = 1;
  55670. this._weight = -1.0;
  55671. /**
  55672. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  55673. * This will only apply for non looping animation (default is true)
  55674. */
  55675. this.disposeOnEnd = true;
  55676. /**
  55677. * Gets a boolean indicating if the animation has started
  55678. */
  55679. this.animationStarted = false;
  55680. /**
  55681. * Observer raised when the animation ends
  55682. */
  55683. this.onAnimationEndObservable = new BABYLON.Observable();
  55684. this._scene = scene;
  55685. if (animations) {
  55686. this.appendAnimations(target, animations);
  55687. }
  55688. this._speedRatio = speedRatio;
  55689. scene._activeAnimatables.push(this);
  55690. }
  55691. Object.defineProperty(Animatable.prototype, "syncRoot", {
  55692. /**
  55693. * Gets the root Animatable used to synchronize and normalize animations
  55694. */
  55695. get: function () {
  55696. return this._syncRoot;
  55697. },
  55698. enumerable: true,
  55699. configurable: true
  55700. });
  55701. Object.defineProperty(Animatable.prototype, "masterFrame", {
  55702. /**
  55703. * Gets the current frame of the first RuntimeAnimation
  55704. * Used to synchronize Animatables
  55705. */
  55706. get: function () {
  55707. if (this._runtimeAnimations.length === 0) {
  55708. return 0;
  55709. }
  55710. return this._runtimeAnimations[0].currentFrame;
  55711. },
  55712. enumerable: true,
  55713. configurable: true
  55714. });
  55715. Object.defineProperty(Animatable.prototype, "weight", {
  55716. /**
  55717. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  55718. */
  55719. get: function () {
  55720. return this._weight;
  55721. },
  55722. set: function (value) {
  55723. if (value === -1) { // -1 is ok and means no weight
  55724. this._weight = -1;
  55725. return;
  55726. }
  55727. // Else weight must be in [0, 1] range
  55728. this._weight = Math.min(Math.max(value, 0), 1.0);
  55729. },
  55730. enumerable: true,
  55731. configurable: true
  55732. });
  55733. Object.defineProperty(Animatable.prototype, "speedRatio", {
  55734. /**
  55735. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  55736. */
  55737. get: function () {
  55738. return this._speedRatio;
  55739. },
  55740. set: function (value) {
  55741. for (var index = 0; index < this._runtimeAnimations.length; index++) {
  55742. var animation = this._runtimeAnimations[index];
  55743. animation._prepareForSpeedRatioChange(value);
  55744. }
  55745. this._speedRatio = value;
  55746. },
  55747. enumerable: true,
  55748. configurable: true
  55749. });
  55750. // Methods
  55751. /**
  55752. * Synchronize and normalize current Animatable with a source Animatable
  55753. * This is useful when using animation weights and when animations are not of the same length
  55754. * @param root defines the root Animatable to synchronize with
  55755. * @returns the current Animatable
  55756. */
  55757. Animatable.prototype.syncWith = function (root) {
  55758. this._syncRoot = root;
  55759. if (root) {
  55760. // Make sure this animatable will animate after the root
  55761. var index = this._scene._activeAnimatables.indexOf(this);
  55762. if (index > -1) {
  55763. this._scene._activeAnimatables.splice(index, 1);
  55764. this._scene._activeAnimatables.push(this);
  55765. }
  55766. }
  55767. return this;
  55768. };
  55769. /**
  55770. * Gets the list of runtime animations
  55771. * @returns an array of RuntimeAnimation
  55772. */
  55773. Animatable.prototype.getAnimations = function () {
  55774. return this._runtimeAnimations;
  55775. };
  55776. /**
  55777. * Adds more animations to the current animatable
  55778. * @param target defines the target of the animations
  55779. * @param animations defines the new animations to add
  55780. */
  55781. Animatable.prototype.appendAnimations = function (target, animations) {
  55782. for (var index = 0; index < animations.length; index++) {
  55783. var animation = animations[index];
  55784. this._runtimeAnimations.push(new BABYLON.RuntimeAnimation(target, animation, this._scene, this));
  55785. }
  55786. };
  55787. /**
  55788. * Gets the source animation for a specific property
  55789. * @param property defines the propertyu to look for
  55790. * @returns null or the source animation for the given property
  55791. */
  55792. Animatable.prototype.getAnimationByTargetProperty = function (property) {
  55793. var runtimeAnimations = this._runtimeAnimations;
  55794. for (var index = 0; index < runtimeAnimations.length; index++) {
  55795. if (runtimeAnimations[index].animation.targetProperty === property) {
  55796. return runtimeAnimations[index].animation;
  55797. }
  55798. }
  55799. return null;
  55800. };
  55801. /**
  55802. * Gets the runtime animation for a specific property
  55803. * @param property defines the propertyu to look for
  55804. * @returns null or the runtime animation for the given property
  55805. */
  55806. Animatable.prototype.getRuntimeAnimationByTargetProperty = function (property) {
  55807. var runtimeAnimations = this._runtimeAnimations;
  55808. for (var index = 0; index < runtimeAnimations.length; index++) {
  55809. if (runtimeAnimations[index].animation.targetProperty === property) {
  55810. return runtimeAnimations[index];
  55811. }
  55812. }
  55813. return null;
  55814. };
  55815. /**
  55816. * Resets the animatable to its original state
  55817. */
  55818. Animatable.prototype.reset = function () {
  55819. var runtimeAnimations = this._runtimeAnimations;
  55820. for (var index = 0; index < runtimeAnimations.length; index++) {
  55821. runtimeAnimations[index].reset(true);
  55822. }
  55823. this._localDelayOffset = null;
  55824. this._pausedDelay = null;
  55825. };
  55826. /**
  55827. * Allows the animatable to blend with current running animations
  55828. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  55829. * @param blendingSpeed defines the blending speed to use
  55830. */
  55831. Animatable.prototype.enableBlending = function (blendingSpeed) {
  55832. var runtimeAnimations = this._runtimeAnimations;
  55833. for (var index = 0; index < runtimeAnimations.length; index++) {
  55834. runtimeAnimations[index].animation.enableBlending = true;
  55835. runtimeAnimations[index].animation.blendingSpeed = blendingSpeed;
  55836. }
  55837. };
  55838. /**
  55839. * Disable animation blending
  55840. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  55841. */
  55842. Animatable.prototype.disableBlending = function () {
  55843. var runtimeAnimations = this._runtimeAnimations;
  55844. for (var index = 0; index < runtimeAnimations.length; index++) {
  55845. runtimeAnimations[index].animation.enableBlending = false;
  55846. }
  55847. };
  55848. /**
  55849. * Jump directly to a given frame
  55850. * @param frame defines the frame to jump to
  55851. */
  55852. Animatable.prototype.goToFrame = function (frame) {
  55853. var runtimeAnimations = this._runtimeAnimations;
  55854. if (runtimeAnimations[0]) {
  55855. var fps = runtimeAnimations[0].animation.framePerSecond;
  55856. var currentFrame = runtimeAnimations[0].currentFrame;
  55857. var adjustTime = frame - currentFrame;
  55858. var delay = adjustTime * 1000 / (fps * this.speedRatio);
  55859. if (this._localDelayOffset === null) {
  55860. this._localDelayOffset = 0;
  55861. }
  55862. this._localDelayOffset -= delay;
  55863. }
  55864. for (var index = 0; index < runtimeAnimations.length; index++) {
  55865. runtimeAnimations[index].goToFrame(frame);
  55866. }
  55867. };
  55868. /**
  55869. * Pause the animation
  55870. */
  55871. Animatable.prototype.pause = function () {
  55872. if (this._paused) {
  55873. return;
  55874. }
  55875. this._paused = true;
  55876. };
  55877. /**
  55878. * Restart the animation
  55879. */
  55880. Animatable.prototype.restart = function () {
  55881. this._paused = false;
  55882. };
  55883. Animatable.prototype._raiseOnAnimationEnd = function () {
  55884. if (this.onAnimationEnd) {
  55885. this.onAnimationEnd();
  55886. }
  55887. this.onAnimationEndObservable.notifyObservers(this);
  55888. };
  55889. /**
  55890. * Stop and delete the current animation
  55891. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  55892. * @param targetMask - a function that determines if the animation should be stopped based on its target (all animations will be stopped if both this and animationName are empty)
  55893. */
  55894. Animatable.prototype.stop = function (animationName, targetMask) {
  55895. if (animationName || targetMask) {
  55896. var idx = this._scene._activeAnimatables.indexOf(this);
  55897. if (idx > -1) {
  55898. var runtimeAnimations = this._runtimeAnimations;
  55899. for (var index = runtimeAnimations.length - 1; index >= 0; index--) {
  55900. var runtimeAnimation = runtimeAnimations[index];
  55901. if (animationName && runtimeAnimation.animation.name != animationName) {
  55902. continue;
  55903. }
  55904. if (targetMask && !targetMask(runtimeAnimation.target)) {
  55905. continue;
  55906. }
  55907. runtimeAnimation.dispose();
  55908. runtimeAnimations.splice(index, 1);
  55909. }
  55910. if (runtimeAnimations.length == 0) {
  55911. this._scene._activeAnimatables.splice(idx, 1);
  55912. this._raiseOnAnimationEnd();
  55913. }
  55914. }
  55915. }
  55916. else {
  55917. var index = this._scene._activeAnimatables.indexOf(this);
  55918. if (index > -1) {
  55919. this._scene._activeAnimatables.splice(index, 1);
  55920. var runtimeAnimations = this._runtimeAnimations;
  55921. for (var index = 0; index < runtimeAnimations.length; index++) {
  55922. runtimeAnimations[index].dispose();
  55923. }
  55924. this._raiseOnAnimationEnd();
  55925. }
  55926. }
  55927. };
  55928. /**
  55929. * Wait asynchronously for the animation to end
  55930. * @returns a promise which will be fullfilled when the animation ends
  55931. */
  55932. Animatable.prototype.waitAsync = function () {
  55933. var _this = this;
  55934. return new Promise(function (resolve, reject) {
  55935. _this.onAnimationEndObservable.add(function () {
  55936. resolve(_this);
  55937. }, undefined, undefined, _this, true);
  55938. });
  55939. };
  55940. /** @hidden */
  55941. Animatable.prototype._animate = function (delay) {
  55942. if (this._paused) {
  55943. this.animationStarted = false;
  55944. if (this._pausedDelay === null) {
  55945. this._pausedDelay = delay;
  55946. }
  55947. return true;
  55948. }
  55949. if (this._localDelayOffset === null) {
  55950. this._localDelayOffset = delay;
  55951. this._pausedDelay = null;
  55952. }
  55953. else if (this._pausedDelay !== null) {
  55954. this._localDelayOffset += delay - this._pausedDelay;
  55955. this._pausedDelay = null;
  55956. }
  55957. if (this._weight === 0) { // We consider that an animation with a weight === 0 is "actively" paused
  55958. return true;
  55959. }
  55960. // Animating
  55961. var running = false;
  55962. var runtimeAnimations = this._runtimeAnimations;
  55963. var index;
  55964. for (index = 0; index < runtimeAnimations.length; index++) {
  55965. var animation = runtimeAnimations[index];
  55966. var isRunning = animation.animate(delay - this._localDelayOffset, this.fromFrame, this.toFrame, this.loopAnimation, this._speedRatio, this._weight);
  55967. running = running || isRunning;
  55968. }
  55969. this.animationStarted = running;
  55970. if (!running) {
  55971. if (this.disposeOnEnd) {
  55972. // Remove from active animatables
  55973. index = this._scene._activeAnimatables.indexOf(this);
  55974. this._scene._activeAnimatables.splice(index, 1);
  55975. // Dispose all runtime animations
  55976. for (index = 0; index < runtimeAnimations.length; index++) {
  55977. runtimeAnimations[index].dispose();
  55978. }
  55979. }
  55980. this._raiseOnAnimationEnd();
  55981. if (this.disposeOnEnd) {
  55982. this.onAnimationEnd = null;
  55983. this.onAnimationEndObservable.clear();
  55984. }
  55985. }
  55986. return running;
  55987. };
  55988. return Animatable;
  55989. }());
  55990. BABYLON.Animatable = Animatable;
  55991. })(BABYLON || (BABYLON = {}));
  55992. //# sourceMappingURL=babylon.animatable.js.map
  55993. var BABYLON;
  55994. (function (BABYLON) {
  55995. /**
  55996. * Base class used for every default easing function.
  55997. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55998. */
  55999. var EasingFunction = /** @class */ (function () {
  56000. function EasingFunction() {
  56001. this._easingMode = EasingFunction.EASINGMODE_EASEIN;
  56002. }
  56003. /**
  56004. * Sets the easing mode of the current function.
  56005. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  56006. */
  56007. EasingFunction.prototype.setEasingMode = function (easingMode) {
  56008. var n = Math.min(Math.max(easingMode, 0), 2);
  56009. this._easingMode = n;
  56010. };
  56011. /**
  56012. * Gets the current easing mode.
  56013. * @returns the easing mode
  56014. */
  56015. EasingFunction.prototype.getEasingMode = function () {
  56016. return this._easingMode;
  56017. };
  56018. /**
  56019. * @hidden
  56020. */
  56021. EasingFunction.prototype.easeInCore = function (gradient) {
  56022. throw new Error('You must implement this method');
  56023. };
  56024. /**
  56025. * Given an input gradient between 0 and 1, this returns the corrseponding value
  56026. * of the easing function.
  56027. * @param gradient Defines the value between 0 and 1 we want the easing value for
  56028. * @returns the corresponding value on the curve defined by the easing function
  56029. */
  56030. EasingFunction.prototype.ease = function (gradient) {
  56031. switch (this._easingMode) {
  56032. case EasingFunction.EASINGMODE_EASEIN:
  56033. return this.easeInCore(gradient);
  56034. case EasingFunction.EASINGMODE_EASEOUT:
  56035. return (1 - this.easeInCore(1 - gradient));
  56036. }
  56037. if (gradient >= 0.5) {
  56038. return (((1 - this.easeInCore((1 - gradient) * 2)) * 0.5) + 0.5);
  56039. }
  56040. return (this.easeInCore(gradient * 2) * 0.5);
  56041. };
  56042. /**
  56043. * Interpolation follows the mathematical formula associated with the easing function.
  56044. */
  56045. EasingFunction.EASINGMODE_EASEIN = 0;
  56046. /**
  56047. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  56048. */
  56049. EasingFunction.EASINGMODE_EASEOUT = 1;
  56050. /**
  56051. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  56052. */
  56053. EasingFunction.EASINGMODE_EASEINOUT = 2;
  56054. return EasingFunction;
  56055. }());
  56056. BABYLON.EasingFunction = EasingFunction;
  56057. /**
  56058. * Easing function with a circle shape (see link below).
  56059. * @see https://easings.net/#easeInCirc
  56060. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56061. */
  56062. var CircleEase = /** @class */ (function (_super) {
  56063. __extends(CircleEase, _super);
  56064. function CircleEase() {
  56065. return _super !== null && _super.apply(this, arguments) || this;
  56066. }
  56067. /** @hidden */
  56068. CircleEase.prototype.easeInCore = function (gradient) {
  56069. gradient = Math.max(0, Math.min(1, gradient));
  56070. return (1.0 - Math.sqrt(1.0 - (gradient * gradient)));
  56071. };
  56072. return CircleEase;
  56073. }(EasingFunction));
  56074. BABYLON.CircleEase = CircleEase;
  56075. /**
  56076. * Easing function with a ease back shape (see link below).
  56077. * @see https://easings.net/#easeInBack
  56078. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56079. */
  56080. var BackEase = /** @class */ (function (_super) {
  56081. __extends(BackEase, _super);
  56082. /**
  56083. * Instantiates a back ease easing
  56084. * @see https://easings.net/#easeInBack
  56085. * @param amplitude Defines the amplitude of the function
  56086. */
  56087. function BackEase(
  56088. /** Defines the amplitude of the function */
  56089. amplitude) {
  56090. if (amplitude === void 0) { amplitude = 1; }
  56091. var _this = _super.call(this) || this;
  56092. _this.amplitude = amplitude;
  56093. return _this;
  56094. }
  56095. /** @hidden */
  56096. BackEase.prototype.easeInCore = function (gradient) {
  56097. var num = Math.max(0, this.amplitude);
  56098. return (Math.pow(gradient, 3.0) - ((gradient * num) * Math.sin(3.1415926535897931 * gradient)));
  56099. };
  56100. return BackEase;
  56101. }(EasingFunction));
  56102. BABYLON.BackEase = BackEase;
  56103. /**
  56104. * Easing function with a bouncing shape (see link below).
  56105. * @see https://easings.net/#easeInBounce
  56106. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56107. */
  56108. var BounceEase = /** @class */ (function (_super) {
  56109. __extends(BounceEase, _super);
  56110. /**
  56111. * Instantiates a bounce easing
  56112. * @see https://easings.net/#easeInBounce
  56113. * @param bounces Defines the number of bounces
  56114. * @param bounciness Defines the amplitude of the bounce
  56115. */
  56116. function BounceEase(
  56117. /** Defines the number of bounces */
  56118. bounces,
  56119. /** Defines the amplitude of the bounce */
  56120. bounciness) {
  56121. if (bounces === void 0) { bounces = 3; }
  56122. if (bounciness === void 0) { bounciness = 2; }
  56123. var _this = _super.call(this) || this;
  56124. _this.bounces = bounces;
  56125. _this.bounciness = bounciness;
  56126. return _this;
  56127. }
  56128. /** @hidden */
  56129. BounceEase.prototype.easeInCore = function (gradient) {
  56130. var y = Math.max(0.0, this.bounces);
  56131. var bounciness = this.bounciness;
  56132. if (bounciness <= 1.0) {
  56133. bounciness = 1.001;
  56134. }
  56135. var num9 = Math.pow(bounciness, y);
  56136. var num5 = 1.0 - bounciness;
  56137. var num4 = ((1.0 - num9) / num5) + (num9 * 0.5);
  56138. var num15 = gradient * num4;
  56139. var num65 = Math.log((-num15 * (1.0 - bounciness)) + 1.0) / Math.log(bounciness);
  56140. var num3 = Math.floor(num65);
  56141. var num13 = num3 + 1.0;
  56142. var num8 = (1.0 - Math.pow(bounciness, num3)) / (num5 * num4);
  56143. var num12 = (1.0 - Math.pow(bounciness, num13)) / (num5 * num4);
  56144. var num7 = (num8 + num12) * 0.5;
  56145. var num6 = gradient - num7;
  56146. var num2 = num7 - num8;
  56147. return (((-Math.pow(1.0 / bounciness, y - num3) / (num2 * num2)) * (num6 - num2)) * (num6 + num2));
  56148. };
  56149. return BounceEase;
  56150. }(EasingFunction));
  56151. BABYLON.BounceEase = BounceEase;
  56152. /**
  56153. * Easing function with a power of 3 shape (see link below).
  56154. * @see https://easings.net/#easeInCubic
  56155. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56156. */
  56157. var CubicEase = /** @class */ (function (_super) {
  56158. __extends(CubicEase, _super);
  56159. function CubicEase() {
  56160. return _super !== null && _super.apply(this, arguments) || this;
  56161. }
  56162. /** @hidden */
  56163. CubicEase.prototype.easeInCore = function (gradient) {
  56164. return (gradient * gradient * gradient);
  56165. };
  56166. return CubicEase;
  56167. }(EasingFunction));
  56168. BABYLON.CubicEase = CubicEase;
  56169. /**
  56170. * Easing function with an elastic shape (see link below).
  56171. * @see https://easings.net/#easeInElastic
  56172. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56173. */
  56174. var ElasticEase = /** @class */ (function (_super) {
  56175. __extends(ElasticEase, _super);
  56176. /**
  56177. * Instantiates an elastic easing function
  56178. * @see https://easings.net/#easeInElastic
  56179. * @param oscillations Defines the number of oscillations
  56180. * @param springiness Defines the amplitude of the oscillations
  56181. */
  56182. function ElasticEase(
  56183. /** Defines the number of oscillations*/
  56184. oscillations,
  56185. /** Defines the amplitude of the oscillations*/
  56186. springiness) {
  56187. if (oscillations === void 0) { oscillations = 3; }
  56188. if (springiness === void 0) { springiness = 3; }
  56189. var _this = _super.call(this) || this;
  56190. _this.oscillations = oscillations;
  56191. _this.springiness = springiness;
  56192. return _this;
  56193. }
  56194. /** @hidden */
  56195. ElasticEase.prototype.easeInCore = function (gradient) {
  56196. var num2;
  56197. var num3 = Math.max(0.0, this.oscillations);
  56198. var num = Math.max(0.0, this.springiness);
  56199. if (num == 0) {
  56200. num2 = gradient;
  56201. }
  56202. else {
  56203. num2 = (Math.exp(num * gradient) - 1.0) / (Math.exp(num) - 1.0);
  56204. }
  56205. return (num2 * Math.sin(((6.2831853071795862 * num3) + 1.5707963267948966) * gradient));
  56206. };
  56207. return ElasticEase;
  56208. }(EasingFunction));
  56209. BABYLON.ElasticEase = ElasticEase;
  56210. /**
  56211. * Easing function with an exponential shape (see link below).
  56212. * @see https://easings.net/#easeInExpo
  56213. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56214. */
  56215. var ExponentialEase = /** @class */ (function (_super) {
  56216. __extends(ExponentialEase, _super);
  56217. /**
  56218. * Instantiates an exponential easing function
  56219. * @see https://easings.net/#easeInExpo
  56220. * @param exponent Defines the exponent of the function
  56221. */
  56222. function ExponentialEase(
  56223. /** Defines the exponent of the function */
  56224. exponent) {
  56225. if (exponent === void 0) { exponent = 2; }
  56226. var _this = _super.call(this) || this;
  56227. _this.exponent = exponent;
  56228. return _this;
  56229. }
  56230. /** @hidden */
  56231. ExponentialEase.prototype.easeInCore = function (gradient) {
  56232. if (this.exponent <= 0) {
  56233. return gradient;
  56234. }
  56235. return ((Math.exp(this.exponent * gradient) - 1.0) / (Math.exp(this.exponent) - 1.0));
  56236. };
  56237. return ExponentialEase;
  56238. }(EasingFunction));
  56239. BABYLON.ExponentialEase = ExponentialEase;
  56240. /**
  56241. * Easing function with a power shape (see link below).
  56242. * @see https://easings.net/#easeInQuad
  56243. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56244. */
  56245. var PowerEase = /** @class */ (function (_super) {
  56246. __extends(PowerEase, _super);
  56247. /**
  56248. * Instantiates an power base easing function
  56249. * @see https://easings.net/#easeInQuad
  56250. * @param power Defines the power of the function
  56251. */
  56252. function PowerEase(
  56253. /** Defines the power of the function */
  56254. power) {
  56255. if (power === void 0) { power = 2; }
  56256. var _this = _super.call(this) || this;
  56257. _this.power = power;
  56258. return _this;
  56259. }
  56260. /** @hidden */
  56261. PowerEase.prototype.easeInCore = function (gradient) {
  56262. var y = Math.max(0.0, this.power);
  56263. return Math.pow(gradient, y);
  56264. };
  56265. return PowerEase;
  56266. }(EasingFunction));
  56267. BABYLON.PowerEase = PowerEase;
  56268. /**
  56269. * Easing function with a power of 2 shape (see link below).
  56270. * @see https://easings.net/#easeInQuad
  56271. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56272. */
  56273. var QuadraticEase = /** @class */ (function (_super) {
  56274. __extends(QuadraticEase, _super);
  56275. function QuadraticEase() {
  56276. return _super !== null && _super.apply(this, arguments) || this;
  56277. }
  56278. /** @hidden */
  56279. QuadraticEase.prototype.easeInCore = function (gradient) {
  56280. return (gradient * gradient);
  56281. };
  56282. return QuadraticEase;
  56283. }(EasingFunction));
  56284. BABYLON.QuadraticEase = QuadraticEase;
  56285. /**
  56286. * Easing function with a power of 4 shape (see link below).
  56287. * @see https://easings.net/#easeInQuart
  56288. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56289. */
  56290. var QuarticEase = /** @class */ (function (_super) {
  56291. __extends(QuarticEase, _super);
  56292. function QuarticEase() {
  56293. return _super !== null && _super.apply(this, arguments) || this;
  56294. }
  56295. /** @hidden */
  56296. QuarticEase.prototype.easeInCore = function (gradient) {
  56297. return (gradient * gradient * gradient * gradient);
  56298. };
  56299. return QuarticEase;
  56300. }(EasingFunction));
  56301. BABYLON.QuarticEase = QuarticEase;
  56302. /**
  56303. * Easing function with a power of 5 shape (see link below).
  56304. * @see https://easings.net/#easeInQuint
  56305. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56306. */
  56307. var QuinticEase = /** @class */ (function (_super) {
  56308. __extends(QuinticEase, _super);
  56309. function QuinticEase() {
  56310. return _super !== null && _super.apply(this, arguments) || this;
  56311. }
  56312. /** @hidden */
  56313. QuinticEase.prototype.easeInCore = function (gradient) {
  56314. return (gradient * gradient * gradient * gradient * gradient);
  56315. };
  56316. return QuinticEase;
  56317. }(EasingFunction));
  56318. BABYLON.QuinticEase = QuinticEase;
  56319. /**
  56320. * Easing function with a sin shape (see link below).
  56321. * @see https://easings.net/#easeInSine
  56322. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56323. */
  56324. var SineEase = /** @class */ (function (_super) {
  56325. __extends(SineEase, _super);
  56326. function SineEase() {
  56327. return _super !== null && _super.apply(this, arguments) || this;
  56328. }
  56329. /** @hidden */
  56330. SineEase.prototype.easeInCore = function (gradient) {
  56331. return (1.0 - Math.sin(1.5707963267948966 * (1.0 - gradient)));
  56332. };
  56333. return SineEase;
  56334. }(EasingFunction));
  56335. BABYLON.SineEase = SineEase;
  56336. /**
  56337. * Easing function with a bezier shape (see link below).
  56338. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  56339. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56340. */
  56341. var BezierCurveEase = /** @class */ (function (_super) {
  56342. __extends(BezierCurveEase, _super);
  56343. /**
  56344. * Instantiates a bezier function
  56345. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  56346. * @param x1 Defines the x component of the start tangent in the bezier curve
  56347. * @param y1 Defines the y component of the start tangent in the bezier curve
  56348. * @param x2 Defines the x component of the end tangent in the bezier curve
  56349. * @param y2 Defines the y component of the end tangent in the bezier curve
  56350. */
  56351. function BezierCurveEase(
  56352. /** Defines the x component of the start tangent in the bezier curve */
  56353. x1,
  56354. /** Defines the y component of the start tangent in the bezier curve */
  56355. y1,
  56356. /** Defines the x component of the end tangent in the bezier curve */
  56357. x2,
  56358. /** Defines the y component of the end tangent in the bezier curve */
  56359. y2) {
  56360. if (x1 === void 0) { x1 = 0; }
  56361. if (y1 === void 0) { y1 = 0; }
  56362. if (x2 === void 0) { x2 = 1; }
  56363. if (y2 === void 0) { y2 = 1; }
  56364. var _this = _super.call(this) || this;
  56365. _this.x1 = x1;
  56366. _this.y1 = y1;
  56367. _this.x2 = x2;
  56368. _this.y2 = y2;
  56369. return _this;
  56370. }
  56371. /** @hidden */
  56372. BezierCurveEase.prototype.easeInCore = function (gradient) {
  56373. return BABYLON.BezierCurve.Interpolate(gradient, this.x1, this.y1, this.x2, this.y2);
  56374. };
  56375. return BezierCurveEase;
  56376. }(EasingFunction));
  56377. BABYLON.BezierCurveEase = BezierCurveEase;
  56378. })(BABYLON || (BABYLON = {}));
  56379. //# sourceMappingURL=babylon.easing.js.map
  56380. var BABYLON;
  56381. (function (BABYLON) {
  56382. /**
  56383. * A Condition applied to an Action
  56384. */
  56385. var Condition = /** @class */ (function () {
  56386. /**
  56387. * Creates a new Condition
  56388. * @param actionManager the manager of the action the condition is applied to
  56389. */
  56390. function Condition(actionManager) {
  56391. this._actionManager = actionManager;
  56392. }
  56393. /**
  56394. * Check if the current condition is valid
  56395. * @returns a boolean
  56396. */
  56397. Condition.prototype.isValid = function () {
  56398. return true;
  56399. };
  56400. /**
  56401. * Internal only
  56402. * @hidden
  56403. */
  56404. Condition.prototype._getProperty = function (propertyPath) {
  56405. return this._actionManager._getProperty(propertyPath);
  56406. };
  56407. /**
  56408. * Internal only
  56409. * @hidden
  56410. */
  56411. Condition.prototype._getEffectiveTarget = function (target, propertyPath) {
  56412. return this._actionManager._getEffectiveTarget(target, propertyPath);
  56413. };
  56414. /**
  56415. * Serialize placeholder for child classes
  56416. * @returns the serialized object
  56417. */
  56418. Condition.prototype.serialize = function () {
  56419. };
  56420. /**
  56421. * Internal only
  56422. * @hidden
  56423. */
  56424. Condition.prototype._serialize = function (serializedCondition) {
  56425. return {
  56426. type: 2,
  56427. children: [],
  56428. name: serializedCondition.name,
  56429. properties: serializedCondition.properties
  56430. };
  56431. };
  56432. return Condition;
  56433. }());
  56434. BABYLON.Condition = Condition;
  56435. /**
  56436. * Defines specific conditional operators as extensions of Condition
  56437. */
  56438. var ValueCondition = /** @class */ (function (_super) {
  56439. __extends(ValueCondition, _super);
  56440. /**
  56441. * Creates a new ValueCondition
  56442. * @param actionManager manager for the action the condition applies to
  56443. * @param target for the action
  56444. * @param propertyPath path to specify the property of the target the conditional operator uses
  56445. * @param value the value compared by the conditional operator against the current value of the property
  56446. * @param operator the conditional operator, default ValueCondition.IsEqual
  56447. */
  56448. function ValueCondition(actionManager, target,
  56449. /** path to specify the property of the target the conditional operator uses */
  56450. propertyPath,
  56451. /** the value compared by the conditional operator against the current value of the property */
  56452. value,
  56453. /** the conditional operator, default ValueCondition.IsEqual */
  56454. operator) {
  56455. if (operator === void 0) { operator = ValueCondition.IsEqual; }
  56456. var _this = _super.call(this, actionManager) || this;
  56457. _this.propertyPath = propertyPath;
  56458. _this.value = value;
  56459. _this.operator = operator;
  56460. _this._target = target;
  56461. _this._effectiveTarget = _this._getEffectiveTarget(target, _this.propertyPath);
  56462. _this._property = _this._getProperty(_this.propertyPath);
  56463. return _this;
  56464. }
  56465. Object.defineProperty(ValueCondition, "IsEqual", {
  56466. /**
  56467. * returns the number for IsEqual
  56468. */
  56469. get: function () {
  56470. return ValueCondition._IsEqual;
  56471. },
  56472. enumerable: true,
  56473. configurable: true
  56474. });
  56475. Object.defineProperty(ValueCondition, "IsDifferent", {
  56476. /**
  56477. * Returns the number for IsDifferent
  56478. */
  56479. get: function () {
  56480. return ValueCondition._IsDifferent;
  56481. },
  56482. enumerable: true,
  56483. configurable: true
  56484. });
  56485. Object.defineProperty(ValueCondition, "IsGreater", {
  56486. /**
  56487. * Returns the number for IsGreater
  56488. */
  56489. get: function () {
  56490. return ValueCondition._IsGreater;
  56491. },
  56492. enumerable: true,
  56493. configurable: true
  56494. });
  56495. Object.defineProperty(ValueCondition, "IsLesser", {
  56496. /**
  56497. * Returns the number for IsLesser
  56498. */
  56499. get: function () {
  56500. return ValueCondition._IsLesser;
  56501. },
  56502. enumerable: true,
  56503. configurable: true
  56504. });
  56505. /**
  56506. * Compares the given value with the property value for the specified conditional operator
  56507. * @returns the result of the comparison
  56508. */
  56509. ValueCondition.prototype.isValid = function () {
  56510. switch (this.operator) {
  56511. case ValueCondition.IsGreater:
  56512. return this._effectiveTarget[this._property] > this.value;
  56513. case ValueCondition.IsLesser:
  56514. return this._effectiveTarget[this._property] < this.value;
  56515. case ValueCondition.IsEqual:
  56516. case ValueCondition.IsDifferent:
  56517. var check;
  56518. if (this.value.equals) {
  56519. check = this.value.equals(this._effectiveTarget[this._property]);
  56520. }
  56521. else {
  56522. check = this.value === this._effectiveTarget[this._property];
  56523. }
  56524. return this.operator === ValueCondition.IsEqual ? check : !check;
  56525. }
  56526. return false;
  56527. };
  56528. /**
  56529. * Serialize the ValueCondition into a JSON compatible object
  56530. * @returns serialization object
  56531. */
  56532. ValueCondition.prototype.serialize = function () {
  56533. return this._serialize({
  56534. name: "ValueCondition",
  56535. properties: [
  56536. BABYLON.Action._GetTargetProperty(this._target),
  56537. { name: "propertyPath", value: this.propertyPath },
  56538. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) },
  56539. { name: "operator", value: ValueCondition.GetOperatorName(this.operator) }
  56540. ]
  56541. });
  56542. };
  56543. /**
  56544. * Gets the name of the conditional operator for the ValueCondition
  56545. * @param operator the conditional operator
  56546. * @returns the name
  56547. */
  56548. ValueCondition.GetOperatorName = function (operator) {
  56549. switch (operator) {
  56550. case ValueCondition._IsEqual: return "IsEqual";
  56551. case ValueCondition._IsDifferent: return "IsDifferent";
  56552. case ValueCondition._IsGreater: return "IsGreater";
  56553. case ValueCondition._IsLesser: return "IsLesser";
  56554. default: return "";
  56555. }
  56556. };
  56557. /**
  56558. * Internal only
  56559. * @hidden
  56560. */
  56561. ValueCondition._IsEqual = 0;
  56562. /**
  56563. * Internal only
  56564. * @hidden
  56565. */
  56566. ValueCondition._IsDifferent = 1;
  56567. /**
  56568. * Internal only
  56569. * @hidden
  56570. */
  56571. ValueCondition._IsGreater = 2;
  56572. /**
  56573. * Internal only
  56574. * @hidden
  56575. */
  56576. ValueCondition._IsLesser = 3;
  56577. return ValueCondition;
  56578. }(Condition));
  56579. BABYLON.ValueCondition = ValueCondition;
  56580. /**
  56581. * Defines a predicate condition as an extension of Condition
  56582. */
  56583. var PredicateCondition = /** @class */ (function (_super) {
  56584. __extends(PredicateCondition, _super);
  56585. /**
  56586. * Creates a new PredicateCondition
  56587. * @param actionManager manager for the action the condition applies to
  56588. * @param predicate defines the predicate function used to validate the condition
  56589. */
  56590. function PredicateCondition(actionManager,
  56591. /** defines the predicate function used to validate the condition */
  56592. predicate) {
  56593. var _this = _super.call(this, actionManager) || this;
  56594. _this.predicate = predicate;
  56595. return _this;
  56596. }
  56597. /**
  56598. * @returns the validity of the predicate condition
  56599. */
  56600. PredicateCondition.prototype.isValid = function () {
  56601. return this.predicate();
  56602. };
  56603. return PredicateCondition;
  56604. }(Condition));
  56605. BABYLON.PredicateCondition = PredicateCondition;
  56606. /**
  56607. * Defines a state condition as an extension of Condition
  56608. */
  56609. var StateCondition = /** @class */ (function (_super) {
  56610. __extends(StateCondition, _super);
  56611. /**
  56612. * Creates a new StateCondition
  56613. * @param actionManager manager for the action the condition applies to
  56614. * @param target of the condition
  56615. * @param value to compare with target state
  56616. */
  56617. function StateCondition(actionManager, target,
  56618. /** Value to compare with target state */
  56619. value) {
  56620. var _this = _super.call(this, actionManager) || this;
  56621. _this.value = value;
  56622. _this._target = target;
  56623. return _this;
  56624. }
  56625. /**
  56626. * Gets a boolean indicating if the current condition is met
  56627. * @returns the validity of the state
  56628. */
  56629. StateCondition.prototype.isValid = function () {
  56630. return this._target.state === this.value;
  56631. };
  56632. /**
  56633. * Serialize the StateCondition into a JSON compatible object
  56634. * @returns serialization object
  56635. */
  56636. StateCondition.prototype.serialize = function () {
  56637. return this._serialize({
  56638. name: "StateCondition",
  56639. properties: [
  56640. BABYLON.Action._GetTargetProperty(this._target),
  56641. { name: "value", value: this.value }
  56642. ]
  56643. });
  56644. };
  56645. return StateCondition;
  56646. }(Condition));
  56647. BABYLON.StateCondition = StateCondition;
  56648. })(BABYLON || (BABYLON = {}));
  56649. //# sourceMappingURL=babylon.condition.js.map
  56650. var BABYLON;
  56651. (function (BABYLON) {
  56652. /**
  56653. * The action to be carried out following a trigger
  56654. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  56655. */
  56656. var Action = /** @class */ (function () {
  56657. /**
  56658. * Creates a new Action
  56659. * @param triggerOptions the trigger, with or without parameters, for the action
  56660. * @param condition an optional determinant of action
  56661. */
  56662. function Action(
  56663. /** the trigger, with or without parameters, for the action */
  56664. triggerOptions, condition) {
  56665. this.triggerOptions = triggerOptions;
  56666. /**
  56667. * An event triggered prior to action being executed.
  56668. */
  56669. this.onBeforeExecuteObservable = new BABYLON.Observable();
  56670. if (triggerOptions.parameter) {
  56671. this.trigger = triggerOptions.trigger;
  56672. this._triggerParameter = triggerOptions.parameter;
  56673. }
  56674. else if (triggerOptions.trigger) {
  56675. this.trigger = triggerOptions.trigger;
  56676. }
  56677. else {
  56678. this.trigger = triggerOptions;
  56679. }
  56680. this._nextActiveAction = this;
  56681. this._condition = condition;
  56682. }
  56683. /**
  56684. * Internal only
  56685. * @hidden
  56686. */
  56687. Action.prototype._prepare = function () {
  56688. };
  56689. /**
  56690. * Gets the trigger parameters
  56691. * @returns the trigger parameters
  56692. */
  56693. Action.prototype.getTriggerParameter = function () {
  56694. return this._triggerParameter;
  56695. };
  56696. /**
  56697. * Internal only - executes current action event
  56698. * @hidden
  56699. */
  56700. Action.prototype._executeCurrent = function (evt) {
  56701. if (this._nextActiveAction._condition) {
  56702. var condition = this._nextActiveAction._condition;
  56703. var currentRenderId = this._actionManager.getScene().getRenderId();
  56704. // We cache the current evaluation for the current frame
  56705. if (condition._evaluationId === currentRenderId) {
  56706. if (!condition._currentResult) {
  56707. return;
  56708. }
  56709. }
  56710. else {
  56711. condition._evaluationId = currentRenderId;
  56712. if (!condition.isValid()) {
  56713. condition._currentResult = false;
  56714. return;
  56715. }
  56716. condition._currentResult = true;
  56717. }
  56718. }
  56719. this.onBeforeExecuteObservable.notifyObservers(this);
  56720. this._nextActiveAction.execute(evt);
  56721. this.skipToNextActiveAction();
  56722. };
  56723. /**
  56724. * Execute placeholder for child classes
  56725. * @param evt optional action event
  56726. */
  56727. Action.prototype.execute = function (evt) {
  56728. };
  56729. /**
  56730. * Skips to next active action
  56731. */
  56732. Action.prototype.skipToNextActiveAction = function () {
  56733. if (this._nextActiveAction._child) {
  56734. if (!this._nextActiveAction._child._actionManager) {
  56735. this._nextActiveAction._child._actionManager = this._actionManager;
  56736. }
  56737. this._nextActiveAction = this._nextActiveAction._child;
  56738. }
  56739. else {
  56740. this._nextActiveAction = this;
  56741. }
  56742. };
  56743. /**
  56744. * Adds action to chain of actions, may be a DoNothingAction
  56745. * @param action defines the next action to execute
  56746. * @returns The action passed in
  56747. * @see https://www.babylonjs-playground.com/#1T30HR#0
  56748. */
  56749. Action.prototype.then = function (action) {
  56750. this._child = action;
  56751. action._actionManager = this._actionManager;
  56752. action._prepare();
  56753. return action;
  56754. };
  56755. /**
  56756. * Internal only
  56757. * @hidden
  56758. */
  56759. Action.prototype._getProperty = function (propertyPath) {
  56760. return this._actionManager._getProperty(propertyPath);
  56761. };
  56762. /**
  56763. * Internal only
  56764. * @hidden
  56765. */
  56766. Action.prototype._getEffectiveTarget = function (target, propertyPath) {
  56767. return this._actionManager._getEffectiveTarget(target, propertyPath);
  56768. };
  56769. /**
  56770. * Serialize placeholder for child classes
  56771. * @param parent of child
  56772. * @returns the serialized object
  56773. */
  56774. Action.prototype.serialize = function (parent) {
  56775. };
  56776. /**
  56777. * Internal only called by serialize
  56778. * @hidden
  56779. */
  56780. Action.prototype._serialize = function (serializedAction, parent) {
  56781. var serializationObject = {
  56782. type: 1,
  56783. children: [],
  56784. name: serializedAction.name,
  56785. properties: serializedAction.properties || []
  56786. };
  56787. // Serialize child
  56788. if (this._child) {
  56789. this._child.serialize(serializationObject);
  56790. }
  56791. // Check if "this" has a condition
  56792. if (this._condition) {
  56793. var serializedCondition = this._condition.serialize();
  56794. serializedCondition.children.push(serializationObject);
  56795. if (parent) {
  56796. parent.children.push(serializedCondition);
  56797. }
  56798. return serializedCondition;
  56799. }
  56800. if (parent) {
  56801. parent.children.push(serializationObject);
  56802. }
  56803. return serializationObject;
  56804. };
  56805. /**
  56806. * Internal only
  56807. * @hidden
  56808. */
  56809. Action._SerializeValueAsString = function (value) {
  56810. if (typeof value === "number") {
  56811. return value.toString();
  56812. }
  56813. if (typeof value === "boolean") {
  56814. return value ? "true" : "false";
  56815. }
  56816. if (value instanceof BABYLON.Vector2) {
  56817. return value.x + ", " + value.y;
  56818. }
  56819. if (value instanceof BABYLON.Vector3) {
  56820. return value.x + ", " + value.y + ", " + value.z;
  56821. }
  56822. if (value instanceof BABYLON.Color3) {
  56823. return value.r + ", " + value.g + ", " + value.b;
  56824. }
  56825. if (value instanceof BABYLON.Color4) {
  56826. return value.r + ", " + value.g + ", " + value.b + ", " + value.a;
  56827. }
  56828. return value; // string
  56829. };
  56830. /**
  56831. * Internal only
  56832. * @hidden
  56833. */
  56834. Action._GetTargetProperty = function (target) {
  56835. return {
  56836. name: "target",
  56837. targetType: target instanceof BABYLON.Mesh ? "MeshProperties"
  56838. : target instanceof BABYLON.Light ? "LightProperties"
  56839. : target instanceof BABYLON.Camera ? "CameraProperties"
  56840. : "SceneProperties",
  56841. value: target instanceof BABYLON.Scene ? "Scene" : target.name
  56842. };
  56843. };
  56844. return Action;
  56845. }());
  56846. BABYLON.Action = Action;
  56847. })(BABYLON || (BABYLON = {}));
  56848. //# sourceMappingURL=babylon.action.js.map
  56849. var BABYLON;
  56850. (function (BABYLON) {
  56851. /**
  56852. * ActionEvent is the event being sent when an action is triggered.
  56853. */
  56854. var ActionEvent = /** @class */ (function () {
  56855. /**
  56856. * Creates a new ActionEvent
  56857. * @param source The mesh or sprite that triggered the action
  56858. * @param pointerX The X mouse cursor position at the time of the event
  56859. * @param pointerY The Y mouse cursor position at the time of the event
  56860. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  56861. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  56862. * @param additionalData additional data for the event
  56863. */
  56864. function ActionEvent(
  56865. /** The mesh or sprite that triggered the action */
  56866. source,
  56867. /** The X mouse cursor position at the time of the event */
  56868. pointerX,
  56869. /** The Y mouse cursor position at the time of the event */
  56870. pointerY,
  56871. /** The mesh that is currently pointed at (can be null) */
  56872. meshUnderPointer,
  56873. /** the original (browser) event that triggered the ActionEvent */
  56874. sourceEvent,
  56875. /** additional data for the event */
  56876. additionalData) {
  56877. this.source = source;
  56878. this.pointerX = pointerX;
  56879. this.pointerY = pointerY;
  56880. this.meshUnderPointer = meshUnderPointer;
  56881. this.sourceEvent = sourceEvent;
  56882. this.additionalData = additionalData;
  56883. }
  56884. /**
  56885. * Helper function to auto-create an ActionEvent from a source mesh.
  56886. * @param source The source mesh that triggered the event
  56887. * @param evt The original (browser) event
  56888. * @param additionalData additional data for the event
  56889. * @returns the new ActionEvent
  56890. */
  56891. ActionEvent.CreateNew = function (source, evt, additionalData) {
  56892. var scene = source.getScene();
  56893. return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt, additionalData);
  56894. };
  56895. /**
  56896. * Helper function to auto-create an ActionEvent from a source sprite
  56897. * @param source The source sprite that triggered the event
  56898. * @param scene Scene associated with the sprite
  56899. * @param evt The original (browser) event
  56900. * @param additionalData additional data for the event
  56901. * @returns the new ActionEvent
  56902. */
  56903. ActionEvent.CreateNewFromSprite = function (source, scene, evt, additionalData) {
  56904. return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt, additionalData);
  56905. };
  56906. /**
  56907. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  56908. * @param scene the scene where the event occurred
  56909. * @param evt The original (browser) event
  56910. * @returns the new ActionEvent
  56911. */
  56912. ActionEvent.CreateNewFromScene = function (scene, evt) {
  56913. return new ActionEvent(null, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt);
  56914. };
  56915. /**
  56916. * Helper function to auto-create an ActionEvent from a primitive
  56917. * @param prim defines the target primitive
  56918. * @param pointerPos defines the pointer position
  56919. * @param evt The original (browser) event
  56920. * @param additionalData additional data for the event
  56921. * @returns the new ActionEvent
  56922. */
  56923. ActionEvent.CreateNewFromPrimitive = function (prim, pointerPos, evt, additionalData) {
  56924. return new ActionEvent(prim, pointerPos.x, pointerPos.y, null, evt, additionalData);
  56925. };
  56926. return ActionEvent;
  56927. }());
  56928. BABYLON.ActionEvent = ActionEvent;
  56929. /**
  56930. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  56931. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  56932. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  56933. */
  56934. var ActionManager = /** @class */ (function () {
  56935. /**
  56936. * Creates a new action manager
  56937. * @param scene defines the hosting scene
  56938. */
  56939. function ActionManager(scene) {
  56940. // Members
  56941. /** Gets the list of actions */
  56942. this.actions = new Array();
  56943. /** Gets the cursor to use when hovering items */
  56944. this.hoverCursor = '';
  56945. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  56946. scene.actionManagers.push(this);
  56947. }
  56948. // Methods
  56949. /**
  56950. * Releases all associated resources
  56951. */
  56952. ActionManager.prototype.dispose = function () {
  56953. var index = this._scene.actionManagers.indexOf(this);
  56954. for (var i = 0; i < this.actions.length; i++) {
  56955. var action = this.actions[i];
  56956. ActionManager.Triggers[action.trigger]--;
  56957. if (ActionManager.Triggers[action.trigger] === 0) {
  56958. delete ActionManager.Triggers[action.trigger];
  56959. }
  56960. }
  56961. if (index > -1) {
  56962. this._scene.actionManagers.splice(index, 1);
  56963. }
  56964. };
  56965. /**
  56966. * Gets hosting scene
  56967. * @returns the hosting scene
  56968. */
  56969. ActionManager.prototype.getScene = function () {
  56970. return this._scene;
  56971. };
  56972. /**
  56973. * Does this action manager handles actions of any of the given triggers
  56974. * @param triggers defines the triggers to be tested
  56975. * @return a boolean indicating whether one (or more) of the triggers is handled
  56976. */
  56977. ActionManager.prototype.hasSpecificTriggers = function (triggers) {
  56978. for (var index = 0; index < this.actions.length; index++) {
  56979. var action = this.actions[index];
  56980. if (triggers.indexOf(action.trigger) > -1) {
  56981. return true;
  56982. }
  56983. }
  56984. return false;
  56985. };
  56986. /**
  56987. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  56988. * speed.
  56989. * @param triggerA defines the trigger to be tested
  56990. * @param triggerB defines the trigger to be tested
  56991. * @return a boolean indicating whether one (or more) of the triggers is handled
  56992. */
  56993. ActionManager.prototype.hasSpecificTriggers2 = function (triggerA, triggerB) {
  56994. for (var index = 0; index < this.actions.length; index++) {
  56995. var action = this.actions[index];
  56996. if (triggerA == action.trigger || triggerB == action.trigger) {
  56997. return true;
  56998. }
  56999. }
  57000. return false;
  57001. };
  57002. /**
  57003. * Does this action manager handles actions of a given trigger
  57004. * @param trigger defines the trigger to be tested
  57005. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  57006. * @return whether the trigger is handled
  57007. */
  57008. ActionManager.prototype.hasSpecificTrigger = function (trigger, parameterPredicate) {
  57009. for (var index = 0; index < this.actions.length; index++) {
  57010. var action = this.actions[index];
  57011. if (action.trigger === trigger) {
  57012. if (parameterPredicate) {
  57013. if (parameterPredicate(action.getTriggerParameter())) {
  57014. return true;
  57015. }
  57016. }
  57017. else {
  57018. return true;
  57019. }
  57020. }
  57021. }
  57022. return false;
  57023. };
  57024. Object.defineProperty(ActionManager.prototype, "hasPointerTriggers", {
  57025. /**
  57026. * Does this action manager has pointer triggers
  57027. */
  57028. get: function () {
  57029. for (var index = 0; index < this.actions.length; index++) {
  57030. var action = this.actions[index];
  57031. if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPointerOutTrigger) {
  57032. return true;
  57033. }
  57034. }
  57035. return false;
  57036. },
  57037. enumerable: true,
  57038. configurable: true
  57039. });
  57040. Object.defineProperty(ActionManager.prototype, "hasPickTriggers", {
  57041. /**
  57042. * Does this action manager has pick triggers
  57043. */
  57044. get: function () {
  57045. for (var index = 0; index < this.actions.length; index++) {
  57046. var action = this.actions[index];
  57047. if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPickUpTrigger) {
  57048. return true;
  57049. }
  57050. }
  57051. return false;
  57052. },
  57053. enumerable: true,
  57054. configurable: true
  57055. });
  57056. Object.defineProperty(ActionManager, "HasTriggers", {
  57057. /**
  57058. * Does exist one action manager with at least one trigger
  57059. **/
  57060. get: function () {
  57061. for (var t in ActionManager.Triggers) {
  57062. if (ActionManager.Triggers.hasOwnProperty(t)) {
  57063. return true;
  57064. }
  57065. }
  57066. return false;
  57067. },
  57068. enumerable: true,
  57069. configurable: true
  57070. });
  57071. Object.defineProperty(ActionManager, "HasPickTriggers", {
  57072. /**
  57073. * Does exist one action manager with at least one pick trigger
  57074. **/
  57075. get: function () {
  57076. for (var t in ActionManager.Triggers) {
  57077. if (ActionManager.Triggers.hasOwnProperty(t)) {
  57078. var t_int = parseInt(t);
  57079. if (t_int >= ActionManager.OnPickTrigger && t_int <= ActionManager.OnPickUpTrigger) {
  57080. return true;
  57081. }
  57082. }
  57083. }
  57084. return false;
  57085. },
  57086. enumerable: true,
  57087. configurable: true
  57088. });
  57089. /**
  57090. * Does exist one action manager that handles actions of a given trigger
  57091. * @param trigger defines the trigger to be tested
  57092. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  57093. **/
  57094. ActionManager.HasSpecificTrigger = function (trigger) {
  57095. for (var t in ActionManager.Triggers) {
  57096. if (ActionManager.Triggers.hasOwnProperty(t)) {
  57097. var t_int = parseInt(t);
  57098. if (t_int === trigger) {
  57099. return true;
  57100. }
  57101. }
  57102. }
  57103. return false;
  57104. };
  57105. /**
  57106. * Registers an action to this action manager
  57107. * @param action defines the action to be registered
  57108. * @return the action amended (prepared) after registration
  57109. */
  57110. ActionManager.prototype.registerAction = function (action) {
  57111. if (action.trigger === ActionManager.OnEveryFrameTrigger) {
  57112. if (this.getScene().actionManager !== this) {
  57113. BABYLON.Tools.Warn("OnEveryFrameTrigger can only be used with scene.actionManager");
  57114. return null;
  57115. }
  57116. }
  57117. this.actions.push(action);
  57118. if (ActionManager.Triggers[action.trigger]) {
  57119. ActionManager.Triggers[action.trigger]++;
  57120. }
  57121. else {
  57122. ActionManager.Triggers[action.trigger] = 1;
  57123. }
  57124. action._actionManager = this;
  57125. action._prepare();
  57126. return action;
  57127. };
  57128. /**
  57129. * Unregisters an action to this action manager
  57130. * @param action defines the action to be unregistered
  57131. * @return a boolean indicating whether the action has been unregistered
  57132. */
  57133. ActionManager.prototype.unregisterAction = function (action) {
  57134. var index = this.actions.indexOf(action);
  57135. if (index !== -1) {
  57136. this.actions.splice(index, 1);
  57137. ActionManager.Triggers[action.trigger] -= 1;
  57138. if (ActionManager.Triggers[action.trigger] === 0) {
  57139. delete ActionManager.Triggers[action.trigger];
  57140. }
  57141. delete action._actionManager;
  57142. return true;
  57143. }
  57144. return false;
  57145. };
  57146. /**
  57147. * Process a specific trigger
  57148. * @param trigger defines the trigger to process
  57149. * @param evt defines the event details to be processed
  57150. */
  57151. ActionManager.prototype.processTrigger = function (trigger, evt) {
  57152. for (var index = 0; index < this.actions.length; index++) {
  57153. var action = this.actions[index];
  57154. if (action.trigger === trigger) {
  57155. if (evt) {
  57156. if (trigger === ActionManager.OnKeyUpTrigger
  57157. || trigger === ActionManager.OnKeyDownTrigger) {
  57158. var parameter = action.getTriggerParameter();
  57159. if (parameter && parameter !== evt.sourceEvent.keyCode) {
  57160. if (!parameter.toLowerCase) {
  57161. continue;
  57162. }
  57163. var lowerCase = parameter.toLowerCase();
  57164. if (lowerCase !== evt.sourceEvent.key) {
  57165. var unicode = evt.sourceEvent.charCode ? evt.sourceEvent.charCode : evt.sourceEvent.keyCode;
  57166. var actualkey = String.fromCharCode(unicode).toLowerCase();
  57167. if (actualkey !== lowerCase) {
  57168. continue;
  57169. }
  57170. }
  57171. }
  57172. }
  57173. }
  57174. action._executeCurrent(evt);
  57175. }
  57176. }
  57177. };
  57178. /** @hidden */
  57179. ActionManager.prototype._getEffectiveTarget = function (target, propertyPath) {
  57180. var properties = propertyPath.split(".");
  57181. for (var index = 0; index < properties.length - 1; index++) {
  57182. target = target[properties[index]];
  57183. }
  57184. return target;
  57185. };
  57186. /** @hidden */
  57187. ActionManager.prototype._getProperty = function (propertyPath) {
  57188. var properties = propertyPath.split(".");
  57189. return properties[properties.length - 1];
  57190. };
  57191. /**
  57192. * Serialize this manager to a JSON object
  57193. * @param name defines the property name to store this manager
  57194. * @returns a JSON representation of this manager
  57195. */
  57196. ActionManager.prototype.serialize = function (name) {
  57197. var root = {
  57198. children: new Array(),
  57199. name: name,
  57200. type: 3,
  57201. properties: new Array() // Empty for root but required
  57202. };
  57203. for (var i = 0; i < this.actions.length; i++) {
  57204. var triggerObject = {
  57205. type: 0,
  57206. children: new Array(),
  57207. name: ActionManager.GetTriggerName(this.actions[i].trigger),
  57208. properties: new Array()
  57209. };
  57210. var triggerOptions = this.actions[i].triggerOptions;
  57211. if (triggerOptions && typeof triggerOptions !== "number") {
  57212. if (triggerOptions.parameter instanceof BABYLON.Node) {
  57213. triggerObject.properties.push(BABYLON.Action._GetTargetProperty(triggerOptions.parameter));
  57214. }
  57215. else {
  57216. var parameter = {};
  57217. BABYLON.Tools.DeepCopy(triggerOptions.parameter, parameter, ["mesh"]);
  57218. if (triggerOptions.parameter && triggerOptions.parameter.mesh) {
  57219. parameter._meshId = triggerOptions.parameter.mesh.id;
  57220. }
  57221. triggerObject.properties.push({ name: "parameter", targetType: null, value: parameter });
  57222. }
  57223. }
  57224. // Serialize child action, recursively
  57225. this.actions[i].serialize(triggerObject);
  57226. // Add serialized trigger
  57227. root.children.push(triggerObject);
  57228. }
  57229. return root;
  57230. };
  57231. /**
  57232. * Creates a new ActionManager from a JSON data
  57233. * @param parsedActions defines the JSON data to read from
  57234. * @param object defines the hosting mesh
  57235. * @param scene defines the hosting scene
  57236. */
  57237. ActionManager.Parse = function (parsedActions, object, scene) {
  57238. var actionManager = new ActionManager(scene);
  57239. if (object === null) {
  57240. scene.actionManager = actionManager;
  57241. }
  57242. else {
  57243. object.actionManager = actionManager;
  57244. }
  57245. // instanciate a new object
  57246. var instanciate = function (name, params) {
  57247. // TODO: We will need to find a solution for the next line when using commonjs / es6 .
  57248. var newInstance = Object.create(BABYLON.Tools.Instantiate("BABYLON." + name).prototype);
  57249. newInstance.constructor.apply(newInstance, params);
  57250. return newInstance;
  57251. };
  57252. var parseParameter = function (name, value, target, propertyPath) {
  57253. if (propertyPath === null) {
  57254. // String, boolean or float
  57255. var floatValue = parseFloat(value);
  57256. if (value === "true" || value === "false") {
  57257. return value === "true";
  57258. }
  57259. else {
  57260. return isNaN(floatValue) ? value : floatValue;
  57261. }
  57262. }
  57263. var effectiveTarget = propertyPath.split(".");
  57264. var values = value.split(",");
  57265. // Get effective Target
  57266. for (var i = 0; i < effectiveTarget.length; i++) {
  57267. target = target[effectiveTarget[i]];
  57268. }
  57269. // Return appropriate value with its type
  57270. if (typeof (target) === "boolean") {
  57271. return values[0] === "true";
  57272. }
  57273. if (typeof (target) === "string") {
  57274. return values[0];
  57275. }
  57276. // Parameters with multiple values such as Vector3 etc.
  57277. var split = new Array();
  57278. for (var i = 0; i < values.length; i++) {
  57279. split.push(parseFloat(values[i]));
  57280. }
  57281. if (target instanceof BABYLON.Vector3) {
  57282. return BABYLON.Vector3.FromArray(split);
  57283. }
  57284. if (target instanceof BABYLON.Vector4) {
  57285. return BABYLON.Vector4.FromArray(split);
  57286. }
  57287. if (target instanceof BABYLON.Color3) {
  57288. return BABYLON.Color3.FromArray(split);
  57289. }
  57290. if (target instanceof BABYLON.Color4) {
  57291. return BABYLON.Color4.FromArray(split);
  57292. }
  57293. return parseFloat(values[0]);
  57294. };
  57295. // traverse graph per trigger
  57296. var traverse = function (parsedAction, trigger, condition, action, combineArray) {
  57297. if (combineArray === void 0) { combineArray = null; }
  57298. if (parsedAction.detached) {
  57299. return;
  57300. }
  57301. var parameters = new Array();
  57302. var target = null;
  57303. var propertyPath = null;
  57304. var combine = parsedAction.combine && parsedAction.combine.length > 0;
  57305. // Parameters
  57306. if (parsedAction.type === 2) {
  57307. parameters.push(actionManager);
  57308. }
  57309. else {
  57310. parameters.push(trigger);
  57311. }
  57312. if (combine) {
  57313. var actions = new Array();
  57314. for (var j = 0; j < parsedAction.combine.length; j++) {
  57315. traverse(parsedAction.combine[j], ActionManager.NothingTrigger, condition, action, actions);
  57316. }
  57317. parameters.push(actions);
  57318. }
  57319. else {
  57320. for (var i = 0; i < parsedAction.properties.length; i++) {
  57321. var value = parsedAction.properties[i].value;
  57322. var name = parsedAction.properties[i].name;
  57323. var targetType = parsedAction.properties[i].targetType;
  57324. if (name === "target") {
  57325. if (targetType !== null && targetType === "SceneProperties") {
  57326. value = target = scene;
  57327. }
  57328. else {
  57329. value = target = scene.getNodeByName(value);
  57330. }
  57331. }
  57332. else if (name === "parent") {
  57333. value = scene.getNodeByName(value);
  57334. }
  57335. else if (name === "sound") {
  57336. // Can not externalize to component, so only checks for the presence off the API.
  57337. if (scene.getSoundByName) {
  57338. value = scene.getSoundByName(value);
  57339. }
  57340. }
  57341. else if (name !== "propertyPath") {
  57342. if (parsedAction.type === 2 && name === "operator") {
  57343. value = BABYLON.ValueCondition[value];
  57344. }
  57345. else {
  57346. value = parseParameter(name, value, target, name === "value" ? propertyPath : null);
  57347. }
  57348. }
  57349. else {
  57350. propertyPath = value;
  57351. }
  57352. parameters.push(value);
  57353. }
  57354. }
  57355. if (combineArray === null) {
  57356. parameters.push(condition);
  57357. }
  57358. else {
  57359. parameters.push(null);
  57360. }
  57361. // If interpolate value action
  57362. if (parsedAction.name === "InterpolateValueAction") {
  57363. var param = parameters[parameters.length - 2];
  57364. parameters[parameters.length - 1] = param;
  57365. parameters[parameters.length - 2] = condition;
  57366. }
  57367. // Action or condition(s) and not CombineAction
  57368. var newAction = instanciate(parsedAction.name, parameters);
  57369. if (newAction instanceof BABYLON.Condition && condition !== null) {
  57370. var nothing = new BABYLON.DoNothingAction(trigger, condition);
  57371. if (action) {
  57372. action.then(nothing);
  57373. }
  57374. else {
  57375. actionManager.registerAction(nothing);
  57376. }
  57377. action = nothing;
  57378. }
  57379. if (combineArray === null) {
  57380. if (newAction instanceof BABYLON.Condition) {
  57381. condition = newAction;
  57382. newAction = action;
  57383. }
  57384. else {
  57385. condition = null;
  57386. if (action) {
  57387. action.then(newAction);
  57388. }
  57389. else {
  57390. actionManager.registerAction(newAction);
  57391. }
  57392. }
  57393. }
  57394. else {
  57395. combineArray.push(newAction);
  57396. }
  57397. for (var i = 0; i < parsedAction.children.length; i++) {
  57398. traverse(parsedAction.children[i], trigger, condition, newAction, null);
  57399. }
  57400. };
  57401. // triggers
  57402. for (var i = 0; i < parsedActions.children.length; i++) {
  57403. var triggerParams;
  57404. var trigger = parsedActions.children[i];
  57405. if (trigger.properties.length > 0) {
  57406. var param = trigger.properties[0].value;
  57407. var value = trigger.properties[0].targetType === null ? param : scene.getMeshByName(param);
  57408. if (value._meshId) {
  57409. value.mesh = scene.getMeshByID(value._meshId);
  57410. }
  57411. triggerParams = { trigger: ActionManager[trigger.name], parameter: value };
  57412. }
  57413. else {
  57414. triggerParams = ActionManager[trigger.name];
  57415. }
  57416. for (var j = 0; j < trigger.children.length; j++) {
  57417. if (!trigger.detached) {
  57418. traverse(trigger.children[j], triggerParams, null, null);
  57419. }
  57420. }
  57421. }
  57422. };
  57423. /**
  57424. * Get a trigger name by index
  57425. * @param trigger defines the trigger index
  57426. * @returns a trigger name
  57427. */
  57428. ActionManager.GetTriggerName = function (trigger) {
  57429. switch (trigger) {
  57430. case 0: return "NothingTrigger";
  57431. case 1: return "OnPickTrigger";
  57432. case 2: return "OnLeftPickTrigger";
  57433. case 3: return "OnRightPickTrigger";
  57434. case 4: return "OnCenterPickTrigger";
  57435. case 5: return "OnPickDownTrigger";
  57436. case 6: return "OnPickUpTrigger";
  57437. case 7: return "OnLongPressTrigger";
  57438. case 8: return "OnPointerOverTrigger";
  57439. case 9: return "OnPointerOutTrigger";
  57440. case 10: return "OnEveryFrameTrigger";
  57441. case 11: return "OnIntersectionEnterTrigger";
  57442. case 12: return "OnIntersectionExitTrigger";
  57443. case 13: return "OnKeyDownTrigger";
  57444. case 14: return "OnKeyUpTrigger";
  57445. case 15: return "OnPickOutTrigger";
  57446. default: return "";
  57447. }
  57448. };
  57449. /**
  57450. * Nothing
  57451. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57452. */
  57453. ActionManager.NothingTrigger = 0;
  57454. /**
  57455. * On pick
  57456. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57457. */
  57458. ActionManager.OnPickTrigger = 1;
  57459. /**
  57460. * On left pick
  57461. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57462. */
  57463. ActionManager.OnLeftPickTrigger = 2;
  57464. /**
  57465. * On right pick
  57466. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57467. */
  57468. ActionManager.OnRightPickTrigger = 3;
  57469. /**
  57470. * On center pick
  57471. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57472. */
  57473. ActionManager.OnCenterPickTrigger = 4;
  57474. /**
  57475. * On pick down
  57476. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57477. */
  57478. ActionManager.OnPickDownTrigger = 5;
  57479. /**
  57480. * On double pick
  57481. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57482. */
  57483. ActionManager.OnDoublePickTrigger = 6;
  57484. /**
  57485. * On pick up
  57486. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57487. */
  57488. ActionManager.OnPickUpTrigger = 7;
  57489. /**
  57490. * On pick out.
  57491. * This trigger will only be raised if you also declared a OnPickDown
  57492. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57493. */
  57494. ActionManager.OnPickOutTrigger = 16;
  57495. /**
  57496. * On long press
  57497. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57498. */
  57499. ActionManager.OnLongPressTrigger = 8;
  57500. /**
  57501. * On pointer over
  57502. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57503. */
  57504. ActionManager.OnPointerOverTrigger = 9;
  57505. /**
  57506. * On pointer out
  57507. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57508. */
  57509. ActionManager.OnPointerOutTrigger = 10;
  57510. /**
  57511. * On every frame
  57512. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57513. */
  57514. ActionManager.OnEveryFrameTrigger = 11;
  57515. /**
  57516. * On intersection enter
  57517. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57518. */
  57519. ActionManager.OnIntersectionEnterTrigger = 12;
  57520. /**
  57521. * On intersection exit
  57522. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57523. */
  57524. ActionManager.OnIntersectionExitTrigger = 13;
  57525. /**
  57526. * On key down
  57527. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57528. */
  57529. ActionManager.OnKeyDownTrigger = 14;
  57530. /**
  57531. * On key up
  57532. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57533. */
  57534. ActionManager.OnKeyUpTrigger = 15;
  57535. /** Gets the list of active triggers */
  57536. ActionManager.Triggers = {};
  57537. return ActionManager;
  57538. }());
  57539. BABYLON.ActionManager = ActionManager;
  57540. })(BABYLON || (BABYLON = {}));
  57541. //# sourceMappingURL=babylon.actionManager.js.map
  57542. var BABYLON;
  57543. (function (BABYLON) {
  57544. /**
  57545. * This defines an action responsible to change the value of a property
  57546. * by interpolating between its current value and the newly set one once triggered.
  57547. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57548. */
  57549. var InterpolateValueAction = /** @class */ (function (_super) {
  57550. __extends(InterpolateValueAction, _super);
  57551. /**
  57552. * Instantiate the action
  57553. * @param triggerOptions defines the trigger options
  57554. * @param target defines the object containing the value to interpolate
  57555. * @param propertyPath defines the path to the property in the target object
  57556. * @param value defines the target value at the end of the interpolation
  57557. * @param duration deines the time it will take for the property to interpolate to the value.
  57558. * @param condition defines the trigger related conditions
  57559. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  57560. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  57561. */
  57562. function InterpolateValueAction(triggerOptions, target, propertyPath, value, duration, condition, stopOtherAnimations, onInterpolationDone) {
  57563. if (duration === void 0) { duration = 1000; }
  57564. var _this = _super.call(this, triggerOptions, condition) || this;
  57565. /**
  57566. * Defines the time it will take for the property to interpolate to the value.
  57567. */
  57568. _this.duration = 1000;
  57569. /**
  57570. * Observable triggered once the interpolation animation has been done.
  57571. */
  57572. _this.onInterpolationDoneObservable = new BABYLON.Observable();
  57573. _this.propertyPath = propertyPath;
  57574. _this.value = value;
  57575. _this.duration = duration;
  57576. _this.stopOtherAnimations = stopOtherAnimations;
  57577. _this.onInterpolationDone = onInterpolationDone;
  57578. _this._target = _this._effectiveTarget = target;
  57579. return _this;
  57580. }
  57581. /** @hidden */
  57582. InterpolateValueAction.prototype._prepare = function () {
  57583. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57584. this._property = this._getProperty(this.propertyPath);
  57585. };
  57586. /**
  57587. * Execute the action starts the value interpolation.
  57588. */
  57589. InterpolateValueAction.prototype.execute = function () {
  57590. var _this = this;
  57591. var scene = this._actionManager.getScene();
  57592. var keys = [
  57593. {
  57594. frame: 0,
  57595. value: this._effectiveTarget[this._property]
  57596. }, {
  57597. frame: 100,
  57598. value: this.value
  57599. }
  57600. ];
  57601. var dataType;
  57602. if (typeof this.value === "number") {
  57603. dataType = BABYLON.Animation.ANIMATIONTYPE_FLOAT;
  57604. }
  57605. else if (this.value instanceof BABYLON.Color3) {
  57606. dataType = BABYLON.Animation.ANIMATIONTYPE_COLOR3;
  57607. }
  57608. else if (this.value instanceof BABYLON.Vector3) {
  57609. dataType = BABYLON.Animation.ANIMATIONTYPE_VECTOR3;
  57610. }
  57611. else if (this.value instanceof BABYLON.Matrix) {
  57612. dataType = BABYLON.Animation.ANIMATIONTYPE_MATRIX;
  57613. }
  57614. else if (this.value instanceof BABYLON.Quaternion) {
  57615. dataType = BABYLON.Animation.ANIMATIONTYPE_QUATERNION;
  57616. }
  57617. else {
  57618. BABYLON.Tools.Warn("InterpolateValueAction: Unsupported type (" + typeof this.value + ")");
  57619. return;
  57620. }
  57621. var animation = new BABYLON.Animation("InterpolateValueAction", this._property, 100 * (1000.0 / this.duration), dataType, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  57622. animation.setKeys(keys);
  57623. if (this.stopOtherAnimations) {
  57624. scene.stopAnimation(this._effectiveTarget);
  57625. }
  57626. var wrapper = function () {
  57627. _this.onInterpolationDoneObservable.notifyObservers(_this);
  57628. if (_this.onInterpolationDone) {
  57629. _this.onInterpolationDone();
  57630. }
  57631. };
  57632. scene.beginDirectAnimation(this._effectiveTarget, [animation], 0, 100, false, 1, wrapper);
  57633. };
  57634. /**
  57635. * Serializes the actions and its related information.
  57636. * @param parent defines the object to serialize in
  57637. * @returns the serialized object
  57638. */
  57639. InterpolateValueAction.prototype.serialize = function (parent) {
  57640. return _super.prototype._serialize.call(this, {
  57641. name: "InterpolateValueAction",
  57642. properties: [
  57643. BABYLON.Action._GetTargetProperty(this._target),
  57644. { name: "propertyPath", value: this.propertyPath },
  57645. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) },
  57646. { name: "duration", value: BABYLON.Action._SerializeValueAsString(this.duration) },
  57647. { name: "stopOtherAnimations", value: BABYLON.Action._SerializeValueAsString(this.stopOtherAnimations) || false }
  57648. ]
  57649. }, parent);
  57650. };
  57651. return InterpolateValueAction;
  57652. }(BABYLON.Action));
  57653. BABYLON.InterpolateValueAction = InterpolateValueAction;
  57654. })(BABYLON || (BABYLON = {}));
  57655. //# sourceMappingURL=babylon.interpolateValueAction.js.map
  57656. var BABYLON;
  57657. (function (BABYLON) {
  57658. /**
  57659. * This defines an action responsible to toggle a boolean once triggered.
  57660. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57661. */
  57662. var SwitchBooleanAction = /** @class */ (function (_super) {
  57663. __extends(SwitchBooleanAction, _super);
  57664. /**
  57665. * Instantiate the action
  57666. * @param triggerOptions defines the trigger options
  57667. * @param target defines the object containing the boolean
  57668. * @param propertyPath defines the path to the boolean property in the target object
  57669. * @param condition defines the trigger related conditions
  57670. */
  57671. function SwitchBooleanAction(triggerOptions, target, propertyPath, condition) {
  57672. var _this = _super.call(this, triggerOptions, condition) || this;
  57673. _this.propertyPath = propertyPath;
  57674. _this._target = _this._effectiveTarget = target;
  57675. return _this;
  57676. }
  57677. /** @hidden */
  57678. SwitchBooleanAction.prototype._prepare = function () {
  57679. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57680. this._property = this._getProperty(this.propertyPath);
  57681. };
  57682. /**
  57683. * Execute the action toggle the boolean value.
  57684. */
  57685. SwitchBooleanAction.prototype.execute = function () {
  57686. this._effectiveTarget[this._property] = !this._effectiveTarget[this._property];
  57687. };
  57688. /**
  57689. * Serializes the actions and its related information.
  57690. * @param parent defines the object to serialize in
  57691. * @returns the serialized object
  57692. */
  57693. SwitchBooleanAction.prototype.serialize = function (parent) {
  57694. return _super.prototype._serialize.call(this, {
  57695. name: "SwitchBooleanAction",
  57696. properties: [
  57697. BABYLON.Action._GetTargetProperty(this._target),
  57698. { name: "propertyPath", value: this.propertyPath }
  57699. ]
  57700. }, parent);
  57701. };
  57702. return SwitchBooleanAction;
  57703. }(BABYLON.Action));
  57704. BABYLON.SwitchBooleanAction = SwitchBooleanAction;
  57705. /**
  57706. * This defines an action responsible to set a the state field of the target
  57707. * to a desired value once triggered.
  57708. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57709. */
  57710. var SetStateAction = /** @class */ (function (_super) {
  57711. __extends(SetStateAction, _super);
  57712. /**
  57713. * Instantiate the action
  57714. * @param triggerOptions defines the trigger options
  57715. * @param target defines the object containing the state property
  57716. * @param value defines the value to store in the state field
  57717. * @param condition defines the trigger related conditions
  57718. */
  57719. function SetStateAction(triggerOptions, target, value, condition) {
  57720. var _this = _super.call(this, triggerOptions, condition) || this;
  57721. _this.value = value;
  57722. _this._target = target;
  57723. return _this;
  57724. }
  57725. /**
  57726. * Execute the action and store the value on the target state property.
  57727. */
  57728. SetStateAction.prototype.execute = function () {
  57729. this._target.state = this.value;
  57730. };
  57731. /**
  57732. * Serializes the actions and its related information.
  57733. * @param parent defines the object to serialize in
  57734. * @returns the serialized object
  57735. */
  57736. SetStateAction.prototype.serialize = function (parent) {
  57737. return _super.prototype._serialize.call(this, {
  57738. name: "SetStateAction",
  57739. properties: [
  57740. BABYLON.Action._GetTargetProperty(this._target),
  57741. { name: "value", value: this.value }
  57742. ]
  57743. }, parent);
  57744. };
  57745. return SetStateAction;
  57746. }(BABYLON.Action));
  57747. BABYLON.SetStateAction = SetStateAction;
  57748. /**
  57749. * This defines an action responsible to set a property of the target
  57750. * to a desired value once triggered.
  57751. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57752. */
  57753. var SetValueAction = /** @class */ (function (_super) {
  57754. __extends(SetValueAction, _super);
  57755. /**
  57756. * Instantiate the action
  57757. * @param triggerOptions defines the trigger options
  57758. * @param target defines the object containing the property
  57759. * @param propertyPath defines the path of the property to set in the target
  57760. * @param value defines the value to set in the property
  57761. * @param condition defines the trigger related conditions
  57762. */
  57763. function SetValueAction(triggerOptions, target, propertyPath, value, condition) {
  57764. var _this = _super.call(this, triggerOptions, condition) || this;
  57765. _this.propertyPath = propertyPath;
  57766. _this.value = value;
  57767. _this._target = _this._effectiveTarget = target;
  57768. return _this;
  57769. }
  57770. /** @hidden */
  57771. SetValueAction.prototype._prepare = function () {
  57772. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57773. this._property = this._getProperty(this.propertyPath);
  57774. };
  57775. /**
  57776. * Execute the action and set the targetted property to the desired value.
  57777. */
  57778. SetValueAction.prototype.execute = function () {
  57779. this._effectiveTarget[this._property] = this.value;
  57780. if (this._target.markAsDirty) {
  57781. this._target.markAsDirty(this._property);
  57782. }
  57783. };
  57784. /**
  57785. * Serializes the actions and its related information.
  57786. * @param parent defines the object to serialize in
  57787. * @returns the serialized object
  57788. */
  57789. SetValueAction.prototype.serialize = function (parent) {
  57790. return _super.prototype._serialize.call(this, {
  57791. name: "SetValueAction",
  57792. properties: [
  57793. BABYLON.Action._GetTargetProperty(this._target),
  57794. { name: "propertyPath", value: this.propertyPath },
  57795. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) }
  57796. ]
  57797. }, parent);
  57798. };
  57799. return SetValueAction;
  57800. }(BABYLON.Action));
  57801. BABYLON.SetValueAction = SetValueAction;
  57802. /**
  57803. * This defines an action responsible to increment the target value
  57804. * to a desired value once triggered.
  57805. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57806. */
  57807. var IncrementValueAction = /** @class */ (function (_super) {
  57808. __extends(IncrementValueAction, _super);
  57809. /**
  57810. * Instantiate the action
  57811. * @param triggerOptions defines the trigger options
  57812. * @param target defines the object containing the property
  57813. * @param propertyPath defines the path of the property to increment in the target
  57814. * @param value defines the value value we should increment the property by
  57815. * @param condition defines the trigger related conditions
  57816. */
  57817. function IncrementValueAction(triggerOptions, target, propertyPath, value, condition) {
  57818. var _this = _super.call(this, triggerOptions, condition) || this;
  57819. _this.propertyPath = propertyPath;
  57820. _this.value = value;
  57821. _this._target = _this._effectiveTarget = target;
  57822. return _this;
  57823. }
  57824. /** @hidden */
  57825. IncrementValueAction.prototype._prepare = function () {
  57826. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57827. this._property = this._getProperty(this.propertyPath);
  57828. if (typeof this._effectiveTarget[this._property] !== "number") {
  57829. BABYLON.Tools.Warn("Warning: IncrementValueAction can only be used with number values");
  57830. }
  57831. };
  57832. /**
  57833. * Execute the action and increment the target of the value amount.
  57834. */
  57835. IncrementValueAction.prototype.execute = function () {
  57836. this._effectiveTarget[this._property] += this.value;
  57837. if (this._target.markAsDirty) {
  57838. this._target.markAsDirty(this._property);
  57839. }
  57840. };
  57841. /**
  57842. * Serializes the actions and its related information.
  57843. * @param parent defines the object to serialize in
  57844. * @returns the serialized object
  57845. */
  57846. IncrementValueAction.prototype.serialize = function (parent) {
  57847. return _super.prototype._serialize.call(this, {
  57848. name: "IncrementValueAction",
  57849. properties: [
  57850. BABYLON.Action._GetTargetProperty(this._target),
  57851. { name: "propertyPath", value: this.propertyPath },
  57852. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) }
  57853. ]
  57854. }, parent);
  57855. };
  57856. return IncrementValueAction;
  57857. }(BABYLON.Action));
  57858. BABYLON.IncrementValueAction = IncrementValueAction;
  57859. /**
  57860. * This defines an action responsible to start an animation once triggered.
  57861. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57862. */
  57863. var PlayAnimationAction = /** @class */ (function (_super) {
  57864. __extends(PlayAnimationAction, _super);
  57865. /**
  57866. * Instantiate the action
  57867. * @param triggerOptions defines the trigger options
  57868. * @param target defines the target animation or animation name
  57869. * @param from defines from where the animation should start (animation frame)
  57870. * @param end defines where the animation should stop (animation frame)
  57871. * @param loop defines if the animation should loop or stop after the first play
  57872. * @param condition defines the trigger related conditions
  57873. */
  57874. function PlayAnimationAction(triggerOptions, target, from, to, loop, condition) {
  57875. var _this = _super.call(this, triggerOptions, condition) || this;
  57876. _this.from = from;
  57877. _this.to = to;
  57878. _this.loop = loop;
  57879. _this._target = target;
  57880. return _this;
  57881. }
  57882. /** @hidden */
  57883. PlayAnimationAction.prototype._prepare = function () {
  57884. };
  57885. /**
  57886. * Execute the action and play the animation.
  57887. */
  57888. PlayAnimationAction.prototype.execute = function () {
  57889. var scene = this._actionManager.getScene();
  57890. scene.beginAnimation(this._target, this.from, this.to, this.loop);
  57891. };
  57892. /**
  57893. * Serializes the actions and its related information.
  57894. * @param parent defines the object to serialize in
  57895. * @returns the serialized object
  57896. */
  57897. PlayAnimationAction.prototype.serialize = function (parent) {
  57898. return _super.prototype._serialize.call(this, {
  57899. name: "PlayAnimationAction",
  57900. properties: [
  57901. BABYLON.Action._GetTargetProperty(this._target),
  57902. { name: "from", value: String(this.from) },
  57903. { name: "to", value: String(this.to) },
  57904. { name: "loop", value: BABYLON.Action._SerializeValueAsString(this.loop) || false }
  57905. ]
  57906. }, parent);
  57907. };
  57908. return PlayAnimationAction;
  57909. }(BABYLON.Action));
  57910. BABYLON.PlayAnimationAction = PlayAnimationAction;
  57911. /**
  57912. * This defines an action responsible to stop an animation once triggered.
  57913. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57914. */
  57915. var StopAnimationAction = /** @class */ (function (_super) {
  57916. __extends(StopAnimationAction, _super);
  57917. /**
  57918. * Instantiate the action
  57919. * @param triggerOptions defines the trigger options
  57920. * @param target defines the target animation or animation name
  57921. * @param condition defines the trigger related conditions
  57922. */
  57923. function StopAnimationAction(triggerOptions, target, condition) {
  57924. var _this = _super.call(this, triggerOptions, condition) || this;
  57925. _this._target = target;
  57926. return _this;
  57927. }
  57928. /** @hidden */
  57929. StopAnimationAction.prototype._prepare = function () {
  57930. };
  57931. /**
  57932. * Execute the action and stop the animation.
  57933. */
  57934. StopAnimationAction.prototype.execute = function () {
  57935. var scene = this._actionManager.getScene();
  57936. scene.stopAnimation(this._target);
  57937. };
  57938. /**
  57939. * Serializes the actions and its related information.
  57940. * @param parent defines the object to serialize in
  57941. * @returns the serialized object
  57942. */
  57943. StopAnimationAction.prototype.serialize = function (parent) {
  57944. return _super.prototype._serialize.call(this, {
  57945. name: "StopAnimationAction",
  57946. properties: [BABYLON.Action._GetTargetProperty(this._target)]
  57947. }, parent);
  57948. };
  57949. return StopAnimationAction;
  57950. }(BABYLON.Action));
  57951. BABYLON.StopAnimationAction = StopAnimationAction;
  57952. /**
  57953. * This defines an action responsible that does nothing once triggered.
  57954. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57955. */
  57956. var DoNothingAction = /** @class */ (function (_super) {
  57957. __extends(DoNothingAction, _super);
  57958. /**
  57959. * Instantiate the action
  57960. * @param triggerOptions defines the trigger options
  57961. * @param condition defines the trigger related conditions
  57962. */
  57963. function DoNothingAction(triggerOptions, condition) {
  57964. if (triggerOptions === void 0) { triggerOptions = BABYLON.ActionManager.NothingTrigger; }
  57965. return _super.call(this, triggerOptions, condition) || this;
  57966. }
  57967. /**
  57968. * Execute the action and do nothing.
  57969. */
  57970. DoNothingAction.prototype.execute = function () {
  57971. };
  57972. /**
  57973. * Serializes the actions and its related information.
  57974. * @param parent defines the object to serialize in
  57975. * @returns the serialized object
  57976. */
  57977. DoNothingAction.prototype.serialize = function (parent) {
  57978. return _super.prototype._serialize.call(this, {
  57979. name: "DoNothingAction",
  57980. properties: []
  57981. }, parent);
  57982. };
  57983. return DoNothingAction;
  57984. }(BABYLON.Action));
  57985. BABYLON.DoNothingAction = DoNothingAction;
  57986. /**
  57987. * This defines an action responsible to trigger several actions once triggered.
  57988. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57989. */
  57990. var CombineAction = /** @class */ (function (_super) {
  57991. __extends(CombineAction, _super);
  57992. /**
  57993. * Instantiate the action
  57994. * @param triggerOptions defines the trigger options
  57995. * @param children defines the list of aggregated animations to run
  57996. * @param condition defines the trigger related conditions
  57997. */
  57998. function CombineAction(triggerOptions, children, condition) {
  57999. var _this = _super.call(this, triggerOptions, condition) || this;
  58000. _this.children = children;
  58001. return _this;
  58002. }
  58003. /** @hidden */
  58004. CombineAction.prototype._prepare = function () {
  58005. for (var index = 0; index < this.children.length; index++) {
  58006. this.children[index]._actionManager = this._actionManager;
  58007. this.children[index]._prepare();
  58008. }
  58009. };
  58010. /**
  58011. * Execute the action and executes all the aggregated actions.
  58012. */
  58013. CombineAction.prototype.execute = function (evt) {
  58014. for (var index = 0; index < this.children.length; index++) {
  58015. this.children[index].execute(evt);
  58016. }
  58017. };
  58018. /**
  58019. * Serializes the actions and its related information.
  58020. * @param parent defines the object to serialize in
  58021. * @returns the serialized object
  58022. */
  58023. CombineAction.prototype.serialize = function (parent) {
  58024. var serializationObject = _super.prototype._serialize.call(this, {
  58025. name: "CombineAction",
  58026. properties: [],
  58027. combine: []
  58028. }, parent);
  58029. for (var i = 0; i < this.children.length; i++) {
  58030. serializationObject.combine.push(this.children[i].serialize(null));
  58031. }
  58032. return serializationObject;
  58033. };
  58034. return CombineAction;
  58035. }(BABYLON.Action));
  58036. BABYLON.CombineAction = CombineAction;
  58037. /**
  58038. * This defines an action responsible to run code (external event) once triggered.
  58039. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58040. */
  58041. var ExecuteCodeAction = /** @class */ (function (_super) {
  58042. __extends(ExecuteCodeAction, _super);
  58043. /**
  58044. * Instantiate the action
  58045. * @param triggerOptions defines the trigger options
  58046. * @param func defines the callback function to run
  58047. * @param condition defines the trigger related conditions
  58048. */
  58049. function ExecuteCodeAction(triggerOptions, func, condition) {
  58050. var _this = _super.call(this, triggerOptions, condition) || this;
  58051. _this.func = func;
  58052. return _this;
  58053. }
  58054. /**
  58055. * Execute the action and run the attached code.
  58056. */
  58057. ExecuteCodeAction.prototype.execute = function (evt) {
  58058. this.func(evt);
  58059. };
  58060. return ExecuteCodeAction;
  58061. }(BABYLON.Action));
  58062. BABYLON.ExecuteCodeAction = ExecuteCodeAction;
  58063. /**
  58064. * This defines an action responsible to set the parent property of the target once triggered.
  58065. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58066. */
  58067. var SetParentAction = /** @class */ (function (_super) {
  58068. __extends(SetParentAction, _super);
  58069. /**
  58070. * Instantiate the action
  58071. * @param triggerOptions defines the trigger options
  58072. * @param target defines the target containing the parent property
  58073. * @param parent defines from where the animation should start (animation frame)
  58074. * @param condition defines the trigger related conditions
  58075. */
  58076. function SetParentAction(triggerOptions, target, parent, condition) {
  58077. var _this = _super.call(this, triggerOptions, condition) || this;
  58078. _this._target = target;
  58079. _this._parent = parent;
  58080. return _this;
  58081. }
  58082. /** @hidden */
  58083. SetParentAction.prototype._prepare = function () {
  58084. };
  58085. /**
  58086. * Execute the action and set the parent property.
  58087. */
  58088. SetParentAction.prototype.execute = function () {
  58089. if (this._target.parent === this._parent) {
  58090. return;
  58091. }
  58092. var invertParentWorldMatrix = this._parent.getWorldMatrix().clone();
  58093. invertParentWorldMatrix.invert();
  58094. this._target.position = BABYLON.Vector3.TransformCoordinates(this._target.position, invertParentWorldMatrix);
  58095. this._target.parent = this._parent;
  58096. };
  58097. /**
  58098. * Serializes the actions and its related information.
  58099. * @param parent defines the object to serialize in
  58100. * @returns the serialized object
  58101. */
  58102. SetParentAction.prototype.serialize = function (parent) {
  58103. return _super.prototype._serialize.call(this, {
  58104. name: "SetParentAction",
  58105. properties: [
  58106. BABYLON.Action._GetTargetProperty(this._target),
  58107. BABYLON.Action._GetTargetProperty(this._parent),
  58108. ]
  58109. }, parent);
  58110. };
  58111. return SetParentAction;
  58112. }(BABYLON.Action));
  58113. BABYLON.SetParentAction = SetParentAction;
  58114. })(BABYLON || (BABYLON = {}));
  58115. //# sourceMappingURL=babylon.directActions.js.map
  58116. var BABYLON;
  58117. (function (BABYLON) {
  58118. /**
  58119. * Class used to manage multiple sprites on the same spritesheet
  58120. * @see http://doc.babylonjs.com/babylon101/sprites
  58121. */
  58122. var SpriteManager = /** @class */ (function () {
  58123. /**
  58124. * Creates a new sprite manager
  58125. * @param name defines the manager's name
  58126. * @param imgUrl defines the sprite sheet url
  58127. * @param capacity defines the maximum allowed number of sprites
  58128. * @param cellSize defines the size of a sprite cell
  58129. * @param scene defines the hosting scene
  58130. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  58131. * @param samplingMode defines the smapling mode to use with spritesheet
  58132. */
  58133. function SpriteManager(
  58134. /** defines the manager's name */
  58135. name, imgUrl, capacity, cellSize, scene, epsilon, samplingMode) {
  58136. if (epsilon === void 0) { epsilon = 0.01; }
  58137. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  58138. this.name = name;
  58139. /** Gets the list of sprites */
  58140. this.sprites = new Array();
  58141. /** Gets or sets the rendering group id (0 by default) */
  58142. this.renderingGroupId = 0;
  58143. /** Gets or sets camera layer mask */
  58144. this.layerMask = 0x0FFFFFFF;
  58145. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  58146. this.fogEnabled = true;
  58147. /** Gets or sets a boolean indicating if the sprites are pickable */
  58148. this.isPickable = false;
  58149. /**
  58150. * An event triggered when the manager is disposed.
  58151. */
  58152. this.onDisposeObservable = new BABYLON.Observable();
  58153. this._vertexBuffers = {};
  58154. if (!scene._getComponent(BABYLON.SceneComponentConstants.NAME_SPRITE)) {
  58155. scene._addComponent(new BABYLON.SpriteSceneComponent(scene));
  58156. }
  58157. this._capacity = capacity;
  58158. this._spriteTexture = new BABYLON.Texture(imgUrl, scene, true, false, samplingMode);
  58159. this._spriteTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  58160. this._spriteTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  58161. if (cellSize.width && cellSize.height) {
  58162. this.cellWidth = cellSize.width;
  58163. this.cellHeight = cellSize.height;
  58164. }
  58165. else if (cellSize !== undefined) {
  58166. this.cellWidth = cellSize;
  58167. this.cellHeight = cellSize;
  58168. }
  58169. else {
  58170. return;
  58171. }
  58172. this._epsilon = epsilon;
  58173. this._scene = scene;
  58174. this._scene.spriteManagers.push(this);
  58175. var indices = [];
  58176. var index = 0;
  58177. for (var count = 0; count < capacity; count++) {
  58178. indices.push(index);
  58179. indices.push(index + 1);
  58180. indices.push(index + 2);
  58181. indices.push(index);
  58182. indices.push(index + 2);
  58183. indices.push(index + 3);
  58184. index += 4;
  58185. }
  58186. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  58187. // VBO
  58188. // 16 floats per sprite (x, y, z, angle, sizeX, sizeY, offsetX, offsetY, invertU, invertV, cellIndexX, cellIndexY, color r, color g, color b, color a)
  58189. this._vertexData = new Float32Array(capacity * 16 * 4);
  58190. this._buffer = new BABYLON.Buffer(scene.getEngine(), this._vertexData, true, 16);
  58191. var positions = this._buffer.createVertexBuffer(BABYLON.VertexBuffer.PositionKind, 0, 4);
  58192. var options = this._buffer.createVertexBuffer("options", 4, 4);
  58193. var cellInfo = this._buffer.createVertexBuffer("cellInfo", 8, 4);
  58194. var colors = this._buffer.createVertexBuffer(BABYLON.VertexBuffer.ColorKind, 12, 4);
  58195. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = positions;
  58196. this._vertexBuffers["options"] = options;
  58197. this._vertexBuffers["cellInfo"] = cellInfo;
  58198. this._vertexBuffers[BABYLON.VertexBuffer.ColorKind] = colors;
  58199. // Effects
  58200. this._effectBase = this._scene.getEngine().createEffect("sprites", [BABYLON.VertexBuffer.PositionKind, "options", "cellInfo", BABYLON.VertexBuffer.ColorKind], ["view", "projection", "textureInfos", "alphaTest"], ["diffuseSampler"], "");
  58201. this._effectFog = this._scene.getEngine().createEffect("sprites", [BABYLON.VertexBuffer.PositionKind, "options", "cellInfo", BABYLON.VertexBuffer.ColorKind], ["view", "projection", "textureInfos", "alphaTest", "vFogInfos", "vFogColor"], ["diffuseSampler"], "#define FOG");
  58202. }
  58203. Object.defineProperty(SpriteManager.prototype, "onDispose", {
  58204. /**
  58205. * Callback called when the manager is disposed
  58206. */
  58207. set: function (callback) {
  58208. if (this._onDisposeObserver) {
  58209. this.onDisposeObservable.remove(this._onDisposeObserver);
  58210. }
  58211. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  58212. },
  58213. enumerable: true,
  58214. configurable: true
  58215. });
  58216. Object.defineProperty(SpriteManager.prototype, "texture", {
  58217. /**
  58218. * Gets or sets the spritesheet texture
  58219. */
  58220. get: function () {
  58221. return this._spriteTexture;
  58222. },
  58223. set: function (value) {
  58224. this._spriteTexture = value;
  58225. },
  58226. enumerable: true,
  58227. configurable: true
  58228. });
  58229. SpriteManager.prototype._appendSpriteVertex = function (index, sprite, offsetX, offsetY, rowSize) {
  58230. var arrayOffset = index * 16;
  58231. if (offsetX === 0) {
  58232. offsetX = this._epsilon;
  58233. }
  58234. else if (offsetX === 1) {
  58235. offsetX = 1 - this._epsilon;
  58236. }
  58237. if (offsetY === 0) {
  58238. offsetY = this._epsilon;
  58239. }
  58240. else if (offsetY === 1) {
  58241. offsetY = 1 - this._epsilon;
  58242. }
  58243. this._vertexData[arrayOffset] = sprite.position.x;
  58244. this._vertexData[arrayOffset + 1] = sprite.position.y;
  58245. this._vertexData[arrayOffset + 2] = sprite.position.z;
  58246. this._vertexData[arrayOffset + 3] = sprite.angle;
  58247. this._vertexData[arrayOffset + 4] = sprite.width;
  58248. this._vertexData[arrayOffset + 5] = sprite.height;
  58249. this._vertexData[arrayOffset + 6] = offsetX;
  58250. this._vertexData[arrayOffset + 7] = offsetY;
  58251. this._vertexData[arrayOffset + 8] = sprite.invertU ? 1 : 0;
  58252. this._vertexData[arrayOffset + 9] = sprite.invertV ? 1 : 0;
  58253. var offset = (sprite.cellIndex / rowSize) >> 0;
  58254. this._vertexData[arrayOffset + 10] = sprite.cellIndex - offset * rowSize;
  58255. this._vertexData[arrayOffset + 11] = offset;
  58256. // Color
  58257. this._vertexData[arrayOffset + 12] = sprite.color.r;
  58258. this._vertexData[arrayOffset + 13] = sprite.color.g;
  58259. this._vertexData[arrayOffset + 14] = sprite.color.b;
  58260. this._vertexData[arrayOffset + 15] = sprite.color.a;
  58261. };
  58262. /**
  58263. * Intersects the sprites with a ray
  58264. * @param ray defines the ray to intersect with
  58265. * @param camera defines the current active camera
  58266. * @param predicate defines a predicate used to select candidate sprites
  58267. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  58268. * @returns null if no hit or a PickingInfo
  58269. */
  58270. SpriteManager.prototype.intersects = function (ray, camera, predicate, fastCheck) {
  58271. var count = Math.min(this._capacity, this.sprites.length);
  58272. var min = BABYLON.Vector3.Zero();
  58273. var max = BABYLON.Vector3.Zero();
  58274. var distance = Number.MAX_VALUE;
  58275. var currentSprite = null;
  58276. var cameraSpacePosition = BABYLON.Vector3.Zero();
  58277. var cameraView = camera.getViewMatrix();
  58278. for (var index = 0; index < count; index++) {
  58279. var sprite = this.sprites[index];
  58280. if (!sprite) {
  58281. continue;
  58282. }
  58283. if (predicate) {
  58284. if (!predicate(sprite)) {
  58285. continue;
  58286. }
  58287. }
  58288. else if (!sprite.isPickable) {
  58289. continue;
  58290. }
  58291. BABYLON.Vector3.TransformCoordinatesToRef(sprite.position, cameraView, cameraSpacePosition);
  58292. min.copyFromFloats(cameraSpacePosition.x - sprite.width / 2, cameraSpacePosition.y - sprite.height / 2, cameraSpacePosition.z);
  58293. max.copyFromFloats(cameraSpacePosition.x + sprite.width / 2, cameraSpacePosition.y + sprite.height / 2, cameraSpacePosition.z);
  58294. if (ray.intersectsBoxMinMax(min, max)) {
  58295. var currentDistance = BABYLON.Vector3.Distance(cameraSpacePosition, ray.origin);
  58296. if (distance > currentDistance) {
  58297. distance = currentDistance;
  58298. currentSprite = sprite;
  58299. if (fastCheck) {
  58300. break;
  58301. }
  58302. }
  58303. }
  58304. }
  58305. if (currentSprite) {
  58306. var result = new BABYLON.PickingInfo();
  58307. result.hit = true;
  58308. result.pickedSprite = currentSprite;
  58309. result.distance = distance;
  58310. return result;
  58311. }
  58312. return null;
  58313. };
  58314. /**
  58315. * Render all child sprites
  58316. */
  58317. SpriteManager.prototype.render = function () {
  58318. // Check
  58319. if (!this._effectBase.isReady() || !this._effectFog.isReady() || !this._spriteTexture || !this._spriteTexture.isReady()) {
  58320. return;
  58321. }
  58322. var engine = this._scene.getEngine();
  58323. var baseSize = this._spriteTexture.getBaseSize();
  58324. // Sprites
  58325. var deltaTime = engine.getDeltaTime();
  58326. var max = Math.min(this._capacity, this.sprites.length);
  58327. var rowSize = baseSize.width / this.cellWidth;
  58328. var offset = 0;
  58329. for (var index = 0; index < max; index++) {
  58330. var sprite = this.sprites[index];
  58331. if (!sprite || !sprite.isVisible) {
  58332. continue;
  58333. }
  58334. sprite._animate(deltaTime);
  58335. this._appendSpriteVertex(offset++, sprite, 0, 0, rowSize);
  58336. this._appendSpriteVertex(offset++, sprite, 1, 0, rowSize);
  58337. this._appendSpriteVertex(offset++, sprite, 1, 1, rowSize);
  58338. this._appendSpriteVertex(offset++, sprite, 0, 1, rowSize);
  58339. }
  58340. this._buffer.update(this._vertexData);
  58341. // Render
  58342. var effect = this._effectBase;
  58343. if (this._scene.fogEnabled && this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  58344. effect = this._effectFog;
  58345. }
  58346. engine.enableEffect(effect);
  58347. var viewMatrix = this._scene.getViewMatrix();
  58348. effect.setTexture("diffuseSampler", this._spriteTexture);
  58349. effect.setMatrix("view", viewMatrix);
  58350. effect.setMatrix("projection", this._scene.getProjectionMatrix());
  58351. effect.setFloat2("textureInfos", this.cellWidth / baseSize.width, this.cellHeight / baseSize.height);
  58352. // Fog
  58353. if (this._scene.fogEnabled && this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  58354. effect.setFloat4("vFogInfos", this._scene.fogMode, this._scene.fogStart, this._scene.fogEnd, this._scene.fogDensity);
  58355. effect.setColor3("vFogColor", this._scene.fogColor);
  58356. }
  58357. // VBOs
  58358. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  58359. // Draw order
  58360. engine.setDepthFunctionToLessOrEqual();
  58361. effect.setBool("alphaTest", true);
  58362. engine.setColorWrite(false);
  58363. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, (offset / 4) * 6);
  58364. engine.setColorWrite(true);
  58365. effect.setBool("alphaTest", false);
  58366. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  58367. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, (offset / 4) * 6);
  58368. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  58369. };
  58370. /**
  58371. * Release associated resources
  58372. */
  58373. SpriteManager.prototype.dispose = function () {
  58374. if (this._buffer) {
  58375. this._buffer.dispose();
  58376. this._buffer = null;
  58377. }
  58378. if (this._indexBuffer) {
  58379. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  58380. this._indexBuffer = null;
  58381. }
  58382. if (this._spriteTexture) {
  58383. this._spriteTexture.dispose();
  58384. this._spriteTexture = null;
  58385. }
  58386. // Remove from scene
  58387. var index = this._scene.spriteManagers.indexOf(this);
  58388. this._scene.spriteManagers.splice(index, 1);
  58389. // Callback
  58390. this.onDisposeObservable.notifyObservers(this);
  58391. this.onDisposeObservable.clear();
  58392. };
  58393. return SpriteManager;
  58394. }());
  58395. BABYLON.SpriteManager = SpriteManager;
  58396. })(BABYLON || (BABYLON = {}));
  58397. //# sourceMappingURL=babylon.spriteManager.js.map
  58398. var BABYLON;
  58399. (function (BABYLON) {
  58400. /**
  58401. * Class used to represent a sprite
  58402. * @see http://doc.babylonjs.com/babylon101/sprites
  58403. */
  58404. var Sprite = /** @class */ (function () {
  58405. /**
  58406. * Creates a new Sprite
  58407. * @param name defines the name
  58408. * @param manager defines the manager
  58409. */
  58410. function Sprite(
  58411. /** defines the name */
  58412. name, manager) {
  58413. this.name = name;
  58414. /** Gets or sets the main color */
  58415. this.color = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  58416. /** Gets or sets the width */
  58417. this.width = 1.0;
  58418. /** Gets or sets the height */
  58419. this.height = 1.0;
  58420. /** Gets or sets rotation angle */
  58421. this.angle = 0;
  58422. /** Gets or sets the cell index in the sprite sheet */
  58423. this.cellIndex = 0;
  58424. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  58425. this.invertU = 0;
  58426. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  58427. this.invertV = 0;
  58428. /** Gets the list of attached animations */
  58429. this.animations = new Array();
  58430. /** Gets or sets a boolean indicating if the sprite can be picked */
  58431. this.isPickable = false;
  58432. this._animationStarted = false;
  58433. this._loopAnimation = false;
  58434. this._fromIndex = 0;
  58435. this._toIndex = 0;
  58436. this._delay = 0;
  58437. this._direction = 1;
  58438. this._time = 0;
  58439. /**
  58440. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  58441. */
  58442. this.isVisible = true;
  58443. this._manager = manager;
  58444. this._manager.sprites.push(this);
  58445. this.position = BABYLON.Vector3.Zero();
  58446. }
  58447. Object.defineProperty(Sprite.prototype, "size", {
  58448. /**
  58449. * Gets or sets the sprite size
  58450. */
  58451. get: function () {
  58452. return this.width;
  58453. },
  58454. set: function (value) {
  58455. this.width = value;
  58456. this.height = value;
  58457. },
  58458. enumerable: true,
  58459. configurable: true
  58460. });
  58461. /**
  58462. * Starts an animation
  58463. * @param from defines the initial key
  58464. * @param to defines the end key
  58465. * @param loop defines if the animation must loop
  58466. * @param delay defines the start delay (in ms)
  58467. * @param onAnimationEnd defines a callback to call when animation ends
  58468. */
  58469. Sprite.prototype.playAnimation = function (from, to, loop, delay, onAnimationEnd) {
  58470. this._fromIndex = from;
  58471. this._toIndex = to;
  58472. this._loopAnimation = loop;
  58473. this._delay = delay;
  58474. this._animationStarted = true;
  58475. this._direction = from < to ? 1 : -1;
  58476. this.cellIndex = from;
  58477. this._time = 0;
  58478. this._onAnimationEnd = onAnimationEnd;
  58479. };
  58480. /** Stops current animation (if any) */
  58481. Sprite.prototype.stopAnimation = function () {
  58482. this._animationStarted = false;
  58483. };
  58484. /** @hidden */
  58485. Sprite.prototype._animate = function (deltaTime) {
  58486. if (!this._animationStarted) {
  58487. return;
  58488. }
  58489. this._time += deltaTime;
  58490. if (this._time > this._delay) {
  58491. this._time = this._time % this._delay;
  58492. this.cellIndex += this._direction;
  58493. if (this.cellIndex > this._toIndex) {
  58494. if (this._loopAnimation) {
  58495. this.cellIndex = this._fromIndex;
  58496. }
  58497. else {
  58498. this.cellIndex = this._toIndex;
  58499. this._animationStarted = false;
  58500. if (this._onAnimationEnd) {
  58501. this._onAnimationEnd();
  58502. }
  58503. if (this.disposeWhenFinishedAnimating) {
  58504. this.dispose();
  58505. }
  58506. }
  58507. }
  58508. }
  58509. };
  58510. /** Release associated resources */
  58511. Sprite.prototype.dispose = function () {
  58512. for (var i = 0; i < this._manager.sprites.length; i++) {
  58513. if (this._manager.sprites[i] == this) {
  58514. this._manager.sprites.splice(i, 1);
  58515. }
  58516. }
  58517. };
  58518. return Sprite;
  58519. }());
  58520. BABYLON.Sprite = Sprite;
  58521. })(BABYLON || (BABYLON = {}));
  58522. //# sourceMappingURL=babylon.sprite.js.map
  58523. var BABYLON;
  58524. (function (BABYLON) {
  58525. BABYLON.Scene.prototype._internalPickSprites = function (ray, predicate, fastCheck, camera) {
  58526. if (!BABYLON.PickingInfo) {
  58527. return null;
  58528. }
  58529. var pickingInfo = null;
  58530. if (!camera) {
  58531. if (!this.activeCamera) {
  58532. return null;
  58533. }
  58534. camera = this.activeCamera;
  58535. }
  58536. if (this.spriteManagers.length > 0) {
  58537. for (var spriteIndex = 0; spriteIndex < this.spriteManagers.length; spriteIndex++) {
  58538. var spriteManager = this.spriteManagers[spriteIndex];
  58539. if (!spriteManager.isPickable) {
  58540. continue;
  58541. }
  58542. var result = spriteManager.intersects(ray, camera, predicate, fastCheck);
  58543. if (!result || !result.hit) {
  58544. continue;
  58545. }
  58546. if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance) {
  58547. continue;
  58548. }
  58549. pickingInfo = result;
  58550. if (fastCheck) {
  58551. break;
  58552. }
  58553. }
  58554. }
  58555. return pickingInfo || new BABYLON.PickingInfo();
  58556. };
  58557. BABYLON.Scene.prototype.pickSprite = function (x, y, predicate, fastCheck, camera) {
  58558. this.createPickingRayInCameraSpaceToRef(x, y, this._tempSpritePickingRay, camera);
  58559. return this._internalPickSprites(this._tempSpritePickingRay, predicate, fastCheck, camera);
  58560. };
  58561. BABYLON.Scene.prototype.pickSpriteWithRay = function (ray, predicate, fastCheck, camera) {
  58562. if (!this._tempSpritePickingRay) {
  58563. return null;
  58564. }
  58565. if (!camera) {
  58566. if (!this.activeCamera) {
  58567. return null;
  58568. }
  58569. camera = this.activeCamera;
  58570. }
  58571. BABYLON.Ray.TransformToRef(ray, camera.getViewMatrix(), this._tempSpritePickingRay);
  58572. return this._internalPickSprites(this._tempSpritePickingRay, predicate, fastCheck, camera);
  58573. };
  58574. BABYLON.Scene.prototype.setPointerOverSprite = function (sprite) {
  58575. if (this._pointerOverSprite === sprite) {
  58576. return;
  58577. }
  58578. if (this._pointerOverSprite && this._pointerOverSprite.actionManager) {
  58579. this._pointerOverSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOutTrigger, BABYLON.ActionEvent.CreateNewFromSprite(this._pointerOverSprite, this));
  58580. }
  58581. this._pointerOverSprite = sprite;
  58582. if (this._pointerOverSprite && this._pointerOverSprite.actionManager) {
  58583. this._pointerOverSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOverTrigger, BABYLON.ActionEvent.CreateNewFromSprite(this._pointerOverSprite, this));
  58584. }
  58585. };
  58586. BABYLON.Scene.prototype.getPointerOverSprite = function () {
  58587. return this._pointerOverSprite;
  58588. };
  58589. /**
  58590. * Defines the sprite scene component responsible to manage sprites
  58591. * in a given scene.
  58592. */
  58593. var SpriteSceneComponent = /** @class */ (function () {
  58594. /**
  58595. * Creates a new instance of the component for the given scene
  58596. * @param scene Defines the scene to register the component in
  58597. */
  58598. function SpriteSceneComponent(scene) {
  58599. /**
  58600. * The component name helpfull to identify the component in the list of scene components.
  58601. */
  58602. this.name = BABYLON.SceneComponentConstants.NAME_SPRITE;
  58603. this.scene = scene;
  58604. this.scene.spriteManagers = new Array();
  58605. this.scene._tempSpritePickingRay = BABYLON.Ray ? BABYLON.Ray.Zero() : null;
  58606. this.scene.onBeforeSpritesRenderingObservable = new BABYLON.Observable();
  58607. this.scene.onAfterSpritesRenderingObservable = new BABYLON.Observable();
  58608. this._spritePredicate = function (sprite) {
  58609. if (!sprite.actionManager) {
  58610. return false;
  58611. }
  58612. return sprite.isPickable && sprite.actionManager.hasPointerTriggers;
  58613. };
  58614. }
  58615. /**
  58616. * Registers the component in a given scene
  58617. */
  58618. SpriteSceneComponent.prototype.register = function () {
  58619. this.scene._pointerMoveStage.registerStep(BABYLON.SceneComponentConstants.STEP_POINTERMOVE_SPRITE, this, this._pointerMove);
  58620. this.scene._pointerDownStage.registerStep(BABYLON.SceneComponentConstants.STEP_POINTERDOWN_SPRITE, this, this._pointerDown);
  58621. this.scene._pointerUpStage.registerStep(BABYLON.SceneComponentConstants.STEP_POINTERUP_SPRITE, this, this._pointerUp);
  58622. };
  58623. /**
  58624. * Rebuilds the elements related to this component in case of
  58625. * context lost for instance.
  58626. */
  58627. SpriteSceneComponent.prototype.rebuild = function () {
  58628. /** Nothing to do for sprites */
  58629. };
  58630. /**
  58631. * Disposes the component and the associated ressources.
  58632. */
  58633. SpriteSceneComponent.prototype.dispose = function () {
  58634. this.scene.onBeforeSpritesRenderingObservable.clear();
  58635. this.scene.onAfterSpritesRenderingObservable.clear();
  58636. var spriteManagers = this.scene.spriteManagers;
  58637. while (spriteManagers.length) {
  58638. spriteManagers[0].dispose();
  58639. }
  58640. };
  58641. SpriteSceneComponent.prototype._pickSpriteButKeepRay = function (originalPointerInfo, x, y, fastCheck, camera) {
  58642. var result = this.scene.pickSprite(x, y, this._spritePredicate, fastCheck, camera);
  58643. if (result) {
  58644. result.ray = originalPointerInfo ? originalPointerInfo.ray : null;
  58645. }
  58646. return result;
  58647. };
  58648. SpriteSceneComponent.prototype._pointerMove = function (unTranslatedPointerX, unTranslatedPointerY, pickResult, isMeshPicked, canvas) {
  58649. var scene = this.scene;
  58650. if (isMeshPicked) {
  58651. scene.setPointerOverSprite(null);
  58652. }
  58653. else {
  58654. pickResult = this._pickSpriteButKeepRay(pickResult, unTranslatedPointerX, unTranslatedPointerY, false, scene.cameraToUseForPointers || undefined);
  58655. if (pickResult && pickResult.hit && pickResult.pickedSprite) {
  58656. scene.setPointerOverSprite(pickResult.pickedSprite);
  58657. if (scene._pointerOverSprite && scene._pointerOverSprite.actionManager && scene._pointerOverSprite.actionManager.hoverCursor) {
  58658. canvas.style.cursor = scene._pointerOverSprite.actionManager.hoverCursor;
  58659. }
  58660. else {
  58661. canvas.style.cursor = scene.hoverCursor;
  58662. }
  58663. }
  58664. else {
  58665. scene.setPointerOverSprite(null);
  58666. }
  58667. }
  58668. return pickResult;
  58669. };
  58670. SpriteSceneComponent.prototype._pointerDown = function (unTranslatedPointerX, unTranslatedPointerY, pickResult, evt) {
  58671. var scene = this.scene;
  58672. scene._pickedDownSprite = null;
  58673. if (scene.spriteManagers.length > 0) {
  58674. pickResult = scene.pickSprite(unTranslatedPointerX, unTranslatedPointerY, this._spritePredicate, false, scene.cameraToUseForPointers || undefined);
  58675. if (pickResult && pickResult.hit && pickResult.pickedSprite) {
  58676. if (pickResult.pickedSprite.actionManager) {
  58677. scene._pickedDownSprite = pickResult.pickedSprite;
  58678. switch (evt.button) {
  58679. case 0:
  58680. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnLeftPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58681. break;
  58682. case 1:
  58683. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnCenterPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58684. break;
  58685. case 2:
  58686. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnRightPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58687. break;
  58688. }
  58689. if (pickResult.pickedSprite.actionManager) {
  58690. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickDownTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58691. }
  58692. }
  58693. }
  58694. }
  58695. return pickResult;
  58696. };
  58697. SpriteSceneComponent.prototype._pointerUp = function (unTranslatedPointerX, unTranslatedPointerY, pickResult, evt) {
  58698. var scene = this.scene;
  58699. if (scene.spriteManagers.length > 0) {
  58700. var spritePickResult = scene.pickSprite(unTranslatedPointerX, unTranslatedPointerY, this._spritePredicate, false, scene.cameraToUseForPointers || undefined);
  58701. if (spritePickResult) {
  58702. if (spritePickResult.hit && spritePickResult.pickedSprite) {
  58703. if (spritePickResult.pickedSprite.actionManager) {
  58704. spritePickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickUpTrigger, BABYLON.ActionEvent.CreateNewFromSprite(spritePickResult.pickedSprite, scene, evt));
  58705. if (spritePickResult.pickedSprite.actionManager) {
  58706. if (!this.scene._isPointerSwiping()) {
  58707. spritePickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(spritePickResult.pickedSprite, scene, evt));
  58708. }
  58709. }
  58710. }
  58711. }
  58712. if (scene._pickedDownSprite && scene._pickedDownSprite.actionManager && scene._pickedDownSprite !== spritePickResult.pickedSprite) {
  58713. scene._pickedDownSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickOutTrigger, BABYLON.ActionEvent.CreateNewFromSprite(scene._pickedDownSprite, scene, evt));
  58714. }
  58715. }
  58716. }
  58717. return pickResult;
  58718. };
  58719. return SpriteSceneComponent;
  58720. }());
  58721. BABYLON.SpriteSceneComponent = SpriteSceneComponent;
  58722. })(BABYLON || (BABYLON = {}));
  58723. //# sourceMappingURL=babylon.spriteSceneComponent.js.map
  58724. var BABYLON;
  58725. (function (BABYLON) {
  58726. /**
  58727. * @hidden
  58728. */
  58729. var IntersectionInfo = /** @class */ (function () {
  58730. function IntersectionInfo(bu, bv, distance) {
  58731. this.bu = bu;
  58732. this.bv = bv;
  58733. this.distance = distance;
  58734. this.faceId = 0;
  58735. this.subMeshId = 0;
  58736. }
  58737. return IntersectionInfo;
  58738. }());
  58739. BABYLON.IntersectionInfo = IntersectionInfo;
  58740. /**
  58741. * Information about the result of picking within a scene
  58742. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  58743. */
  58744. var PickingInfo = /** @class */ (function () {
  58745. function PickingInfo() {
  58746. /**
  58747. * If the pick collided with an object
  58748. */
  58749. this.hit = false;
  58750. /**
  58751. * Distance away where the pick collided
  58752. */
  58753. this.distance = 0;
  58754. /**
  58755. * The location of pick collision
  58756. */
  58757. this.pickedPoint = null;
  58758. /**
  58759. * The mesh corresponding the the pick collision
  58760. */
  58761. this.pickedMesh = null;
  58762. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calulating the texture coordinates of the collision.*/
  58763. this.bu = 0;
  58764. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calulating the texture coordinates of the collision.*/
  58765. this.bv = 0;
  58766. /** The id of the face on the mesh that was picked */
  58767. this.faceId = -1;
  58768. /** Id of the the submesh that was picked */
  58769. this.subMeshId = 0;
  58770. /** If a sprite was picked, this will be the sprite the pick collided with */
  58771. this.pickedSprite = null;
  58772. /**
  58773. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  58774. */
  58775. this.originMesh = null;
  58776. /**
  58777. * The ray that was used to perform the picking.
  58778. */
  58779. this.ray = null;
  58780. }
  58781. /**
  58782. * Gets the normal correspodning to the face the pick collided with
  58783. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  58784. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  58785. * @returns The normal correspodning to the face the pick collided with
  58786. */
  58787. PickingInfo.prototype.getNormal = function (useWorldCoordinates, useVerticesNormals) {
  58788. if (useWorldCoordinates === void 0) { useWorldCoordinates = false; }
  58789. if (useVerticesNormals === void 0) { useVerticesNormals = true; }
  58790. if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  58791. return null;
  58792. }
  58793. var indices = this.pickedMesh.getIndices();
  58794. if (!indices) {
  58795. return null;
  58796. }
  58797. var result;
  58798. if (useVerticesNormals) {
  58799. var normals = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  58800. var normal0 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3] * 3);
  58801. var normal1 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3 + 1] * 3);
  58802. var normal2 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3 + 2] * 3);
  58803. normal0 = normal0.scale(this.bu);
  58804. normal1 = normal1.scale(this.bv);
  58805. normal2 = normal2.scale(1.0 - this.bu - this.bv);
  58806. result = new BABYLON.Vector3(normal0.x + normal1.x + normal2.x, normal0.y + normal1.y + normal2.y, normal0.z + normal1.z + normal2.z);
  58807. }
  58808. else {
  58809. var positions = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  58810. var vertex1 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3] * 3);
  58811. var vertex2 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3 + 1] * 3);
  58812. var vertex3 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3 + 2] * 3);
  58813. var p1p2 = vertex1.subtract(vertex2);
  58814. var p3p2 = vertex3.subtract(vertex2);
  58815. result = BABYLON.Vector3.Cross(p1p2, p3p2);
  58816. }
  58817. if (useWorldCoordinates) {
  58818. var wm = this.pickedMesh.getWorldMatrix();
  58819. if (this.pickedMesh.nonUniformScaling) {
  58820. BABYLON.Tmp.Matrix[0].copyFrom(wm);
  58821. wm = BABYLON.Tmp.Matrix[0];
  58822. wm.setTranslationFromFloats(0, 0, 0);
  58823. wm.invert();
  58824. wm.transposeToRef(BABYLON.Tmp.Matrix[1]);
  58825. wm = BABYLON.Tmp.Matrix[1];
  58826. }
  58827. result = BABYLON.Vector3.TransformNormal(result, wm);
  58828. }
  58829. result.normalize();
  58830. return result;
  58831. };
  58832. /**
  58833. * Gets the texture coordinates of where the pick occured
  58834. * @returns the vector containing the coordnates of the texture
  58835. */
  58836. PickingInfo.prototype.getTextureCoordinates = function () {
  58837. if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  58838. return null;
  58839. }
  58840. var indices = this.pickedMesh.getIndices();
  58841. if (!indices) {
  58842. return null;
  58843. }
  58844. var uvs = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  58845. if (!uvs) {
  58846. return null;
  58847. }
  58848. var uv0 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3] * 2);
  58849. var uv1 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3 + 1] * 2);
  58850. var uv2 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3 + 2] * 2);
  58851. uv0 = uv0.scale(1.0 - this.bu - this.bv);
  58852. uv1 = uv1.scale(this.bu);
  58853. uv2 = uv2.scale(this.bv);
  58854. return new BABYLON.Vector2(uv0.x + uv1.x + uv2.x, uv0.y + uv1.y + uv2.y);
  58855. };
  58856. return PickingInfo;
  58857. }());
  58858. BABYLON.PickingInfo = PickingInfo;
  58859. })(BABYLON || (BABYLON = {}));
  58860. //# sourceMappingURL=babylon.pickingInfo.js.map
  58861. var BABYLON;
  58862. (function (BABYLON) {
  58863. /**
  58864. * Class representing a ray with position and direction
  58865. */
  58866. var Ray = /** @class */ (function () {
  58867. /**
  58868. * Creates a new ray
  58869. * @param origin origin point
  58870. * @param direction direction
  58871. * @param length length of the ray
  58872. */
  58873. function Ray(
  58874. /** origin point */
  58875. origin,
  58876. /** direction */
  58877. direction,
  58878. /** length of the ray */
  58879. length) {
  58880. if (length === void 0) { length = Number.MAX_VALUE; }
  58881. this.origin = origin;
  58882. this.direction = direction;
  58883. this.length = length;
  58884. }
  58885. // Methods
  58886. /**
  58887. * Checks if the ray intersects a box
  58888. * @param minimum bound of the box
  58889. * @param maximum bound of the box
  58890. * @param intersectionTreshold extra extend to be added to the box in all direction
  58891. * @returns if the box was hit
  58892. */
  58893. Ray.prototype.intersectsBoxMinMax = function (minimum, maximum, intersectionTreshold) {
  58894. if (intersectionTreshold === void 0) { intersectionTreshold = 0; }
  58895. var newMinimum = Ray.TmpVector3[0].copyFromFloats(minimum.x - intersectionTreshold, minimum.y - intersectionTreshold, minimum.z - intersectionTreshold);
  58896. var newMaximum = Ray.TmpVector3[1].copyFromFloats(maximum.x + intersectionTreshold, maximum.y + intersectionTreshold, maximum.z + intersectionTreshold);
  58897. var d = 0.0;
  58898. var maxValue = Number.MAX_VALUE;
  58899. var inv;
  58900. var min;
  58901. var max;
  58902. var temp;
  58903. if (Math.abs(this.direction.x) < 0.0000001) {
  58904. if (this.origin.x < newMinimum.x || this.origin.x > newMaximum.x) {
  58905. return false;
  58906. }
  58907. }
  58908. else {
  58909. inv = 1.0 / this.direction.x;
  58910. min = (newMinimum.x - this.origin.x) * inv;
  58911. max = (newMaximum.x - this.origin.x) * inv;
  58912. if (max === -Infinity) {
  58913. max = Infinity;
  58914. }
  58915. if (min > max) {
  58916. temp = min;
  58917. min = max;
  58918. max = temp;
  58919. }
  58920. d = Math.max(min, d);
  58921. maxValue = Math.min(max, maxValue);
  58922. if (d > maxValue) {
  58923. return false;
  58924. }
  58925. }
  58926. if (Math.abs(this.direction.y) < 0.0000001) {
  58927. if (this.origin.y < newMinimum.y || this.origin.y > newMaximum.y) {
  58928. return false;
  58929. }
  58930. }
  58931. else {
  58932. inv = 1.0 / this.direction.y;
  58933. min = (newMinimum.y - this.origin.y) * inv;
  58934. max = (newMaximum.y - this.origin.y) * inv;
  58935. if (max === -Infinity) {
  58936. max = Infinity;
  58937. }
  58938. if (min > max) {
  58939. temp = min;
  58940. min = max;
  58941. max = temp;
  58942. }
  58943. d = Math.max(min, d);
  58944. maxValue = Math.min(max, maxValue);
  58945. if (d > maxValue) {
  58946. return false;
  58947. }
  58948. }
  58949. if (Math.abs(this.direction.z) < 0.0000001) {
  58950. if (this.origin.z < newMinimum.z || this.origin.z > newMaximum.z) {
  58951. return false;
  58952. }
  58953. }
  58954. else {
  58955. inv = 1.0 / this.direction.z;
  58956. min = (newMinimum.z - this.origin.z) * inv;
  58957. max = (newMaximum.z - this.origin.z) * inv;
  58958. if (max === -Infinity) {
  58959. max = Infinity;
  58960. }
  58961. if (min > max) {
  58962. temp = min;
  58963. min = max;
  58964. max = temp;
  58965. }
  58966. d = Math.max(min, d);
  58967. maxValue = Math.min(max, maxValue);
  58968. if (d > maxValue) {
  58969. return false;
  58970. }
  58971. }
  58972. return true;
  58973. };
  58974. /**
  58975. * Checks if the ray intersects a box
  58976. * @param box the bounding box to check
  58977. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  58978. * @returns if the box was hit
  58979. */
  58980. Ray.prototype.intersectsBox = function (box, intersectionTreshold) {
  58981. if (intersectionTreshold === void 0) { intersectionTreshold = 0; }
  58982. return this.intersectsBoxMinMax(box.minimum, box.maximum, intersectionTreshold);
  58983. };
  58984. /**
  58985. * If the ray hits a sphere
  58986. * @param sphere the bounding sphere to check
  58987. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  58988. * @returns true if it hits the sphere
  58989. */
  58990. Ray.prototype.intersectsSphere = function (sphere, intersectionTreshold) {
  58991. if (intersectionTreshold === void 0) { intersectionTreshold = 0; }
  58992. var x = sphere.center.x - this.origin.x;
  58993. var y = sphere.center.y - this.origin.y;
  58994. var z = sphere.center.z - this.origin.z;
  58995. var pyth = (x * x) + (y * y) + (z * z);
  58996. var radius = sphere.radius + intersectionTreshold;
  58997. var rr = radius * radius;
  58998. if (pyth <= rr) {
  58999. return true;
  59000. }
  59001. var dot = (x * this.direction.x) + (y * this.direction.y) + (z * this.direction.z);
  59002. if (dot < 0.0) {
  59003. return false;
  59004. }
  59005. var temp = pyth - (dot * dot);
  59006. return temp <= rr;
  59007. };
  59008. /**
  59009. * If the ray hits a triange
  59010. * @param vertex0 triangle vertex
  59011. * @param vertex1 triangle vertex
  59012. * @param vertex2 triangle vertex
  59013. * @returns intersection information if hit
  59014. */
  59015. Ray.prototype.intersectsTriangle = function (vertex0, vertex1, vertex2) {
  59016. var edge1 = Ray.TmpVector3[0];
  59017. var edge2 = Ray.TmpVector3[1];
  59018. var pvec = Ray.TmpVector3[2];
  59019. var tvec = Ray.TmpVector3[3];
  59020. var qvec = Ray.TmpVector3[4];
  59021. vertex1.subtractToRef(vertex0, edge1);
  59022. vertex2.subtractToRef(vertex0, edge2);
  59023. BABYLON.Vector3.CrossToRef(this.direction, edge2, pvec);
  59024. var det = BABYLON.Vector3.Dot(edge1, pvec);
  59025. if (det === 0) {
  59026. return null;
  59027. }
  59028. var invdet = 1 / det;
  59029. this.origin.subtractToRef(vertex0, tvec);
  59030. var bu = BABYLON.Vector3.Dot(tvec, pvec) * invdet;
  59031. if (bu < 0 || bu > 1.0) {
  59032. return null;
  59033. }
  59034. BABYLON.Vector3.CrossToRef(tvec, edge1, qvec);
  59035. var bv = BABYLON.Vector3.Dot(this.direction, qvec) * invdet;
  59036. if (bv < 0 || bu + bv > 1.0) {
  59037. return null;
  59038. }
  59039. //check if the distance is longer than the predefined length.
  59040. var distance = BABYLON.Vector3.Dot(edge2, qvec) * invdet;
  59041. if (distance > this.length) {
  59042. return null;
  59043. }
  59044. return new BABYLON.IntersectionInfo(bu, bv, distance);
  59045. };
  59046. /**
  59047. * Checks if ray intersects a plane
  59048. * @param plane the plane to check
  59049. * @returns the distance away it was hit
  59050. */
  59051. Ray.prototype.intersectsPlane = function (plane) {
  59052. var distance;
  59053. var result1 = BABYLON.Vector3.Dot(plane.normal, this.direction);
  59054. if (Math.abs(result1) < 9.99999997475243E-07) {
  59055. return null;
  59056. }
  59057. else {
  59058. var result2 = BABYLON.Vector3.Dot(plane.normal, this.origin);
  59059. distance = (-plane.d - result2) / result1;
  59060. if (distance < 0.0) {
  59061. if (distance < -9.99999997475243E-07) {
  59062. return null;
  59063. }
  59064. else {
  59065. return 0;
  59066. }
  59067. }
  59068. return distance;
  59069. }
  59070. };
  59071. /**
  59072. * Checks if ray intersects a mesh
  59073. * @param mesh the mesh to check
  59074. * @param fastCheck if only the bounding box should checked
  59075. * @returns picking info of the intersecton
  59076. */
  59077. Ray.prototype.intersectsMesh = function (mesh, fastCheck) {
  59078. var tm = BABYLON.Tmp.Matrix[0];
  59079. mesh.getWorldMatrix().invertToRef(tm);
  59080. if (this._tmpRay) {
  59081. Ray.TransformToRef(this, tm, this._tmpRay);
  59082. }
  59083. else {
  59084. this._tmpRay = Ray.Transform(this, tm);
  59085. }
  59086. return mesh.intersects(this._tmpRay, fastCheck);
  59087. };
  59088. /**
  59089. * Checks if ray intersects a mesh
  59090. * @param meshes the meshes to check
  59091. * @param fastCheck if only the bounding box should checked
  59092. * @param results array to store result in
  59093. * @returns Array of picking infos
  59094. */
  59095. Ray.prototype.intersectsMeshes = function (meshes, fastCheck, results) {
  59096. if (results) {
  59097. results.length = 0;
  59098. }
  59099. else {
  59100. results = [];
  59101. }
  59102. for (var i = 0; i < meshes.length; i++) {
  59103. var pickInfo = this.intersectsMesh(meshes[i], fastCheck);
  59104. if (pickInfo.hit) {
  59105. results.push(pickInfo);
  59106. }
  59107. }
  59108. results.sort(this._comparePickingInfo);
  59109. return results;
  59110. };
  59111. Ray.prototype._comparePickingInfo = function (pickingInfoA, pickingInfoB) {
  59112. if (pickingInfoA.distance < pickingInfoB.distance) {
  59113. return -1;
  59114. }
  59115. else if (pickingInfoA.distance > pickingInfoB.distance) {
  59116. return 1;
  59117. }
  59118. else {
  59119. return 0;
  59120. }
  59121. };
  59122. /**
  59123. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  59124. * @param sega the first point of the segment to test the intersection against
  59125. * @param segb the second point of the segment to test the intersection against
  59126. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  59127. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  59128. */
  59129. Ray.prototype.intersectionSegment = function (sega, segb, threshold) {
  59130. var o = this.origin;
  59131. var u = BABYLON.Tmp.Vector3[0];
  59132. var rsegb = BABYLON.Tmp.Vector3[1];
  59133. var v = BABYLON.Tmp.Vector3[2];
  59134. var w = BABYLON.Tmp.Vector3[3];
  59135. segb.subtractToRef(sega, u);
  59136. this.direction.scaleToRef(Ray.rayl, v);
  59137. o.addToRef(v, rsegb);
  59138. sega.subtractToRef(o, w);
  59139. var a = BABYLON.Vector3.Dot(u, u); // always >= 0
  59140. var b = BABYLON.Vector3.Dot(u, v);
  59141. var c = BABYLON.Vector3.Dot(v, v); // always >= 0
  59142. var d = BABYLON.Vector3.Dot(u, w);
  59143. var e = BABYLON.Vector3.Dot(v, w);
  59144. var D = a * c - b * b; // always >= 0
  59145. var sc, sN, sD = D; // sc = sN / sD, default sD = D >= 0
  59146. var tc, tN, tD = D; // tc = tN / tD, default tD = D >= 0
  59147. // compute the line parameters of the two closest points
  59148. if (D < Ray.smallnum) { // the lines are almost parallel
  59149. sN = 0.0; // force using point P0 on segment S1
  59150. sD = 1.0; // to prevent possible division by 0.0 later
  59151. tN = e;
  59152. tD = c;
  59153. }
  59154. else { // get the closest points on the infinite lines
  59155. sN = (b * e - c * d);
  59156. tN = (a * e - b * d);
  59157. if (sN < 0.0) { // sc < 0 => the s=0 edge is visible
  59158. sN = 0.0;
  59159. tN = e;
  59160. tD = c;
  59161. }
  59162. else if (sN > sD) { // sc > 1 => the s=1 edge is visible
  59163. sN = sD;
  59164. tN = e + b;
  59165. tD = c;
  59166. }
  59167. }
  59168. if (tN < 0.0) { // tc < 0 => the t=0 edge is visible
  59169. tN = 0.0;
  59170. // recompute sc for this edge
  59171. if (-d < 0.0) {
  59172. sN = 0.0;
  59173. }
  59174. else if (-d > a) {
  59175. sN = sD;
  59176. }
  59177. else {
  59178. sN = -d;
  59179. sD = a;
  59180. }
  59181. }
  59182. else if (tN > tD) { // tc > 1 => the t=1 edge is visible
  59183. tN = tD;
  59184. // recompute sc for this edge
  59185. if ((-d + b) < 0.0) {
  59186. sN = 0;
  59187. }
  59188. else if ((-d + b) > a) {
  59189. sN = sD;
  59190. }
  59191. else {
  59192. sN = (-d + b);
  59193. sD = a;
  59194. }
  59195. }
  59196. // finally do the division to get sc and tc
  59197. sc = (Math.abs(sN) < Ray.smallnum ? 0.0 : sN / sD);
  59198. tc = (Math.abs(tN) < Ray.smallnum ? 0.0 : tN / tD);
  59199. // get the difference of the two closest points
  59200. var qtc = BABYLON.Tmp.Vector3[4];
  59201. v.scaleToRef(tc, qtc);
  59202. var qsc = BABYLON.Tmp.Vector3[5];
  59203. u.scaleToRef(sc, qsc);
  59204. qsc.addInPlace(w);
  59205. var dP = BABYLON.Tmp.Vector3[6];
  59206. qsc.subtractToRef(qtc, dP); // = S1(sc) - S2(tc)
  59207. var isIntersected = (tc > 0) && (tc <= this.length) && (dP.lengthSquared() < (threshold * threshold)); // return intersection result
  59208. if (isIntersected) {
  59209. return qsc.length();
  59210. }
  59211. return -1;
  59212. };
  59213. /**
  59214. * Update the ray from viewport position
  59215. * @param x position
  59216. * @param y y position
  59217. * @param viewportWidth viewport width
  59218. * @param viewportHeight viewport height
  59219. * @param world world matrix
  59220. * @param view view matrix
  59221. * @param projection projection matrix
  59222. * @returns this ray updated
  59223. */
  59224. Ray.prototype.update = function (x, y, viewportWidth, viewportHeight, world, view, projection) {
  59225. BABYLON.Vector3.UnprojectRayToRef(x, y, viewportWidth, viewportHeight, world, view, projection, this);
  59226. return this;
  59227. };
  59228. // Statics
  59229. /**
  59230. * Creates a ray with origin and direction of 0,0,0
  59231. * @returns the new ray
  59232. */
  59233. Ray.Zero = function () {
  59234. return new Ray(BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero());
  59235. };
  59236. /**
  59237. * Creates a new ray from screen space and viewport
  59238. * @param x position
  59239. * @param y y position
  59240. * @param viewportWidth viewport width
  59241. * @param viewportHeight viewport height
  59242. * @param world world matrix
  59243. * @param view view matrix
  59244. * @param projection projection matrix
  59245. * @returns new ray
  59246. */
  59247. Ray.CreateNew = function (x, y, viewportWidth, viewportHeight, world, view, projection) {
  59248. var result = Ray.Zero();
  59249. return result.update(x, y, viewportWidth, viewportHeight, world, view, projection);
  59250. };
  59251. /**
  59252. * Function will create a new transformed ray starting from origin and ending at the end point. Ray's length will be set, and ray will be
  59253. * transformed to the given world matrix.
  59254. * @param origin The origin point
  59255. * @param end The end point
  59256. * @param world a matrix to transform the ray to. Default is the identity matrix.
  59257. * @returns the new ray
  59258. */
  59259. Ray.CreateNewFromTo = function (origin, end, world) {
  59260. if (world === void 0) { world = BABYLON.Matrix.IdentityReadOnly; }
  59261. var direction = end.subtract(origin);
  59262. var length = Math.sqrt((direction.x * direction.x) + (direction.y * direction.y) + (direction.z * direction.z));
  59263. direction.normalize();
  59264. return Ray.Transform(new Ray(origin, direction, length), world);
  59265. };
  59266. /**
  59267. * Transforms a ray by a matrix
  59268. * @param ray ray to transform
  59269. * @param matrix matrix to apply
  59270. * @returns the resulting new ray
  59271. */
  59272. Ray.Transform = function (ray, matrix) {
  59273. var result = new Ray(new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 0, 0));
  59274. Ray.TransformToRef(ray, matrix, result);
  59275. return result;
  59276. };
  59277. /**
  59278. * Transforms a ray by a matrix
  59279. * @param ray ray to transform
  59280. * @param matrix matrix to apply
  59281. * @param result ray to store result in
  59282. */
  59283. Ray.TransformToRef = function (ray, matrix, result) {
  59284. BABYLON.Vector3.TransformCoordinatesToRef(ray.origin, matrix, result.origin);
  59285. BABYLON.Vector3.TransformNormalToRef(ray.direction, matrix, result.direction);
  59286. result.length = ray.length;
  59287. var dir = result.direction;
  59288. var len = dir.length();
  59289. if (!(len === 0 || len === 1)) {
  59290. var num = 1.0 / len;
  59291. dir.x *= num;
  59292. dir.y *= num;
  59293. dir.z *= num;
  59294. result.length *= len;
  59295. }
  59296. };
  59297. Ray.TmpVector3 = BABYLON.Tools.BuildArray(6, BABYLON.Vector3.Zero);
  59298. Ray.smallnum = 0.00000001;
  59299. Ray.rayl = 10e8;
  59300. return Ray;
  59301. }());
  59302. BABYLON.Ray = Ray;
  59303. })(BABYLON || (BABYLON = {}));
  59304. //# sourceMappingURL=babylon.ray.js.map
  59305. var BABYLON;
  59306. (function (BABYLON) {
  59307. var intersectBoxAASphere = function (boxMin, boxMax, sphereCenter, sphereRadius) {
  59308. if (boxMin.x > sphereCenter.x + sphereRadius) {
  59309. return false;
  59310. }
  59311. if (sphereCenter.x - sphereRadius > boxMax.x) {
  59312. return false;
  59313. }
  59314. if (boxMin.y > sphereCenter.y + sphereRadius) {
  59315. return false;
  59316. }
  59317. if (sphereCenter.y - sphereRadius > boxMax.y) {
  59318. return false;
  59319. }
  59320. if (boxMin.z > sphereCenter.z + sphereRadius) {
  59321. return false;
  59322. }
  59323. if (sphereCenter.z - sphereRadius > boxMax.z) {
  59324. return false;
  59325. }
  59326. return true;
  59327. };
  59328. var getLowestRoot = (function () {
  59329. var result = { root: 0, found: false };
  59330. return function (a, b, c, maxR) {
  59331. result.root = 0;
  59332. result.found = false;
  59333. var determinant = b * b - 4.0 * a * c;
  59334. if (determinant < 0) {
  59335. return result;
  59336. }
  59337. var sqrtD = Math.sqrt(determinant);
  59338. var r1 = (-b - sqrtD) / (2.0 * a);
  59339. var r2 = (-b + sqrtD) / (2.0 * a);
  59340. if (r1 > r2) {
  59341. var temp = r2;
  59342. r2 = r1;
  59343. r1 = temp;
  59344. }
  59345. if (r1 > 0 && r1 < maxR) {
  59346. result.root = r1;
  59347. result.found = true;
  59348. return result;
  59349. }
  59350. if (r2 > 0 && r2 < maxR) {
  59351. result.root = r2;
  59352. result.found = true;
  59353. return result;
  59354. }
  59355. return result;
  59356. };
  59357. })();
  59358. /** @hidden */
  59359. var Collider = /** @class */ (function () {
  59360. function Collider() {
  59361. this._collisionPoint = BABYLON.Vector3.Zero();
  59362. this._planeIntersectionPoint = BABYLON.Vector3.Zero();
  59363. this._tempVector = BABYLON.Vector3.Zero();
  59364. this._tempVector2 = BABYLON.Vector3.Zero();
  59365. this._tempVector3 = BABYLON.Vector3.Zero();
  59366. this._tempVector4 = BABYLON.Vector3.Zero();
  59367. this._edge = BABYLON.Vector3.Zero();
  59368. this._baseToVertex = BABYLON.Vector3.Zero();
  59369. this._destinationPoint = BABYLON.Vector3.Zero();
  59370. this._slidePlaneNormal = BABYLON.Vector3.Zero();
  59371. this._displacementVector = BABYLON.Vector3.Zero();
  59372. /** @hidden */
  59373. this._radius = BABYLON.Vector3.One();
  59374. /** @hidden */
  59375. this._retry = 0;
  59376. /** @hidden */
  59377. this._basePointWorld = BABYLON.Vector3.Zero();
  59378. this._velocityWorld = BABYLON.Vector3.Zero();
  59379. this._normalizedVelocity = BABYLON.Vector3.Zero();
  59380. this._collisionMask = -1;
  59381. }
  59382. Object.defineProperty(Collider.prototype, "collisionMask", {
  59383. get: function () {
  59384. return this._collisionMask;
  59385. },
  59386. set: function (mask) {
  59387. this._collisionMask = !isNaN(mask) ? mask : -1;
  59388. },
  59389. enumerable: true,
  59390. configurable: true
  59391. });
  59392. Object.defineProperty(Collider.prototype, "slidePlaneNormal", {
  59393. /**
  59394. * Gets the plane normal used to compute the sliding response (in local space)
  59395. */
  59396. get: function () {
  59397. return this._slidePlaneNormal;
  59398. },
  59399. enumerable: true,
  59400. configurable: true
  59401. });
  59402. // Methods
  59403. /** @hidden */
  59404. Collider.prototype._initialize = function (source, dir, e) {
  59405. this._velocity = dir;
  59406. BABYLON.Vector3.NormalizeToRef(dir, this._normalizedVelocity);
  59407. this._basePoint = source;
  59408. source.multiplyToRef(this._radius, this._basePointWorld);
  59409. dir.multiplyToRef(this._radius, this._velocityWorld);
  59410. this._velocityWorldLength = this._velocityWorld.length();
  59411. this._epsilon = e;
  59412. this.collisionFound = false;
  59413. };
  59414. /** @hidden */
  59415. Collider.prototype._checkPointInTriangle = function (point, pa, pb, pc, n) {
  59416. pa.subtractToRef(point, this._tempVector);
  59417. pb.subtractToRef(point, this._tempVector2);
  59418. BABYLON.Vector3.CrossToRef(this._tempVector, this._tempVector2, this._tempVector4);
  59419. var d = BABYLON.Vector3.Dot(this._tempVector4, n);
  59420. if (d < 0) {
  59421. return false;
  59422. }
  59423. pc.subtractToRef(point, this._tempVector3);
  59424. BABYLON.Vector3.CrossToRef(this._tempVector2, this._tempVector3, this._tempVector4);
  59425. d = BABYLON.Vector3.Dot(this._tempVector4, n);
  59426. if (d < 0) {
  59427. return false;
  59428. }
  59429. BABYLON.Vector3.CrossToRef(this._tempVector3, this._tempVector, this._tempVector4);
  59430. d = BABYLON.Vector3.Dot(this._tempVector4, n);
  59431. return d >= 0;
  59432. };
  59433. /** @hidden */
  59434. Collider.prototype._canDoCollision = function (sphereCenter, sphereRadius, vecMin, vecMax) {
  59435. var distance = BABYLON.Vector3.Distance(this._basePointWorld, sphereCenter);
  59436. var max = Math.max(this._radius.x, this._radius.y, this._radius.z);
  59437. if (distance > this._velocityWorldLength + max + sphereRadius) {
  59438. return false;
  59439. }
  59440. if (!intersectBoxAASphere(vecMin, vecMax, this._basePointWorld, this._velocityWorldLength + max)) {
  59441. return false;
  59442. }
  59443. return true;
  59444. };
  59445. /** @hidden */
  59446. Collider.prototype._testTriangle = function (faceIndex, trianglePlaneArray, p1, p2, p3, hasMaterial) {
  59447. var t0;
  59448. var embeddedInPlane = false;
  59449. //defensive programming, actually not needed.
  59450. if (!trianglePlaneArray) {
  59451. trianglePlaneArray = [];
  59452. }
  59453. if (!trianglePlaneArray[faceIndex]) {
  59454. trianglePlaneArray[faceIndex] = new BABYLON.Plane(0, 0, 0, 0);
  59455. trianglePlaneArray[faceIndex].copyFromPoints(p1, p2, p3);
  59456. }
  59457. var trianglePlane = trianglePlaneArray[faceIndex];
  59458. if ((!hasMaterial) && !trianglePlane.isFrontFacingTo(this._normalizedVelocity, 0)) {
  59459. return;
  59460. }
  59461. var signedDistToTrianglePlane = trianglePlane.signedDistanceTo(this._basePoint);
  59462. var normalDotVelocity = BABYLON.Vector3.Dot(trianglePlane.normal, this._velocity);
  59463. if (normalDotVelocity == 0) {
  59464. if (Math.abs(signedDistToTrianglePlane) >= 1.0) {
  59465. return;
  59466. }
  59467. embeddedInPlane = true;
  59468. t0 = 0;
  59469. }
  59470. else {
  59471. t0 = (-1.0 - signedDistToTrianglePlane) / normalDotVelocity;
  59472. var t1 = (1.0 - signedDistToTrianglePlane) / normalDotVelocity;
  59473. if (t0 > t1) {
  59474. var temp = t1;
  59475. t1 = t0;
  59476. t0 = temp;
  59477. }
  59478. if (t0 > 1.0 || t1 < 0.0) {
  59479. return;
  59480. }
  59481. if (t0 < 0) {
  59482. t0 = 0;
  59483. }
  59484. if (t0 > 1.0) {
  59485. t0 = 1.0;
  59486. }
  59487. }
  59488. this._collisionPoint.copyFromFloats(0, 0, 0);
  59489. var found = false;
  59490. var t = 1.0;
  59491. if (!embeddedInPlane) {
  59492. this._basePoint.subtractToRef(trianglePlane.normal, this._planeIntersectionPoint);
  59493. this._velocity.scaleToRef(t0, this._tempVector);
  59494. this._planeIntersectionPoint.addInPlace(this._tempVector);
  59495. if (this._checkPointInTriangle(this._planeIntersectionPoint, p1, p2, p3, trianglePlane.normal)) {
  59496. found = true;
  59497. t = t0;
  59498. this._collisionPoint.copyFrom(this._planeIntersectionPoint);
  59499. }
  59500. }
  59501. if (!found) {
  59502. var velocitySquaredLength = this._velocity.lengthSquared();
  59503. var a = velocitySquaredLength;
  59504. this._basePoint.subtractToRef(p1, this._tempVector);
  59505. var b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  59506. var c = this._tempVector.lengthSquared() - 1.0;
  59507. var lowestRoot = getLowestRoot(a, b, c, t);
  59508. if (lowestRoot.found) {
  59509. t = lowestRoot.root;
  59510. found = true;
  59511. this._collisionPoint.copyFrom(p1);
  59512. }
  59513. this._basePoint.subtractToRef(p2, this._tempVector);
  59514. b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  59515. c = this._tempVector.lengthSquared() - 1.0;
  59516. lowestRoot = getLowestRoot(a, b, c, t);
  59517. if (lowestRoot.found) {
  59518. t = lowestRoot.root;
  59519. found = true;
  59520. this._collisionPoint.copyFrom(p2);
  59521. }
  59522. this._basePoint.subtractToRef(p3, this._tempVector);
  59523. b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  59524. c = this._tempVector.lengthSquared() - 1.0;
  59525. lowestRoot = getLowestRoot(a, b, c, t);
  59526. if (lowestRoot.found) {
  59527. t = lowestRoot.root;
  59528. found = true;
  59529. this._collisionPoint.copyFrom(p3);
  59530. }
  59531. p2.subtractToRef(p1, this._edge);
  59532. p1.subtractToRef(this._basePoint, this._baseToVertex);
  59533. var edgeSquaredLength = this._edge.lengthSquared();
  59534. var edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  59535. var edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  59536. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  59537. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  59538. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  59539. lowestRoot = getLowestRoot(a, b, c, t);
  59540. if (lowestRoot.found) {
  59541. var f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  59542. if (f >= 0.0 && f <= 1.0) {
  59543. t = lowestRoot.root;
  59544. found = true;
  59545. this._edge.scaleInPlace(f);
  59546. p1.addToRef(this._edge, this._collisionPoint);
  59547. }
  59548. }
  59549. p3.subtractToRef(p2, this._edge);
  59550. p2.subtractToRef(this._basePoint, this._baseToVertex);
  59551. edgeSquaredLength = this._edge.lengthSquared();
  59552. edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  59553. edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  59554. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  59555. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  59556. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  59557. lowestRoot = getLowestRoot(a, b, c, t);
  59558. if (lowestRoot.found) {
  59559. f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  59560. if (f >= 0.0 && f <= 1.0) {
  59561. t = lowestRoot.root;
  59562. found = true;
  59563. this._edge.scaleInPlace(f);
  59564. p2.addToRef(this._edge, this._collisionPoint);
  59565. }
  59566. }
  59567. p1.subtractToRef(p3, this._edge);
  59568. p3.subtractToRef(this._basePoint, this._baseToVertex);
  59569. edgeSquaredLength = this._edge.lengthSquared();
  59570. edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  59571. edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  59572. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  59573. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  59574. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  59575. lowestRoot = getLowestRoot(a, b, c, t);
  59576. if (lowestRoot.found) {
  59577. f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  59578. if (f >= 0.0 && f <= 1.0) {
  59579. t = lowestRoot.root;
  59580. found = true;
  59581. this._edge.scaleInPlace(f);
  59582. p3.addToRef(this._edge, this._collisionPoint);
  59583. }
  59584. }
  59585. }
  59586. if (found) {
  59587. var distToCollision = t * this._velocity.length();
  59588. if (!this.collisionFound || distToCollision < this._nearestDistance) {
  59589. if (!this.intersectionPoint) {
  59590. this.intersectionPoint = this._collisionPoint.clone();
  59591. }
  59592. else {
  59593. this.intersectionPoint.copyFrom(this._collisionPoint);
  59594. }
  59595. this._nearestDistance = distToCollision;
  59596. this.collisionFound = true;
  59597. }
  59598. }
  59599. };
  59600. /** @hidden */
  59601. Collider.prototype._collide = function (trianglePlaneArray, pts, indices, indexStart, indexEnd, decal, hasMaterial) {
  59602. for (var i = indexStart; i < indexEnd; i += 3) {
  59603. var p1 = pts[indices[i] - decal];
  59604. var p2 = pts[indices[i + 1] - decal];
  59605. var p3 = pts[indices[i + 2] - decal];
  59606. this._testTriangle(i, trianglePlaneArray, p3, p2, p1, hasMaterial);
  59607. }
  59608. };
  59609. /** @hidden */
  59610. Collider.prototype._getResponse = function (pos, vel) {
  59611. pos.addToRef(vel, this._destinationPoint);
  59612. vel.scaleInPlace((this._nearestDistance / vel.length()));
  59613. this._basePoint.addToRef(vel, pos);
  59614. pos.subtractToRef(this.intersectionPoint, this._slidePlaneNormal);
  59615. this._slidePlaneNormal.normalize();
  59616. this._slidePlaneNormal.scaleToRef(this._epsilon, this._displacementVector);
  59617. pos.addInPlace(this._displacementVector);
  59618. this.intersectionPoint.addInPlace(this._displacementVector);
  59619. this._slidePlaneNormal.scaleInPlace(BABYLON.Plane.SignedDistanceToPlaneFromPositionAndNormal(this.intersectionPoint, this._slidePlaneNormal, this._destinationPoint));
  59620. this._destinationPoint.subtractInPlace(this._slidePlaneNormal);
  59621. this._destinationPoint.subtractToRef(this.intersectionPoint, vel);
  59622. };
  59623. return Collider;
  59624. }());
  59625. BABYLON.Collider = Collider;
  59626. })(BABYLON || (BABYLON = {}));
  59627. //# sourceMappingURL=babylon.collider.js.map
  59628. var BABYLON;
  59629. (function (BABYLON) {
  59630. //WebWorker code will be inserted to this variable.
  59631. /** @hidden */
  59632. BABYLON.CollisionWorker = "";
  59633. /** Defines supported task for worker process */
  59634. var WorkerTaskType;
  59635. (function (WorkerTaskType) {
  59636. /** Initialization */
  59637. WorkerTaskType[WorkerTaskType["INIT"] = 0] = "INIT";
  59638. /** Update of geometry */
  59639. WorkerTaskType[WorkerTaskType["UPDATE"] = 1] = "UPDATE";
  59640. /** Evaluate collision */
  59641. WorkerTaskType[WorkerTaskType["COLLIDE"] = 2] = "COLLIDE";
  59642. })(WorkerTaskType = BABYLON.WorkerTaskType || (BABYLON.WorkerTaskType = {}));
  59643. /** Defines kind of replies returned by worker */
  59644. var WorkerReplyType;
  59645. (function (WorkerReplyType) {
  59646. /** Success */
  59647. WorkerReplyType[WorkerReplyType["SUCCESS"] = 0] = "SUCCESS";
  59648. /** Unkown error */
  59649. WorkerReplyType[WorkerReplyType["UNKNOWN_ERROR"] = 1] = "UNKNOWN_ERROR";
  59650. })(WorkerReplyType = BABYLON.WorkerReplyType || (BABYLON.WorkerReplyType = {}));
  59651. /** @hidden */
  59652. var CollisionCoordinatorWorker = /** @class */ (function () {
  59653. function CollisionCoordinatorWorker() {
  59654. var _this = this;
  59655. this._scaledPosition = BABYLON.Vector3.Zero();
  59656. this._scaledVelocity = BABYLON.Vector3.Zero();
  59657. this.onMeshUpdated = function (transformNode) {
  59658. _this._addUpdateMeshesList[transformNode.uniqueId] = CollisionCoordinatorWorker.SerializeMesh(transformNode);
  59659. };
  59660. this.onGeometryUpdated = function (geometry) {
  59661. _this._addUpdateGeometriesList[geometry.id] = CollisionCoordinatorWorker.SerializeGeometry(geometry);
  59662. };
  59663. this._afterRender = function () {
  59664. if (!_this._init) {
  59665. return;
  59666. }
  59667. if (_this._toRemoveGeometryArray.length == 0 && _this._toRemoveMeshesArray.length == 0 && Object.keys(_this._addUpdateGeometriesList).length == 0 && Object.keys(_this._addUpdateMeshesList).length == 0) {
  59668. return;
  59669. }
  59670. //5 concurrent updates were sent to the web worker and were not yet processed. Abort next update.
  59671. //TODO make sure update runs as fast as possible to be able to update 60 FPS.
  59672. if (_this._runningUpdated > 4) {
  59673. return;
  59674. }
  59675. ++_this._runningUpdated;
  59676. var payload = {
  59677. updatedMeshes: _this._addUpdateMeshesList,
  59678. updatedGeometries: _this._addUpdateGeometriesList,
  59679. removedGeometries: _this._toRemoveGeometryArray,
  59680. removedMeshes: _this._toRemoveMeshesArray
  59681. };
  59682. var message = {
  59683. payload: payload,
  59684. taskType: WorkerTaskType.UPDATE
  59685. };
  59686. var serializable = [];
  59687. for (var id in payload.updatedGeometries) {
  59688. if (payload.updatedGeometries.hasOwnProperty(id)) {
  59689. //prepare transferables
  59690. serializable.push(message.payload.updatedGeometries[id].indices.buffer);
  59691. serializable.push(message.payload.updatedGeometries[id].normals.buffer);
  59692. serializable.push(message.payload.updatedGeometries[id].positions.buffer);
  59693. }
  59694. }
  59695. _this._worker.postMessage(message, serializable);
  59696. _this._addUpdateMeshesList = {};
  59697. _this._addUpdateGeometriesList = {};
  59698. _this._toRemoveGeometryArray = [];
  59699. _this._toRemoveMeshesArray = [];
  59700. };
  59701. this._onMessageFromWorker = function (e) {
  59702. var returnData = e.data;
  59703. if (returnData.error != WorkerReplyType.SUCCESS) {
  59704. //TODO what errors can be returned from the worker?
  59705. BABYLON.Tools.Warn("error returned from worker!");
  59706. return;
  59707. }
  59708. switch (returnData.taskType) {
  59709. case WorkerTaskType.INIT:
  59710. _this._init = true;
  59711. //Update the worked with ALL of the scene's current state
  59712. _this._scene.meshes.forEach(function (mesh) {
  59713. _this.onMeshAdded(mesh);
  59714. });
  59715. _this._scene.getGeometries().forEach(function (geometry) {
  59716. _this.onGeometryAdded(geometry);
  59717. });
  59718. break;
  59719. case WorkerTaskType.UPDATE:
  59720. _this._runningUpdated--;
  59721. break;
  59722. case WorkerTaskType.COLLIDE:
  59723. var returnPayload = returnData.payload;
  59724. if (!_this._collisionsCallbackArray[returnPayload.collisionId]) {
  59725. return;
  59726. }
  59727. var callback = _this._collisionsCallbackArray[returnPayload.collisionId];
  59728. if (callback) {
  59729. var mesh = _this._scene.getMeshByUniqueID(returnPayload.collidedMeshUniqueId);
  59730. if (mesh) {
  59731. callback(returnPayload.collisionId, BABYLON.Vector3.FromArray(returnPayload.newPosition), mesh);
  59732. }
  59733. }
  59734. //cleanup
  59735. _this._collisionsCallbackArray[returnPayload.collisionId] = null;
  59736. break;
  59737. }
  59738. };
  59739. this._collisionsCallbackArray = [];
  59740. this._init = false;
  59741. this._runningUpdated = 0;
  59742. this._addUpdateMeshesList = {};
  59743. this._addUpdateGeometriesList = {};
  59744. this._toRemoveGeometryArray = [];
  59745. this._toRemoveMeshesArray = [];
  59746. }
  59747. CollisionCoordinatorWorker.prototype.getNewPosition = function (position, displacement, collider, maximumRetry, excludedMesh, onNewPosition, collisionIndex) {
  59748. if (!this._init) {
  59749. return;
  59750. }
  59751. if (this._collisionsCallbackArray[collisionIndex] || this._collisionsCallbackArray[collisionIndex + 100000]) {
  59752. return;
  59753. }
  59754. position.divideToRef(collider._radius, this._scaledPosition);
  59755. displacement.divideToRef(collider._radius, this._scaledVelocity);
  59756. this._collisionsCallbackArray[collisionIndex] = onNewPosition;
  59757. var payload = {
  59758. collider: {
  59759. position: this._scaledPosition.asArray(),
  59760. velocity: this._scaledVelocity.asArray(),
  59761. radius: collider._radius.asArray()
  59762. },
  59763. collisionId: collisionIndex,
  59764. excludedMeshUniqueId: excludedMesh ? excludedMesh.uniqueId : null,
  59765. maximumRetry: maximumRetry
  59766. };
  59767. var message = {
  59768. payload: payload,
  59769. taskType: WorkerTaskType.COLLIDE
  59770. };
  59771. this._worker.postMessage(message);
  59772. };
  59773. CollisionCoordinatorWorker.prototype.init = function (scene) {
  59774. this._scene = scene;
  59775. this._scene.registerAfterRender(this._afterRender);
  59776. var workerUrl = BABYLON.WorkerIncluded ? BABYLON.Engine.CodeRepository + "Collisions/babylon.collisionWorker.js" : URL.createObjectURL(new Blob([BABYLON.CollisionWorker], { type: 'application/javascript' }));
  59777. this._worker = new Worker(workerUrl);
  59778. this._worker.onmessage = this._onMessageFromWorker;
  59779. var message = {
  59780. payload: {},
  59781. taskType: WorkerTaskType.INIT
  59782. };
  59783. this._worker.postMessage(message);
  59784. };
  59785. CollisionCoordinatorWorker.prototype.destroy = function () {
  59786. this._scene.unregisterAfterRender(this._afterRender);
  59787. this._worker.terminate();
  59788. };
  59789. CollisionCoordinatorWorker.prototype.onMeshAdded = function (mesh) {
  59790. mesh.registerAfterWorldMatrixUpdate(this.onMeshUpdated);
  59791. this.onMeshUpdated(mesh);
  59792. };
  59793. CollisionCoordinatorWorker.prototype.onMeshRemoved = function (mesh) {
  59794. this._toRemoveMeshesArray.push(mesh.uniqueId);
  59795. };
  59796. CollisionCoordinatorWorker.prototype.onGeometryAdded = function (geometry) {
  59797. //TODO this will break if the user uses his own function. This should be an array of callbacks!
  59798. geometry.onGeometryUpdated = this.onGeometryUpdated;
  59799. this.onGeometryUpdated(geometry);
  59800. };
  59801. CollisionCoordinatorWorker.prototype.onGeometryDeleted = function (geometry) {
  59802. this._toRemoveGeometryArray.push(geometry.id);
  59803. };
  59804. CollisionCoordinatorWorker.SerializeMesh = function (mesh) {
  59805. var submeshes = [];
  59806. if (mesh.subMeshes) {
  59807. submeshes = mesh.subMeshes.map(function (sm, idx) {
  59808. var boundingInfo = sm.getBoundingInfo();
  59809. return {
  59810. position: idx,
  59811. verticesStart: sm.verticesStart,
  59812. verticesCount: sm.verticesCount,
  59813. indexStart: sm.indexStart,
  59814. indexCount: sm.indexCount,
  59815. hasMaterial: !!sm.getMaterial(),
  59816. sphereCenter: boundingInfo.boundingSphere.centerWorld.asArray(),
  59817. sphereRadius: boundingInfo.boundingSphere.radiusWorld,
  59818. boxMinimum: boundingInfo.boundingBox.minimumWorld.asArray(),
  59819. boxMaximum: boundingInfo.boundingBox.maximumWorld.asArray()
  59820. };
  59821. });
  59822. }
  59823. var geometryId = null;
  59824. if (mesh instanceof BABYLON.Mesh) {
  59825. var geometry = mesh.geometry;
  59826. geometryId = geometry ? geometry.id : null;
  59827. }
  59828. else if (mesh instanceof BABYLON.InstancedMesh) {
  59829. var geometry = mesh.sourceMesh && mesh.sourceMesh.geometry;
  59830. geometryId = geometry ? geometry.id : null;
  59831. }
  59832. var boundingInfo = mesh.getBoundingInfo();
  59833. return {
  59834. uniqueId: mesh.uniqueId,
  59835. id: mesh.id,
  59836. name: mesh.name,
  59837. geometryId: geometryId,
  59838. sphereCenter: boundingInfo.boundingSphere.centerWorld.asArray(),
  59839. sphereRadius: boundingInfo.boundingSphere.radiusWorld,
  59840. boxMinimum: boundingInfo.boundingBox.minimumWorld.asArray(),
  59841. boxMaximum: boundingInfo.boundingBox.maximumWorld.asArray(),
  59842. worldMatrixFromCache: mesh.worldMatrixFromCache.asArray(),
  59843. subMeshes: submeshes,
  59844. checkCollisions: mesh.checkCollisions
  59845. };
  59846. };
  59847. CollisionCoordinatorWorker.SerializeGeometry = function (geometry) {
  59848. return {
  59849. id: geometry.id,
  59850. positions: new Float32Array(geometry.getVerticesData(BABYLON.VertexBuffer.PositionKind) || []),
  59851. normals: new Float32Array(geometry.getVerticesData(BABYLON.VertexBuffer.NormalKind) || []),
  59852. indices: new Uint32Array(geometry.getIndices() || []),
  59853. };
  59854. };
  59855. return CollisionCoordinatorWorker;
  59856. }());
  59857. BABYLON.CollisionCoordinatorWorker = CollisionCoordinatorWorker;
  59858. /** @hidden */
  59859. var CollisionCoordinatorLegacy = /** @class */ (function () {
  59860. function CollisionCoordinatorLegacy() {
  59861. this._scaledPosition = BABYLON.Vector3.Zero();
  59862. this._scaledVelocity = BABYLON.Vector3.Zero();
  59863. this._finalPosition = BABYLON.Vector3.Zero();
  59864. }
  59865. CollisionCoordinatorLegacy.prototype.getNewPosition = function (position, displacement, collider, maximumRetry, excludedMesh, onNewPosition, collisionIndex) {
  59866. position.divideToRef(collider._radius, this._scaledPosition);
  59867. displacement.divideToRef(collider._radius, this._scaledVelocity);
  59868. collider.collidedMesh = null;
  59869. collider._retry = 0;
  59870. collider._initialVelocity = this._scaledVelocity;
  59871. collider._initialPosition = this._scaledPosition;
  59872. this._collideWithWorld(this._scaledPosition, this._scaledVelocity, collider, maximumRetry, this._finalPosition, excludedMesh);
  59873. this._finalPosition.multiplyInPlace(collider._radius);
  59874. //run the callback
  59875. onNewPosition(collisionIndex, this._finalPosition, collider.collidedMesh);
  59876. };
  59877. CollisionCoordinatorLegacy.prototype.init = function (scene) {
  59878. this._scene = scene;
  59879. };
  59880. CollisionCoordinatorLegacy.prototype.destroy = function () {
  59881. //Legacy need no destruction method.
  59882. };
  59883. //No update in legacy mode
  59884. CollisionCoordinatorLegacy.prototype.onMeshAdded = function (mesh) { };
  59885. CollisionCoordinatorLegacy.prototype.onMeshUpdated = function (mesh) { };
  59886. CollisionCoordinatorLegacy.prototype.onMeshRemoved = function (mesh) { };
  59887. CollisionCoordinatorLegacy.prototype.onGeometryAdded = function (geometry) { };
  59888. CollisionCoordinatorLegacy.prototype.onGeometryUpdated = function (geometry) { };
  59889. CollisionCoordinatorLegacy.prototype.onGeometryDeleted = function (geometry) { };
  59890. CollisionCoordinatorLegacy.prototype._collideWithWorld = function (position, velocity, collider, maximumRetry, finalPosition, excludedMesh) {
  59891. if (excludedMesh === void 0) { excludedMesh = null; }
  59892. var closeDistance = BABYLON.Engine.CollisionsEpsilon * 10.0;
  59893. if (collider._retry >= maximumRetry) {
  59894. finalPosition.copyFrom(position);
  59895. return;
  59896. }
  59897. // Check if this is a mesh else camera or -1
  59898. var collisionMask = (excludedMesh ? excludedMesh.collisionMask : collider.collisionMask);
  59899. collider._initialize(position, velocity, closeDistance);
  59900. // Check all meshes
  59901. for (var index = 0; index < this._scene.meshes.length; index++) {
  59902. var mesh = this._scene.meshes[index];
  59903. if (mesh.isEnabled() && mesh.checkCollisions && mesh.subMeshes && mesh !== excludedMesh && ((collisionMask & mesh.collisionGroup) !== 0)) {
  59904. mesh._checkCollision(collider);
  59905. }
  59906. }
  59907. if (!collider.collisionFound) {
  59908. position.addToRef(velocity, finalPosition);
  59909. return;
  59910. }
  59911. if (velocity.x !== 0 || velocity.y !== 0 || velocity.z !== 0) {
  59912. collider._getResponse(position, velocity);
  59913. }
  59914. if (velocity.length() <= closeDistance) {
  59915. finalPosition.copyFrom(position);
  59916. return;
  59917. }
  59918. collider._retry++;
  59919. this._collideWithWorld(position, velocity, collider, maximumRetry, finalPosition, excludedMesh);
  59920. };
  59921. return CollisionCoordinatorLegacy;
  59922. }());
  59923. BABYLON.CollisionCoordinatorLegacy = CollisionCoordinatorLegacy;
  59924. })(BABYLON || (BABYLON = {}));
  59925. //# sourceMappingURL=babylon.collisionCoordinator.js.map
  59926. var BABYLON;
  59927. (function (BABYLON) {
  59928. /**
  59929. * A particle represents one of the element emitted by a particle system.
  59930. * This is mainly define by its coordinates, direction, velocity and age.
  59931. */
  59932. var Particle = /** @class */ (function () {
  59933. /**
  59934. * Creates a new instance Particle
  59935. * @param particleSystem the particle system the particle belongs to
  59936. */
  59937. function Particle(
  59938. /**
  59939. * The particle system the particle belongs to.
  59940. */
  59941. particleSystem) {
  59942. this.particleSystem = particleSystem;
  59943. /**
  59944. * The world position of the particle in the scene.
  59945. */
  59946. this.position = BABYLON.Vector3.Zero();
  59947. /**
  59948. * The world direction of the particle in the scene.
  59949. */
  59950. this.direction = BABYLON.Vector3.Zero();
  59951. /**
  59952. * The color of the particle.
  59953. */
  59954. this.color = new BABYLON.Color4(0, 0, 0, 0);
  59955. /**
  59956. * The color change of the particle per step.
  59957. */
  59958. this.colorStep = new BABYLON.Color4(0, 0, 0, 0);
  59959. /**
  59960. * Defines how long will the life of the particle be.
  59961. */
  59962. this.lifeTime = 1.0;
  59963. /**
  59964. * The current age of the particle.
  59965. */
  59966. this.age = 0;
  59967. /**
  59968. * The current size of the particle.
  59969. */
  59970. this.size = 0;
  59971. /**
  59972. * The current scale of the particle.
  59973. */
  59974. this.scale = new BABYLON.Vector2(1, 1);
  59975. /**
  59976. * The current angle of the particle.
  59977. */
  59978. this.angle = 0;
  59979. /**
  59980. * Defines how fast is the angle changing.
  59981. */
  59982. this.angularSpeed = 0;
  59983. /**
  59984. * Defines the cell index used by the particle to be rendered from a sprite.
  59985. */
  59986. this.cellIndex = 0;
  59987. /** @hidden */
  59988. this._attachedSubEmitters = null;
  59989. /** @hidden */
  59990. this._currentColor1 = new BABYLON.Color4(0, 0, 0, 0);
  59991. /** @hidden */
  59992. this._currentColor2 = new BABYLON.Color4(0, 0, 0, 0);
  59993. /** @hidden */
  59994. this._currentSize1 = 0;
  59995. /** @hidden */
  59996. this._currentSize2 = 0;
  59997. /** @hidden */
  59998. this._currentAngularSpeed1 = 0;
  59999. /** @hidden */
  60000. this._currentAngularSpeed2 = 0;
  60001. /** @hidden */
  60002. this._currentVelocity1 = 0;
  60003. /** @hidden */
  60004. this._currentVelocity2 = 0;
  60005. /** @hidden */
  60006. this._currentLimitVelocity1 = 0;
  60007. /** @hidden */
  60008. this._currentLimitVelocity2 = 0;
  60009. /** @hidden */
  60010. this._currentDrag1 = 0;
  60011. /** @hidden */
  60012. this._currentDrag2 = 0;
  60013. this.id = Particle._Count++;
  60014. if (!this.particleSystem.isAnimationSheetEnabled) {
  60015. return;
  60016. }
  60017. this.updateCellInfoFromSystem();
  60018. }
  60019. Particle.prototype.updateCellInfoFromSystem = function () {
  60020. this.cellIndex = this.particleSystem.startSpriteCellID;
  60021. };
  60022. /**
  60023. * Defines how the sprite cell index is updated for the particle
  60024. */
  60025. Particle.prototype.updateCellIndex = function () {
  60026. var offsetAge = this.age;
  60027. var changeSpeed = this.particleSystem.spriteCellChangeSpeed;
  60028. if (this.particleSystem.spriteRandomStartCell) {
  60029. if (this._randomCellOffset === undefined) {
  60030. this._randomCellOffset = Math.random() * this.lifeTime;
  60031. }
  60032. if (changeSpeed === 0) { // Special case when speed = 0 meaning we want to stay on initial cell
  60033. changeSpeed = 1;
  60034. offsetAge = this._randomCellOffset;
  60035. }
  60036. else {
  60037. offsetAge += this._randomCellOffset;
  60038. }
  60039. }
  60040. var dist = (this._initialEndSpriteCellID - this._initialStartSpriteCellID);
  60041. var ratio = BABYLON.Scalar.Clamp(((offsetAge * changeSpeed) % this.lifeTime) / this.lifeTime);
  60042. this.cellIndex = this._initialStartSpriteCellID + (ratio * dist) | 0;
  60043. };
  60044. /** @hidden */
  60045. Particle.prototype._inheritParticleInfoToSubEmitter = function (subEmitter) {
  60046. if (subEmitter.particleSystem.emitter.position) {
  60047. var emitterMesh = subEmitter.particleSystem.emitter;
  60048. emitterMesh.position.copyFrom(this.position);
  60049. if (subEmitter.inheritDirection) {
  60050. emitterMesh.position.subtractToRef(this.direction, BABYLON.Tmp.Vector3[0]);
  60051. // Look at using Y as forward
  60052. emitterMesh.lookAt(BABYLON.Tmp.Vector3[0], 0, Math.PI / 2);
  60053. }
  60054. }
  60055. else {
  60056. var emitterPosition = subEmitter.particleSystem.emitter;
  60057. emitterPosition.copyFrom(this.position);
  60058. }
  60059. // Set inheritedVelocityOffset to be used when new particles are created
  60060. this.direction.scaleToRef(subEmitter.inheritedVelocityAmount / 2, BABYLON.Tmp.Vector3[0]);
  60061. subEmitter.particleSystem._inheritedVelocityOffset.copyFrom(BABYLON.Tmp.Vector3[0]);
  60062. };
  60063. /** @hidden */
  60064. Particle.prototype._inheritParticleInfoToSubEmitters = function () {
  60065. var _this = this;
  60066. if (this._attachedSubEmitters && this._attachedSubEmitters.length > 0) {
  60067. this._attachedSubEmitters.forEach(function (subEmitter) {
  60068. _this._inheritParticleInfoToSubEmitter(subEmitter);
  60069. });
  60070. }
  60071. };
  60072. /** @hidden */
  60073. Particle.prototype._reset = function () {
  60074. this.age = 0;
  60075. this._currentColorGradient = null;
  60076. this._currentSizeGradient = null;
  60077. this._currentAngularSpeedGradient = null;
  60078. this._currentVelocityGradient = null;
  60079. this._currentLimitVelocityGradient = null;
  60080. this._currentDragGradient = null;
  60081. this.cellIndex = this.particleSystem.startSpriteCellID;
  60082. this._randomCellOffset = undefined;
  60083. };
  60084. /**
  60085. * Copy the properties of particle to another one.
  60086. * @param other the particle to copy the information to.
  60087. */
  60088. Particle.prototype.copyTo = function (other) {
  60089. other.position.copyFrom(this.position);
  60090. if (this._initialDirection) {
  60091. if (other._initialDirection) {
  60092. other._initialDirection.copyFrom(this._initialDirection);
  60093. }
  60094. else {
  60095. other._initialDirection = this._initialDirection.clone();
  60096. }
  60097. }
  60098. else {
  60099. other._initialDirection = null;
  60100. }
  60101. other.direction.copyFrom(this.direction);
  60102. other.color.copyFrom(this.color);
  60103. other.colorStep.copyFrom(this.colorStep);
  60104. other.lifeTime = this.lifeTime;
  60105. other.age = this.age;
  60106. other._randomCellOffset = this._randomCellOffset;
  60107. other.size = this.size;
  60108. other.scale.copyFrom(this.scale);
  60109. other.angle = this.angle;
  60110. other.angularSpeed = this.angularSpeed;
  60111. other.particleSystem = this.particleSystem;
  60112. other.cellIndex = this.cellIndex;
  60113. other.id = this.id;
  60114. other._attachedSubEmitters = this._attachedSubEmitters;
  60115. if (this._currentColorGradient) {
  60116. other._currentColorGradient = this._currentColorGradient;
  60117. other._currentColor1.copyFrom(this._currentColor1);
  60118. other._currentColor2.copyFrom(this._currentColor2);
  60119. }
  60120. if (this._currentSizeGradient) {
  60121. other._currentSizeGradient = this._currentSizeGradient;
  60122. other._currentSize1 = this._currentSize1;
  60123. other._currentSize2 = this._currentSize2;
  60124. }
  60125. if (this._currentAngularSpeedGradient) {
  60126. other._currentAngularSpeedGradient = this._currentAngularSpeedGradient;
  60127. other._currentAngularSpeed1 = this._currentAngularSpeed1;
  60128. other._currentAngularSpeed2 = this._currentAngularSpeed2;
  60129. }
  60130. if (this._currentVelocityGradient) {
  60131. other._currentVelocityGradient = this._currentVelocityGradient;
  60132. other._currentVelocity1 = this._currentVelocity1;
  60133. other._currentVelocity2 = this._currentVelocity2;
  60134. }
  60135. if (this._currentLimitVelocityGradient) {
  60136. other._currentLimitVelocityGradient = this._currentLimitVelocityGradient;
  60137. other._currentLimitVelocity1 = this._currentLimitVelocity1;
  60138. other._currentLimitVelocity2 = this._currentLimitVelocity2;
  60139. }
  60140. if (this._currentDragGradient) {
  60141. other._currentDragGradient = this._currentDragGradient;
  60142. other._currentDrag1 = this._currentDrag1;
  60143. other._currentDrag2 = this._currentDrag2;
  60144. }
  60145. if (this.particleSystem.isAnimationSheetEnabled) {
  60146. other._initialStartSpriteCellID = this._initialStartSpriteCellID;
  60147. other._initialEndSpriteCellID = this._initialEndSpriteCellID;
  60148. }
  60149. if (this.particleSystem.useRampGradients) {
  60150. other.remapData.copyFrom(this.remapData);
  60151. }
  60152. if (this._randomNoiseCoordinates1) {
  60153. if (other._randomNoiseCoordinates1) {
  60154. other._randomNoiseCoordinates1.copyFrom(this._randomNoiseCoordinates1);
  60155. other._randomNoiseCoordinates2.copyFrom(this._randomNoiseCoordinates2);
  60156. }
  60157. else {
  60158. other._randomNoiseCoordinates1 = this._randomNoiseCoordinates1.clone();
  60159. other._randomNoiseCoordinates2 = this._randomNoiseCoordinates2.clone();
  60160. }
  60161. }
  60162. };
  60163. Particle._Count = 0;
  60164. return Particle;
  60165. }());
  60166. BABYLON.Particle = Particle;
  60167. })(BABYLON || (BABYLON = {}));
  60168. //# sourceMappingURL=babylon.particle.js.map
  60169. var BABYLON;
  60170. (function (BABYLON) {
  60171. /**
  60172. * This represents the base class for particle system in Babylon.
  60173. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  60174. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  60175. * @example https://doc.babylonjs.com/babylon101/particles
  60176. */
  60177. var BaseParticleSystem = /** @class */ (function () {
  60178. /**
  60179. * Instantiates a particle system.
  60180. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  60181. * @param name The name of the particle system
  60182. */
  60183. function BaseParticleSystem(name) {
  60184. /**
  60185. * List of animations used by the particle system.
  60186. */
  60187. this.animations = [];
  60188. /**
  60189. * The rendering group used by the Particle system to chose when to render.
  60190. */
  60191. this.renderingGroupId = 0;
  60192. /**
  60193. * The emitter represents the Mesh or position we are attaching the particle system to.
  60194. */
  60195. this.emitter = null;
  60196. /**
  60197. * The maximum number of particles to emit per frame
  60198. */
  60199. this.emitRate = 10;
  60200. /**
  60201. * If you want to launch only a few particles at once, that can be done, as well.
  60202. */
  60203. this.manualEmitCount = -1;
  60204. /**
  60205. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  60206. */
  60207. this.updateSpeed = 0.01;
  60208. /**
  60209. * The amount of time the particle system is running (depends of the overall update speed).
  60210. */
  60211. this.targetStopDuration = 0;
  60212. /**
  60213. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  60214. */
  60215. this.disposeOnStop = false;
  60216. /**
  60217. * Minimum power of emitting particles.
  60218. */
  60219. this.minEmitPower = 1;
  60220. /**
  60221. * Maximum power of emitting particles.
  60222. */
  60223. this.maxEmitPower = 1;
  60224. /**
  60225. * Minimum life time of emitting particles.
  60226. */
  60227. this.minLifeTime = 1;
  60228. /**
  60229. * Maximum life time of emitting particles.
  60230. */
  60231. this.maxLifeTime = 1;
  60232. /**
  60233. * Minimum Size of emitting particles.
  60234. */
  60235. this.minSize = 1;
  60236. /**
  60237. * Maximum Size of emitting particles.
  60238. */
  60239. this.maxSize = 1;
  60240. /**
  60241. * Minimum scale of emitting particles on X axis.
  60242. */
  60243. this.minScaleX = 1;
  60244. /**
  60245. * Maximum scale of emitting particles on X axis.
  60246. */
  60247. this.maxScaleX = 1;
  60248. /**
  60249. * Minimum scale of emitting particles on Y axis.
  60250. */
  60251. this.minScaleY = 1;
  60252. /**
  60253. * Maximum scale of emitting particles on Y axis.
  60254. */
  60255. this.maxScaleY = 1;
  60256. /**
  60257. * Gets or sets the minimal initial rotation in radians.
  60258. */
  60259. this.minInitialRotation = 0;
  60260. /**
  60261. * Gets or sets the maximal initial rotation in radians.
  60262. */
  60263. this.maxInitialRotation = 0;
  60264. /**
  60265. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  60266. */
  60267. this.minAngularSpeed = 0;
  60268. /**
  60269. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  60270. */
  60271. this.maxAngularSpeed = 0;
  60272. /**
  60273. * The layer mask we are rendering the particles through.
  60274. */
  60275. this.layerMask = 0x0FFFFFFF;
  60276. /**
  60277. * This can help using your own shader to render the particle system.
  60278. * The according effect will be created
  60279. */
  60280. this.customShader = null;
  60281. /**
  60282. * By default particle system starts as soon as they are created. This prevents the
  60283. * automatic start to happen and let you decide when to start emitting particles.
  60284. */
  60285. this.preventAutoStart = false;
  60286. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  60287. this.noiseStrength = new BABYLON.Vector3(10, 10, 10);
  60288. /**
  60289. * Callback triggered when the particle animation is ending.
  60290. */
  60291. this.onAnimationEnd = null;
  60292. /**
  60293. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  60294. */
  60295. this.blendMode = BABYLON.ParticleSystem.BLENDMODE_ONEONE;
  60296. /**
  60297. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  60298. * to override the particles.
  60299. */
  60300. this.forceDepthWrite = false;
  60301. /** Gets or sets a value indicating how many cycles (or frames) must be executed before first rendering (this value has to be set before starting the system). Default is 0 */
  60302. this.preWarmCycles = 0;
  60303. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  60304. this.preWarmStepOffset = 1;
  60305. /**
  60306. * If using a spritesheet (isAnimationSheetEnabled) defines the speed of the sprite loop (default is 1 meaning the animation will play once during the entire particle lifetime)
  60307. */
  60308. this.spriteCellChangeSpeed = 1;
  60309. /**
  60310. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  60311. */
  60312. this.startSpriteCellID = 0;
  60313. /**
  60314. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  60315. */
  60316. this.endSpriteCellID = 0;
  60317. /**
  60318. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  60319. */
  60320. this.spriteCellWidth = 0;
  60321. /**
  60322. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  60323. */
  60324. this.spriteCellHeight = 0;
  60325. /**
  60326. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  60327. */
  60328. this.spriteRandomStartCell = false;
  60329. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  60330. this.translationPivot = new BABYLON.Vector2(0, 0);
  60331. /**
  60332. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  60333. */
  60334. this.beginAnimationOnStart = false;
  60335. /**
  60336. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  60337. */
  60338. this.beginAnimationFrom = 0;
  60339. /**
  60340. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  60341. */
  60342. this.beginAnimationTo = 60;
  60343. /**
  60344. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  60345. */
  60346. this.beginAnimationLoop = false;
  60347. /**
  60348. * You can use gravity if you want to give an orientation to your particles.
  60349. */
  60350. this.gravity = BABYLON.Vector3.Zero();
  60351. this._colorGradients = null;
  60352. this._sizeGradients = null;
  60353. this._lifeTimeGradients = null;
  60354. this._angularSpeedGradients = null;
  60355. this._velocityGradients = null;
  60356. this._limitVelocityGradients = null;
  60357. this._dragGradients = null;
  60358. this._emitRateGradients = null;
  60359. this._startSizeGradients = null;
  60360. this._rampGradients = null;
  60361. this._colorRemapGradients = null;
  60362. this._alphaRemapGradients = null;
  60363. /**
  60364. * Defines the delay in milliseconds before starting the system (0 by default)
  60365. */
  60366. this.startDelay = 0;
  60367. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  60368. this.limitVelocityDamping = 0.4;
  60369. /**
  60370. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  60371. */
  60372. this.color1 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  60373. /**
  60374. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  60375. */
  60376. this.color2 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  60377. /**
  60378. * Color the particle will have at the end of its lifetime
  60379. */
  60380. this.colorDead = new BABYLON.Color4(0, 0, 0, 1.0);
  60381. /**
  60382. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  60383. */
  60384. this.textureMask = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  60385. /** @hidden */
  60386. this._isSubEmitter = false;
  60387. /**
  60388. * Gets or sets the billboard mode to use when isBillboardBased = true.
  60389. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  60390. */
  60391. this.billboardMode = BABYLON.ParticleSystem.BILLBOARDMODE_ALL;
  60392. this._isBillboardBased = true;
  60393. /**
  60394. * Local cache of defines for image processing.
  60395. */
  60396. this._imageProcessingConfigurationDefines = new BABYLON.ImageProcessingConfigurationDefines();
  60397. this.id = name;
  60398. this.name = name;
  60399. }
  60400. Object.defineProperty(BaseParticleSystem.prototype, "isAnimationSheetEnabled", {
  60401. /**
  60402. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  60403. */
  60404. get: function () {
  60405. return this._isAnimationSheetEnabled;
  60406. },
  60407. set: function (value) {
  60408. if (this._isAnimationSheetEnabled == value) {
  60409. return;
  60410. }
  60411. this._isAnimationSheetEnabled = value;
  60412. this._reset();
  60413. },
  60414. enumerable: true,
  60415. configurable: true
  60416. });
  60417. /**
  60418. * Get hosting scene
  60419. * @returns the scene
  60420. */
  60421. BaseParticleSystem.prototype.getScene = function () {
  60422. return this._scene;
  60423. };
  60424. BaseParticleSystem.prototype._hasTargetStopDurationDependantGradient = function () {
  60425. return (this._startSizeGradients && this._startSizeGradients.length > 0)
  60426. || (this._emitRateGradients && this._emitRateGradients.length > 0)
  60427. || (this._lifeTimeGradients && this._lifeTimeGradients.length > 0);
  60428. };
  60429. /**
  60430. * Gets the current list of drag gradients.
  60431. * You must use addDragGradient and removeDragGradient to udpate this list
  60432. * @returns the list of drag gradients
  60433. */
  60434. BaseParticleSystem.prototype.getDragGradients = function () {
  60435. return this._dragGradients;
  60436. };
  60437. /**
  60438. * Gets the current list of limit velocity gradients.
  60439. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  60440. * @returns the list of limit velocity gradients
  60441. */
  60442. BaseParticleSystem.prototype.getLimitVelocityGradients = function () {
  60443. return this._limitVelocityGradients;
  60444. };
  60445. /**
  60446. * Gets the current list of color gradients.
  60447. * You must use addColorGradient and removeColorGradient to udpate this list
  60448. * @returns the list of color gradients
  60449. */
  60450. BaseParticleSystem.prototype.getColorGradients = function () {
  60451. return this._colorGradients;
  60452. };
  60453. /**
  60454. * Gets the current list of size gradients.
  60455. * You must use addSizeGradient and removeSizeGradient to udpate this list
  60456. * @returns the list of size gradients
  60457. */
  60458. BaseParticleSystem.prototype.getSizeGradients = function () {
  60459. return this._sizeGradients;
  60460. };
  60461. /**
  60462. * Gets the current list of color remap gradients.
  60463. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  60464. * @returns the list of color remap gradients
  60465. */
  60466. BaseParticleSystem.prototype.getColorRemapGradients = function () {
  60467. return this._colorRemapGradients;
  60468. };
  60469. /**
  60470. * Gets the current list of alpha remap gradients.
  60471. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  60472. * @returns the list of alpha remap gradients
  60473. */
  60474. BaseParticleSystem.prototype.getAlphaRemapGradients = function () {
  60475. return this._alphaRemapGradients;
  60476. };
  60477. /**
  60478. * Gets the current list of life time gradients.
  60479. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  60480. * @returns the list of life time gradients
  60481. */
  60482. BaseParticleSystem.prototype.getLifeTimeGradients = function () {
  60483. return this._lifeTimeGradients;
  60484. };
  60485. /**
  60486. * Gets the current list of angular speed gradients.
  60487. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  60488. * @returns the list of angular speed gradients
  60489. */
  60490. BaseParticleSystem.prototype.getAngularSpeedGradients = function () {
  60491. return this._angularSpeedGradients;
  60492. };
  60493. /**
  60494. * Gets the current list of velocity gradients.
  60495. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  60496. * @returns the list of velocity gradients
  60497. */
  60498. BaseParticleSystem.prototype.getVelocityGradients = function () {
  60499. return this._velocityGradients;
  60500. };
  60501. /**
  60502. * Gets the current list of start size gradients.
  60503. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  60504. * @returns the list of start size gradients
  60505. */
  60506. BaseParticleSystem.prototype.getStartSizeGradients = function () {
  60507. return this._startSizeGradients;
  60508. };
  60509. /**
  60510. * Gets the current list of emit rate gradients.
  60511. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  60512. * @returns the list of emit rate gradients
  60513. */
  60514. BaseParticleSystem.prototype.getEmitRateGradients = function () {
  60515. return this._emitRateGradients;
  60516. };
  60517. Object.defineProperty(BaseParticleSystem.prototype, "direction1", {
  60518. /**
  60519. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  60520. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60521. */
  60522. get: function () {
  60523. if (this.particleEmitterType.direction1) {
  60524. return this.particleEmitterType.direction1;
  60525. }
  60526. return BABYLON.Vector3.Zero();
  60527. },
  60528. set: function (value) {
  60529. if (this.particleEmitterType.direction1) {
  60530. this.particleEmitterType.direction1 = value;
  60531. }
  60532. },
  60533. enumerable: true,
  60534. configurable: true
  60535. });
  60536. Object.defineProperty(BaseParticleSystem.prototype, "direction2", {
  60537. /**
  60538. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  60539. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60540. */
  60541. get: function () {
  60542. if (this.particleEmitterType.direction2) {
  60543. return this.particleEmitterType.direction2;
  60544. }
  60545. return BABYLON.Vector3.Zero();
  60546. },
  60547. set: function (value) {
  60548. if (this.particleEmitterType.direction2) {
  60549. this.particleEmitterType.direction2 = value;
  60550. }
  60551. },
  60552. enumerable: true,
  60553. configurable: true
  60554. });
  60555. Object.defineProperty(BaseParticleSystem.prototype, "minEmitBox", {
  60556. /**
  60557. * Minimum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  60558. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60559. */
  60560. get: function () {
  60561. if (this.particleEmitterType.minEmitBox) {
  60562. return this.particleEmitterType.minEmitBox;
  60563. }
  60564. return BABYLON.Vector3.Zero();
  60565. },
  60566. set: function (value) {
  60567. if (this.particleEmitterType.minEmitBox) {
  60568. this.particleEmitterType.minEmitBox = value;
  60569. }
  60570. },
  60571. enumerable: true,
  60572. configurable: true
  60573. });
  60574. Object.defineProperty(BaseParticleSystem.prototype, "maxEmitBox", {
  60575. /**
  60576. * Maximum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  60577. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60578. */
  60579. get: function () {
  60580. if (this.particleEmitterType.maxEmitBox) {
  60581. return this.particleEmitterType.maxEmitBox;
  60582. }
  60583. return BABYLON.Vector3.Zero();
  60584. },
  60585. set: function (value) {
  60586. if (this.particleEmitterType.maxEmitBox) {
  60587. this.particleEmitterType.maxEmitBox = value;
  60588. }
  60589. },
  60590. enumerable: true,
  60591. configurable: true
  60592. });
  60593. Object.defineProperty(BaseParticleSystem.prototype, "isBillboardBased", {
  60594. /**
  60595. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  60596. */
  60597. get: function () {
  60598. return this._isBillboardBased;
  60599. },
  60600. set: function (value) {
  60601. if (this._isBillboardBased === value) {
  60602. return;
  60603. }
  60604. this._isBillboardBased = value;
  60605. this._reset();
  60606. },
  60607. enumerable: true,
  60608. configurable: true
  60609. });
  60610. Object.defineProperty(BaseParticleSystem.prototype, "imageProcessingConfiguration", {
  60611. /**
  60612. * Gets the image processing configuration used either in this material.
  60613. */
  60614. get: function () {
  60615. return this._imageProcessingConfiguration;
  60616. },
  60617. /**
  60618. * Sets the Default image processing configuration used either in the this material.
  60619. *
  60620. * If sets to null, the scene one is in use.
  60621. */
  60622. set: function (value) {
  60623. this._attachImageProcessingConfiguration(value);
  60624. },
  60625. enumerable: true,
  60626. configurable: true
  60627. });
  60628. /**
  60629. * Attaches a new image processing configuration to the Standard Material.
  60630. * @param configuration
  60631. */
  60632. BaseParticleSystem.prototype._attachImageProcessingConfiguration = function (configuration) {
  60633. if (configuration === this._imageProcessingConfiguration) {
  60634. return;
  60635. }
  60636. // Pick the scene configuration if needed.
  60637. if (!configuration) {
  60638. this._imageProcessingConfiguration = this._scene.imageProcessingConfiguration;
  60639. }
  60640. else {
  60641. this._imageProcessingConfiguration = configuration;
  60642. }
  60643. };
  60644. /** @hidden */
  60645. BaseParticleSystem.prototype._reset = function () {
  60646. };
  60647. /** @hidden */
  60648. BaseParticleSystem.prototype._removeGradientAndTexture = function (gradient, gradients, texture) {
  60649. if (!gradients) {
  60650. return this;
  60651. }
  60652. var index = 0;
  60653. for (var _i = 0, gradients_1 = gradients; _i < gradients_1.length; _i++) {
  60654. var valueGradient = gradients_1[_i];
  60655. if (valueGradient.gradient === gradient) {
  60656. gradients.splice(index, 1);
  60657. break;
  60658. }
  60659. index++;
  60660. }
  60661. if (texture) {
  60662. texture.dispose();
  60663. }
  60664. return this;
  60665. };
  60666. /**
  60667. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  60668. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  60669. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  60670. * @returns the emitter
  60671. */
  60672. BaseParticleSystem.prototype.createPointEmitter = function (direction1, direction2) {
  60673. var particleEmitter = new BABYLON.PointParticleEmitter();
  60674. particleEmitter.direction1 = direction1;
  60675. particleEmitter.direction2 = direction2;
  60676. this.particleEmitterType = particleEmitter;
  60677. return particleEmitter;
  60678. };
  60679. /**
  60680. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  60681. * @param radius The radius of the hemisphere to emit from
  60682. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  60683. * @returns the emitter
  60684. */
  60685. BaseParticleSystem.prototype.createHemisphericEmitter = function (radius, radiusRange) {
  60686. if (radius === void 0) { radius = 1; }
  60687. if (radiusRange === void 0) { radiusRange = 1; }
  60688. var particleEmitter = new BABYLON.HemisphericParticleEmitter(radius, radiusRange);
  60689. this.particleEmitterType = particleEmitter;
  60690. return particleEmitter;
  60691. };
  60692. /**
  60693. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  60694. * @param radius The radius of the sphere to emit from
  60695. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  60696. * @returns the emitter
  60697. */
  60698. BaseParticleSystem.prototype.createSphereEmitter = function (radius, radiusRange) {
  60699. if (radius === void 0) { radius = 1; }
  60700. if (radiusRange === void 0) { radiusRange = 1; }
  60701. var particleEmitter = new BABYLON.SphereParticleEmitter(radius, radiusRange);
  60702. this.particleEmitterType = particleEmitter;
  60703. return particleEmitter;
  60704. };
  60705. /**
  60706. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  60707. * @param radius The radius of the sphere to emit from
  60708. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  60709. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  60710. * @returns the emitter
  60711. */
  60712. BaseParticleSystem.prototype.createDirectedSphereEmitter = function (radius, direction1, direction2) {
  60713. if (radius === void 0) { radius = 1; }
  60714. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1.0, 0); }
  60715. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1.0, 0); }
  60716. var particleEmitter = new BABYLON.SphereDirectedParticleEmitter(radius, direction1, direction2);
  60717. this.particleEmitterType = particleEmitter;
  60718. return particleEmitter;
  60719. };
  60720. /**
  60721. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  60722. * @param radius The radius of the emission cylinder
  60723. * @param height The height of the emission cylinder
  60724. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  60725. * @param directionRandomizer How much to randomize the particle direction [0-1]
  60726. * @returns the emitter
  60727. */
  60728. BaseParticleSystem.prototype.createCylinderEmitter = function (radius, height, radiusRange, directionRandomizer) {
  60729. if (radius === void 0) { radius = 1; }
  60730. if (height === void 0) { height = 1; }
  60731. if (radiusRange === void 0) { radiusRange = 1; }
  60732. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  60733. var particleEmitter = new BABYLON.CylinderParticleEmitter(radius, height, radiusRange, directionRandomizer);
  60734. this.particleEmitterType = particleEmitter;
  60735. return particleEmitter;
  60736. };
  60737. /**
  60738. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  60739. * @param radius The radius of the cylinder to emit from
  60740. * @param height The height of the emission cylinder
  60741. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  60742. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  60743. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  60744. * @returns the emitter
  60745. */
  60746. BaseParticleSystem.prototype.createDirectedCylinderEmitter = function (radius, height, radiusRange, direction1, direction2) {
  60747. if (radius === void 0) { radius = 1; }
  60748. if (height === void 0) { height = 1; }
  60749. if (radiusRange === void 0) { radiusRange = 1; }
  60750. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1.0, 0); }
  60751. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1.0, 0); }
  60752. var particleEmitter = new BABYLON.CylinderDirectedParticleEmitter(radius, height, radiusRange, direction1, direction2);
  60753. this.particleEmitterType = particleEmitter;
  60754. return particleEmitter;
  60755. };
  60756. /**
  60757. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  60758. * @param radius The radius of the cone to emit from
  60759. * @param angle The base angle of the cone
  60760. * @returns the emitter
  60761. */
  60762. BaseParticleSystem.prototype.createConeEmitter = function (radius, angle) {
  60763. if (radius === void 0) { radius = 1; }
  60764. if (angle === void 0) { angle = Math.PI / 4; }
  60765. var particleEmitter = new BABYLON.ConeParticleEmitter(radius, angle);
  60766. this.particleEmitterType = particleEmitter;
  60767. return particleEmitter;
  60768. };
  60769. /**
  60770. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  60771. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  60772. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  60773. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  60774. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  60775. * @returns the emitter
  60776. */
  60777. BaseParticleSystem.prototype.createBoxEmitter = function (direction1, direction2, minEmitBox, maxEmitBox) {
  60778. var particleEmitter = new BABYLON.BoxParticleEmitter();
  60779. this.particleEmitterType = particleEmitter;
  60780. this.direction1 = direction1;
  60781. this.direction2 = direction2;
  60782. this.minEmitBox = minEmitBox;
  60783. this.maxEmitBox = maxEmitBox;
  60784. return particleEmitter;
  60785. };
  60786. /**
  60787. * Source color is added to the destination color without alpha affecting the result
  60788. */
  60789. BaseParticleSystem.BLENDMODE_ONEONE = 0;
  60790. /**
  60791. * Blend current color and particle color using particle’s alpha
  60792. */
  60793. BaseParticleSystem.BLENDMODE_STANDARD = 1;
  60794. /**
  60795. * Add current color and particle color multiplied by particle’s alpha
  60796. */
  60797. BaseParticleSystem.BLENDMODE_ADD = 2;
  60798. /**
  60799. * Multiply current color with particle color
  60800. */
  60801. BaseParticleSystem.BLENDMODE_MULTIPLY = 3;
  60802. /**
  60803. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  60804. */
  60805. BaseParticleSystem.BLENDMODE_MULTIPLYADD = 4;
  60806. return BaseParticleSystem;
  60807. }());
  60808. BABYLON.BaseParticleSystem = BaseParticleSystem;
  60809. })(BABYLON || (BABYLON = {}));
  60810. //# sourceMappingURL=babylon.baseParticleSystem.js.map
  60811. var BABYLON;
  60812. (function (BABYLON) {
  60813. /**
  60814. * This represents a particle system in Babylon.
  60815. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  60816. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  60817. * @example https://doc.babylonjs.com/babylon101/particles
  60818. */
  60819. var ParticleSystem = /** @class */ (function (_super) {
  60820. __extends(ParticleSystem, _super);
  60821. /**
  60822. * Instantiates a particle system.
  60823. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  60824. * @param name The name of the particle system
  60825. * @param capacity The max number of particles alive at the same time
  60826. * @param scene The scene the particle system belongs to
  60827. * @param customEffect a custom effect used to change the way particles are rendered by default
  60828. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  60829. * @param epsilon Offset used to render the particles
  60830. */
  60831. function ParticleSystem(name, capacity, scene, customEffect, isAnimationSheetEnabled, epsilon) {
  60832. if (customEffect === void 0) { customEffect = null; }
  60833. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  60834. if (epsilon === void 0) { epsilon = 0.01; }
  60835. var _this = _super.call(this, name) || this;
  60836. /**
  60837. * @hidden
  60838. */
  60839. _this._inheritedVelocityOffset = new BABYLON.Vector3();
  60840. /**
  60841. * An event triggered when the system is disposed
  60842. */
  60843. _this.onDisposeObservable = new BABYLON.Observable();
  60844. _this._particles = new Array();
  60845. _this._stockParticles = new Array();
  60846. _this._newPartsExcess = 0;
  60847. _this._vertexBuffers = {};
  60848. _this._scaledColorStep = new BABYLON.Color4(0, 0, 0, 0);
  60849. _this._colorDiff = new BABYLON.Color4(0, 0, 0, 0);
  60850. _this._scaledDirection = BABYLON.Vector3.Zero();
  60851. _this._scaledGravity = BABYLON.Vector3.Zero();
  60852. _this._currentRenderId = -1;
  60853. _this._useInstancing = false;
  60854. _this._started = false;
  60855. _this._stopped = false;
  60856. _this._actualFrame = 0;
  60857. /** @hidden */
  60858. _this._currentEmitRate1 = 0;
  60859. /** @hidden */
  60860. _this._currentEmitRate2 = 0;
  60861. /** @hidden */
  60862. _this._currentStartSize1 = 0;
  60863. /** @hidden */
  60864. _this._currentStartSize2 = 0;
  60865. _this._rawTextureWidth = 256;
  60866. _this._useRampGradients = false;
  60867. /**
  60868. * @hidden
  60869. * If the particle systems emitter should be disposed when the particle system is disposed
  60870. */
  60871. _this._disposeEmitterOnDispose = false;
  60872. // start of sub system methods
  60873. /**
  60874. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  60875. * Its lifetime will start back at 0.
  60876. */
  60877. _this.recycleParticle = function (particle) {
  60878. // move particle from activeParticle list to stock particles
  60879. var lastParticle = _this._particles.pop();
  60880. if (lastParticle !== particle) {
  60881. lastParticle.copyTo(particle);
  60882. }
  60883. _this._stockParticles.push(lastParticle);
  60884. };
  60885. _this._createParticle = function () {
  60886. var particle;
  60887. if (_this._stockParticles.length !== 0) {
  60888. particle = _this._stockParticles.pop();
  60889. particle._reset();
  60890. }
  60891. else {
  60892. particle = new BABYLON.Particle(_this);
  60893. }
  60894. // Attach emitters
  60895. if (_this._subEmitters && _this._subEmitters.length > 0) {
  60896. var subEmitters = _this._subEmitters[Math.floor(Math.random() * _this._subEmitters.length)];
  60897. particle._attachedSubEmitters = [];
  60898. subEmitters.forEach(function (subEmitter) {
  60899. if (subEmitter.type === BABYLON.SubEmitterType.ATTACHED) {
  60900. var newEmitter = subEmitter.clone();
  60901. particle._attachedSubEmitters.push(newEmitter);
  60902. newEmitter.particleSystem.start();
  60903. }
  60904. });
  60905. }
  60906. return particle;
  60907. };
  60908. _this._emitFromParticle = function (particle) {
  60909. if (!_this._subEmitters || _this._subEmitters.length === 0) {
  60910. return;
  60911. }
  60912. var templateIndex = Math.floor(Math.random() * _this._subEmitters.length);
  60913. _this._subEmitters[templateIndex].forEach(function (subEmitter) {
  60914. if (subEmitter.type === BABYLON.SubEmitterType.END) {
  60915. var subSystem = subEmitter.clone();
  60916. particle._inheritParticleInfoToSubEmitter(subSystem);
  60917. subSystem.particleSystem._rootParticleSystem = _this;
  60918. _this.activeSubSystems.push(subSystem.particleSystem);
  60919. subSystem.particleSystem.start();
  60920. }
  60921. });
  60922. };
  60923. _this._capacity = capacity;
  60924. _this._epsilon = epsilon;
  60925. _this._isAnimationSheetEnabled = isAnimationSheetEnabled;
  60926. _this._scene = scene || BABYLON.Engine.LastCreatedScene;
  60927. // Setup the default processing configuration to the scene.
  60928. _this._attachImageProcessingConfiguration(null);
  60929. _this._customEffect = customEffect;
  60930. _this._scene.particleSystems.push(_this);
  60931. _this._useInstancing = _this._scene.getEngine().getCaps().instancedArrays;
  60932. _this._createIndexBuffer();
  60933. _this._createVertexBuffers();
  60934. // Default emitter type
  60935. _this.particleEmitterType = new BABYLON.BoxParticleEmitter();
  60936. // Update
  60937. _this.updateFunction = function (particles) {
  60938. var noiseTextureSize = null;
  60939. var noiseTextureData = null;
  60940. if (_this.noiseTexture) { // We need to get texture data back to CPU
  60941. noiseTextureSize = _this.noiseTexture.getSize();
  60942. noiseTextureData = (_this.noiseTexture.getContent());
  60943. }
  60944. var _loop_1 = function () {
  60945. particle = particles[index];
  60946. var scaledUpdateSpeed = _this._scaledUpdateSpeed;
  60947. var previousAge = particle.age;
  60948. particle.age += scaledUpdateSpeed;
  60949. // Evaluate step to death
  60950. if (particle.age > particle.lifeTime) {
  60951. var diff = particle.age - previousAge;
  60952. var oldDiff = particle.lifeTime - previousAge;
  60953. scaledUpdateSpeed = (oldDiff * scaledUpdateSpeed) / diff;
  60954. particle.age = particle.lifeTime;
  60955. }
  60956. var ratio = particle.age / particle.lifeTime;
  60957. // Color
  60958. if (_this._colorGradients && _this._colorGradients.length > 0) {
  60959. BABYLON.Tools.GetCurrentGradient(ratio, _this._colorGradients, function (currentGradient, nextGradient, scale) {
  60960. if (currentGradient !== particle._currentColorGradient) {
  60961. particle._currentColor1.copyFrom(particle._currentColor2);
  60962. nextGradient.getColorToRef(particle._currentColor2);
  60963. particle._currentColorGradient = currentGradient;
  60964. }
  60965. BABYLON.Color4.LerpToRef(particle._currentColor1, particle._currentColor2, scale, particle.color);
  60966. });
  60967. }
  60968. else {
  60969. particle.colorStep.scaleToRef(scaledUpdateSpeed, _this._scaledColorStep);
  60970. particle.color.addInPlace(_this._scaledColorStep);
  60971. if (particle.color.a < 0) {
  60972. particle.color.a = 0;
  60973. }
  60974. }
  60975. // Angular speed
  60976. if (_this._angularSpeedGradients && _this._angularSpeedGradients.length > 0) {
  60977. BABYLON.Tools.GetCurrentGradient(ratio, _this._angularSpeedGradients, function (currentGradient, nextGradient, scale) {
  60978. if (currentGradient !== particle._currentAngularSpeedGradient) {
  60979. particle._currentAngularSpeed1 = particle._currentAngularSpeed2;
  60980. particle._currentAngularSpeed2 = nextGradient.getFactor();
  60981. particle._currentAngularSpeedGradient = currentGradient;
  60982. }
  60983. particle.angularSpeed = BABYLON.Scalar.Lerp(particle._currentAngularSpeed1, particle._currentAngularSpeed2, scale);
  60984. });
  60985. }
  60986. particle.angle += particle.angularSpeed * scaledUpdateSpeed;
  60987. // Direction
  60988. var directionScale = scaledUpdateSpeed;
  60989. /// Velocity
  60990. if (_this._velocityGradients && _this._velocityGradients.length > 0) {
  60991. BABYLON.Tools.GetCurrentGradient(ratio, _this._velocityGradients, function (currentGradient, nextGradient, scale) {
  60992. if (currentGradient !== particle._currentVelocityGradient) {
  60993. particle._currentVelocity1 = particle._currentVelocity2;
  60994. particle._currentVelocity2 = nextGradient.getFactor();
  60995. particle._currentVelocityGradient = currentGradient;
  60996. }
  60997. directionScale *= BABYLON.Scalar.Lerp(particle._currentVelocity1, particle._currentVelocity2, scale);
  60998. });
  60999. }
  61000. particle.direction.scaleToRef(directionScale, _this._scaledDirection);
  61001. /// Limit velocity
  61002. if (_this._limitVelocityGradients && _this._limitVelocityGradients.length > 0) {
  61003. BABYLON.Tools.GetCurrentGradient(ratio, _this._limitVelocityGradients, function (currentGradient, nextGradient, scale) {
  61004. if (currentGradient !== particle._currentLimitVelocityGradient) {
  61005. particle._currentLimitVelocity1 = particle._currentLimitVelocity2;
  61006. particle._currentLimitVelocity2 = nextGradient.getFactor();
  61007. particle._currentLimitVelocityGradient = currentGradient;
  61008. }
  61009. var limitVelocity = BABYLON.Scalar.Lerp(particle._currentLimitVelocity1, particle._currentLimitVelocity2, scale);
  61010. var currentVelocity = particle.direction.length();
  61011. if (currentVelocity > limitVelocity) {
  61012. particle.direction.scaleInPlace(_this.limitVelocityDamping);
  61013. }
  61014. });
  61015. }
  61016. /// Drag
  61017. if (_this._dragGradients && _this._dragGradients.length > 0) {
  61018. BABYLON.Tools.GetCurrentGradient(ratio, _this._dragGradients, function (currentGradient, nextGradient, scale) {
  61019. if (currentGradient !== particle._currentDragGradient) {
  61020. particle._currentDrag1 = particle._currentDrag2;
  61021. particle._currentDrag2 = nextGradient.getFactor();
  61022. particle._currentDragGradient = currentGradient;
  61023. }
  61024. var drag = BABYLON.Scalar.Lerp(particle._currentDrag1, particle._currentDrag2, scale);
  61025. _this._scaledDirection.scaleInPlace(1.0 - drag);
  61026. });
  61027. }
  61028. particle.position.addInPlace(_this._scaledDirection);
  61029. // Noise
  61030. if (noiseTextureData && noiseTextureSize) {
  61031. var fetchedColorR = _this._fetchR(particle._randomNoiseCoordinates1.x, particle._randomNoiseCoordinates1.y, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);
  61032. var fetchedColorG = _this._fetchR(particle._randomNoiseCoordinates1.z, particle._randomNoiseCoordinates2.x, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);
  61033. var fetchedColorB = _this._fetchR(particle._randomNoiseCoordinates2.y, particle._randomNoiseCoordinates2.z, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);
  61034. var force = BABYLON.Tmp.Vector3[0];
  61035. var scaledForce = BABYLON.Tmp.Vector3[1];
  61036. force.copyFromFloats((2 * fetchedColorR - 1) * _this.noiseStrength.x, (2 * fetchedColorG - 1) * _this.noiseStrength.y, (2 * fetchedColorB - 1) * _this.noiseStrength.z);
  61037. force.scaleToRef(scaledUpdateSpeed, scaledForce);
  61038. particle.direction.addInPlace(scaledForce);
  61039. }
  61040. // Gravity
  61041. _this.gravity.scaleToRef(scaledUpdateSpeed, _this._scaledGravity);
  61042. particle.direction.addInPlace(_this._scaledGravity);
  61043. // Size
  61044. if (_this._sizeGradients && _this._sizeGradients.length > 0) {
  61045. BABYLON.Tools.GetCurrentGradient(ratio, _this._sizeGradients, function (currentGradient, nextGradient, scale) {
  61046. if (currentGradient !== particle._currentSizeGradient) {
  61047. particle._currentSize1 = particle._currentSize2;
  61048. particle._currentSize2 = nextGradient.getFactor();
  61049. particle._currentSizeGradient = currentGradient;
  61050. }
  61051. particle.size = BABYLON.Scalar.Lerp(particle._currentSize1, particle._currentSize2, scale);
  61052. });
  61053. }
  61054. // Remap data
  61055. if (_this._useRampGradients) {
  61056. if (_this._colorRemapGradients && _this._colorRemapGradients.length > 0) {
  61057. BABYLON.Tools.GetCurrentGradient(ratio, _this._colorRemapGradients, function (currentGradient, nextGradient, scale) {
  61058. var min = BABYLON.Scalar.Lerp(currentGradient.factor1, nextGradient.factor1, scale);
  61059. var max = BABYLON.Scalar.Lerp(currentGradient.factor2, nextGradient.factor2, scale);
  61060. particle.remapData.x = min;
  61061. particle.remapData.y = max - min;
  61062. });
  61063. }
  61064. if (_this._alphaRemapGradients && _this._alphaRemapGradients.length > 0) {
  61065. BABYLON.Tools.GetCurrentGradient(ratio, _this._alphaRemapGradients, function (currentGradient, nextGradient, scale) {
  61066. var min = BABYLON.Scalar.Lerp(currentGradient.factor1, nextGradient.factor1, scale);
  61067. var max = BABYLON.Scalar.Lerp(currentGradient.factor2, nextGradient.factor2, scale);
  61068. particle.remapData.z = min;
  61069. particle.remapData.w = max - min;
  61070. });
  61071. }
  61072. }
  61073. if (_this._isAnimationSheetEnabled) {
  61074. particle.updateCellIndex();
  61075. }
  61076. // Update the position of the attached sub-emitters to match their attached particle
  61077. particle._inheritParticleInfoToSubEmitters();
  61078. if (particle.age >= particle.lifeTime) { // Recycle by swapping with last particle
  61079. _this._emitFromParticle(particle);
  61080. if (particle._attachedSubEmitters) {
  61081. particle._attachedSubEmitters.forEach(function (subEmitter) {
  61082. subEmitter.particleSystem.disposeOnStop = true;
  61083. subEmitter.particleSystem.stop();
  61084. });
  61085. particle._attachedSubEmitters = null;
  61086. }
  61087. _this.recycleParticle(particle);
  61088. index--;
  61089. return "continue";
  61090. }
  61091. };
  61092. var particle;
  61093. for (var index = 0; index < particles.length; index++) {
  61094. _loop_1();
  61095. }
  61096. };
  61097. return _this;
  61098. }
  61099. Object.defineProperty(ParticleSystem.prototype, "onDispose", {
  61100. /**
  61101. * Sets a callback that will be triggered when the system is disposed
  61102. */
  61103. set: function (callback) {
  61104. if (this._onDisposeObserver) {
  61105. this.onDisposeObservable.remove(this._onDisposeObserver);
  61106. }
  61107. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  61108. },
  61109. enumerable: true,
  61110. configurable: true
  61111. });
  61112. Object.defineProperty(ParticleSystem.prototype, "useRampGradients", {
  61113. /** Gets or sets a boolean indicating that ramp gradients must be used
  61114. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  61115. */
  61116. get: function () {
  61117. return this._useRampGradients;
  61118. },
  61119. set: function (value) {
  61120. if (this._useRampGradients === value) {
  61121. return;
  61122. }
  61123. this._useRampGradients = value;
  61124. this._resetEffect();
  61125. },
  61126. enumerable: true,
  61127. configurable: true
  61128. });
  61129. Object.defineProperty(ParticleSystem.prototype, "particles", {
  61130. //end of Sub-emitter
  61131. /**
  61132. * Gets the current list of active particles
  61133. */
  61134. get: function () {
  61135. return this._particles;
  61136. },
  61137. enumerable: true,
  61138. configurable: true
  61139. });
  61140. /**
  61141. * Returns the string "ParticleSystem"
  61142. * @returns a string containing the class name
  61143. */
  61144. ParticleSystem.prototype.getClassName = function () {
  61145. return "ParticleSystem";
  61146. };
  61147. ParticleSystem.prototype._addFactorGradient = function (factorGradients, gradient, factor, factor2) {
  61148. var newGradient = new BABYLON.FactorGradient();
  61149. newGradient.gradient = gradient;
  61150. newGradient.factor1 = factor;
  61151. newGradient.factor2 = factor2;
  61152. factorGradients.push(newGradient);
  61153. factorGradients.sort(function (a, b) {
  61154. if (a.gradient < b.gradient) {
  61155. return -1;
  61156. }
  61157. else if (a.gradient > b.gradient) {
  61158. return 1;
  61159. }
  61160. return 0;
  61161. });
  61162. };
  61163. ParticleSystem.prototype._removeFactorGradient = function (factorGradients, gradient) {
  61164. if (!factorGradients) {
  61165. return;
  61166. }
  61167. var index = 0;
  61168. for (var _i = 0, factorGradients_1 = factorGradients; _i < factorGradients_1.length; _i++) {
  61169. var factorGradient = factorGradients_1[_i];
  61170. if (factorGradient.gradient === gradient) {
  61171. factorGradients.splice(index, 1);
  61172. break;
  61173. }
  61174. index++;
  61175. }
  61176. };
  61177. /**
  61178. * Adds a new life time gradient
  61179. * @param gradient defines the gradient to use (between 0 and 1)
  61180. * @param factor defines the life time factor to affect to the specified gradient
  61181. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61182. * @returns the current particle system
  61183. */
  61184. ParticleSystem.prototype.addLifeTimeGradient = function (gradient, factor, factor2) {
  61185. if (!this._lifeTimeGradients) {
  61186. this._lifeTimeGradients = [];
  61187. }
  61188. this._addFactorGradient(this._lifeTimeGradients, gradient, factor, factor2);
  61189. return this;
  61190. };
  61191. /**
  61192. * Remove a specific life time gradient
  61193. * @param gradient defines the gradient to remove
  61194. * @returns the current particle system
  61195. */
  61196. ParticleSystem.prototype.removeLifeTimeGradient = function (gradient) {
  61197. this._removeFactorGradient(this._lifeTimeGradients, gradient);
  61198. return this;
  61199. };
  61200. /**
  61201. * Adds a new size gradient
  61202. * @param gradient defines the gradient to use (between 0 and 1)
  61203. * @param factor defines the size factor to affect to the specified gradient
  61204. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61205. * @returns the current particle system
  61206. */
  61207. ParticleSystem.prototype.addSizeGradient = function (gradient, factor, factor2) {
  61208. if (!this._sizeGradients) {
  61209. this._sizeGradients = [];
  61210. }
  61211. this._addFactorGradient(this._sizeGradients, gradient, factor, factor2);
  61212. return this;
  61213. };
  61214. /**
  61215. * Remove a specific size gradient
  61216. * @param gradient defines the gradient to remove
  61217. * @returns the current particle system
  61218. */
  61219. ParticleSystem.prototype.removeSizeGradient = function (gradient) {
  61220. this._removeFactorGradient(this._sizeGradients, gradient);
  61221. return this;
  61222. };
  61223. /**
  61224. * Adds a new color remap gradient
  61225. * @param gradient defines the gradient to use (between 0 and 1)
  61226. * @param min defines the color remap minimal range
  61227. * @param max defines the color remap maximal range
  61228. * @returns the current particle system
  61229. */
  61230. ParticleSystem.prototype.addColorRemapGradient = function (gradient, min, max) {
  61231. if (!this._colorRemapGradients) {
  61232. this._colorRemapGradients = [];
  61233. }
  61234. this._addFactorGradient(this._colorRemapGradients, gradient, min, max);
  61235. return this;
  61236. };
  61237. /**
  61238. * Remove a specific color remap gradient
  61239. * @param gradient defines the gradient to remove
  61240. * @returns the current particle system
  61241. */
  61242. ParticleSystem.prototype.removeColorRemapGradient = function (gradient) {
  61243. this._removeFactorGradient(this._colorRemapGradients, gradient);
  61244. return this;
  61245. };
  61246. /**
  61247. * Adds a new alpha remap gradient
  61248. * @param gradient defines the gradient to use (between 0 and 1)
  61249. * @param min defines the alpha remap minimal range
  61250. * @param max defines the alpha remap maximal range
  61251. * @returns the current particle system
  61252. */
  61253. ParticleSystem.prototype.addAlphaRemapGradient = function (gradient, min, max) {
  61254. if (!this._alphaRemapGradients) {
  61255. this._alphaRemapGradients = [];
  61256. }
  61257. this._addFactorGradient(this._alphaRemapGradients, gradient, min, max);
  61258. return this;
  61259. };
  61260. /**
  61261. * Remove a specific alpha remap gradient
  61262. * @param gradient defines the gradient to remove
  61263. * @returns the current particle system
  61264. */
  61265. ParticleSystem.prototype.removeAlphaRemapGradient = function (gradient) {
  61266. this._removeFactorGradient(this._alphaRemapGradients, gradient);
  61267. return this;
  61268. };
  61269. /**
  61270. * Adds a new angular speed gradient
  61271. * @param gradient defines the gradient to use (between 0 and 1)
  61272. * @param factor defines the angular speed to affect to the specified gradient
  61273. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61274. * @returns the current particle system
  61275. */
  61276. ParticleSystem.prototype.addAngularSpeedGradient = function (gradient, factor, factor2) {
  61277. if (!this._angularSpeedGradients) {
  61278. this._angularSpeedGradients = [];
  61279. }
  61280. this._addFactorGradient(this._angularSpeedGradients, gradient, factor, factor2);
  61281. return this;
  61282. };
  61283. /**
  61284. * Remove a specific angular speed gradient
  61285. * @param gradient defines the gradient to remove
  61286. * @returns the current particle system
  61287. */
  61288. ParticleSystem.prototype.removeAngularSpeedGradient = function (gradient) {
  61289. this._removeFactorGradient(this._angularSpeedGradients, gradient);
  61290. return this;
  61291. };
  61292. /**
  61293. * Adds a new velocity gradient
  61294. * @param gradient defines the gradient to use (between 0 and 1)
  61295. * @param factor defines the velocity to affect to the specified gradient
  61296. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61297. * @returns the current particle system
  61298. */
  61299. ParticleSystem.prototype.addVelocityGradient = function (gradient, factor, factor2) {
  61300. if (!this._velocityGradients) {
  61301. this._velocityGradients = [];
  61302. }
  61303. this._addFactorGradient(this._velocityGradients, gradient, factor, factor2);
  61304. return this;
  61305. };
  61306. /**
  61307. * Remove a specific velocity gradient
  61308. * @param gradient defines the gradient to remove
  61309. * @returns the current particle system
  61310. */
  61311. ParticleSystem.prototype.removeVelocityGradient = function (gradient) {
  61312. this._removeFactorGradient(this._velocityGradients, gradient);
  61313. return this;
  61314. };
  61315. /**
  61316. * Adds a new limit velocity gradient
  61317. * @param gradient defines the gradient to use (between 0 and 1)
  61318. * @param factor defines the limit velocity value to affect to the specified gradient
  61319. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61320. * @returns the current particle system
  61321. */
  61322. ParticleSystem.prototype.addLimitVelocityGradient = function (gradient, factor, factor2) {
  61323. if (!this._limitVelocityGradients) {
  61324. this._limitVelocityGradients = [];
  61325. }
  61326. this._addFactorGradient(this._limitVelocityGradients, gradient, factor, factor2);
  61327. return this;
  61328. };
  61329. /**
  61330. * Remove a specific limit velocity gradient
  61331. * @param gradient defines the gradient to remove
  61332. * @returns the current particle system
  61333. */
  61334. ParticleSystem.prototype.removeLimitVelocityGradient = function (gradient) {
  61335. this._removeFactorGradient(this._limitVelocityGradients, gradient);
  61336. return this;
  61337. };
  61338. /**
  61339. * Adds a new drag gradient
  61340. * @param gradient defines the gradient to use (between 0 and 1)
  61341. * @param factor defines the drag value to affect to the specified gradient
  61342. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61343. * @returns the current particle system
  61344. */
  61345. ParticleSystem.prototype.addDragGradient = function (gradient, factor, factor2) {
  61346. if (!this._dragGradients) {
  61347. this._dragGradients = [];
  61348. }
  61349. this._addFactorGradient(this._dragGradients, gradient, factor, factor2);
  61350. return this;
  61351. };
  61352. /**
  61353. * Remove a specific drag gradient
  61354. * @param gradient defines the gradient to remove
  61355. * @returns the current particle system
  61356. */
  61357. ParticleSystem.prototype.removeDragGradient = function (gradient) {
  61358. this._removeFactorGradient(this._dragGradients, gradient);
  61359. return this;
  61360. };
  61361. /**
  61362. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  61363. * @param gradient defines the gradient to use (between 0 and 1)
  61364. * @param factor defines the emit rate value to affect to the specified gradient
  61365. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61366. * @returns the current particle system
  61367. */
  61368. ParticleSystem.prototype.addEmitRateGradient = function (gradient, factor, factor2) {
  61369. if (!this._emitRateGradients) {
  61370. this._emitRateGradients = [];
  61371. }
  61372. this._addFactorGradient(this._emitRateGradients, gradient, factor, factor2);
  61373. return this;
  61374. };
  61375. /**
  61376. * Remove a specific emit rate gradient
  61377. * @param gradient defines the gradient to remove
  61378. * @returns the current particle system
  61379. */
  61380. ParticleSystem.prototype.removeEmitRateGradient = function (gradient) {
  61381. this._removeFactorGradient(this._emitRateGradients, gradient);
  61382. return this;
  61383. };
  61384. /**
  61385. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  61386. * @param gradient defines the gradient to use (between 0 and 1)
  61387. * @param factor defines the start size value to affect to the specified gradient
  61388. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61389. * @returns the current particle system
  61390. */
  61391. ParticleSystem.prototype.addStartSizeGradient = function (gradient, factor, factor2) {
  61392. if (!this._startSizeGradients) {
  61393. this._startSizeGradients = [];
  61394. }
  61395. this._addFactorGradient(this._startSizeGradients, gradient, factor, factor2);
  61396. return this;
  61397. };
  61398. /**
  61399. * Remove a specific start size gradient
  61400. * @param gradient defines the gradient to remove
  61401. * @returns the current particle system
  61402. */
  61403. ParticleSystem.prototype.removeStartSizeGradient = function (gradient) {
  61404. this._removeFactorGradient(this._emitRateGradients, gradient);
  61405. return this;
  61406. };
  61407. ParticleSystem.prototype._createRampGradientTexture = function () {
  61408. if (!this._rampGradients || !this._rampGradients.length || this._rampGradientsTexture) {
  61409. return;
  61410. }
  61411. var data = new Uint8Array(this._rawTextureWidth * 4);
  61412. var tmpColor = BABYLON.Tmp.Color3[0];
  61413. for (var x = 0; x < this._rawTextureWidth; x++) {
  61414. var ratio = x / this._rawTextureWidth;
  61415. BABYLON.Tools.GetCurrentGradient(ratio, this._rampGradients, function (currentGradient, nextGradient, scale) {
  61416. BABYLON.Color3.LerpToRef(currentGradient.color, nextGradient.color, scale, tmpColor);
  61417. data[x * 4] = tmpColor.r * 255;
  61418. data[x * 4 + 1] = tmpColor.g * 255;
  61419. data[x * 4 + 2] = tmpColor.b * 255;
  61420. data[x * 4 + 3] = 255;
  61421. });
  61422. }
  61423. this._rampGradientsTexture = BABYLON.RawTexture.CreateRGBATexture(data, this._rawTextureWidth, 1, this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  61424. };
  61425. /**
  61426. * Gets the current list of ramp gradients.
  61427. * You must use addRampGradient and removeRampGradient to udpate this list
  61428. * @returns the list of ramp gradients
  61429. */
  61430. ParticleSystem.prototype.getRampGradients = function () {
  61431. return this._rampGradients;
  61432. };
  61433. /**
  61434. * Adds a new ramp gradient used to remap particle colors
  61435. * @param gradient defines the gradient to use (between 0 and 1)
  61436. * @param color defines the color to affect to the specified gradient
  61437. * @returns the current particle system
  61438. */
  61439. ParticleSystem.prototype.addRampGradient = function (gradient, color) {
  61440. if (!this._rampGradients) {
  61441. this._rampGradients = [];
  61442. }
  61443. var rampGradient = new BABYLON.Color3Gradient();
  61444. rampGradient.gradient = gradient;
  61445. rampGradient.color = color;
  61446. this._rampGradients.push(rampGradient);
  61447. this._rampGradients.sort(function (a, b) {
  61448. if (a.gradient < b.gradient) {
  61449. return -1;
  61450. }
  61451. else if (a.gradient > b.gradient) {
  61452. return 1;
  61453. }
  61454. return 0;
  61455. });
  61456. if (this._rampGradientsTexture) {
  61457. this._rampGradientsTexture.dispose();
  61458. this._rampGradientsTexture = null;
  61459. }
  61460. this._createRampGradientTexture();
  61461. return this;
  61462. };
  61463. /**
  61464. * Remove a specific ramp gradient
  61465. * @param gradient defines the gradient to remove
  61466. * @returns the current particle system
  61467. */
  61468. ParticleSystem.prototype.removeRampGradient = function (gradient) {
  61469. this._removeGradientAndTexture(gradient, this._rampGradients, this._rampGradientsTexture);
  61470. this._rampGradientsTexture = null;
  61471. if (this._rampGradients && this._rampGradients.length > 0) {
  61472. this._createRampGradientTexture();
  61473. }
  61474. return this;
  61475. };
  61476. /**
  61477. * Adds a new color gradient
  61478. * @param gradient defines the gradient to use (between 0 and 1)
  61479. * @param color1 defines the color to affect to the specified gradient
  61480. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  61481. * @returns this particle system
  61482. */
  61483. ParticleSystem.prototype.addColorGradient = function (gradient, color1, color2) {
  61484. if (!this._colorGradients) {
  61485. this._colorGradients = [];
  61486. }
  61487. var colorGradient = new BABYLON.ColorGradient();
  61488. colorGradient.gradient = gradient;
  61489. colorGradient.color1 = color1;
  61490. colorGradient.color2 = color2;
  61491. this._colorGradients.push(colorGradient);
  61492. this._colorGradients.sort(function (a, b) {
  61493. if (a.gradient < b.gradient) {
  61494. return -1;
  61495. }
  61496. else if (a.gradient > b.gradient) {
  61497. return 1;
  61498. }
  61499. return 0;
  61500. });
  61501. return this;
  61502. };
  61503. /**
  61504. * Remove a specific color gradient
  61505. * @param gradient defines the gradient to remove
  61506. * @returns this particle system
  61507. */
  61508. ParticleSystem.prototype.removeColorGradient = function (gradient) {
  61509. if (!this._colorGradients) {
  61510. return this;
  61511. }
  61512. var index = 0;
  61513. for (var _i = 0, _a = this._colorGradients; _i < _a.length; _i++) {
  61514. var colorGradient = _a[_i];
  61515. if (colorGradient.gradient === gradient) {
  61516. this._colorGradients.splice(index, 1);
  61517. break;
  61518. }
  61519. index++;
  61520. }
  61521. return this;
  61522. };
  61523. ParticleSystem.prototype._fetchR = function (u, v, width, height, pixels) {
  61524. u = Math.abs(u) * 0.5 + 0.5;
  61525. v = Math.abs(v) * 0.5 + 0.5;
  61526. var wrappedU = ((u * width) % width) | 0;
  61527. var wrappedV = ((v * height) % height) | 0;
  61528. var position = (wrappedU + wrappedV * width) * 4;
  61529. return pixels[position] / 255;
  61530. };
  61531. ParticleSystem.prototype._reset = function () {
  61532. this._resetEffect();
  61533. };
  61534. ParticleSystem.prototype._resetEffect = function () {
  61535. if (this._vertexBuffer) {
  61536. this._vertexBuffer.dispose();
  61537. this._vertexBuffer = null;
  61538. }
  61539. if (this._spriteBuffer) {
  61540. this._spriteBuffer.dispose();
  61541. this._spriteBuffer = null;
  61542. }
  61543. this._createVertexBuffers();
  61544. };
  61545. ParticleSystem.prototype._createVertexBuffers = function () {
  61546. this._vertexBufferSize = this._useInstancing ? 10 : 12;
  61547. if (this._isAnimationSheetEnabled) {
  61548. this._vertexBufferSize += 1;
  61549. }
  61550. if (!this._isBillboardBased || this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
  61551. this._vertexBufferSize += 3;
  61552. }
  61553. if (this._useRampGradients) {
  61554. this._vertexBufferSize += 4;
  61555. }
  61556. var engine = this._scene.getEngine();
  61557. this._vertexData = new Float32Array(this._capacity * this._vertexBufferSize * (this._useInstancing ? 1 : 4));
  61558. this._vertexBuffer = new BABYLON.Buffer(engine, this._vertexData, true, this._vertexBufferSize);
  61559. var dataOffset = 0;
  61560. var positions = this._vertexBuffer.createVertexBuffer(BABYLON.VertexBuffer.PositionKind, dataOffset, 3, this._vertexBufferSize, this._useInstancing);
  61561. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = positions;
  61562. dataOffset += 3;
  61563. var colors = this._vertexBuffer.createVertexBuffer(BABYLON.VertexBuffer.ColorKind, dataOffset, 4, this._vertexBufferSize, this._useInstancing);
  61564. this._vertexBuffers[BABYLON.VertexBuffer.ColorKind] = colors;
  61565. dataOffset += 4;
  61566. var options = this._vertexBuffer.createVertexBuffer("angle", dataOffset, 1, this._vertexBufferSize, this._useInstancing);
  61567. this._vertexBuffers["angle"] = options;
  61568. dataOffset += 1;
  61569. var size = this._vertexBuffer.createVertexBuffer("size", dataOffset, 2, this._vertexBufferSize, this._useInstancing);
  61570. this._vertexBuffers["size"] = size;
  61571. dataOffset += 2;
  61572. if (this._isAnimationSheetEnabled) {
  61573. var cellIndexBuffer = this._vertexBuffer.createVertexBuffer("cellIndex", dataOffset, 1, this._vertexBufferSize, this._useInstancing);
  61574. this._vertexBuffers["cellIndex"] = cellIndexBuffer;
  61575. dataOffset += 1;
  61576. }
  61577. if (!this._isBillboardBased || this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
  61578. var directionBuffer = this._vertexBuffer.createVertexBuffer("direction", dataOffset, 3, this._vertexBufferSize, this._useInstancing);
  61579. this._vertexBuffers["direction"] = directionBuffer;
  61580. dataOffset += 3;
  61581. }
  61582. if (this._useRampGradients) {
  61583. var rampDataBuffer = this._vertexBuffer.createVertexBuffer("remapData", dataOffset, 4, this._vertexBufferSize, this._useInstancing);
  61584. this._vertexBuffers["remapData"] = rampDataBuffer;
  61585. dataOffset += 4;
  61586. }
  61587. var offsets;
  61588. if (this._useInstancing) {
  61589. var spriteData = new Float32Array([0, 0, 1, 0, 1, 1, 0, 1]);
  61590. this._spriteBuffer = new BABYLON.Buffer(engine, spriteData, false, 2);
  61591. offsets = this._spriteBuffer.createVertexBuffer("offset", 0, 2);
  61592. }
  61593. else {
  61594. offsets = this._vertexBuffer.createVertexBuffer("offset", dataOffset, 2, this._vertexBufferSize, this._useInstancing);
  61595. dataOffset += 2;
  61596. }
  61597. this._vertexBuffers["offset"] = offsets;
  61598. };
  61599. ParticleSystem.prototype._createIndexBuffer = function () {
  61600. if (this._useInstancing) {
  61601. return;
  61602. }
  61603. var indices = [];
  61604. var index = 0;
  61605. for (var count = 0; count < this._capacity; count++) {
  61606. indices.push(index);
  61607. indices.push(index + 1);
  61608. indices.push(index + 2);
  61609. indices.push(index);
  61610. indices.push(index + 2);
  61611. indices.push(index + 3);
  61612. index += 4;
  61613. }
  61614. this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);
  61615. };
  61616. /**
  61617. * Gets the maximum number of particles active at the same time.
  61618. * @returns The max number of active particles.
  61619. */
  61620. ParticleSystem.prototype.getCapacity = function () {
  61621. return this._capacity;
  61622. };
  61623. /**
  61624. * Gets whether there are still active particles in the system.
  61625. * @returns True if it is alive, otherwise false.
  61626. */
  61627. ParticleSystem.prototype.isAlive = function () {
  61628. return this._alive;
  61629. };
  61630. /**
  61631. * Gets if the system has been started. (Note: this will still be true after stop is called)
  61632. * @returns True if it has been started, otherwise false.
  61633. */
  61634. ParticleSystem.prototype.isStarted = function () {
  61635. return this._started;
  61636. };
  61637. ParticleSystem.prototype._prepareSubEmitterInternalArray = function () {
  61638. var _this = this;
  61639. this._subEmitters = new Array();
  61640. if (this.subEmitters) {
  61641. this.subEmitters.forEach(function (subEmitter) {
  61642. if (subEmitter instanceof ParticleSystem) {
  61643. _this._subEmitters.push([new BABYLON.SubEmitter(subEmitter)]);
  61644. }
  61645. else if (subEmitter instanceof BABYLON.SubEmitter) {
  61646. _this._subEmitters.push([subEmitter]);
  61647. }
  61648. else if (subEmitter instanceof Array) {
  61649. _this._subEmitters.push(subEmitter);
  61650. }
  61651. });
  61652. }
  61653. };
  61654. /**
  61655. * Starts the particle system and begins to emit
  61656. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  61657. */
  61658. ParticleSystem.prototype.start = function (delay) {
  61659. var _this = this;
  61660. if (delay === void 0) { delay = this.startDelay; }
  61661. if (!this.targetStopDuration && this._hasTargetStopDurationDependantGradient()) {
  61662. throw "Particle system started with a targetStopDuration dependant gradient (eg. startSizeGradients) but no targetStopDuration set";
  61663. }
  61664. if (delay) {
  61665. setTimeout(function () {
  61666. _this.start(0);
  61667. }, delay);
  61668. return;
  61669. }
  61670. // Convert the subEmitters field to the constant type field _subEmitters
  61671. this._prepareSubEmitterInternalArray();
  61672. this._started = true;
  61673. this._stopped = false;
  61674. this._actualFrame = 0;
  61675. if (this._subEmitters && this._subEmitters.length != 0) {
  61676. this.activeSubSystems = new Array();
  61677. }
  61678. // Reset emit gradient so it acts the same on every start
  61679. if (this._emitRateGradients) {
  61680. if (this._emitRateGradients.length > 0) {
  61681. this._currentEmitRateGradient = this._emitRateGradients[0];
  61682. this._currentEmitRate1 = this._currentEmitRateGradient.getFactor();
  61683. this._currentEmitRate2 = this._currentEmitRate1;
  61684. }
  61685. if (this._emitRateGradients.length > 1) {
  61686. this._currentEmitRate2 = this._emitRateGradients[1].getFactor();
  61687. }
  61688. }
  61689. // Reset start size gradient so it acts the same on every start
  61690. if (this._startSizeGradients) {
  61691. if (this._startSizeGradients.length > 0) {
  61692. this._currentStartSizeGradient = this._startSizeGradients[0];
  61693. this._currentStartSize1 = this._currentStartSizeGradient.getFactor();
  61694. this._currentStartSize2 = this._currentStartSize1;
  61695. }
  61696. if (this._startSizeGradients.length > 1) {
  61697. this._currentStartSize2 = this._startSizeGradients[1].getFactor();
  61698. }
  61699. }
  61700. if (this.preWarmCycles) {
  61701. if (this.emitter instanceof BABYLON.AbstractMesh) {
  61702. this.emitter.computeWorldMatrix(true);
  61703. }
  61704. var noiseTextureAsProcedural_1 = this.noiseTexture;
  61705. if (noiseTextureAsProcedural_1 && noiseTextureAsProcedural_1.onGeneratedObservable) {
  61706. noiseTextureAsProcedural_1.onGeneratedObservable.addOnce(function () {
  61707. setTimeout(function () {
  61708. for (var index = 0; index < _this.preWarmCycles; index++) {
  61709. _this.animate(true);
  61710. noiseTextureAsProcedural_1.render();
  61711. }
  61712. });
  61713. });
  61714. }
  61715. else {
  61716. for (var index = 0; index < this.preWarmCycles; index++) {
  61717. this.animate(true);
  61718. }
  61719. }
  61720. }
  61721. // Animations
  61722. if (this.beginAnimationOnStart && this.animations && this.animations.length > 0) {
  61723. this.getScene().beginAnimation(this, this.beginAnimationFrom, this.beginAnimationTo, this.beginAnimationLoop);
  61724. }
  61725. };
  61726. /**
  61727. * Stops the particle system.
  61728. * @param stopSubEmitters if true it will stop the current system and all created sub-Systems if false it will stop the current root system only, this param is used by the root particle system only. the default value is true.
  61729. */
  61730. ParticleSystem.prototype.stop = function (stopSubEmitters) {
  61731. if (stopSubEmitters === void 0) { stopSubEmitters = true; }
  61732. this._stopped = true;
  61733. if (stopSubEmitters) {
  61734. this._stopSubEmitters();
  61735. }
  61736. };
  61737. // animation sheet
  61738. /**
  61739. * Remove all active particles
  61740. */
  61741. ParticleSystem.prototype.reset = function () {
  61742. this._stockParticles = [];
  61743. this._particles = [];
  61744. };
  61745. /**
  61746. * @hidden (for internal use only)
  61747. */
  61748. ParticleSystem.prototype._appendParticleVertex = function (index, particle, offsetX, offsetY) {
  61749. var offset = index * this._vertexBufferSize;
  61750. this._vertexData[offset++] = particle.position.x;
  61751. this._vertexData[offset++] = particle.position.y;
  61752. this._vertexData[offset++] = particle.position.z;
  61753. this._vertexData[offset++] = particle.color.r;
  61754. this._vertexData[offset++] = particle.color.g;
  61755. this._vertexData[offset++] = particle.color.b;
  61756. this._vertexData[offset++] = particle.color.a;
  61757. this._vertexData[offset++] = particle.angle;
  61758. this._vertexData[offset++] = particle.scale.x * particle.size;
  61759. this._vertexData[offset++] = particle.scale.y * particle.size;
  61760. if (this._isAnimationSheetEnabled) {
  61761. this._vertexData[offset++] = particle.cellIndex;
  61762. }
  61763. if (!this._isBillboardBased) {
  61764. if (particle._initialDirection) {
  61765. this._vertexData[offset++] = particle._initialDirection.x;
  61766. this._vertexData[offset++] = particle._initialDirection.y;
  61767. this._vertexData[offset++] = particle._initialDirection.z;
  61768. }
  61769. else {
  61770. this._vertexData[offset++] = particle.direction.x;
  61771. this._vertexData[offset++] = particle.direction.y;
  61772. this._vertexData[offset++] = particle.direction.z;
  61773. }
  61774. }
  61775. else if (this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
  61776. this._vertexData[offset++] = particle.direction.x;
  61777. this._vertexData[offset++] = particle.direction.y;
  61778. this._vertexData[offset++] = particle.direction.z;
  61779. }
  61780. if (this._useRampGradients) {
  61781. this._vertexData[offset++] = particle.remapData.x;
  61782. this._vertexData[offset++] = particle.remapData.y;
  61783. this._vertexData[offset++] = particle.remapData.z;
  61784. this._vertexData[offset++] = particle.remapData.w;
  61785. }
  61786. if (!this._useInstancing) {
  61787. if (this._isAnimationSheetEnabled) {
  61788. if (offsetX === 0) {
  61789. offsetX = this._epsilon;
  61790. }
  61791. else if (offsetX === 1) {
  61792. offsetX = 1 - this._epsilon;
  61793. }
  61794. if (offsetY === 0) {
  61795. offsetY = this._epsilon;
  61796. }
  61797. else if (offsetY === 1) {
  61798. offsetY = 1 - this._epsilon;
  61799. }
  61800. }
  61801. this._vertexData[offset++] = offsetX;
  61802. this._vertexData[offset++] = offsetY;
  61803. }
  61804. };
  61805. ParticleSystem.prototype._stopSubEmitters = function () {
  61806. if (!this.activeSubSystems) {
  61807. return;
  61808. }
  61809. this.activeSubSystems.forEach(function (subSystem) {
  61810. subSystem.stop(true);
  61811. });
  61812. this.activeSubSystems = new Array();
  61813. };
  61814. ParticleSystem.prototype._removeFromRoot = function () {
  61815. if (!this._rootParticleSystem) {
  61816. return;
  61817. }
  61818. var index = this._rootParticleSystem.activeSubSystems.indexOf(this);
  61819. if (index !== -1) {
  61820. this._rootParticleSystem.activeSubSystems.splice(index, 1);
  61821. }
  61822. this._rootParticleSystem = null;
  61823. };
  61824. // End of sub system methods
  61825. ParticleSystem.prototype._update = function (newParticles) {
  61826. var _this = this;
  61827. // Update current
  61828. this._alive = this._particles.length > 0;
  61829. if (this.emitter.position) {
  61830. var emitterMesh = this.emitter;
  61831. this._emitterWorldMatrix = emitterMesh.getWorldMatrix();
  61832. }
  61833. else {
  61834. var emitterPosition = this.emitter;
  61835. this._emitterWorldMatrix = BABYLON.Matrix.Translation(emitterPosition.x, emitterPosition.y, emitterPosition.z);
  61836. }
  61837. this.updateFunction(this._particles);
  61838. // Add new ones
  61839. var particle;
  61840. var _loop_2 = function () {
  61841. if (this_1._particles.length === this_1._capacity) {
  61842. return "break";
  61843. }
  61844. particle = this_1._createParticle();
  61845. this_1._particles.push(particle);
  61846. // Emitter
  61847. var emitPower = BABYLON.Scalar.RandomRange(this_1.minEmitPower, this_1.maxEmitPower);
  61848. if (this_1.startPositionFunction) {
  61849. this_1.startPositionFunction(this_1._emitterWorldMatrix, particle.position, particle);
  61850. }
  61851. else {
  61852. this_1.particleEmitterType.startPositionFunction(this_1._emitterWorldMatrix, particle.position, particle);
  61853. }
  61854. if (this_1.startDirectionFunction) {
  61855. this_1.startDirectionFunction(this_1._emitterWorldMatrix, particle.direction, particle);
  61856. }
  61857. else {
  61858. this_1.particleEmitterType.startDirectionFunction(this_1._emitterWorldMatrix, particle.direction, particle);
  61859. }
  61860. if (emitPower === 0) {
  61861. if (!particle._initialDirection) {
  61862. particle._initialDirection = particle.direction.clone();
  61863. }
  61864. else {
  61865. particle._initialDirection.copyFrom(particle.direction);
  61866. }
  61867. }
  61868. else {
  61869. particle._initialDirection = null;
  61870. }
  61871. particle.direction.scaleInPlace(emitPower);
  61872. // Life time
  61873. if (this_1.targetStopDuration && this_1._lifeTimeGradients && this_1._lifeTimeGradients.length > 0) {
  61874. var ratio_1 = BABYLON.Scalar.Clamp(this_1._actualFrame / this_1.targetStopDuration);
  61875. BABYLON.Tools.GetCurrentGradient(ratio_1, this_1._lifeTimeGradients, function (currentGradient, nextGradient, scale) {
  61876. var factorGradient1 = currentGradient;
  61877. var factorGradient2 = nextGradient;
  61878. var lifeTime1 = factorGradient1.getFactor();
  61879. var lifeTime2 = factorGradient2.getFactor();
  61880. var gradient = (ratio_1 - factorGradient1.gradient) / (factorGradient2.gradient - factorGradient1.gradient);
  61881. particle.lifeTime = BABYLON.Scalar.Lerp(lifeTime1, lifeTime2, gradient);
  61882. });
  61883. }
  61884. else {
  61885. particle.lifeTime = BABYLON.Scalar.RandomRange(this_1.minLifeTime, this_1.maxLifeTime);
  61886. }
  61887. // Size
  61888. if (!this_1._sizeGradients || this_1._sizeGradients.length === 0) {
  61889. particle.size = BABYLON.Scalar.RandomRange(this_1.minSize, this_1.maxSize);
  61890. }
  61891. else {
  61892. particle._currentSizeGradient = this_1._sizeGradients[0];
  61893. particle._currentSize1 = particle._currentSizeGradient.getFactor();
  61894. particle.size = particle._currentSize1;
  61895. if (this_1._sizeGradients.length > 1) {
  61896. particle._currentSize2 = this_1._sizeGradients[1].getFactor();
  61897. }
  61898. else {
  61899. particle._currentSize2 = particle._currentSize1;
  61900. }
  61901. }
  61902. // Size and scale
  61903. particle.scale.copyFromFloats(BABYLON.Scalar.RandomRange(this_1.minScaleX, this_1.maxScaleX), BABYLON.Scalar.RandomRange(this_1.minScaleY, this_1.maxScaleY));
  61904. // Adjust scale by start size
  61905. if (this_1._startSizeGradients && this_1._startSizeGradients[0] && this_1.targetStopDuration) {
  61906. var ratio = this_1._actualFrame / this_1.targetStopDuration;
  61907. BABYLON.Tools.GetCurrentGradient(ratio, this_1._startSizeGradients, function (currentGradient, nextGradient, scale) {
  61908. if (currentGradient !== _this._currentStartSizeGradient) {
  61909. _this._currentStartSize1 = _this._currentStartSize2;
  61910. _this._currentStartSize2 = nextGradient.getFactor();
  61911. _this._currentStartSizeGradient = currentGradient;
  61912. }
  61913. var value = BABYLON.Scalar.Lerp(_this._currentStartSize1, _this._currentStartSize2, scale);
  61914. particle.scale.scaleInPlace(value);
  61915. });
  61916. }
  61917. // Angle
  61918. if (!this_1._angularSpeedGradients || this_1._angularSpeedGradients.length === 0) {
  61919. particle.angularSpeed = BABYLON.Scalar.RandomRange(this_1.minAngularSpeed, this_1.maxAngularSpeed);
  61920. }
  61921. else {
  61922. particle._currentAngularSpeedGradient = this_1._angularSpeedGradients[0];
  61923. particle.angularSpeed = particle._currentAngularSpeedGradient.getFactor();
  61924. particle._currentAngularSpeed1 = particle.angularSpeed;
  61925. if (this_1._angularSpeedGradients.length > 1) {
  61926. particle._currentAngularSpeed2 = this_1._angularSpeedGradients[1].getFactor();
  61927. }
  61928. else {
  61929. particle._currentAngularSpeed2 = particle._currentAngularSpeed1;
  61930. }
  61931. }
  61932. particle.angle = BABYLON.Scalar.RandomRange(this_1.minInitialRotation, this_1.maxInitialRotation);
  61933. // Velocity
  61934. if (this_1._velocityGradients && this_1._velocityGradients.length > 0) {
  61935. particle._currentVelocityGradient = this_1._velocityGradients[0];
  61936. particle._currentVelocity1 = particle._currentVelocityGradient.getFactor();
  61937. if (this_1._velocityGradients.length > 1) {
  61938. particle._currentVelocity2 = this_1._velocityGradients[1].getFactor();
  61939. }
  61940. else {
  61941. particle._currentVelocity2 = particle._currentVelocity1;
  61942. }
  61943. }
  61944. // Limit velocity
  61945. if (this_1._limitVelocityGradients && this_1._limitVelocityGradients.length > 0) {
  61946. particle._currentLimitVelocityGradient = this_1._limitVelocityGradients[0];
  61947. particle._currentLimitVelocity1 = particle._currentLimitVelocityGradient.getFactor();
  61948. if (this_1._limitVelocityGradients.length > 1) {
  61949. particle._currentLimitVelocity2 = this_1._limitVelocityGradients[1].getFactor();
  61950. }
  61951. else {
  61952. particle._currentLimitVelocity2 = particle._currentLimitVelocity1;
  61953. }
  61954. }
  61955. // Drag
  61956. if (this_1._dragGradients && this_1._dragGradients.length > 0) {
  61957. particle._currentDragGradient = this_1._dragGradients[0];
  61958. particle._currentDrag1 = particle._currentDragGradient.getFactor();
  61959. if (this_1._dragGradients.length > 1) {
  61960. particle._currentDrag2 = this_1._dragGradients[1].getFactor();
  61961. }
  61962. else {
  61963. particle._currentDrag2 = particle._currentDrag1;
  61964. }
  61965. }
  61966. // Color
  61967. if (!this_1._colorGradients || this_1._colorGradients.length === 0) {
  61968. step = BABYLON.Scalar.RandomRange(0, 1.0);
  61969. BABYLON.Color4.LerpToRef(this_1.color1, this_1.color2, step, particle.color);
  61970. this_1.colorDead.subtractToRef(particle.color, this_1._colorDiff);
  61971. this_1._colorDiff.scaleToRef(1.0 / particle.lifeTime, particle.colorStep);
  61972. }
  61973. else {
  61974. particle._currentColorGradient = this_1._colorGradients[0];
  61975. particle._currentColorGradient.getColorToRef(particle.color);
  61976. particle._currentColor1.copyFrom(particle.color);
  61977. if (this_1._colorGradients.length > 1) {
  61978. this_1._colorGradients[1].getColorToRef(particle._currentColor2);
  61979. }
  61980. else {
  61981. particle._currentColor2.copyFrom(particle.color);
  61982. }
  61983. }
  61984. // Sheet
  61985. if (this_1._isAnimationSheetEnabled) {
  61986. particle._initialStartSpriteCellID = this_1.startSpriteCellID;
  61987. particle._initialEndSpriteCellID = this_1.endSpriteCellID;
  61988. }
  61989. // Inherited Velocity
  61990. particle.direction.addInPlace(this_1._inheritedVelocityOffset);
  61991. // Ramp
  61992. if (this_1._useRampGradients) {
  61993. particle.remapData = new BABYLON.Vector4(0, 1, 0, 1);
  61994. }
  61995. // Noise texture coordinates
  61996. if (this_1.noiseTexture) {
  61997. if (particle._randomNoiseCoordinates1) {
  61998. particle._randomNoiseCoordinates1.copyFromFloats(Math.random(), Math.random(), Math.random());
  61999. particle._randomNoiseCoordinates2.copyFromFloats(Math.random(), Math.random(), Math.random());
  62000. }
  62001. else {
  62002. particle._randomNoiseCoordinates1 = new BABYLON.Vector3(Math.random(), Math.random(), Math.random());
  62003. particle._randomNoiseCoordinates2 = new BABYLON.Vector3(Math.random(), Math.random(), Math.random());
  62004. }
  62005. }
  62006. // Update the position of the attached sub-emitters to match their attached particle
  62007. particle._inheritParticleInfoToSubEmitters();
  62008. };
  62009. var this_1 = this, step;
  62010. for (var index = 0; index < newParticles; index++) {
  62011. var state_1 = _loop_2();
  62012. if (state_1 === "break")
  62013. break;
  62014. }
  62015. };
  62016. /** @hidden */
  62017. ParticleSystem._GetAttributeNamesOrOptions = function (isAnimationSheetEnabled, isBillboardBased, useRampGradients) {
  62018. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  62019. if (isBillboardBased === void 0) { isBillboardBased = false; }
  62020. if (useRampGradients === void 0) { useRampGradients = false; }
  62021. var attributeNamesOrOptions = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.ColorKind, "angle", "offset", "size"];
  62022. if (isAnimationSheetEnabled) {
  62023. attributeNamesOrOptions.push("cellIndex");
  62024. }
  62025. if (!isBillboardBased) {
  62026. attributeNamesOrOptions.push("direction");
  62027. }
  62028. if (useRampGradients) {
  62029. attributeNamesOrOptions.push("remapData");
  62030. }
  62031. return attributeNamesOrOptions;
  62032. };
  62033. /** @hidden */
  62034. ParticleSystem._GetEffectCreationOptions = function (isAnimationSheetEnabled) {
  62035. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  62036. var effectCreationOption = ["invView", "view", "projection", "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "textureMask", "translationPivot", "eyePosition"];
  62037. if (isAnimationSheetEnabled) {
  62038. effectCreationOption.push("particlesInfos");
  62039. }
  62040. return effectCreationOption;
  62041. };
  62042. /** @hidden */
  62043. ParticleSystem.prototype._getEffect = function (blendMode) {
  62044. if (this._customEffect) {
  62045. return this._customEffect;
  62046. }
  62047. var defines = [];
  62048. if (this._scene.clipPlane) {
  62049. defines.push("#define CLIPPLANE");
  62050. }
  62051. if (this._scene.clipPlane2) {
  62052. defines.push("#define CLIPPLANE2");
  62053. }
  62054. if (this._scene.clipPlane3) {
  62055. defines.push("#define CLIPPLANE3");
  62056. }
  62057. if (this._scene.clipPlane4) {
  62058. defines.push("#define CLIPPLANE4");
  62059. }
  62060. if (this._isAnimationSheetEnabled) {
  62061. defines.push("#define ANIMATESHEET");
  62062. }
  62063. if (blendMode === ParticleSystem.BLENDMODE_MULTIPLY) {
  62064. defines.push("#define BLENDMULTIPLYMODE");
  62065. }
  62066. if (this._useRampGradients) {
  62067. defines.push("#define RAMPGRADIENT");
  62068. }
  62069. if (this._isBillboardBased) {
  62070. defines.push("#define BILLBOARD");
  62071. switch (this.billboardMode) {
  62072. case ParticleSystem.BILLBOARDMODE_Y:
  62073. defines.push("#define BILLBOARDY");
  62074. break;
  62075. case ParticleSystem.BILLBOARDMODE_STRETCHED:
  62076. defines.push("#define BILLBOARDSTRETCHED");
  62077. break;
  62078. case ParticleSystem.BILLBOARDMODE_ALL:
  62079. default:
  62080. break;
  62081. }
  62082. }
  62083. if (this._imageProcessingConfiguration) {
  62084. this._imageProcessingConfiguration.prepareDefines(this._imageProcessingConfigurationDefines);
  62085. defines.push(this._imageProcessingConfigurationDefines.toString());
  62086. }
  62087. // Effect
  62088. var join = defines.join("\n");
  62089. if (this._cachedDefines !== join) {
  62090. this._cachedDefines = join;
  62091. var attributesNamesOrOptions = ParticleSystem._GetAttributeNamesOrOptions(this._isAnimationSheetEnabled, this._isBillboardBased && this.billboardMode !== ParticleSystem.BILLBOARDMODE_STRETCHED, this._useRampGradients);
  62092. var effectCreationOption = ParticleSystem._GetEffectCreationOptions(this._isAnimationSheetEnabled);
  62093. var samplers = ["diffuseSampler", "rampSampler"];
  62094. if (BABYLON.ImageProcessingConfiguration) {
  62095. BABYLON.ImageProcessingConfiguration.PrepareUniforms(effectCreationOption, this._imageProcessingConfigurationDefines);
  62096. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, this._imageProcessingConfigurationDefines);
  62097. }
  62098. this._effect = this._scene.getEngine().createEffect("particles", attributesNamesOrOptions, effectCreationOption, samplers, join);
  62099. }
  62100. return this._effect;
  62101. };
  62102. /**
  62103. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  62104. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  62105. */
  62106. ParticleSystem.prototype.animate = function (preWarmOnly) {
  62107. var _this = this;
  62108. if (preWarmOnly === void 0) { preWarmOnly = false; }
  62109. if (!this._started) {
  62110. return;
  62111. }
  62112. if (!preWarmOnly) {
  62113. // Check
  62114. if (!this.isReady()) {
  62115. return;
  62116. }
  62117. if (this._currentRenderId === this._scene.getFrameId()) {
  62118. return;
  62119. }
  62120. this._currentRenderId = this._scene.getFrameId();
  62121. }
  62122. this._scaledUpdateSpeed = this.updateSpeed * (preWarmOnly ? this.preWarmStepOffset : this._scene.getAnimationRatio());
  62123. // Determine the number of particles we need to create
  62124. var newParticles;
  62125. if (this.manualEmitCount > -1) {
  62126. newParticles = this.manualEmitCount;
  62127. this._newPartsExcess = 0;
  62128. this.manualEmitCount = 0;
  62129. }
  62130. else {
  62131. var rate_1 = this.emitRate;
  62132. if (this._emitRateGradients && this._emitRateGradients.length > 0 && this.targetStopDuration) {
  62133. var ratio = this._actualFrame / this.targetStopDuration;
  62134. BABYLON.Tools.GetCurrentGradient(ratio, this._emitRateGradients, function (currentGradient, nextGradient, scale) {
  62135. if (currentGradient !== _this._currentEmitRateGradient) {
  62136. _this._currentEmitRate1 = _this._currentEmitRate2;
  62137. _this._currentEmitRate2 = nextGradient.getFactor();
  62138. _this._currentEmitRateGradient = currentGradient;
  62139. }
  62140. rate_1 = BABYLON.Scalar.Lerp(_this._currentEmitRate1, _this._currentEmitRate2, scale);
  62141. });
  62142. }
  62143. newParticles = ((rate_1 * this._scaledUpdateSpeed) >> 0);
  62144. this._newPartsExcess += rate_1 * this._scaledUpdateSpeed - newParticles;
  62145. }
  62146. if (this._newPartsExcess > 1.0) {
  62147. newParticles += this._newPartsExcess >> 0;
  62148. this._newPartsExcess -= this._newPartsExcess >> 0;
  62149. }
  62150. this._alive = false;
  62151. if (!this._stopped) {
  62152. this._actualFrame += this._scaledUpdateSpeed;
  62153. if (this.targetStopDuration && this._actualFrame >= this.targetStopDuration) {
  62154. this.stop();
  62155. }
  62156. }
  62157. else {
  62158. newParticles = 0;
  62159. }
  62160. this._update(newParticles);
  62161. // Stopped?
  62162. if (this._stopped) {
  62163. if (!this._alive) {
  62164. this._started = false;
  62165. if (this.onAnimationEnd) {
  62166. this.onAnimationEnd();
  62167. }
  62168. if (this.disposeOnStop) {
  62169. this._scene._toBeDisposed.push(this);
  62170. }
  62171. }
  62172. }
  62173. if (!preWarmOnly) {
  62174. // Update VBO
  62175. var offset = 0;
  62176. for (var index = 0; index < this._particles.length; index++) {
  62177. var particle = this._particles[index];
  62178. this._appendParticleVertices(offset, particle);
  62179. offset += this._useInstancing ? 1 : 4;
  62180. }
  62181. if (this._vertexBuffer) {
  62182. this._vertexBuffer.update(this._vertexData);
  62183. }
  62184. }
  62185. if (this.manualEmitCount === 0 && this.disposeOnStop) {
  62186. this.stop();
  62187. }
  62188. };
  62189. ParticleSystem.prototype._appendParticleVertices = function (offset, particle) {
  62190. this._appendParticleVertex(offset++, particle, 0, 0);
  62191. if (!this._useInstancing) {
  62192. this._appendParticleVertex(offset++, particle, 1, 0);
  62193. this._appendParticleVertex(offset++, particle, 1, 1);
  62194. this._appendParticleVertex(offset++, particle, 0, 1);
  62195. }
  62196. };
  62197. /**
  62198. * Rebuilds the particle system.
  62199. */
  62200. ParticleSystem.prototype.rebuild = function () {
  62201. this._createIndexBuffer();
  62202. if (this._vertexBuffer) {
  62203. this._vertexBuffer._rebuild();
  62204. }
  62205. };
  62206. /**
  62207. * Is this system ready to be used/rendered
  62208. * @return true if the system is ready
  62209. */
  62210. ParticleSystem.prototype.isReady = function () {
  62211. if (!this.emitter || !this._imageProcessingConfiguration.isReady() || !this.particleTexture || !this.particleTexture.isReady()) {
  62212. return false;
  62213. }
  62214. if (this.blendMode !== ParticleSystem.BLENDMODE_MULTIPLYADD) {
  62215. if (!this._getEffect(this.blendMode).isReady()) {
  62216. return false;
  62217. }
  62218. }
  62219. else {
  62220. if (!this._getEffect(ParticleSystem.BLENDMODE_MULTIPLY).isReady()) {
  62221. return false;
  62222. }
  62223. if (!this._getEffect(ParticleSystem.BLENDMODE_ADD).isReady()) {
  62224. return false;
  62225. }
  62226. }
  62227. return true;
  62228. };
  62229. ParticleSystem.prototype._render = function (blendMode) {
  62230. var effect = this._getEffect(blendMode);
  62231. var engine = this._scene.getEngine();
  62232. // Render
  62233. engine.enableEffect(effect);
  62234. var viewMatrix = this._scene.getViewMatrix();
  62235. effect.setTexture("diffuseSampler", this.particleTexture);
  62236. effect.setMatrix("view", viewMatrix);
  62237. effect.setMatrix("projection", this._scene.getProjectionMatrix());
  62238. if (this._isAnimationSheetEnabled && this.particleTexture) {
  62239. var baseSize = this.particleTexture.getBaseSize();
  62240. effect.setFloat3("particlesInfos", this.spriteCellWidth / baseSize.width, this.spriteCellHeight / baseSize.height, baseSize.width / this.spriteCellWidth);
  62241. }
  62242. effect.setVector2("translationPivot", this.translationPivot);
  62243. effect.setFloat4("textureMask", this.textureMask.r, this.textureMask.g, this.textureMask.b, this.textureMask.a);
  62244. if (this._isBillboardBased) {
  62245. var camera = this._scene.activeCamera;
  62246. effect.setVector3("eyePosition", camera.globalPosition);
  62247. }
  62248. if (this._rampGradientsTexture) {
  62249. effect.setTexture("rampSampler", this._rampGradientsTexture);
  62250. }
  62251. if (this._scene.clipPlane || this._scene.clipPlane2 || this._scene.clipPlane3 || this._scene.clipPlane4) {
  62252. var invView = viewMatrix.clone();
  62253. invView.invert();
  62254. effect.setMatrix("invView", invView);
  62255. BABYLON.MaterialHelper.BindClipPlane(effect, this._scene);
  62256. }
  62257. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  62258. // image processing
  62259. if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {
  62260. this._imageProcessingConfiguration.bind(effect);
  62261. }
  62262. // Draw order
  62263. switch (blendMode) {
  62264. case ParticleSystem.BLENDMODE_ADD:
  62265. engine.setAlphaMode(BABYLON.Engine.ALPHA_ADD);
  62266. break;
  62267. case ParticleSystem.BLENDMODE_ONEONE:
  62268. engine.setAlphaMode(BABYLON.Engine.ALPHA_ONEONE);
  62269. break;
  62270. case ParticleSystem.BLENDMODE_STANDARD:
  62271. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  62272. break;
  62273. case ParticleSystem.BLENDMODE_MULTIPLY:
  62274. engine.setAlphaMode(BABYLON.Engine.ALPHA_MULTIPLY);
  62275. break;
  62276. }
  62277. if (this._useInstancing) {
  62278. engine.drawArraysType(BABYLON.Material.TriangleFanDrawMode, 0, 4, this._particles.length);
  62279. }
  62280. else {
  62281. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, this._particles.length * 6);
  62282. }
  62283. return this._particles.length;
  62284. };
  62285. /**
  62286. * Renders the particle system in its current state.
  62287. * @returns the current number of particles
  62288. */
  62289. ParticleSystem.prototype.render = function () {
  62290. // Check
  62291. if (!this.isReady() || !this._particles.length) {
  62292. return 0;
  62293. }
  62294. var engine = this._scene.getEngine();
  62295. engine.setState(false);
  62296. if (this.forceDepthWrite) {
  62297. engine.setDepthWrite(true);
  62298. }
  62299. var outparticles = 0;
  62300. if (this.blendMode === ParticleSystem.BLENDMODE_MULTIPLYADD) {
  62301. outparticles = this._render(ParticleSystem.BLENDMODE_MULTIPLY) + this._render(ParticleSystem.BLENDMODE_ADD);
  62302. }
  62303. outparticles = this._render(this.blendMode);
  62304. engine.unbindInstanceAttributes();
  62305. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  62306. return outparticles;
  62307. };
  62308. /**
  62309. * Disposes the particle system and free the associated resources
  62310. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  62311. */
  62312. ParticleSystem.prototype.dispose = function (disposeTexture) {
  62313. if (disposeTexture === void 0) { disposeTexture = true; }
  62314. if (this._vertexBuffer) {
  62315. this._vertexBuffer.dispose();
  62316. this._vertexBuffer = null;
  62317. }
  62318. if (this._spriteBuffer) {
  62319. this._spriteBuffer.dispose();
  62320. this._spriteBuffer = null;
  62321. }
  62322. if (this._indexBuffer) {
  62323. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  62324. this._indexBuffer = null;
  62325. }
  62326. if (disposeTexture && this.particleTexture) {
  62327. this.particleTexture.dispose();
  62328. this.particleTexture = null;
  62329. }
  62330. if (disposeTexture && this.noiseTexture) {
  62331. this.noiseTexture.dispose();
  62332. this.noiseTexture = null;
  62333. }
  62334. if (this._rampGradientsTexture) {
  62335. this._rampGradientsTexture.dispose();
  62336. this._rampGradientsTexture = null;
  62337. }
  62338. this._removeFromRoot();
  62339. if (this._subEmitters && this._subEmitters.length) {
  62340. for (var index = 0; index < this._subEmitters.length; index++) {
  62341. for (var _i = 0, _a = this._subEmitters[index]; _i < _a.length; _i++) {
  62342. var subEmitter = _a[_i];
  62343. subEmitter.dispose();
  62344. }
  62345. }
  62346. this._subEmitters = [];
  62347. this.subEmitters = [];
  62348. }
  62349. if (this._disposeEmitterOnDispose && this.emitter && this.emitter.dispose) {
  62350. this.emitter.dispose(true);
  62351. }
  62352. // Remove from scene
  62353. var index = this._scene.particleSystems.indexOf(this);
  62354. if (index > -1) {
  62355. this._scene.particleSystems.splice(index, 1);
  62356. }
  62357. this._scene._activeParticleSystems.dispose();
  62358. // Callback
  62359. this.onDisposeObservable.notifyObservers(this);
  62360. this.onDisposeObservable.clear();
  62361. this.reset();
  62362. };
  62363. // Clone
  62364. /**
  62365. * Clones the particle system.
  62366. * @param name The name of the cloned object
  62367. * @param newEmitter The new emitter to use
  62368. * @returns the cloned particle system
  62369. */
  62370. ParticleSystem.prototype.clone = function (name, newEmitter) {
  62371. var custom = null;
  62372. var program = null;
  62373. if (this.customShader != null) {
  62374. program = this.customShader;
  62375. var defines = (program.shaderOptions.defines.length > 0) ? program.shaderOptions.defines.join("\n") : "";
  62376. custom = this._scene.getEngine().createEffectForParticles(program.shaderPath.fragmentElement, program.shaderOptions.uniforms, program.shaderOptions.samplers, defines);
  62377. }
  62378. else if (this._customEffect) {
  62379. custom = this._customEffect;
  62380. }
  62381. var result = new ParticleSystem(name, this._capacity, this._scene, custom);
  62382. result.customShader = program;
  62383. BABYLON.Tools.DeepCopy(this, result, ["particles", "customShader", "noiseTexture"]);
  62384. if (newEmitter === undefined) {
  62385. newEmitter = this.emitter;
  62386. }
  62387. result.noiseTexture = this.noiseTexture;
  62388. result.emitter = newEmitter;
  62389. if (this.particleTexture) {
  62390. result.particleTexture = new BABYLON.Texture(this.particleTexture.url, this._scene);
  62391. }
  62392. // Clone gradients
  62393. if (this._colorGradients) {
  62394. this._colorGradients.forEach(function (v) {
  62395. result.addColorGradient(v.gradient, v.color1, v.color2);
  62396. });
  62397. }
  62398. if (this._dragGradients) {
  62399. this._dragGradients.forEach(function (v) {
  62400. result.addDragGradient(v.gradient, v.factor1, v.factor2);
  62401. });
  62402. }
  62403. if (this._angularSpeedGradients) {
  62404. this._angularSpeedGradients.forEach(function (v) {
  62405. result.addAngularSpeedGradient(v.gradient, v.factor1, v.factor2);
  62406. });
  62407. }
  62408. if (this._emitRateGradients) {
  62409. this._emitRateGradients.forEach(function (v) {
  62410. result.addEmitRateGradient(v.gradient, v.factor1, v.factor2);
  62411. });
  62412. }
  62413. if (this._lifeTimeGradients) {
  62414. this._lifeTimeGradients.forEach(function (v) {
  62415. result.addLifeTimeGradient(v.gradient, v.factor1, v.factor2);
  62416. });
  62417. }
  62418. if (this._limitVelocityGradients) {
  62419. this._limitVelocityGradients.forEach(function (v) {
  62420. result.addLimitVelocityGradient(v.gradient, v.factor1, v.factor2);
  62421. });
  62422. }
  62423. if (this._sizeGradients) {
  62424. this._sizeGradients.forEach(function (v) {
  62425. result.addSizeGradient(v.gradient, v.factor1, v.factor2);
  62426. });
  62427. }
  62428. if (this._startSizeGradients) {
  62429. this._startSizeGradients.forEach(function (v) {
  62430. result.addStartSizeGradient(v.gradient, v.factor1, v.factor2);
  62431. });
  62432. }
  62433. if (this._velocityGradients) {
  62434. this._velocityGradients.forEach(function (v) {
  62435. result.addVelocityGradient(v.gradient, v.factor1, v.factor2);
  62436. });
  62437. }
  62438. if (this._rampGradients) {
  62439. this._rampGradients.forEach(function (v) {
  62440. result.addRampGradient(v.gradient, v.color);
  62441. });
  62442. }
  62443. if (this._colorRemapGradients) {
  62444. this._colorRemapGradients.forEach(function (v) {
  62445. result.addColorRemapGradient(v.gradient, v.factor1, v.factor2);
  62446. });
  62447. }
  62448. if (this._alphaRemapGradients) {
  62449. this._alphaRemapGradients.forEach(function (v) {
  62450. result.addAlphaRemapGradient(v.gradient, v.factor1, v.factor2);
  62451. });
  62452. }
  62453. if (!this.preventAutoStart) {
  62454. result.start();
  62455. }
  62456. return result;
  62457. };
  62458. /**
  62459. * Serializes the particle system to a JSON object.
  62460. * @returns the JSON object
  62461. */
  62462. ParticleSystem.prototype.serialize = function () {
  62463. var serializationObject = {};
  62464. ParticleSystem._Serialize(serializationObject, this);
  62465. serializationObject.textureMask = this.textureMask.asArray();
  62466. serializationObject.customShader = this.customShader;
  62467. serializationObject.preventAutoStart = this.preventAutoStart;
  62468. // SubEmitters
  62469. if (this.subEmitters) {
  62470. serializationObject.subEmitters = [];
  62471. if (!this._subEmitters) {
  62472. this._prepareSubEmitterInternalArray();
  62473. }
  62474. for (var _i = 0, _a = this._subEmitters; _i < _a.length; _i++) {
  62475. var subs = _a[_i];
  62476. var cell = [];
  62477. for (var _b = 0, subs_1 = subs; _b < subs_1.length; _b++) {
  62478. var sub = subs_1[_b];
  62479. cell.push(sub.serialize());
  62480. }
  62481. serializationObject.subEmitters.push(cell);
  62482. }
  62483. }
  62484. return serializationObject;
  62485. };
  62486. /** @hidden */
  62487. ParticleSystem._Serialize = function (serializationObject, particleSystem) {
  62488. serializationObject.name = particleSystem.name;
  62489. serializationObject.id = particleSystem.id;
  62490. serializationObject.capacity = particleSystem.getCapacity();
  62491. // Emitter
  62492. if (particleSystem.emitter.position) {
  62493. var emitterMesh = particleSystem.emitter;
  62494. serializationObject.emitterId = emitterMesh.id;
  62495. }
  62496. else {
  62497. var emitterPosition = particleSystem.emitter;
  62498. serializationObject.emitter = emitterPosition.asArray();
  62499. }
  62500. // Emitter
  62501. if (particleSystem.particleEmitterType) {
  62502. serializationObject.particleEmitterType = particleSystem.particleEmitterType.serialize();
  62503. }
  62504. if (particleSystem.particleTexture) {
  62505. serializationObject.textureName = particleSystem.particleTexture.name;
  62506. serializationObject.invertY = particleSystem.particleTexture._invertY;
  62507. }
  62508. // Animations
  62509. BABYLON.Animation.AppendSerializedAnimations(particleSystem, serializationObject);
  62510. serializationObject.beginAnimationOnStart = particleSystem.beginAnimationOnStart;
  62511. serializationObject.beginAnimationFrom = particleSystem.beginAnimationFrom;
  62512. serializationObject.beginAnimationTo = particleSystem.beginAnimationTo;
  62513. serializationObject.beginAnimationLoop = particleSystem.beginAnimationLoop;
  62514. // Particle system
  62515. serializationObject.startDelay = particleSystem.startDelay;
  62516. serializationObject.renderingGroupId = particleSystem.renderingGroupId;
  62517. serializationObject.isBillboardBased = particleSystem.isBillboardBased;
  62518. serializationObject.billboardMode = particleSystem.billboardMode;
  62519. serializationObject.minAngularSpeed = particleSystem.minAngularSpeed;
  62520. serializationObject.maxAngularSpeed = particleSystem.maxAngularSpeed;
  62521. serializationObject.minSize = particleSystem.minSize;
  62522. serializationObject.maxSize = particleSystem.maxSize;
  62523. serializationObject.minScaleX = particleSystem.minScaleX;
  62524. serializationObject.maxScaleX = particleSystem.maxScaleX;
  62525. serializationObject.minScaleY = particleSystem.minScaleY;
  62526. serializationObject.maxScaleY = particleSystem.maxScaleY;
  62527. serializationObject.minEmitPower = particleSystem.minEmitPower;
  62528. serializationObject.maxEmitPower = particleSystem.maxEmitPower;
  62529. serializationObject.minLifeTime = particleSystem.minLifeTime;
  62530. serializationObject.maxLifeTime = particleSystem.maxLifeTime;
  62531. serializationObject.emitRate = particleSystem.emitRate;
  62532. serializationObject.gravity = particleSystem.gravity.asArray();
  62533. serializationObject.noiseStrength = particleSystem.noiseStrength.asArray();
  62534. serializationObject.color1 = particleSystem.color1.asArray();
  62535. serializationObject.color2 = particleSystem.color2.asArray();
  62536. serializationObject.colorDead = particleSystem.colorDead.asArray();
  62537. serializationObject.updateSpeed = particleSystem.updateSpeed;
  62538. serializationObject.targetStopDuration = particleSystem.targetStopDuration;
  62539. serializationObject.blendMode = particleSystem.blendMode;
  62540. serializationObject.preWarmCycles = particleSystem.preWarmCycles;
  62541. serializationObject.preWarmStepOffset = particleSystem.preWarmStepOffset;
  62542. serializationObject.minInitialRotation = particleSystem.minInitialRotation;
  62543. serializationObject.maxInitialRotation = particleSystem.maxInitialRotation;
  62544. serializationObject.startSpriteCellID = particleSystem.startSpriteCellID;
  62545. serializationObject.endSpriteCellID = particleSystem.endSpriteCellID;
  62546. serializationObject.spriteCellChangeSpeed = particleSystem.spriteCellChangeSpeed;
  62547. serializationObject.spriteCellWidth = particleSystem.spriteCellWidth;
  62548. serializationObject.spriteCellHeight = particleSystem.spriteCellHeight;
  62549. serializationObject.spriteRandomStartCell = particleSystem.spriteRandomStartCell;
  62550. serializationObject.isAnimationSheetEnabled = particleSystem.isAnimationSheetEnabled;
  62551. var colorGradients = particleSystem.getColorGradients();
  62552. if (colorGradients) {
  62553. serializationObject.colorGradients = [];
  62554. for (var _i = 0, colorGradients_1 = colorGradients; _i < colorGradients_1.length; _i++) {
  62555. var colorGradient = colorGradients_1[_i];
  62556. var serializedGradient = {
  62557. gradient: colorGradient.gradient,
  62558. color1: colorGradient.color1.asArray()
  62559. };
  62560. if (colorGradient.color2) {
  62561. serializedGradient.color2 = colorGradient.color2.asArray();
  62562. }
  62563. serializationObject.colorGradients.push(serializedGradient);
  62564. }
  62565. }
  62566. var rampGradients = particleSystem.getRampGradients();
  62567. if (rampGradients) {
  62568. serializationObject.rampGradients = [];
  62569. for (var _a = 0, rampGradients_1 = rampGradients; _a < rampGradients_1.length; _a++) {
  62570. var rampGradient = rampGradients_1[_a];
  62571. var serializedGradient = {
  62572. gradient: rampGradient.gradient,
  62573. color: rampGradient.color.asArray()
  62574. };
  62575. serializationObject.rampGradients.push(serializedGradient);
  62576. }
  62577. serializationObject.useRampGradients = particleSystem.useRampGradients;
  62578. }
  62579. var colorRemapGradients = particleSystem.getColorRemapGradients();
  62580. if (colorRemapGradients) {
  62581. serializationObject.colorRemapGradients = [];
  62582. for (var _b = 0, colorRemapGradients_1 = colorRemapGradients; _b < colorRemapGradients_1.length; _b++) {
  62583. var colorRemapGradient = colorRemapGradients_1[_b];
  62584. var serializedGradient = {
  62585. gradient: colorRemapGradient.gradient,
  62586. factor1: colorRemapGradient.factor1
  62587. };
  62588. if (colorRemapGradient.factor2 !== undefined) {
  62589. serializedGradient.factor2 = colorRemapGradient.factor2;
  62590. }
  62591. serializationObject.colorRemapGradients.push(serializedGradient);
  62592. }
  62593. }
  62594. var alphaRemapGradients = particleSystem.getAlphaRemapGradients();
  62595. if (alphaRemapGradients) {
  62596. serializationObject.alphaRemapGradients = [];
  62597. for (var _c = 0, alphaRemapGradients_1 = alphaRemapGradients; _c < alphaRemapGradients_1.length; _c++) {
  62598. var alphaRemapGradient = alphaRemapGradients_1[_c];
  62599. var serializedGradient = {
  62600. gradient: alphaRemapGradient.gradient,
  62601. factor1: alphaRemapGradient.factor1
  62602. };
  62603. if (alphaRemapGradient.factor2 !== undefined) {
  62604. serializedGradient.factor2 = alphaRemapGradient.factor2;
  62605. }
  62606. serializationObject.alphaRemapGradients.push(serializedGradient);
  62607. }
  62608. }
  62609. var sizeGradients = particleSystem.getSizeGradients();
  62610. if (sizeGradients) {
  62611. serializationObject.sizeGradients = [];
  62612. for (var _d = 0, sizeGradients_1 = sizeGradients; _d < sizeGradients_1.length; _d++) {
  62613. var sizeGradient = sizeGradients_1[_d];
  62614. var serializedGradient = {
  62615. gradient: sizeGradient.gradient,
  62616. factor1: sizeGradient.factor1
  62617. };
  62618. if (sizeGradient.factor2 !== undefined) {
  62619. serializedGradient.factor2 = sizeGradient.factor2;
  62620. }
  62621. serializationObject.sizeGradients.push(serializedGradient);
  62622. }
  62623. }
  62624. var angularSpeedGradients = particleSystem.getAngularSpeedGradients();
  62625. if (angularSpeedGradients) {
  62626. serializationObject.angularSpeedGradients = [];
  62627. for (var _e = 0, angularSpeedGradients_1 = angularSpeedGradients; _e < angularSpeedGradients_1.length; _e++) {
  62628. var angularSpeedGradient = angularSpeedGradients_1[_e];
  62629. var serializedGradient = {
  62630. gradient: angularSpeedGradient.gradient,
  62631. factor1: angularSpeedGradient.factor1
  62632. };
  62633. if (angularSpeedGradient.factor2 !== undefined) {
  62634. serializedGradient.factor2 = angularSpeedGradient.factor2;
  62635. }
  62636. serializationObject.angularSpeedGradients.push(serializedGradient);
  62637. }
  62638. }
  62639. var velocityGradients = particleSystem.getVelocityGradients();
  62640. if (velocityGradients) {
  62641. serializationObject.velocityGradients = [];
  62642. for (var _f = 0, velocityGradients_1 = velocityGradients; _f < velocityGradients_1.length; _f++) {
  62643. var velocityGradient = velocityGradients_1[_f];
  62644. var serializedGradient = {
  62645. gradient: velocityGradient.gradient,
  62646. factor1: velocityGradient.factor1
  62647. };
  62648. if (velocityGradient.factor2 !== undefined) {
  62649. serializedGradient.factor2 = velocityGradient.factor2;
  62650. }
  62651. serializationObject.velocityGradients.push(serializedGradient);
  62652. }
  62653. }
  62654. var dragGradients = particleSystem.getDragGradients();
  62655. if (dragGradients) {
  62656. serializationObject.dragyGradients = [];
  62657. for (var _g = 0, dragGradients_1 = dragGradients; _g < dragGradients_1.length; _g++) {
  62658. var dragGradient = dragGradients_1[_g];
  62659. var serializedGradient = {
  62660. gradient: dragGradient.gradient,
  62661. factor1: dragGradient.factor1
  62662. };
  62663. if (dragGradient.factor2 !== undefined) {
  62664. serializedGradient.factor2 = dragGradient.factor2;
  62665. }
  62666. serializationObject.dragGradients.push(serializedGradient);
  62667. }
  62668. }
  62669. var emitRateGradients = particleSystem.getEmitRateGradients();
  62670. if (emitRateGradients) {
  62671. serializationObject.emitRateGradients = [];
  62672. for (var _h = 0, emitRateGradients_1 = emitRateGradients; _h < emitRateGradients_1.length; _h++) {
  62673. var emitRateGradient = emitRateGradients_1[_h];
  62674. var serializedGradient = {
  62675. gradient: emitRateGradient.gradient,
  62676. factor1: emitRateGradient.factor1
  62677. };
  62678. if (emitRateGradient.factor2 !== undefined) {
  62679. serializedGradient.factor2 = emitRateGradient.factor2;
  62680. }
  62681. serializationObject.emitRateGradients.push(serializedGradient);
  62682. }
  62683. }
  62684. var startSizeGradients = particleSystem.getStartSizeGradients();
  62685. if (startSizeGradients) {
  62686. serializationObject.startSizeGradients = [];
  62687. for (var _j = 0, startSizeGradients_1 = startSizeGradients; _j < startSizeGradients_1.length; _j++) {
  62688. var startSizeGradient = startSizeGradients_1[_j];
  62689. var serializedGradient = {
  62690. gradient: startSizeGradient.gradient,
  62691. factor1: startSizeGradient.factor1
  62692. };
  62693. if (startSizeGradient.factor2 !== undefined) {
  62694. serializedGradient.factor2 = startSizeGradient.factor2;
  62695. }
  62696. serializationObject.startSizeGradients.push(serializedGradient);
  62697. }
  62698. }
  62699. var lifeTimeGradients = particleSystem.getLifeTimeGradients();
  62700. if (lifeTimeGradients) {
  62701. serializationObject.lifeTimeGradients = [];
  62702. for (var _k = 0, lifeTimeGradients_1 = lifeTimeGradients; _k < lifeTimeGradients_1.length; _k++) {
  62703. var lifeTimeGradient = lifeTimeGradients_1[_k];
  62704. var serializedGradient = {
  62705. gradient: lifeTimeGradient.gradient,
  62706. factor1: lifeTimeGradient.factor1
  62707. };
  62708. if (lifeTimeGradient.factor2 !== undefined) {
  62709. serializedGradient.factor2 = lifeTimeGradient.factor2;
  62710. }
  62711. serializationObject.lifeTimeGradients.push(serializedGradient);
  62712. }
  62713. }
  62714. var limitVelocityGradients = particleSystem.getLimitVelocityGradients();
  62715. if (limitVelocityGradients) {
  62716. serializationObject.limitVelocityGradients = [];
  62717. for (var _l = 0, limitVelocityGradients_1 = limitVelocityGradients; _l < limitVelocityGradients_1.length; _l++) {
  62718. var limitVelocityGradient = limitVelocityGradients_1[_l];
  62719. var serializedGradient = {
  62720. gradient: limitVelocityGradient.gradient,
  62721. factor1: limitVelocityGradient.factor1
  62722. };
  62723. if (limitVelocityGradient.factor2 !== undefined) {
  62724. serializedGradient.factor2 = limitVelocityGradient.factor2;
  62725. }
  62726. serializationObject.limitVelocityGradients.push(serializedGradient);
  62727. }
  62728. serializationObject.limitVelocityDamping = particleSystem.limitVelocityDamping;
  62729. }
  62730. if (particleSystem.noiseTexture) {
  62731. serializationObject.noiseTexture = particleSystem.noiseTexture.serialize();
  62732. }
  62733. };
  62734. /** @hidden */
  62735. ParticleSystem._Parse = function (parsedParticleSystem, particleSystem, scene, rootUrl) {
  62736. // Texture
  62737. if (parsedParticleSystem.textureName) {
  62738. particleSystem.particleTexture = new BABYLON.Texture(rootUrl + parsedParticleSystem.textureName, scene, false, parsedParticleSystem.invertY !== undefined ? parsedParticleSystem.invertY : true);
  62739. particleSystem.particleTexture.name = parsedParticleSystem.textureName;
  62740. }
  62741. // Emitter
  62742. if (!parsedParticleSystem.emitterId && parsedParticleSystem.emitterId !== 0 && parsedParticleSystem.emitter === undefined) {
  62743. particleSystem.emitter = BABYLON.Vector3.Zero();
  62744. }
  62745. else if (parsedParticleSystem.emitterId) {
  62746. particleSystem.emitter = scene.getLastMeshByID(parsedParticleSystem.emitterId);
  62747. }
  62748. else {
  62749. particleSystem.emitter = BABYLON.Vector3.FromArray(parsedParticleSystem.emitter);
  62750. }
  62751. // Misc.
  62752. if (parsedParticleSystem.renderingGroupId !== undefined) {
  62753. particleSystem.renderingGroupId = parsedParticleSystem.renderingGroupId;
  62754. }
  62755. if (parsedParticleSystem.isBillboardBased !== undefined) {
  62756. particleSystem.isBillboardBased = parsedParticleSystem.isBillboardBased;
  62757. }
  62758. if (parsedParticleSystem.billboardMode !== undefined) {
  62759. particleSystem.billboardMode = parsedParticleSystem.billboardMode;
  62760. }
  62761. // Animations
  62762. if (parsedParticleSystem.animations) {
  62763. for (var animationIndex = 0; animationIndex < parsedParticleSystem.animations.length; animationIndex++) {
  62764. var parsedAnimation = parsedParticleSystem.animations[animationIndex];
  62765. particleSystem.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  62766. }
  62767. particleSystem.beginAnimationOnStart = parsedParticleSystem.beginAnimationOnStart;
  62768. particleSystem.beginAnimationFrom = parsedParticleSystem.beginAnimationFrom;
  62769. particleSystem.beginAnimationTo = parsedParticleSystem.beginAnimationTo;
  62770. particleSystem.beginAnimationLoop = parsedParticleSystem.beginAnimationLoop;
  62771. }
  62772. if (parsedParticleSystem.autoAnimate) {
  62773. scene.beginAnimation(particleSystem, parsedParticleSystem.autoAnimateFrom, parsedParticleSystem.autoAnimateTo, parsedParticleSystem.autoAnimateLoop, parsedParticleSystem.autoAnimateSpeed || 1.0);
  62774. }
  62775. // Particle system
  62776. particleSystem.startDelay = parsedParticleSystem.startDelay | 0;
  62777. particleSystem.minAngularSpeed = parsedParticleSystem.minAngularSpeed;
  62778. particleSystem.maxAngularSpeed = parsedParticleSystem.maxAngularSpeed;
  62779. particleSystem.minSize = parsedParticleSystem.minSize;
  62780. particleSystem.maxSize = parsedParticleSystem.maxSize;
  62781. if (parsedParticleSystem.minScaleX) {
  62782. particleSystem.minScaleX = parsedParticleSystem.minScaleX;
  62783. particleSystem.maxScaleX = parsedParticleSystem.maxScaleX;
  62784. particleSystem.minScaleY = parsedParticleSystem.minScaleY;
  62785. particleSystem.maxScaleY = parsedParticleSystem.maxScaleY;
  62786. }
  62787. if (parsedParticleSystem.preWarmCycles !== undefined) {
  62788. particleSystem.preWarmCycles = parsedParticleSystem.preWarmCycles;
  62789. particleSystem.preWarmStepOffset = parsedParticleSystem.preWarmStepOffset;
  62790. }
  62791. if (parsedParticleSystem.minInitialRotation !== undefined) {
  62792. particleSystem.minInitialRotation = parsedParticleSystem.minInitialRotation;
  62793. particleSystem.maxInitialRotation = parsedParticleSystem.maxInitialRotation;
  62794. }
  62795. particleSystem.minLifeTime = parsedParticleSystem.minLifeTime;
  62796. particleSystem.maxLifeTime = parsedParticleSystem.maxLifeTime;
  62797. particleSystem.minEmitPower = parsedParticleSystem.minEmitPower;
  62798. particleSystem.maxEmitPower = parsedParticleSystem.maxEmitPower;
  62799. particleSystem.emitRate = parsedParticleSystem.emitRate;
  62800. particleSystem.gravity = BABYLON.Vector3.FromArray(parsedParticleSystem.gravity);
  62801. if (parsedParticleSystem.noiseStrength) {
  62802. particleSystem.noiseStrength = BABYLON.Vector3.FromArray(parsedParticleSystem.noiseStrength);
  62803. }
  62804. particleSystem.color1 = BABYLON.Color4.FromArray(parsedParticleSystem.color1);
  62805. particleSystem.color2 = BABYLON.Color4.FromArray(parsedParticleSystem.color2);
  62806. particleSystem.colorDead = BABYLON.Color4.FromArray(parsedParticleSystem.colorDead);
  62807. particleSystem.updateSpeed = parsedParticleSystem.updateSpeed;
  62808. particleSystem.targetStopDuration = parsedParticleSystem.targetStopDuration;
  62809. particleSystem.blendMode = parsedParticleSystem.blendMode;
  62810. if (parsedParticleSystem.colorGradients) {
  62811. for (var _i = 0, _a = parsedParticleSystem.colorGradients; _i < _a.length; _i++) {
  62812. var colorGradient = _a[_i];
  62813. particleSystem.addColorGradient(colorGradient.gradient, BABYLON.Color4.FromArray(colorGradient.color1), colorGradient.color2 ? BABYLON.Color4.FromArray(colorGradient.color2) : undefined);
  62814. }
  62815. }
  62816. if (parsedParticleSystem.rampGradients) {
  62817. for (var _b = 0, _c = parsedParticleSystem.rampGradients; _b < _c.length; _b++) {
  62818. var rampGradient = _c[_b];
  62819. particleSystem.addRampGradient(rampGradient.gradient, BABYLON.Color3.FromArray(rampGradient.color));
  62820. }
  62821. particleSystem.useRampGradients = parsedParticleSystem.useRampGradients;
  62822. }
  62823. if (parsedParticleSystem.colorRemapGradients) {
  62824. for (var _d = 0, _e = parsedParticleSystem.colorRemapGradients; _d < _e.length; _d++) {
  62825. var colorRemapGradient = _e[_d];
  62826. particleSystem.addColorRemapGradient(colorRemapGradient.gradient, colorRemapGradient.factor1 !== undefined ? colorRemapGradient.factor1 : colorRemapGradient.factor, colorRemapGradient.factor2);
  62827. }
  62828. }
  62829. if (parsedParticleSystem.alphaRemapGradients) {
  62830. for (var _f = 0, _g = parsedParticleSystem.alphaRemapGradients; _f < _g.length; _f++) {
  62831. var alphaRemapGradient = _g[_f];
  62832. particleSystem.addAlphaRemapGradient(alphaRemapGradient.gradient, alphaRemapGradient.factor1 !== undefined ? alphaRemapGradient.factor1 : alphaRemapGradient.factor, alphaRemapGradient.factor2);
  62833. }
  62834. }
  62835. if (parsedParticleSystem.sizeGradients) {
  62836. for (var _h = 0, _j = parsedParticleSystem.sizeGradients; _h < _j.length; _h++) {
  62837. var sizeGradient = _j[_h];
  62838. particleSystem.addSizeGradient(sizeGradient.gradient, sizeGradient.factor1 !== undefined ? sizeGradient.factor1 : sizeGradient.factor, sizeGradient.factor2);
  62839. }
  62840. }
  62841. if (parsedParticleSystem.sizeGradients) {
  62842. for (var _k = 0, _l = parsedParticleSystem.sizeGradients; _k < _l.length; _k++) {
  62843. var sizeGradient = _l[_k];
  62844. particleSystem.addSizeGradient(sizeGradient.gradient, sizeGradient.factor1 !== undefined ? sizeGradient.factor1 : sizeGradient.factor, sizeGradient.factor2);
  62845. }
  62846. }
  62847. if (parsedParticleSystem.angularSpeedGradients) {
  62848. for (var _m = 0, _o = parsedParticleSystem.angularSpeedGradients; _m < _o.length; _m++) {
  62849. var angularSpeedGradient = _o[_m];
  62850. particleSystem.addAngularSpeedGradient(angularSpeedGradient.gradient, angularSpeedGradient.factor1 !== undefined ? angularSpeedGradient.factor1 : angularSpeedGradient.factor, angularSpeedGradient.factor2);
  62851. }
  62852. }
  62853. if (parsedParticleSystem.velocityGradients) {
  62854. for (var _p = 0, _q = parsedParticleSystem.velocityGradients; _p < _q.length; _p++) {
  62855. var velocityGradient = _q[_p];
  62856. particleSystem.addVelocityGradient(velocityGradient.gradient, velocityGradient.factor1 !== undefined ? velocityGradient.factor1 : velocityGradient.factor, velocityGradient.factor2);
  62857. }
  62858. }
  62859. if (parsedParticleSystem.dragGradients) {
  62860. for (var _r = 0, _s = parsedParticleSystem.dragGradients; _r < _s.length; _r++) {
  62861. var dragGradient = _s[_r];
  62862. particleSystem.addDragGradient(dragGradient.gradient, dragGradient.factor1 !== undefined ? dragGradient.factor1 : dragGradient.factor, dragGradient.factor2);
  62863. }
  62864. }
  62865. if (parsedParticleSystem.emitRateGradients) {
  62866. for (var _t = 0, _u = parsedParticleSystem.emitRateGradients; _t < _u.length; _t++) {
  62867. var emitRateGradient = _u[_t];
  62868. particleSystem.addEmitRateGradient(emitRateGradient.gradient, emitRateGradient.factor1 !== undefined ? emitRateGradient.factor1 : emitRateGradient.factor, emitRateGradient.factor2);
  62869. }
  62870. }
  62871. if (parsedParticleSystem.startSizeGradients) {
  62872. for (var _v = 0, _w = parsedParticleSystem.startSizeGradients; _v < _w.length; _v++) {
  62873. var startSizeGradient = _w[_v];
  62874. particleSystem.addStartSizeGradient(startSizeGradient.gradient, startSizeGradient.factor1 !== undefined ? startSizeGradient.factor1 : startSizeGradient.factor, startSizeGradient.factor2);
  62875. }
  62876. }
  62877. if (parsedParticleSystem.lifeTimeGradients) {
  62878. for (var _x = 0, _y = parsedParticleSystem.lifeTimeGradients; _x < _y.length; _x++) {
  62879. var lifeTimeGradient = _y[_x];
  62880. particleSystem.addLifeTimeGradient(lifeTimeGradient.gradient, lifeTimeGradient.factor1 !== undefined ? lifeTimeGradient.factor1 : lifeTimeGradient.factor, lifeTimeGradient.factor2);
  62881. }
  62882. }
  62883. if (parsedParticleSystem.limitVelocityGradients) {
  62884. for (var _z = 0, _0 = parsedParticleSystem.limitVelocityGradients; _z < _0.length; _z++) {
  62885. var limitVelocityGradient = _0[_z];
  62886. particleSystem.addLimitVelocityGradient(limitVelocityGradient.gradient, limitVelocityGradient.factor1 !== undefined ? limitVelocityGradient.factor1 : limitVelocityGradient.factor, limitVelocityGradient.factor2);
  62887. }
  62888. particleSystem.limitVelocityDamping = parsedParticleSystem.limitVelocityDamping;
  62889. }
  62890. if (parsedParticleSystem.noiseTexture) {
  62891. particleSystem.noiseTexture = BABYLON.ProceduralTexture.Parse(parsedParticleSystem.noiseTexture, scene, rootUrl);
  62892. }
  62893. // Emitter
  62894. var emitterType;
  62895. if (parsedParticleSystem.particleEmitterType) {
  62896. switch (parsedParticleSystem.particleEmitterType.type) {
  62897. case "SphereParticleEmitter":
  62898. emitterType = new BABYLON.SphereParticleEmitter();
  62899. break;
  62900. case "SphereDirectedParticleEmitter":
  62901. emitterType = new BABYLON.SphereDirectedParticleEmitter();
  62902. break;
  62903. case "ConeEmitter":
  62904. case "ConeParticleEmitter":
  62905. emitterType = new BABYLON.ConeParticleEmitter();
  62906. break;
  62907. case "CylinderParticleEmitter":
  62908. emitterType = new BABYLON.CylinderParticleEmitter();
  62909. break;
  62910. case "HemisphericParticleEmitter":
  62911. emitterType = new BABYLON.HemisphericParticleEmitter();
  62912. break;
  62913. case "BoxEmitter":
  62914. case "BoxParticleEmitter":
  62915. default:
  62916. emitterType = new BABYLON.BoxParticleEmitter();
  62917. break;
  62918. }
  62919. emitterType.parse(parsedParticleSystem.particleEmitterType);
  62920. }
  62921. else {
  62922. emitterType = new BABYLON.BoxParticleEmitter();
  62923. emitterType.parse(parsedParticleSystem);
  62924. }
  62925. particleSystem.particleEmitterType = emitterType;
  62926. // Animation sheet
  62927. particleSystem.startSpriteCellID = parsedParticleSystem.startSpriteCellID;
  62928. particleSystem.endSpriteCellID = parsedParticleSystem.endSpriteCellID;
  62929. particleSystem.spriteCellWidth = parsedParticleSystem.spriteCellWidth;
  62930. particleSystem.spriteCellHeight = parsedParticleSystem.spriteCellHeight;
  62931. particleSystem.spriteCellChangeSpeed = parsedParticleSystem.spriteCellChangeSpeed;
  62932. particleSystem.spriteRandomStartCell = parsedParticleSystem.spriteRandomStartCell;
  62933. };
  62934. /**
  62935. * Parses a JSON object to create a particle system.
  62936. * @param parsedParticleSystem The JSON object to parse
  62937. * @param scene The scene to create the particle system in
  62938. * @param rootUrl The root url to use to load external dependencies like texture
  62939. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  62940. * @returns the Parsed particle system
  62941. */
  62942. ParticleSystem.Parse = function (parsedParticleSystem, scene, rootUrl, doNotStart) {
  62943. if (doNotStart === void 0) { doNotStart = false; }
  62944. var name = parsedParticleSystem.name;
  62945. var custom = null;
  62946. var program = null;
  62947. if (parsedParticleSystem.customShader) {
  62948. program = parsedParticleSystem.customShader;
  62949. var defines = (program.shaderOptions.defines.length > 0) ? program.shaderOptions.defines.join("\n") : "";
  62950. custom = scene.getEngine().createEffectForParticles(program.shaderPath.fragmentElement, program.shaderOptions.uniforms, program.shaderOptions.samplers, defines);
  62951. }
  62952. var particleSystem = new ParticleSystem(name, parsedParticleSystem.capacity, scene, custom, parsedParticleSystem.isAnimationSheetEnabled);
  62953. particleSystem.customShader = program;
  62954. if (parsedParticleSystem.id) {
  62955. particleSystem.id = parsedParticleSystem.id;
  62956. }
  62957. // SubEmitters
  62958. if (parsedParticleSystem.subEmitters) {
  62959. particleSystem.subEmitters = [];
  62960. for (var _i = 0, _a = parsedParticleSystem.subEmitters; _i < _a.length; _i++) {
  62961. var cell = _a[_i];
  62962. var cellArray = [];
  62963. for (var _b = 0, cell_1 = cell; _b < cell_1.length; _b++) {
  62964. var sub = cell_1[_b];
  62965. cellArray.push(BABYLON.SubEmitter.Parse(sub, scene, rootUrl));
  62966. }
  62967. particleSystem.subEmitters.push(cellArray);
  62968. }
  62969. }
  62970. ParticleSystem._Parse(parsedParticleSystem, particleSystem, scene, rootUrl);
  62971. particleSystem.textureMask = BABYLON.Color4.FromArray(parsedParticleSystem.textureMask);
  62972. // Auto start
  62973. if (parsedParticleSystem.preventAutoStart) {
  62974. particleSystem.preventAutoStart = parsedParticleSystem.preventAutoStart;
  62975. }
  62976. if (!doNotStart && !particleSystem.preventAutoStart) {
  62977. particleSystem.start();
  62978. }
  62979. return particleSystem;
  62980. };
  62981. /**
  62982. * Billboard mode will only apply to Y axis
  62983. */
  62984. ParticleSystem.BILLBOARDMODE_Y = 2;
  62985. /**
  62986. * Billboard mode will apply to all axes
  62987. */
  62988. ParticleSystem.BILLBOARDMODE_ALL = 7;
  62989. /**
  62990. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  62991. */
  62992. ParticleSystem.BILLBOARDMODE_STRETCHED = 8;
  62993. return ParticleSystem;
  62994. }(BABYLON.BaseParticleSystem));
  62995. BABYLON.ParticleSystem = ParticleSystem;
  62996. })(BABYLON || (BABYLON = {}));
  62997. //# sourceMappingURL=babylon.particleSystem.js.map
  62998. var BABYLON;
  62999. (function (BABYLON) {
  63000. /**
  63001. * Particle emitter emitting particles from the inside of a box.
  63002. * It emits the particles randomly between 2 given directions.
  63003. */
  63004. var BoxParticleEmitter = /** @class */ (function () {
  63005. /**
  63006. * Creates a new instance BoxParticleEmitter
  63007. */
  63008. function BoxParticleEmitter() {
  63009. /**
  63010. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  63011. */
  63012. this.direction1 = new BABYLON.Vector3(0, 1.0, 0);
  63013. /**
  63014. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  63015. */
  63016. this.direction2 = new BABYLON.Vector3(0, 1.0, 0);
  63017. /**
  63018. * Minimum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  63019. */
  63020. this.minEmitBox = new BABYLON.Vector3(-0.5, -0.5, -0.5);
  63021. /**
  63022. * Maximum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  63023. */
  63024. this.maxEmitBox = new BABYLON.Vector3(0.5, 0.5, 0.5);
  63025. }
  63026. /**
  63027. * Called by the particle System when the direction is computed for the created particle.
  63028. * @param worldMatrix is the world matrix of the particle system
  63029. * @param directionToUpdate is the direction vector to update with the result
  63030. * @param particle is the particle we are computed the direction for
  63031. */
  63032. BoxParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63033. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  63034. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  63035. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  63036. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  63037. };
  63038. /**
  63039. * Called by the particle System when the position is computed for the created particle.
  63040. * @param worldMatrix is the world matrix of the particle system
  63041. * @param positionToUpdate is the position vector to update with the result
  63042. * @param particle is the particle we are computed the position for
  63043. */
  63044. BoxParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63045. var randX = BABYLON.Scalar.RandomRange(this.minEmitBox.x, this.maxEmitBox.x);
  63046. var randY = BABYLON.Scalar.RandomRange(this.minEmitBox.y, this.maxEmitBox.y);
  63047. var randZ = BABYLON.Scalar.RandomRange(this.minEmitBox.z, this.maxEmitBox.z);
  63048. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  63049. };
  63050. /**
  63051. * Clones the current emitter and returns a copy of it
  63052. * @returns the new emitter
  63053. */
  63054. BoxParticleEmitter.prototype.clone = function () {
  63055. var newOne = new BoxParticleEmitter();
  63056. BABYLON.Tools.DeepCopy(this, newOne);
  63057. return newOne;
  63058. };
  63059. /**
  63060. * Called by the GPUParticleSystem to setup the update shader
  63061. * @param effect defines the update shader
  63062. */
  63063. BoxParticleEmitter.prototype.applyToShader = function (effect) {
  63064. effect.setVector3("direction1", this.direction1);
  63065. effect.setVector3("direction2", this.direction2);
  63066. effect.setVector3("minEmitBox", this.minEmitBox);
  63067. effect.setVector3("maxEmitBox", this.maxEmitBox);
  63068. };
  63069. /**
  63070. * Returns a string to use to update the GPU particles update shader
  63071. * @returns a string containng the defines string
  63072. */
  63073. BoxParticleEmitter.prototype.getEffectDefines = function () {
  63074. return "#define BOXEMITTER";
  63075. };
  63076. /**
  63077. * Returns the string "BoxParticleEmitter"
  63078. * @returns a string containing the class name
  63079. */
  63080. BoxParticleEmitter.prototype.getClassName = function () {
  63081. return "BoxParticleEmitter";
  63082. };
  63083. /**
  63084. * Serializes the particle system to a JSON object.
  63085. * @returns the JSON object
  63086. */
  63087. BoxParticleEmitter.prototype.serialize = function () {
  63088. var serializationObject = {};
  63089. serializationObject.type = this.getClassName();
  63090. serializationObject.direction1 = this.direction1.asArray();
  63091. serializationObject.direction2 = this.direction2.asArray();
  63092. serializationObject.minEmitBox = this.minEmitBox.asArray();
  63093. serializationObject.maxEmitBox = this.maxEmitBox.asArray();
  63094. return serializationObject;
  63095. };
  63096. /**
  63097. * Parse properties from a JSON object
  63098. * @param serializationObject defines the JSON object
  63099. */
  63100. BoxParticleEmitter.prototype.parse = function (serializationObject) {
  63101. BABYLON.Vector3.FromArrayToRef(serializationObject.direction1, 0, this.direction1);
  63102. BABYLON.Vector3.FromArrayToRef(serializationObject.direction2, 0, this.direction2);
  63103. BABYLON.Vector3.FromArrayToRef(serializationObject.minEmitBox, 0, this.minEmitBox);
  63104. BABYLON.Vector3.FromArrayToRef(serializationObject.maxEmitBox, 0, this.maxEmitBox);
  63105. };
  63106. return BoxParticleEmitter;
  63107. }());
  63108. BABYLON.BoxParticleEmitter = BoxParticleEmitter;
  63109. })(BABYLON || (BABYLON = {}));
  63110. //# sourceMappingURL=babylon.boxParticleEmitter.js.map
  63111. var BABYLON;
  63112. (function (BABYLON) {
  63113. /**
  63114. * Particle emitter emitting particles from the inside of a cylinder.
  63115. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  63116. */
  63117. var CylinderParticleEmitter = /** @class */ (function () {
  63118. /**
  63119. * Creates a new instance CylinderParticleEmitter
  63120. * @param radius the radius of the emission cylinder (1 by default)
  63121. * @param height the height of the emission cylinder (1 by default)
  63122. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  63123. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  63124. */
  63125. function CylinderParticleEmitter(
  63126. /**
  63127. * The radius of the emission cylinder.
  63128. */
  63129. radius,
  63130. /**
  63131. * The height of the emission cylinder.
  63132. */
  63133. height,
  63134. /**
  63135. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  63136. */
  63137. radiusRange,
  63138. /**
  63139. * How much to randomize the particle direction [0-1].
  63140. */
  63141. directionRandomizer) {
  63142. if (radius === void 0) { radius = 1; }
  63143. if (height === void 0) { height = 1; }
  63144. if (radiusRange === void 0) { radiusRange = 1; }
  63145. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  63146. this.radius = radius;
  63147. this.height = height;
  63148. this.radiusRange = radiusRange;
  63149. this.directionRandomizer = directionRandomizer;
  63150. }
  63151. /**
  63152. * Called by the particle System when the direction is computed for the created particle.
  63153. * @param worldMatrix is the world matrix of the particle system
  63154. * @param directionToUpdate is the direction vector to update with the result
  63155. * @param particle is the particle we are computed the direction for
  63156. */
  63157. CylinderParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63158. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  63159. var randY = BABYLON.Scalar.RandomRange(-this.directionRandomizer / 2, this.directionRandomizer / 2);
  63160. var angle = Math.atan2(direction.x, direction.z);
  63161. angle += BABYLON.Scalar.RandomRange(-Math.PI / 2, Math.PI / 2) * this.directionRandomizer;
  63162. direction.y = randY; // set direction y to rand y to mirror normal of cylinder surface
  63163. direction.x = Math.sin(angle);
  63164. direction.z = Math.cos(angle);
  63165. direction.normalize();
  63166. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  63167. };
  63168. /**
  63169. * Called by the particle System when the position is computed for the created particle.
  63170. * @param worldMatrix is the world matrix of the particle system
  63171. * @param positionToUpdate is the position vector to update with the result
  63172. * @param particle is the particle we are computed the position for
  63173. */
  63174. CylinderParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63175. var yPos = BABYLON.Scalar.RandomRange(-this.height / 2, this.height / 2);
  63176. var angle = BABYLON.Scalar.RandomRange(0, 2 * Math.PI);
  63177. // Pick a properly distributed point within the circle https://programming.guide/random-point-within-circle.html
  63178. var radiusDistribution = BABYLON.Scalar.RandomRange((1 - this.radiusRange) * (1 - this.radiusRange), 1);
  63179. var positionRadius = Math.sqrt(radiusDistribution) * this.radius;
  63180. var xPos = positionRadius * Math.cos(angle);
  63181. var zPos = positionRadius * Math.sin(angle);
  63182. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(xPos, yPos, zPos, worldMatrix, positionToUpdate);
  63183. };
  63184. /**
  63185. * Clones the current emitter and returns a copy of it
  63186. * @returns the new emitter
  63187. */
  63188. CylinderParticleEmitter.prototype.clone = function () {
  63189. var newOne = new CylinderParticleEmitter(this.radius, this.directionRandomizer);
  63190. BABYLON.Tools.DeepCopy(this, newOne);
  63191. return newOne;
  63192. };
  63193. /**
  63194. * Called by the GPUParticleSystem to setup the update shader
  63195. * @param effect defines the update shader
  63196. */
  63197. CylinderParticleEmitter.prototype.applyToShader = function (effect) {
  63198. effect.setFloat("radius", this.radius);
  63199. effect.setFloat("height", this.height);
  63200. effect.setFloat("radiusRange", this.radiusRange);
  63201. effect.setFloat("directionRandomizer", this.directionRandomizer);
  63202. };
  63203. /**
  63204. * Returns a string to use to update the GPU particles update shader
  63205. * @returns a string containng the defines string
  63206. */
  63207. CylinderParticleEmitter.prototype.getEffectDefines = function () {
  63208. return "#define CYLINDEREMITTER";
  63209. };
  63210. /**
  63211. * Returns the string "CylinderParticleEmitter"
  63212. * @returns a string containing the class name
  63213. */
  63214. CylinderParticleEmitter.prototype.getClassName = function () {
  63215. return "CylinderParticleEmitter";
  63216. };
  63217. /**
  63218. * Serializes the particle system to a JSON object.
  63219. * @returns the JSON object
  63220. */
  63221. CylinderParticleEmitter.prototype.serialize = function () {
  63222. var serializationObject = {};
  63223. serializationObject.type = this.getClassName();
  63224. serializationObject.radius = this.radius;
  63225. serializationObject.height = this.height;
  63226. serializationObject.radiusRange = this.radiusRange;
  63227. serializationObject.directionRandomizer = this.directionRandomizer;
  63228. return serializationObject;
  63229. };
  63230. /**
  63231. * Parse properties from a JSON object
  63232. * @param serializationObject defines the JSON object
  63233. */
  63234. CylinderParticleEmitter.prototype.parse = function (serializationObject) {
  63235. this.radius = serializationObject.radius;
  63236. this.height = serializationObject.height;
  63237. this.radiusRange = serializationObject.radiusRange;
  63238. this.directionRandomizer = serializationObject.directionRandomizer;
  63239. };
  63240. return CylinderParticleEmitter;
  63241. }());
  63242. BABYLON.CylinderParticleEmitter = CylinderParticleEmitter;
  63243. /**
  63244. * Particle emitter emitting particles from the inside of a cylinder.
  63245. * It emits the particles randomly between two vectors.
  63246. */
  63247. var CylinderDirectedParticleEmitter = /** @class */ (function (_super) {
  63248. __extends(CylinderDirectedParticleEmitter, _super);
  63249. /**
  63250. * Creates a new instance CylinderDirectedParticleEmitter
  63251. * @param radius the radius of the emission cylinder (1 by default)
  63252. * @param height the height of the emission cylinder (1 by default)
  63253. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  63254. * @param direction1 the min limit of the emission direction (up vector by default)
  63255. * @param direction2 the max limit of the emission direction (up vector by default)
  63256. */
  63257. function CylinderDirectedParticleEmitter(radius, height, radiusRange,
  63258. /**
  63259. * The min limit of the emission direction.
  63260. */
  63261. direction1,
  63262. /**
  63263. * The max limit of the emission direction.
  63264. */
  63265. direction2) {
  63266. if (radius === void 0) { radius = 1; }
  63267. if (height === void 0) { height = 1; }
  63268. if (radiusRange === void 0) { radiusRange = 1; }
  63269. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1, 0); }
  63270. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1, 0); }
  63271. var _this = _super.call(this, radius, height, radiusRange) || this;
  63272. _this.direction1 = direction1;
  63273. _this.direction2 = direction2;
  63274. return _this;
  63275. }
  63276. /**
  63277. * Called by the particle System when the direction is computed for the created particle.
  63278. * @param worldMatrix is the world matrix of the particle system
  63279. * @param directionToUpdate is the direction vector to update with the result
  63280. * @param particle is the particle we are computed the direction for
  63281. */
  63282. CylinderDirectedParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63283. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  63284. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  63285. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  63286. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  63287. };
  63288. /**
  63289. * Clones the current emitter and returns a copy of it
  63290. * @returns the new emitter
  63291. */
  63292. CylinderDirectedParticleEmitter.prototype.clone = function () {
  63293. var newOne = new CylinderDirectedParticleEmitter(this.radius, this.height, this.radiusRange, this.direction1, this.direction2);
  63294. BABYLON.Tools.DeepCopy(this, newOne);
  63295. return newOne;
  63296. };
  63297. /**
  63298. * Called by the GPUParticleSystem to setup the update shader
  63299. * @param effect defines the update shader
  63300. */
  63301. CylinderDirectedParticleEmitter.prototype.applyToShader = function (effect) {
  63302. effect.setFloat("radius", this.radius);
  63303. effect.setFloat("height", this.height);
  63304. effect.setFloat("radiusRange", this.radiusRange);
  63305. effect.setVector3("direction1", this.direction1);
  63306. effect.setVector3("direction2", this.direction2);
  63307. };
  63308. /**
  63309. * Returns a string to use to update the GPU particles update shader
  63310. * @returns a string containng the defines string
  63311. */
  63312. CylinderDirectedParticleEmitter.prototype.getEffectDefines = function () {
  63313. return "#define CYLINDEREMITTER\n#define DIRECTEDCYLINDEREMITTER";
  63314. };
  63315. /**
  63316. * Returns the string "CylinderDirectedParticleEmitter"
  63317. * @returns a string containing the class name
  63318. */
  63319. CylinderDirectedParticleEmitter.prototype.getClassName = function () {
  63320. return "CylinderDirectedParticleEmitter";
  63321. };
  63322. /**
  63323. * Serializes the particle system to a JSON object.
  63324. * @returns the JSON object
  63325. */
  63326. CylinderDirectedParticleEmitter.prototype.serialize = function () {
  63327. var serializationObject = _super.prototype.serialize.call(this);
  63328. serializationObject.direction1 = this.direction1.asArray();
  63329. serializationObject.direction2 = this.direction2.asArray();
  63330. return serializationObject;
  63331. };
  63332. /**
  63333. * Parse properties from a JSON object
  63334. * @param serializationObject defines the JSON object
  63335. */
  63336. CylinderDirectedParticleEmitter.prototype.parse = function (serializationObject) {
  63337. _super.prototype.parse.call(this, serializationObject);
  63338. this.direction1.copyFrom(serializationObject.direction1);
  63339. this.direction2.copyFrom(serializationObject.direction2);
  63340. };
  63341. return CylinderDirectedParticleEmitter;
  63342. }(CylinderParticleEmitter));
  63343. BABYLON.CylinderDirectedParticleEmitter = CylinderDirectedParticleEmitter;
  63344. })(BABYLON || (BABYLON = {}));
  63345. //# sourceMappingURL=babylon.cylinderParticleEmitter.js.map
  63346. var BABYLON;
  63347. (function (BABYLON) {
  63348. /**
  63349. * Particle emitter emitting particles from the inside of a cone.
  63350. * It emits the particles alongside the cone volume from the base to the particle.
  63351. * The emission direction might be randomized.
  63352. */
  63353. var ConeParticleEmitter = /** @class */ (function () {
  63354. /**
  63355. * Creates a new instance ConeParticleEmitter
  63356. * @param radius the radius of the emission cone (1 by default)
  63357. * @param angles the cone base angle (PI by default)
  63358. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  63359. */
  63360. function ConeParticleEmitter(radius, angle,
  63361. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  63362. directionRandomizer) {
  63363. if (radius === void 0) { radius = 1; }
  63364. if (angle === void 0) { angle = Math.PI; }
  63365. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  63366. this.directionRandomizer = directionRandomizer;
  63367. /**
  63368. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  63369. */
  63370. this.radiusRange = 1;
  63371. /**
  63372. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  63373. */
  63374. this.heightRange = 1;
  63375. /**
  63376. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  63377. */
  63378. this.emitFromSpawnPointOnly = false;
  63379. this.angle = angle;
  63380. this.radius = radius;
  63381. }
  63382. Object.defineProperty(ConeParticleEmitter.prototype, "radius", {
  63383. /**
  63384. * Gets or sets the radius of the emission cone
  63385. */
  63386. get: function () {
  63387. return this._radius;
  63388. },
  63389. set: function (value) {
  63390. this._radius = value;
  63391. this._buildHeight();
  63392. },
  63393. enumerable: true,
  63394. configurable: true
  63395. });
  63396. Object.defineProperty(ConeParticleEmitter.prototype, "angle", {
  63397. /**
  63398. * Gets or sets the angle of the emission cone
  63399. */
  63400. get: function () {
  63401. return this._angle;
  63402. },
  63403. set: function (value) {
  63404. this._angle = value;
  63405. this._buildHeight();
  63406. },
  63407. enumerable: true,
  63408. configurable: true
  63409. });
  63410. ConeParticleEmitter.prototype._buildHeight = function () {
  63411. if (this._angle !== 0) {
  63412. this._height = this._radius / Math.tan(this._angle / 2);
  63413. }
  63414. else {
  63415. this._height = 1;
  63416. }
  63417. };
  63418. /**
  63419. * Called by the particle System when the direction is computed for the created particle.
  63420. * @param worldMatrix is the world matrix of the particle system
  63421. * @param directionToUpdate is the direction vector to update with the result
  63422. * @param particle is the particle we are computed the direction for
  63423. */
  63424. ConeParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63425. if (Math.abs(Math.cos(this._angle)) === 1.0) {
  63426. BABYLON.Vector3.TransformNormalFromFloatsToRef(0, 1.0, 0, worldMatrix, directionToUpdate);
  63427. }
  63428. else {
  63429. // measure the direction Vector from the emitter to the particle.
  63430. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  63431. var randX = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63432. var randY = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63433. var randZ = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63434. direction.x += randX;
  63435. direction.y += randY;
  63436. direction.z += randZ;
  63437. direction.normalize();
  63438. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  63439. }
  63440. };
  63441. /**
  63442. * Called by the particle System when the position is computed for the created particle.
  63443. * @param worldMatrix is the world matrix of the particle system
  63444. * @param positionToUpdate is the position vector to update with the result
  63445. * @param particle is the particle we are computed the position for
  63446. */
  63447. ConeParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63448. var s = BABYLON.Scalar.RandomRange(0, Math.PI * 2);
  63449. var h;
  63450. if (!this.emitFromSpawnPointOnly) {
  63451. h = BABYLON.Scalar.RandomRange(0, this.heightRange);
  63452. // Better distribution in a cone at normal angles.
  63453. h = 1 - h * h;
  63454. }
  63455. else {
  63456. h = 0.0001;
  63457. }
  63458. var radius = this._radius - BABYLON.Scalar.RandomRange(0, this._radius * this.radiusRange);
  63459. radius = radius * h;
  63460. var randX = radius * Math.sin(s);
  63461. var randZ = radius * Math.cos(s);
  63462. var randY = h * this._height;
  63463. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  63464. };
  63465. /**
  63466. * Clones the current emitter and returns a copy of it
  63467. * @returns the new emitter
  63468. */
  63469. ConeParticleEmitter.prototype.clone = function () {
  63470. var newOne = new ConeParticleEmitter(this._radius, this._angle, this.directionRandomizer);
  63471. BABYLON.Tools.DeepCopy(this, newOne);
  63472. return newOne;
  63473. };
  63474. /**
  63475. * Called by the GPUParticleSystem to setup the update shader
  63476. * @param effect defines the update shader
  63477. */
  63478. ConeParticleEmitter.prototype.applyToShader = function (effect) {
  63479. effect.setFloat2("radius", this._radius, this.radiusRange);
  63480. effect.setFloat("coneAngle", this._angle);
  63481. effect.setFloat2("height", this._height, this.heightRange);
  63482. effect.setFloat("directionRandomizer", this.directionRandomizer);
  63483. };
  63484. /**
  63485. * Returns a string to use to update the GPU particles update shader
  63486. * @returns a string containng the defines string
  63487. */
  63488. ConeParticleEmitter.prototype.getEffectDefines = function () {
  63489. var defines = "#define CONEEMITTER";
  63490. if (this.emitFromSpawnPointOnly) {
  63491. defines += "\n#define CONEEMITTERSPAWNPOINT";
  63492. }
  63493. return defines;
  63494. };
  63495. /**
  63496. * Returns the string "ConeParticleEmitter"
  63497. * @returns a string containing the class name
  63498. */
  63499. ConeParticleEmitter.prototype.getClassName = function () {
  63500. return "ConeParticleEmitter";
  63501. };
  63502. /**
  63503. * Serializes the particle system to a JSON object.
  63504. * @returns the JSON object
  63505. */
  63506. ConeParticleEmitter.prototype.serialize = function () {
  63507. var serializationObject = {};
  63508. serializationObject.type = this.getClassName();
  63509. serializationObject.radius = this._radius;
  63510. serializationObject.angle = this._angle;
  63511. serializationObject.directionRandomizer = this.directionRandomizer;
  63512. return serializationObject;
  63513. };
  63514. /**
  63515. * Parse properties from a JSON object
  63516. * @param serializationObject defines the JSON object
  63517. */
  63518. ConeParticleEmitter.prototype.parse = function (serializationObject) {
  63519. this.radius = serializationObject.radius;
  63520. this.angle = serializationObject.angle;
  63521. this.directionRandomizer = serializationObject.directionRandomizer;
  63522. };
  63523. return ConeParticleEmitter;
  63524. }());
  63525. BABYLON.ConeParticleEmitter = ConeParticleEmitter;
  63526. })(BABYLON || (BABYLON = {}));
  63527. //# sourceMappingURL=babylon.coneParticleEmitter.js.map
  63528. var BABYLON;
  63529. (function (BABYLON) {
  63530. /**
  63531. * Particle emitter emitting particles from the inside of a sphere.
  63532. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  63533. */
  63534. var SphereParticleEmitter = /** @class */ (function () {
  63535. /**
  63536. * Creates a new instance SphereParticleEmitter
  63537. * @param radius the radius of the emission sphere (1 by default)
  63538. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  63539. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  63540. */
  63541. function SphereParticleEmitter(
  63542. /**
  63543. * The radius of the emission sphere.
  63544. */
  63545. radius,
  63546. /**
  63547. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  63548. */
  63549. radiusRange,
  63550. /**
  63551. * How much to randomize the particle direction [0-1].
  63552. */
  63553. directionRandomizer) {
  63554. if (radius === void 0) { radius = 1; }
  63555. if (radiusRange === void 0) { radiusRange = 1; }
  63556. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  63557. this.radius = radius;
  63558. this.radiusRange = radiusRange;
  63559. this.directionRandomizer = directionRandomizer;
  63560. }
  63561. /**
  63562. * Called by the particle System when the direction is computed for the created particle.
  63563. * @param worldMatrix is the world matrix of the particle system
  63564. * @param directionToUpdate is the direction vector to update with the result
  63565. * @param particle is the particle we are computed the direction for
  63566. */
  63567. SphereParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63568. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  63569. var randX = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63570. var randY = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63571. var randZ = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63572. direction.x += randX;
  63573. direction.y += randY;
  63574. direction.z += randZ;
  63575. direction.normalize();
  63576. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  63577. };
  63578. /**
  63579. * Called by the particle System when the position is computed for the created particle.
  63580. * @param worldMatrix is the world matrix of the particle system
  63581. * @param positionToUpdate is the position vector to update with the result
  63582. * @param particle is the particle we are computed the position for
  63583. */
  63584. SphereParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63585. var randRadius = this.radius - BABYLON.Scalar.RandomRange(0, this.radius * this.radiusRange);
  63586. var v = BABYLON.Scalar.RandomRange(0, 1.0);
  63587. var phi = BABYLON.Scalar.RandomRange(0, 2 * Math.PI);
  63588. var theta = Math.acos(2 * v - 1);
  63589. var randX = randRadius * Math.cos(phi) * Math.sin(theta);
  63590. var randY = randRadius * Math.cos(theta);
  63591. var randZ = randRadius * Math.sin(phi) * Math.sin(theta);
  63592. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  63593. };
  63594. /**
  63595. * Clones the current emitter and returns a copy of it
  63596. * @returns the new emitter
  63597. */
  63598. SphereParticleEmitter.prototype.clone = function () {
  63599. var newOne = new SphereParticleEmitter(this.radius, this.directionRandomizer);
  63600. BABYLON.Tools.DeepCopy(this, newOne);
  63601. return newOne;
  63602. };
  63603. /**
  63604. * Called by the GPUParticleSystem to setup the update shader
  63605. * @param effect defines the update shader
  63606. */
  63607. SphereParticleEmitter.prototype.applyToShader = function (effect) {
  63608. effect.setFloat("radius", this.radius);
  63609. effect.setFloat("radiusRange", this.radiusRange);
  63610. effect.setFloat("directionRandomizer", this.directionRandomizer);
  63611. };
  63612. /**
  63613. * Returns a string to use to update the GPU particles update shader
  63614. * @returns a string containng the defines string
  63615. */
  63616. SphereParticleEmitter.prototype.getEffectDefines = function () {
  63617. return "#define SPHEREEMITTER";
  63618. };
  63619. /**
  63620. * Returns the string "SphereParticleEmitter"
  63621. * @returns a string containing the class name
  63622. */
  63623. SphereParticleEmitter.prototype.getClassName = function () {
  63624. return "SphereParticleEmitter";
  63625. };
  63626. /**
  63627. * Serializes the particle system to a JSON object.
  63628. * @returns the JSON object
  63629. */
  63630. SphereParticleEmitter.prototype.serialize = function () {
  63631. var serializationObject = {};
  63632. serializationObject.type = this.getClassName();
  63633. serializationObject.radius = this.radius;
  63634. serializationObject.radiusRange = this.radiusRange;
  63635. serializationObject.directionRandomizer = this.directionRandomizer;
  63636. return serializationObject;
  63637. };
  63638. /**
  63639. * Parse properties from a JSON object
  63640. * @param serializationObject defines the JSON object
  63641. */
  63642. SphereParticleEmitter.prototype.parse = function (serializationObject) {
  63643. this.radius = serializationObject.radius;
  63644. this.radiusRange = serializationObject.radiusRange;
  63645. this.directionRandomizer = serializationObject.directionRandomizer;
  63646. };
  63647. return SphereParticleEmitter;
  63648. }());
  63649. BABYLON.SphereParticleEmitter = SphereParticleEmitter;
  63650. /**
  63651. * Particle emitter emitting particles from the inside of a sphere.
  63652. * It emits the particles randomly between two vectors.
  63653. */
  63654. var SphereDirectedParticleEmitter = /** @class */ (function (_super) {
  63655. __extends(SphereDirectedParticleEmitter, _super);
  63656. /**
  63657. * Creates a new instance SphereDirectedParticleEmitter
  63658. * @param radius the radius of the emission sphere (1 by default)
  63659. * @param direction1 the min limit of the emission direction (up vector by default)
  63660. * @param direction2 the max limit of the emission direction (up vector by default)
  63661. */
  63662. function SphereDirectedParticleEmitter(radius,
  63663. /**
  63664. * The min limit of the emission direction.
  63665. */
  63666. direction1,
  63667. /**
  63668. * The max limit of the emission direction.
  63669. */
  63670. direction2) {
  63671. if (radius === void 0) { radius = 1; }
  63672. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1, 0); }
  63673. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1, 0); }
  63674. var _this = _super.call(this, radius) || this;
  63675. _this.direction1 = direction1;
  63676. _this.direction2 = direction2;
  63677. return _this;
  63678. }
  63679. /**
  63680. * Called by the particle System when the direction is computed for the created particle.
  63681. * @param worldMatrix is the world matrix of the particle system
  63682. * @param directionToUpdate is the direction vector to update with the result
  63683. * @param particle is the particle we are computed the direction for
  63684. */
  63685. SphereDirectedParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63686. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  63687. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  63688. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  63689. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  63690. };
  63691. /**
  63692. * Clones the current emitter and returns a copy of it
  63693. * @returns the new emitter
  63694. */
  63695. SphereDirectedParticleEmitter.prototype.clone = function () {
  63696. var newOne = new SphereDirectedParticleEmitter(this.radius, this.direction1, this.direction2);
  63697. BABYLON.Tools.DeepCopy(this, newOne);
  63698. return newOne;
  63699. };
  63700. /**
  63701. * Called by the GPUParticleSystem to setup the update shader
  63702. * @param effect defines the update shader
  63703. */
  63704. SphereDirectedParticleEmitter.prototype.applyToShader = function (effect) {
  63705. effect.setFloat("radius", this.radius);
  63706. effect.setFloat("radiusRange", this.radiusRange);
  63707. effect.setVector3("direction1", this.direction1);
  63708. effect.setVector3("direction2", this.direction2);
  63709. };
  63710. /**
  63711. * Returns a string to use to update the GPU particles update shader
  63712. * @returns a string containng the defines string
  63713. */
  63714. SphereDirectedParticleEmitter.prototype.getEffectDefines = function () {
  63715. return "#define SPHEREEMITTER\n#define DIRECTEDSPHEREEMITTER";
  63716. };
  63717. /**
  63718. * Returns the string "SphereDirectedParticleEmitter"
  63719. * @returns a string containing the class name
  63720. */
  63721. SphereDirectedParticleEmitter.prototype.getClassName = function () {
  63722. return "SphereDirectedParticleEmitter";
  63723. };
  63724. /**
  63725. * Serializes the particle system to a JSON object.
  63726. * @returns the JSON object
  63727. */
  63728. SphereDirectedParticleEmitter.prototype.serialize = function () {
  63729. var serializationObject = _super.prototype.serialize.call(this);
  63730. serializationObject.direction1 = this.direction1.asArray();
  63731. serializationObject.direction2 = this.direction2.asArray();
  63732. return serializationObject;
  63733. };
  63734. /**
  63735. * Parse properties from a JSON object
  63736. * @param serializationObject defines the JSON object
  63737. */
  63738. SphereDirectedParticleEmitter.prototype.parse = function (serializationObject) {
  63739. _super.prototype.parse.call(this, serializationObject);
  63740. this.direction1.copyFrom(serializationObject.direction1);
  63741. this.direction2.copyFrom(serializationObject.direction2);
  63742. };
  63743. return SphereDirectedParticleEmitter;
  63744. }(SphereParticleEmitter));
  63745. BABYLON.SphereDirectedParticleEmitter = SphereDirectedParticleEmitter;
  63746. })(BABYLON || (BABYLON = {}));
  63747. //# sourceMappingURL=babylon.sphereParticleEmitter.js.map
  63748. var BABYLON;
  63749. (function (BABYLON) {
  63750. /**
  63751. * Particle emitter emitting particles from the inside of a hemisphere.
  63752. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  63753. */
  63754. var HemisphericParticleEmitter = /** @class */ (function () {
  63755. /**
  63756. * Creates a new instance HemisphericParticleEmitter
  63757. * @param radius the radius of the emission hemisphere (1 by default)
  63758. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  63759. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  63760. */
  63761. function HemisphericParticleEmitter(
  63762. /**
  63763. * The radius of the emission hemisphere.
  63764. */
  63765. radius,
  63766. /**
  63767. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  63768. */
  63769. radiusRange,
  63770. /**
  63771. * How much to randomize the particle direction [0-1].
  63772. */
  63773. directionRandomizer) {
  63774. if (radius === void 0) { radius = 1; }
  63775. if (radiusRange === void 0) { radiusRange = 1; }
  63776. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  63777. this.radius = radius;
  63778. this.radiusRange = radiusRange;
  63779. this.directionRandomizer = directionRandomizer;
  63780. }
  63781. /**
  63782. * Called by the particle System when the direction is computed for the created particle.
  63783. * @param worldMatrix is the world matrix of the particle system
  63784. * @param directionToUpdate is the direction vector to update with the result
  63785. * @param particle is the particle we are computed the direction for
  63786. */
  63787. HemisphericParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63788. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  63789. var randX = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63790. var randY = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63791. var randZ = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63792. direction.x += randX;
  63793. direction.y += randY;
  63794. direction.z += randZ;
  63795. direction.normalize();
  63796. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  63797. };
  63798. /**
  63799. * Called by the particle System when the position is computed for the created particle.
  63800. * @param worldMatrix is the world matrix of the particle system
  63801. * @param positionToUpdate is the position vector to update with the result
  63802. * @param particle is the particle we are computed the position for
  63803. */
  63804. HemisphericParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63805. var randRadius = this.radius - BABYLON.Scalar.RandomRange(0, this.radius * this.radiusRange);
  63806. var v = BABYLON.Scalar.RandomRange(0, 1.0);
  63807. var phi = BABYLON.Scalar.RandomRange(0, 2 * Math.PI);
  63808. var theta = Math.acos(2 * v - 1);
  63809. var randX = randRadius * Math.cos(phi) * Math.sin(theta);
  63810. var randY = randRadius * Math.cos(theta);
  63811. var randZ = randRadius * Math.sin(phi) * Math.sin(theta);
  63812. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, Math.abs(randY), randZ, worldMatrix, positionToUpdate);
  63813. };
  63814. /**
  63815. * Clones the current emitter and returns a copy of it
  63816. * @returns the new emitter
  63817. */
  63818. HemisphericParticleEmitter.prototype.clone = function () {
  63819. var newOne = new HemisphericParticleEmitter(this.radius, this.directionRandomizer);
  63820. BABYLON.Tools.DeepCopy(this, newOne);
  63821. return newOne;
  63822. };
  63823. /**
  63824. * Called by the GPUParticleSystem to setup the update shader
  63825. * @param effect defines the update shader
  63826. */
  63827. HemisphericParticleEmitter.prototype.applyToShader = function (effect) {
  63828. effect.setFloat("radius", this.radius);
  63829. effect.setFloat("radiusRange", this.radiusRange);
  63830. effect.setFloat("directionRandomizer", this.directionRandomizer);
  63831. };
  63832. /**
  63833. * Returns a string to use to update the GPU particles update shader
  63834. * @returns a string containng the defines string
  63835. */
  63836. HemisphericParticleEmitter.prototype.getEffectDefines = function () {
  63837. return "#define HEMISPHERICEMITTER";
  63838. };
  63839. /**
  63840. * Returns the string "HemisphericParticleEmitter"
  63841. * @returns a string containing the class name
  63842. */
  63843. HemisphericParticleEmitter.prototype.getClassName = function () {
  63844. return "HemisphericParticleEmitter";
  63845. };
  63846. /**
  63847. * Serializes the particle system to a JSON object.
  63848. * @returns the JSON object
  63849. */
  63850. HemisphericParticleEmitter.prototype.serialize = function () {
  63851. var serializationObject = {};
  63852. serializationObject.type = this.getClassName();
  63853. serializationObject.radius = this.radius;
  63854. serializationObject.radiusRange = this.radiusRange;
  63855. serializationObject.directionRandomizer = this.directionRandomizer;
  63856. return serializationObject;
  63857. };
  63858. /**
  63859. * Parse properties from a JSON object
  63860. * @param serializationObject defines the JSON object
  63861. */
  63862. HemisphericParticleEmitter.prototype.parse = function (serializationObject) {
  63863. this.radius = serializationObject.radius;
  63864. this.radiusRange = serializationObject.radiusRange;
  63865. this.directionRandomizer = serializationObject.directionRandomizer;
  63866. };
  63867. return HemisphericParticleEmitter;
  63868. }());
  63869. BABYLON.HemisphericParticleEmitter = HemisphericParticleEmitter;
  63870. })(BABYLON || (BABYLON = {}));
  63871. //# sourceMappingURL=babylon.hemisphericParticleEmitter.js.map
  63872. var BABYLON;
  63873. (function (BABYLON) {
  63874. /**
  63875. * Particle emitter emitting particles from a point.
  63876. * It emits the particles randomly between 2 given directions.
  63877. */
  63878. var PointParticleEmitter = /** @class */ (function () {
  63879. /**
  63880. * Creates a new instance PointParticleEmitter
  63881. */
  63882. function PointParticleEmitter() {
  63883. /**
  63884. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  63885. */
  63886. this.direction1 = new BABYLON.Vector3(0, 1.0, 0);
  63887. /**
  63888. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  63889. */
  63890. this.direction2 = new BABYLON.Vector3(0, 1.0, 0);
  63891. }
  63892. /**
  63893. * Called by the particle System when the direction is computed for the created particle.
  63894. * @param worldMatrix is the world matrix of the particle system
  63895. * @param directionToUpdate is the direction vector to update with the result
  63896. * @param particle is the particle we are computed the direction for
  63897. */
  63898. PointParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63899. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  63900. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  63901. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  63902. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  63903. };
  63904. /**
  63905. * Called by the particle System when the position is computed for the created particle.
  63906. * @param worldMatrix is the world matrix of the particle system
  63907. * @param positionToUpdate is the position vector to update with the result
  63908. * @param particle is the particle we are computed the position for
  63909. */
  63910. PointParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63911. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(0, 0, 0, worldMatrix, positionToUpdate);
  63912. };
  63913. /**
  63914. * Clones the current emitter and returns a copy of it
  63915. * @returns the new emitter
  63916. */
  63917. PointParticleEmitter.prototype.clone = function () {
  63918. var newOne = new PointParticleEmitter();
  63919. BABYLON.Tools.DeepCopy(this, newOne);
  63920. return newOne;
  63921. };
  63922. /**
  63923. * Called by the GPUParticleSystem to setup the update shader
  63924. * @param effect defines the update shader
  63925. */
  63926. PointParticleEmitter.prototype.applyToShader = function (effect) {
  63927. effect.setVector3("direction1", this.direction1);
  63928. effect.setVector3("direction2", this.direction2);
  63929. };
  63930. /**
  63931. * Returns a string to use to update the GPU particles update shader
  63932. * @returns a string containng the defines string
  63933. */
  63934. PointParticleEmitter.prototype.getEffectDefines = function () {
  63935. return "#define POINTEMITTER";
  63936. };
  63937. /**
  63938. * Returns the string "PointParticleEmitter"
  63939. * @returns a string containing the class name
  63940. */
  63941. PointParticleEmitter.prototype.getClassName = function () {
  63942. return "PointParticleEmitter";
  63943. };
  63944. /**
  63945. * Serializes the particle system to a JSON object.
  63946. * @returns the JSON object
  63947. */
  63948. PointParticleEmitter.prototype.serialize = function () {
  63949. var serializationObject = {};
  63950. serializationObject.type = this.getClassName();
  63951. serializationObject.direction1 = this.direction1.asArray();
  63952. serializationObject.direction2 = this.direction2.asArray();
  63953. return serializationObject;
  63954. };
  63955. /**
  63956. * Parse properties from a JSON object
  63957. * @param serializationObject defines the JSON object
  63958. */
  63959. PointParticleEmitter.prototype.parse = function (serializationObject) {
  63960. BABYLON.Vector3.FromArrayToRef(serializationObject.direction1, 0, this.direction1);
  63961. BABYLON.Vector3.FromArrayToRef(serializationObject.direction2, 0, this.direction2);
  63962. };
  63963. return PointParticleEmitter;
  63964. }());
  63965. BABYLON.PointParticleEmitter = PointParticleEmitter;
  63966. })(BABYLON || (BABYLON = {}));
  63967. //# sourceMappingURL=babylon.pointParticleEmitter.js.map
  63968. var BABYLON;
  63969. (function (BABYLON) {
  63970. // Adds the parsers to the scene parsers.
  63971. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM, function (parsedData, scene, container, rootUrl) {
  63972. var individualParser = BABYLON.AbstractScene.GetIndividualParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM);
  63973. if (!individualParser) {
  63974. return;
  63975. }
  63976. // Particles Systems
  63977. if (parsedData.particleSystems !== undefined && parsedData.particleSystems !== null) {
  63978. for (var index = 0, cache = parsedData.particleSystems.length; index < cache; index++) {
  63979. var parsedParticleSystem = parsedData.particleSystems[index];
  63980. container.particleSystems.push(individualParser(parsedParticleSystem, scene, rootUrl));
  63981. }
  63982. }
  63983. });
  63984. BABYLON.AbstractScene.AddIndividualParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM, function (parsedParticleSystem, scene, rootUrl) {
  63985. if (parsedParticleSystem.activeParticleCount) {
  63986. var ps = BABYLON.GPUParticleSystem.Parse(parsedParticleSystem, scene, rootUrl);
  63987. return ps;
  63988. }
  63989. else {
  63990. var ps = BABYLON.ParticleSystem.Parse(parsedParticleSystem, scene, rootUrl);
  63991. return ps;
  63992. }
  63993. });
  63994. BABYLON.Engine.prototype.createEffectForParticles = function (fragmentName, uniformsNames, samplers, defines, fallbacks, onCompiled, onError) {
  63995. if (uniformsNames === void 0) { uniformsNames = []; }
  63996. if (samplers === void 0) { samplers = []; }
  63997. if (defines === void 0) { defines = ""; }
  63998. var attributesNamesOrOptions = BABYLON.ParticleSystem._GetAttributeNamesOrOptions();
  63999. var effectCreationOption = BABYLON.ParticleSystem._GetEffectCreationOptions();
  64000. if (defines.indexOf(" BILLBOARD") === -1) {
  64001. defines += "\n#define BILLBOARD\n";
  64002. }
  64003. if (samplers.indexOf("diffuseSampler") === -1) {
  64004. samplers.push("diffuseSampler");
  64005. }
  64006. return this.createEffect({
  64007. vertex: "particles",
  64008. fragmentElement: fragmentName
  64009. }, attributesNamesOrOptions, effectCreationOption.concat(uniformsNames), samplers, defines, fallbacks, onCompiled, onError);
  64010. };
  64011. BABYLON.Mesh.prototype.getEmittedParticleSystems = function () {
  64012. var results = new Array();
  64013. for (var index = 0; index < this.getScene().particleSystems.length; index++) {
  64014. var particleSystem = this.getScene().particleSystems[index];
  64015. if (particleSystem.emitter === this) {
  64016. results.push(particleSystem);
  64017. }
  64018. }
  64019. return results;
  64020. };
  64021. BABYLON.Mesh.prototype.getHierarchyEmittedParticleSystems = function () {
  64022. var results = new Array();
  64023. var descendants = this.getDescendants();
  64024. descendants.push(this);
  64025. for (var index = 0; index < this.getScene().particleSystems.length; index++) {
  64026. var particleSystem = this.getScene().particleSystems[index];
  64027. var emitter = particleSystem.emitter;
  64028. if (emitter.position && descendants.indexOf(emitter) !== -1) {
  64029. results.push(particleSystem);
  64030. }
  64031. }
  64032. return results;
  64033. };
  64034. })(BABYLON || (BABYLON = {}));
  64035. //# sourceMappingURL=babylon.particleSystemComponent.js.map
  64036. var BABYLON;
  64037. (function (BABYLON) {
  64038. /**
  64039. * Type of sub emitter
  64040. */
  64041. var SubEmitterType;
  64042. (function (SubEmitterType) {
  64043. /**
  64044. * Attached to the particle over it's lifetime
  64045. */
  64046. SubEmitterType[SubEmitterType["ATTACHED"] = 0] = "ATTACHED";
  64047. /**
  64048. * Created when the particle dies
  64049. */
  64050. SubEmitterType[SubEmitterType["END"] = 1] = "END";
  64051. })(SubEmitterType = BABYLON.SubEmitterType || (BABYLON.SubEmitterType = {}));
  64052. /**
  64053. * Sub emitter class used to emit particles from an existing particle
  64054. */
  64055. var SubEmitter = /** @class */ (function () {
  64056. /**
  64057. * Creates a sub emitter
  64058. * @param particleSystem the particle system to be used by the sub emitter
  64059. */
  64060. function SubEmitter(
  64061. /**
  64062. * the particle system to be used by the sub emitter
  64063. */
  64064. particleSystem) {
  64065. this.particleSystem = particleSystem;
  64066. /**
  64067. * Type of the submitter (Default: END)
  64068. */
  64069. this.type = SubEmitterType.END;
  64070. /**
  64071. * If the particle should inherit the direction from the particle it's attached to. (+Y will face the direction the particle is moving) (Default: false)
  64072. * Note: This only is supported when using an emitter of type Mesh
  64073. */
  64074. this.inheritDirection = false;
  64075. /**
  64076. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  64077. */
  64078. this.inheritedVelocityAmount = 0;
  64079. // Create mesh as emitter to support rotation
  64080. if (!particleSystem.emitter || !particleSystem.emitter.dispose) {
  64081. particleSystem.emitter = new BABYLON.AbstractMesh("SubemitterSystemEmitter", particleSystem.getScene());
  64082. }
  64083. // Automatically dispose of subemitter when system is disposed
  64084. particleSystem.onDisposeObservable.add(function () {
  64085. if (particleSystem.emitter && particleSystem.emitter.dispose) {
  64086. particleSystem.emitter.dispose();
  64087. }
  64088. });
  64089. }
  64090. /**
  64091. * Clones the sub emitter
  64092. * @returns the cloned sub emitter
  64093. */
  64094. SubEmitter.prototype.clone = function () {
  64095. // Clone particle system
  64096. var emitter = this.particleSystem.emitter;
  64097. if (!emitter) {
  64098. emitter = new BABYLON.Vector3();
  64099. }
  64100. else if (emitter instanceof BABYLON.Vector3) {
  64101. emitter = emitter.clone();
  64102. }
  64103. else if (emitter instanceof BABYLON.AbstractMesh) {
  64104. emitter = new BABYLON.Mesh("", emitter.getScene());
  64105. emitter.isVisible = false;
  64106. }
  64107. var clone = new SubEmitter(this.particleSystem.clone("", emitter));
  64108. // Clone properties
  64109. clone.type = this.type;
  64110. clone.inheritDirection = this.inheritDirection;
  64111. clone.inheritedVelocityAmount = this.inheritedVelocityAmount;
  64112. clone.particleSystem._disposeEmitterOnDispose = true;
  64113. clone.particleSystem.disposeOnStop = true;
  64114. return clone;
  64115. };
  64116. /**
  64117. * Serialize current object to a JSON object
  64118. * @returns the serialized object
  64119. */
  64120. SubEmitter.prototype.serialize = function () {
  64121. var serializationObject = {};
  64122. serializationObject.type = this.type;
  64123. serializationObject.inheritDirection = this.inheritDirection;
  64124. serializationObject.inheritedVelocityAmount = this.inheritedVelocityAmount;
  64125. serializationObject.particleSystem = this.particleSystem.serialize();
  64126. return serializationObject;
  64127. };
  64128. /**
  64129. * Creates a new SubEmitter from a serialized JSON version
  64130. * @param serializationObject defines the JSON object to read from
  64131. * @param scene defines the hosting scene
  64132. * @param rootUrl defines the rootUrl for data loading
  64133. * @returns a new SubEmitter
  64134. */
  64135. SubEmitter.Parse = function (serializationObject, scene, rootUrl) {
  64136. var system = serializationObject.particleSystem;
  64137. var subEmitter = new SubEmitter(BABYLON.ParticleSystem.Parse(system, scene, rootUrl));
  64138. subEmitter.type = serializationObject.type;
  64139. subEmitter.inheritDirection = serializationObject.inheritDirection;
  64140. subEmitter.inheritedVelocityAmount = serializationObject.inheritedVelocityAmount;
  64141. subEmitter.particleSystem._isSubEmitter = true;
  64142. return subEmitter;
  64143. };
  64144. /** Release associated resources */
  64145. SubEmitter.prototype.dispose = function () {
  64146. this.particleSystem.dispose();
  64147. };
  64148. return SubEmitter;
  64149. }());
  64150. BABYLON.SubEmitter = SubEmitter;
  64151. })(BABYLON || (BABYLON = {}));
  64152. //# sourceMappingURL=babylon.subEmitter.js.map
  64153. var BABYLON;
  64154. (function (BABYLON) {
  64155. /**
  64156. * The ShaderMaterial object has the necessary methods to pass data from your scene to the Vertex and Fragment Shaders and returns a material that can be applied to any mesh.
  64157. *
  64158. * This returned material effects how the mesh will look based on the code in the shaders.
  64159. *
  64160. * @see http://doc.babylonjs.com/how_to/shader_material
  64161. */
  64162. var ShaderMaterial = /** @class */ (function (_super) {
  64163. __extends(ShaderMaterial, _super);
  64164. /**
  64165. * Instantiate a new shader material.
  64166. * The ShaderMaterial object has the necessary methods to pass data from your scene to the Vertex and Fragment Shaders and returns a material that can be applied to any mesh.
  64167. * This returned material effects how the mesh will look based on the code in the shaders.
  64168. * @see http://doc.babylonjs.com/how_to/shader_material
  64169. * @param name Define the name of the material in the scene
  64170. * @param scene Define the scene the material belongs to
  64171. * @param shaderPath Defines the route to the shader code in one of three ways:
  64172. * - object - { vertex: "custom", fragment: "custom" }, used with BABYLON.Effect.ShadersStore["customVertexShader"] and BABYLON.Effect.ShadersStore["customFragmentShader"]
  64173. * - object - { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in <script> tags
  64174. * - string - "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  64175. * @param options Define the options used to create the shader
  64176. */
  64177. function ShaderMaterial(name, scene, shaderPath, options) {
  64178. if (options === void 0) { options = {}; }
  64179. var _this = _super.call(this, name, scene) || this;
  64180. _this._textures = {};
  64181. _this._textureArrays = {};
  64182. _this._floats = {};
  64183. _this._ints = {};
  64184. _this._floatsArrays = {};
  64185. _this._colors3 = {};
  64186. _this._colors3Arrays = {};
  64187. _this._colors4 = {};
  64188. _this._vectors2 = {};
  64189. _this._vectors3 = {};
  64190. _this._vectors4 = {};
  64191. _this._matrices = {};
  64192. _this._matrices3x3 = {};
  64193. _this._matrices2x2 = {};
  64194. _this._vectors2Arrays = {};
  64195. _this._vectors3Arrays = {};
  64196. _this._cachedWorldViewMatrix = new BABYLON.Matrix();
  64197. _this._shaderPath = shaderPath;
  64198. _this._options = __assign({ needAlphaBlending: false, needAlphaTesting: false, attributes: ["position", "normal", "uv"], uniforms: ["worldViewProjection"], uniformBuffers: [], samplers: [], defines: [] }, options);
  64199. return _this;
  64200. }
  64201. /**
  64202. * Gets the current class name of the material e.g. "ShaderMaterial"
  64203. * Mainly use in serialization.
  64204. * @returns the class name
  64205. */
  64206. ShaderMaterial.prototype.getClassName = function () {
  64207. return "ShaderMaterial";
  64208. };
  64209. /**
  64210. * Specifies if the material will require alpha blending
  64211. * @returns a boolean specifying if alpha blending is needed
  64212. */
  64213. ShaderMaterial.prototype.needAlphaBlending = function () {
  64214. return (this.alpha < 1.0) || this._options.needAlphaBlending;
  64215. };
  64216. /**
  64217. * Specifies if this material should be rendered in alpha test mode
  64218. * @returns a boolean specifying if an alpha test is needed.
  64219. */
  64220. ShaderMaterial.prototype.needAlphaTesting = function () {
  64221. return this._options.needAlphaTesting;
  64222. };
  64223. ShaderMaterial.prototype._checkUniform = function (uniformName) {
  64224. if (this._options.uniforms.indexOf(uniformName) === -1) {
  64225. this._options.uniforms.push(uniformName);
  64226. }
  64227. };
  64228. /**
  64229. * Set a texture in the shader.
  64230. * @param name Define the name of the uniform samplers as defined in the shader
  64231. * @param texture Define the texture to bind to this sampler
  64232. * @return the material itself allowing "fluent" like uniform updates
  64233. */
  64234. ShaderMaterial.prototype.setTexture = function (name, texture) {
  64235. if (this._options.samplers.indexOf(name) === -1) {
  64236. this._options.samplers.push(name);
  64237. }
  64238. this._textures[name] = texture;
  64239. return this;
  64240. };
  64241. /**
  64242. * Set a texture array in the shader.
  64243. * @param name Define the name of the uniform sampler array as defined in the shader
  64244. * @param textures Define the list of textures to bind to this sampler
  64245. * @return the material itself allowing "fluent" like uniform updates
  64246. */
  64247. ShaderMaterial.prototype.setTextureArray = function (name, textures) {
  64248. if (this._options.samplers.indexOf(name) === -1) {
  64249. this._options.samplers.push(name);
  64250. }
  64251. this._checkUniform(name);
  64252. this._textureArrays[name] = textures;
  64253. return this;
  64254. };
  64255. /**
  64256. * Set a float in the shader.
  64257. * @param name Define the name of the uniform as defined in the shader
  64258. * @param value Define the value to give to the uniform
  64259. * @return the material itself allowing "fluent" like uniform updates
  64260. */
  64261. ShaderMaterial.prototype.setFloat = function (name, value) {
  64262. this._checkUniform(name);
  64263. this._floats[name] = value;
  64264. return this;
  64265. };
  64266. /**
  64267. * Set a int in the shader.
  64268. * @param name Define the name of the uniform as defined in the shader
  64269. * @param value Define the value to give to the uniform
  64270. * @return the material itself allowing "fluent" like uniform updates
  64271. */
  64272. ShaderMaterial.prototype.setInt = function (name, value) {
  64273. this._checkUniform(name);
  64274. this._ints[name] = value;
  64275. return this;
  64276. };
  64277. /**
  64278. * Set an array of floats in the shader.
  64279. * @param name Define the name of the uniform as defined in the shader
  64280. * @param value Define the value to give to the uniform
  64281. * @return the material itself allowing "fluent" like uniform updates
  64282. */
  64283. ShaderMaterial.prototype.setFloats = function (name, value) {
  64284. this._checkUniform(name);
  64285. this._floatsArrays[name] = value;
  64286. return this;
  64287. };
  64288. /**
  64289. * Set a vec3 in the shader from a Color3.
  64290. * @param name Define the name of the uniform as defined in the shader
  64291. * @param value Define the value to give to the uniform
  64292. * @return the material itself allowing "fluent" like uniform updates
  64293. */
  64294. ShaderMaterial.prototype.setColor3 = function (name, value) {
  64295. this._checkUniform(name);
  64296. this._colors3[name] = value;
  64297. return this;
  64298. };
  64299. /**
  64300. * Set a vec3 array in the shader from a Color3 array.
  64301. * @param name Define the name of the uniform as defined in the shader
  64302. * @param value Define the value to give to the uniform
  64303. * @return the material itself allowing "fluent" like uniform updates
  64304. */
  64305. ShaderMaterial.prototype.setColor3Array = function (name, value) {
  64306. this._checkUniform(name);
  64307. this._colors3Arrays[name] = value.reduce(function (arr, color) {
  64308. color.toArray(arr, arr.length);
  64309. return arr;
  64310. }, []);
  64311. return this;
  64312. };
  64313. /**
  64314. * Set a vec4 in the shader from a Color4.
  64315. * @param name Define the name of the uniform as defined in the shader
  64316. * @param value Define the value to give to the uniform
  64317. * @return the material itself allowing "fluent" like uniform updates
  64318. */
  64319. ShaderMaterial.prototype.setColor4 = function (name, value) {
  64320. this._checkUniform(name);
  64321. this._colors4[name] = value;
  64322. return this;
  64323. };
  64324. /**
  64325. * Set a vec2 in the shader from a Vector2.
  64326. * @param name Define the name of the uniform as defined in the shader
  64327. * @param value Define the value to give to the uniform
  64328. * @return the material itself allowing "fluent" like uniform updates
  64329. */
  64330. ShaderMaterial.prototype.setVector2 = function (name, value) {
  64331. this._checkUniform(name);
  64332. this._vectors2[name] = value;
  64333. return this;
  64334. };
  64335. /**
  64336. * Set a vec3 in the shader from a Vector3.
  64337. * @param name Define the name of the uniform as defined in the shader
  64338. * @param value Define the value to give to the uniform
  64339. * @return the material itself allowing "fluent" like uniform updates
  64340. */
  64341. ShaderMaterial.prototype.setVector3 = function (name, value) {
  64342. this._checkUniform(name);
  64343. this._vectors3[name] = value;
  64344. return this;
  64345. };
  64346. /**
  64347. * Set a vec4 in the shader from a Vector4.
  64348. * @param name Define the name of the uniform as defined in the shader
  64349. * @param value Define the value to give to the uniform
  64350. * @return the material itself allowing "fluent" like uniform updates
  64351. */
  64352. ShaderMaterial.prototype.setVector4 = function (name, value) {
  64353. this._checkUniform(name);
  64354. this._vectors4[name] = value;
  64355. return this;
  64356. };
  64357. /**
  64358. * Set a mat4 in the shader from a Matrix.
  64359. * @param name Define the name of the uniform as defined in the shader
  64360. * @param value Define the value to give to the uniform
  64361. * @return the material itself allowing "fluent" like uniform updates
  64362. */
  64363. ShaderMaterial.prototype.setMatrix = function (name, value) {
  64364. this._checkUniform(name);
  64365. this._matrices[name] = value;
  64366. return this;
  64367. };
  64368. /**
  64369. * Set a mat3 in the shader from a Float32Array.
  64370. * @param name Define the name of the uniform as defined in the shader
  64371. * @param value Define the value to give to the uniform
  64372. * @return the material itself allowing "fluent" like uniform updates
  64373. */
  64374. ShaderMaterial.prototype.setMatrix3x3 = function (name, value) {
  64375. this._checkUniform(name);
  64376. this._matrices3x3[name] = value;
  64377. return this;
  64378. };
  64379. /**
  64380. * Set a mat2 in the shader from a Float32Array.
  64381. * @param name Define the name of the uniform as defined in the shader
  64382. * @param value Define the value to give to the uniform
  64383. * @return the material itself allowing "fluent" like uniform updates
  64384. */
  64385. ShaderMaterial.prototype.setMatrix2x2 = function (name, value) {
  64386. this._checkUniform(name);
  64387. this._matrices2x2[name] = value;
  64388. return this;
  64389. };
  64390. /**
  64391. * Set a vec2 array in the shader from a number array.
  64392. * @param name Define the name of the uniform as defined in the shader
  64393. * @param value Define the value to give to the uniform
  64394. * @return the material itself allowing "fluent" like uniform updates
  64395. */
  64396. ShaderMaterial.prototype.setArray2 = function (name, value) {
  64397. this._checkUniform(name);
  64398. this._vectors2Arrays[name] = value;
  64399. return this;
  64400. };
  64401. /**
  64402. * Set a vec3 array in the shader from a number array.
  64403. * @param name Define the name of the uniform as defined in the shader
  64404. * @param value Define the value to give to the uniform
  64405. * @return the material itself allowing "fluent" like uniform updates
  64406. */
  64407. ShaderMaterial.prototype.setArray3 = function (name, value) {
  64408. this._checkUniform(name);
  64409. this._vectors3Arrays[name] = value;
  64410. return this;
  64411. };
  64412. ShaderMaterial.prototype._checkCache = function (scene, mesh, useInstances) {
  64413. if (!mesh) {
  64414. return true;
  64415. }
  64416. if (this._effect && (this._effect.defines.indexOf("#define INSTANCES") !== -1) !== useInstances) {
  64417. return false;
  64418. }
  64419. return false;
  64420. };
  64421. /**
  64422. * Checks if the material is ready to render the requested mesh
  64423. * @param mesh Define the mesh to render
  64424. * @param useInstances Define whether or not the material is used with instances
  64425. * @returns true if ready, otherwise false
  64426. */
  64427. ShaderMaterial.prototype.isReady = function (mesh, useInstances) {
  64428. var scene = this.getScene();
  64429. var engine = scene.getEngine();
  64430. if (!this.checkReadyOnEveryCall) {
  64431. if (this._renderId === scene.getRenderId()) {
  64432. if (this._checkCache(scene, mesh, useInstances)) {
  64433. return true;
  64434. }
  64435. }
  64436. }
  64437. // Instances
  64438. var defines = [];
  64439. var attribs = [];
  64440. var fallbacks = new BABYLON.EffectFallbacks();
  64441. for (var index = 0; index < this._options.defines.length; index++) {
  64442. defines.push(this._options.defines[index]);
  64443. }
  64444. for (var index = 0; index < this._options.attributes.length; index++) {
  64445. attribs.push(this._options.attributes[index]);
  64446. }
  64447. if (mesh && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  64448. attribs.push(BABYLON.VertexBuffer.ColorKind);
  64449. defines.push("#define VERTEXCOLOR");
  64450. }
  64451. if (useInstances) {
  64452. defines.push("#define INSTANCES");
  64453. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  64454. }
  64455. // Bones
  64456. if (mesh && mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  64457. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  64458. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  64459. if (mesh.numBoneInfluencers > 4) {
  64460. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  64461. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  64462. }
  64463. var skeleton = mesh.skeleton;
  64464. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  64465. fallbacks.addCPUSkinningFallback(0, mesh);
  64466. if (skeleton.isUsingTextureForMatrices) {
  64467. defines.push("#define BONETEXTURE");
  64468. if (this._options.uniforms.indexOf("boneTextureWidth") === -1) {
  64469. this._options.uniforms.push("boneTextureWidth");
  64470. }
  64471. if (this._options.samplers.indexOf("boneSampler") === -1) {
  64472. this._options.samplers.push("boneSampler");
  64473. }
  64474. }
  64475. else {
  64476. defines.push("#define BonesPerMesh " + (skeleton.bones.length + 1));
  64477. if (this._options.uniforms.indexOf("mBones") === -1) {
  64478. this._options.uniforms.push("mBones");
  64479. }
  64480. }
  64481. }
  64482. else {
  64483. defines.push("#define NUM_BONE_INFLUENCERS 0");
  64484. }
  64485. // Textures
  64486. for (var name in this._textures) {
  64487. if (!this._textures[name].isReady()) {
  64488. return false;
  64489. }
  64490. }
  64491. // Alpha test
  64492. if (mesh && this._shouldTurnAlphaTestOn(mesh)) {
  64493. defines.push("#define ALPHATEST");
  64494. }
  64495. var previousEffect = this._effect;
  64496. var join = defines.join("\n");
  64497. this._effect = engine.createEffect(this._shaderPath, {
  64498. attributes: attribs,
  64499. uniformsNames: this._options.uniforms,
  64500. uniformBuffersNames: this._options.uniformBuffers,
  64501. samplers: this._options.samplers,
  64502. defines: join,
  64503. fallbacks: fallbacks,
  64504. onCompiled: this.onCompiled,
  64505. onError: this.onError
  64506. }, engine);
  64507. if (!this._effect.isReady()) {
  64508. return false;
  64509. }
  64510. if (previousEffect !== this._effect) {
  64511. scene.resetCachedMaterial();
  64512. }
  64513. this._renderId = scene.getRenderId();
  64514. return true;
  64515. };
  64516. /**
  64517. * Binds the world matrix to the material
  64518. * @param world defines the world transformation matrix
  64519. */
  64520. ShaderMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  64521. var scene = this.getScene();
  64522. if (!this._effect) {
  64523. return;
  64524. }
  64525. if (this._options.uniforms.indexOf("world") !== -1) {
  64526. this._effect.setMatrix("world", world);
  64527. }
  64528. if (this._options.uniforms.indexOf("worldView") !== -1) {
  64529. world.multiplyToRef(scene.getViewMatrix(), this._cachedWorldViewMatrix);
  64530. this._effect.setMatrix("worldView", this._cachedWorldViewMatrix);
  64531. }
  64532. if (this._options.uniforms.indexOf("worldViewProjection") !== -1) {
  64533. this._effect.setMatrix("worldViewProjection", world.multiply(scene.getTransformMatrix()));
  64534. }
  64535. };
  64536. /**
  64537. * Binds the material to the mesh
  64538. * @param world defines the world transformation matrix
  64539. * @param mesh defines the mesh to bind the material to
  64540. */
  64541. ShaderMaterial.prototype.bind = function (world, mesh) {
  64542. // Std values
  64543. this.bindOnlyWorldMatrix(world);
  64544. if (this._effect && this.getScene().getCachedMaterial() !== this) {
  64545. if (this._options.uniforms.indexOf("view") !== -1) {
  64546. this._effect.setMatrix("view", this.getScene().getViewMatrix());
  64547. }
  64548. if (this._options.uniforms.indexOf("projection") !== -1) {
  64549. this._effect.setMatrix("projection", this.getScene().getProjectionMatrix());
  64550. }
  64551. if (this._options.uniforms.indexOf("viewProjection") !== -1) {
  64552. this._effect.setMatrix("viewProjection", this.getScene().getTransformMatrix());
  64553. }
  64554. // Bones
  64555. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._effect);
  64556. var name;
  64557. // Texture
  64558. for (name in this._textures) {
  64559. this._effect.setTexture(name, this._textures[name]);
  64560. }
  64561. // Texture arrays
  64562. for (name in this._textureArrays) {
  64563. this._effect.setTextureArray(name, this._textureArrays[name]);
  64564. }
  64565. // Int
  64566. for (name in this._ints) {
  64567. this._effect.setInt(name, this._ints[name]);
  64568. }
  64569. // Float
  64570. for (name in this._floats) {
  64571. this._effect.setFloat(name, this._floats[name]);
  64572. }
  64573. // Floats
  64574. for (name in this._floatsArrays) {
  64575. this._effect.setArray(name, this._floatsArrays[name]);
  64576. }
  64577. // Color3
  64578. for (name in this._colors3) {
  64579. this._effect.setColor3(name, this._colors3[name]);
  64580. }
  64581. for (name in this._colors3Arrays) {
  64582. this._effect.setArray3(name, this._colors3Arrays[name]);
  64583. }
  64584. // Color4
  64585. for (name in this._colors4) {
  64586. var color = this._colors4[name];
  64587. this._effect.setFloat4(name, color.r, color.g, color.b, color.a);
  64588. }
  64589. // Vector2
  64590. for (name in this._vectors2) {
  64591. this._effect.setVector2(name, this._vectors2[name]);
  64592. }
  64593. // Vector3
  64594. for (name in this._vectors3) {
  64595. this._effect.setVector3(name, this._vectors3[name]);
  64596. }
  64597. // Vector4
  64598. for (name in this._vectors4) {
  64599. this._effect.setVector4(name, this._vectors4[name]);
  64600. }
  64601. // Matrix
  64602. for (name in this._matrices) {
  64603. this._effect.setMatrix(name, this._matrices[name]);
  64604. }
  64605. // Matrix 3x3
  64606. for (name in this._matrices3x3) {
  64607. this._effect.setMatrix3x3(name, this._matrices3x3[name]);
  64608. }
  64609. // Matrix 2x2
  64610. for (name in this._matrices2x2) {
  64611. this._effect.setMatrix2x2(name, this._matrices2x2[name]);
  64612. }
  64613. // Vector2Array
  64614. for (name in this._vectors2Arrays) {
  64615. this._effect.setArray2(name, this._vectors2Arrays[name]);
  64616. }
  64617. // Vector3Array
  64618. for (name in this._vectors3Arrays) {
  64619. this._effect.setArray3(name, this._vectors3Arrays[name]);
  64620. }
  64621. }
  64622. this._afterBind(mesh);
  64623. };
  64624. /**
  64625. * Gets the active textures from the material
  64626. * @returns an array of textures
  64627. */
  64628. ShaderMaterial.prototype.getActiveTextures = function () {
  64629. var activeTextures = _super.prototype.getActiveTextures.call(this);
  64630. for (var name in this._textures) {
  64631. activeTextures.push(this._textures[name]);
  64632. }
  64633. for (var name in this._textureArrays) {
  64634. var array = this._textureArrays[name];
  64635. for (var index = 0; index < array.length; index++) {
  64636. activeTextures.push(array[index]);
  64637. }
  64638. }
  64639. return activeTextures;
  64640. };
  64641. /**
  64642. * Specifies if the material uses a texture
  64643. * @param texture defines the texture to check against the material
  64644. * @returns a boolean specifying if the material uses the texture
  64645. */
  64646. ShaderMaterial.prototype.hasTexture = function (texture) {
  64647. if (_super.prototype.hasTexture.call(this, texture)) {
  64648. return true;
  64649. }
  64650. for (var name in this._textures) {
  64651. if (this._textures[name] === texture) {
  64652. return true;
  64653. }
  64654. }
  64655. for (var name in this._textureArrays) {
  64656. var array = this._textureArrays[name];
  64657. for (var index = 0; index < array.length; index++) {
  64658. if (array[index] === texture) {
  64659. return true;
  64660. }
  64661. }
  64662. }
  64663. return false;
  64664. };
  64665. /**
  64666. * Makes a duplicate of the material, and gives it a new name
  64667. * @param name defines the new name for the duplicated material
  64668. * @returns the cloned material
  64669. */
  64670. ShaderMaterial.prototype.clone = function (name) {
  64671. var newShaderMaterial = new ShaderMaterial(name, this.getScene(), this._shaderPath, this._options);
  64672. return newShaderMaterial;
  64673. };
  64674. /**
  64675. * Disposes the material
  64676. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  64677. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  64678. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  64679. */
  64680. ShaderMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures, notBoundToMesh) {
  64681. if (forceDisposeTextures) {
  64682. var name;
  64683. for (name in this._textures) {
  64684. this._textures[name].dispose();
  64685. }
  64686. for (name in this._textureArrays) {
  64687. var array = this._textureArrays[name];
  64688. for (var index = 0; index < array.length; index++) {
  64689. array[index].dispose();
  64690. }
  64691. }
  64692. }
  64693. this._textures = {};
  64694. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures, notBoundToMesh);
  64695. };
  64696. /**
  64697. * Serializes this material in a JSON representation
  64698. * @returns the serialized material object
  64699. */
  64700. ShaderMaterial.prototype.serialize = function () {
  64701. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  64702. serializationObject.customType = "BABYLON.ShaderMaterial";
  64703. serializationObject.options = this._options;
  64704. serializationObject.shaderPath = this._shaderPath;
  64705. var name;
  64706. // Texture
  64707. serializationObject.textures = {};
  64708. for (name in this._textures) {
  64709. serializationObject.textures[name] = this._textures[name].serialize();
  64710. }
  64711. // Texture arrays
  64712. serializationObject.textureArrays = {};
  64713. for (name in this._textureArrays) {
  64714. serializationObject.textureArrays[name] = [];
  64715. var array = this._textureArrays[name];
  64716. for (var index = 0; index < array.length; index++) {
  64717. serializationObject.textureArrays[name].push(array[index].serialize());
  64718. }
  64719. }
  64720. // Float
  64721. serializationObject.floats = {};
  64722. for (name in this._floats) {
  64723. serializationObject.floats[name] = this._floats[name];
  64724. }
  64725. // Float s
  64726. serializationObject.FloatArrays = {};
  64727. for (name in this._floatsArrays) {
  64728. serializationObject.FloatArrays[name] = this._floatsArrays[name];
  64729. }
  64730. // Color3
  64731. serializationObject.colors3 = {};
  64732. for (name in this._colors3) {
  64733. serializationObject.colors3[name] = this._colors3[name].asArray();
  64734. }
  64735. // Color3 array
  64736. serializationObject.colors3Arrays = {};
  64737. for (name in this._colors3Arrays) {
  64738. serializationObject.colors3Arrays[name] = this._colors3Arrays[name];
  64739. }
  64740. // Color4
  64741. serializationObject.colors4 = {};
  64742. for (name in this._colors4) {
  64743. serializationObject.colors4[name] = this._colors4[name].asArray();
  64744. }
  64745. // Vector2
  64746. serializationObject.vectors2 = {};
  64747. for (name in this._vectors2) {
  64748. serializationObject.vectors2[name] = this._vectors2[name].asArray();
  64749. }
  64750. // Vector3
  64751. serializationObject.vectors3 = {};
  64752. for (name in this._vectors3) {
  64753. serializationObject.vectors3[name] = this._vectors3[name].asArray();
  64754. }
  64755. // Vector4
  64756. serializationObject.vectors4 = {};
  64757. for (name in this._vectors4) {
  64758. serializationObject.vectors4[name] = this._vectors4[name].asArray();
  64759. }
  64760. // Matrix
  64761. serializationObject.matrices = {};
  64762. for (name in this._matrices) {
  64763. serializationObject.matrices[name] = this._matrices[name].asArray();
  64764. }
  64765. // Matrix 3x3
  64766. serializationObject.matrices3x3 = {};
  64767. for (name in this._matrices3x3) {
  64768. serializationObject.matrices3x3[name] = this._matrices3x3[name];
  64769. }
  64770. // Matrix 2x2
  64771. serializationObject.matrices2x2 = {};
  64772. for (name in this._matrices2x2) {
  64773. serializationObject.matrices2x2[name] = this._matrices2x2[name];
  64774. }
  64775. // Vector2Array
  64776. serializationObject.vectors2Arrays = {};
  64777. for (name in this._vectors2Arrays) {
  64778. serializationObject.vectors2Arrays[name] = this._vectors2Arrays[name];
  64779. }
  64780. // Vector3Array
  64781. serializationObject.vectors3Arrays = {};
  64782. for (name in this._vectors3Arrays) {
  64783. serializationObject.vectors3Arrays[name] = this._vectors3Arrays[name];
  64784. }
  64785. return serializationObject;
  64786. };
  64787. /**
  64788. * Creates a shader material from parsed shader material data
  64789. * @param source defines the JSON represnetation of the material
  64790. * @param scene defines the hosting scene
  64791. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  64792. * @returns a new material
  64793. */
  64794. ShaderMaterial.Parse = function (source, scene, rootUrl) {
  64795. var material = BABYLON.SerializationHelper.Parse(function () { return new ShaderMaterial(source.name, scene, source.shaderPath, source.options); }, source, scene, rootUrl);
  64796. var name;
  64797. // Texture
  64798. for (name in source.textures) {
  64799. material.setTexture(name, BABYLON.Texture.Parse(source.textures[name], scene, rootUrl));
  64800. }
  64801. // Texture arrays
  64802. for (name in source.textureArrays) {
  64803. var array = source.textureArrays[name];
  64804. var textureArray = new Array();
  64805. for (var index = 0; index < array.length; index++) {
  64806. textureArray.push(BABYLON.Texture.Parse(array[index], scene, rootUrl));
  64807. }
  64808. material.setTextureArray(name, textureArray);
  64809. }
  64810. // Float
  64811. for (name in source.floats) {
  64812. material.setFloat(name, source.floats[name]);
  64813. }
  64814. // Float s
  64815. for (name in source.floatsArrays) {
  64816. material.setFloats(name, source.floatsArrays[name]);
  64817. }
  64818. // Color3
  64819. for (name in source.colors3) {
  64820. material.setColor3(name, BABYLON.Color3.FromArray(source.colors3[name]));
  64821. }
  64822. // Color3 arrays
  64823. for (name in source.colors3Arrays) {
  64824. var colors = source.colors3Arrays[name].reduce(function (arr, num, i) {
  64825. if (i % 3 === 0) {
  64826. arr.push([num]);
  64827. }
  64828. else {
  64829. arr[arr.length - 1].push(num);
  64830. }
  64831. return arr;
  64832. }, []).map(function (color) { return BABYLON.Color3.FromArray(color); });
  64833. material.setColor3Array(name, colors);
  64834. }
  64835. // Color4
  64836. for (name in source.colors4) {
  64837. material.setColor4(name, BABYLON.Color4.FromArray(source.colors4[name]));
  64838. }
  64839. // Vector2
  64840. for (name in source.vectors2) {
  64841. material.setVector2(name, BABYLON.Vector2.FromArray(source.vectors2[name]));
  64842. }
  64843. // Vector3
  64844. for (name in source.vectors3) {
  64845. material.setVector3(name, BABYLON.Vector3.FromArray(source.vectors3[name]));
  64846. }
  64847. // Vector4
  64848. for (name in source.vectors4) {
  64849. material.setVector4(name, BABYLON.Vector4.FromArray(source.vectors4[name]));
  64850. }
  64851. // Matrix
  64852. for (name in source.matrices) {
  64853. material.setMatrix(name, BABYLON.Matrix.FromArray(source.matrices[name]));
  64854. }
  64855. // Matrix 3x3
  64856. for (name in source.matrices3x3) {
  64857. material.setMatrix3x3(name, source.matrices3x3[name]);
  64858. }
  64859. // Matrix 2x2
  64860. for (name in source.matrices2x2) {
  64861. material.setMatrix2x2(name, source.matrices2x2[name]);
  64862. }
  64863. // Vector2Array
  64864. for (name in source.vectors2Arrays) {
  64865. material.setArray2(name, source.vectors2Arrays[name]);
  64866. }
  64867. // Vector3Array
  64868. for (name in source.vectors3Arrays) {
  64869. material.setArray3(name, source.vectors3Arrays[name]);
  64870. }
  64871. return material;
  64872. };
  64873. return ShaderMaterial;
  64874. }(BABYLON.Material));
  64875. BABYLON.ShaderMaterial = ShaderMaterial;
  64876. })(BABYLON || (BABYLON = {}));
  64877. //# sourceMappingURL=babylon.shaderMaterial.js.map
  64878. var BABYLON;
  64879. (function (BABYLON) {
  64880. /**
  64881. * Mesh representing the gorund
  64882. */
  64883. var GroundMesh = /** @class */ (function (_super) {
  64884. __extends(GroundMesh, _super);
  64885. function GroundMesh(name, scene) {
  64886. var _this = _super.call(this, name, scene) || this;
  64887. /** If octree should be generated */
  64888. _this.generateOctree = false;
  64889. return _this;
  64890. }
  64891. /**
  64892. * "GroundMesh"
  64893. * @returns "GroundMesh"
  64894. */
  64895. GroundMesh.prototype.getClassName = function () {
  64896. return "GroundMesh";
  64897. };
  64898. Object.defineProperty(GroundMesh.prototype, "subdivisions", {
  64899. /**
  64900. * The minimum of x and y subdivisions
  64901. */
  64902. get: function () {
  64903. return Math.min(this._subdivisionsX, this._subdivisionsY);
  64904. },
  64905. enumerable: true,
  64906. configurable: true
  64907. });
  64908. Object.defineProperty(GroundMesh.prototype, "subdivisionsX", {
  64909. /**
  64910. * X subdivisions
  64911. */
  64912. get: function () {
  64913. return this._subdivisionsX;
  64914. },
  64915. enumerable: true,
  64916. configurable: true
  64917. });
  64918. Object.defineProperty(GroundMesh.prototype, "subdivisionsY", {
  64919. /**
  64920. * Y subdivisions
  64921. */
  64922. get: function () {
  64923. return this._subdivisionsY;
  64924. },
  64925. enumerable: true,
  64926. configurable: true
  64927. });
  64928. /**
  64929. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  64930. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  64931. * @param chunksCount the number of subdivisions for x and y
  64932. * @param octreeBlocksSize (Default: 32)
  64933. */
  64934. GroundMesh.prototype.optimize = function (chunksCount, octreeBlocksSize) {
  64935. if (octreeBlocksSize === void 0) { octreeBlocksSize = 32; }
  64936. this._subdivisionsX = chunksCount;
  64937. this._subdivisionsY = chunksCount;
  64938. this.subdivide(chunksCount);
  64939. // Call the octree system optimization if it is defined.
  64940. var thisAsAny = this;
  64941. if (thisAsAny.createOrUpdateSubmeshesOctree) {
  64942. thisAsAny.createOrUpdateSubmeshesOctree(octreeBlocksSize);
  64943. }
  64944. };
  64945. /**
  64946. * Returns a height (y) value in the Worl system :
  64947. * the ground altitude at the coordinates (x, z) expressed in the World system.
  64948. * @param x x coordinate
  64949. * @param z z coordinate
  64950. * @returns the ground y position if (x, z) are outside the ground surface.
  64951. */
  64952. GroundMesh.prototype.getHeightAtCoordinates = function (x, z) {
  64953. var world = this.getWorldMatrix();
  64954. var invMat = BABYLON.Tmp.Matrix[5];
  64955. world.invertToRef(invMat);
  64956. var tmpVect = BABYLON.Tmp.Vector3[8];
  64957. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, 0.0, z, invMat, tmpVect); // transform x,z in the mesh local space
  64958. x = tmpVect.x;
  64959. z = tmpVect.z;
  64960. if (x < this._minX || x > this._maxX || z < this._minZ || z > this._maxZ) {
  64961. return this.position.y;
  64962. }
  64963. if (!this._heightQuads || this._heightQuads.length == 0) {
  64964. this._initHeightQuads();
  64965. this._computeHeightQuads();
  64966. }
  64967. var facet = this._getFacetAt(x, z);
  64968. var y = -(facet.x * x + facet.z * z + facet.w) / facet.y;
  64969. // return y in the World system
  64970. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(0.0, y, 0.0, world, tmpVect);
  64971. return tmpVect.y;
  64972. };
  64973. /**
  64974. * Returns a normalized vector (Vector3) orthogonal to the ground
  64975. * at the ground coordinates (x, z) expressed in the World system.
  64976. * @param x x coordinate
  64977. * @param z z coordinate
  64978. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  64979. */
  64980. GroundMesh.prototype.getNormalAtCoordinates = function (x, z) {
  64981. var normal = new BABYLON.Vector3(0.0, 1.0, 0.0);
  64982. this.getNormalAtCoordinatesToRef(x, z, normal);
  64983. return normal;
  64984. };
  64985. /**
  64986. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  64987. * at the ground coordinates (x, z) expressed in the World system.
  64988. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  64989. * @param x x coordinate
  64990. * @param z z coordinate
  64991. * @param ref vector to store the result
  64992. * @returns the GroundMesh.
  64993. */
  64994. GroundMesh.prototype.getNormalAtCoordinatesToRef = function (x, z, ref) {
  64995. var world = this.getWorldMatrix();
  64996. var tmpMat = BABYLON.Tmp.Matrix[5];
  64997. world.invertToRef(tmpMat);
  64998. var tmpVect = BABYLON.Tmp.Vector3[8];
  64999. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, 0.0, z, tmpMat, tmpVect); // transform x,z in the mesh local space
  65000. x = tmpVect.x;
  65001. z = tmpVect.z;
  65002. if (x < this._minX || x > this._maxX || z < this._minZ || z > this._maxZ) {
  65003. return this;
  65004. }
  65005. if (!this._heightQuads || this._heightQuads.length == 0) {
  65006. this._initHeightQuads();
  65007. this._computeHeightQuads();
  65008. }
  65009. var facet = this._getFacetAt(x, z);
  65010. BABYLON.Vector3.TransformNormalFromFloatsToRef(facet.x, facet.y, facet.z, world, ref);
  65011. return this;
  65012. };
  65013. /**
  65014. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  65015. * if the ground has been updated.
  65016. * This can be used in the render loop.
  65017. * @returns the GroundMesh.
  65018. */
  65019. GroundMesh.prototype.updateCoordinateHeights = function () {
  65020. if (!this._heightQuads || this._heightQuads.length == 0) {
  65021. this._initHeightQuads();
  65022. }
  65023. this._computeHeightQuads();
  65024. return this;
  65025. };
  65026. // Returns the element "facet" from the heightQuads array relative to (x, z) local coordinates
  65027. GroundMesh.prototype._getFacetAt = function (x, z) {
  65028. // retrieve col and row from x, z coordinates in the ground local system
  65029. var col = Math.floor((x + this._maxX) * this._subdivisionsX / this._width);
  65030. var row = Math.floor(-(z + this._maxZ) * this._subdivisionsY / this._height + this._subdivisionsY);
  65031. var quad = this._heightQuads[row * this._subdivisionsX + col];
  65032. var facet;
  65033. if (z < quad.slope.x * x + quad.slope.y) {
  65034. facet = quad.facet1;
  65035. }
  65036. else {
  65037. facet = quad.facet2;
  65038. }
  65039. return facet;
  65040. };
  65041. // Creates and populates the heightMap array with "facet" elements :
  65042. // a quad is two triangular facets separated by a slope, so a "facet" element is 1 slope + 2 facets
  65043. // slope : Vector2(c, h) = 2D diagonal line equation setting appart two triangular facets in a quad : z = cx + h
  65044. // facet1 : Vector4(a, b, c, d) = first facet 3D plane equation : ax + by + cz + d = 0
  65045. // facet2 : Vector4(a, b, c, d) = second facet 3D plane equation : ax + by + cz + d = 0
  65046. // Returns the GroundMesh.
  65047. GroundMesh.prototype._initHeightQuads = function () {
  65048. var subdivisionsX = this._subdivisionsX;
  65049. var subdivisionsY = this._subdivisionsY;
  65050. this._heightQuads = new Array();
  65051. for (var row = 0; row < subdivisionsY; row++) {
  65052. for (var col = 0; col < subdivisionsX; col++) {
  65053. var quad = { slope: BABYLON.Vector2.Zero(), facet1: new BABYLON.Vector4(0.0, 0.0, 0.0, 0.0), facet2: new BABYLON.Vector4(0.0, 0.0, 0.0, 0.0) };
  65054. this._heightQuads[row * subdivisionsX + col] = quad;
  65055. }
  65056. }
  65057. return this;
  65058. };
  65059. // Compute each quad element values and update the the heightMap array :
  65060. // slope : Vector2(c, h) = 2D diagonal line equation setting appart two triangular facets in a quad : z = cx + h
  65061. // facet1 : Vector4(a, b, c, d) = first facet 3D plane equation : ax + by + cz + d = 0
  65062. // facet2 : Vector4(a, b, c, d) = second facet 3D plane equation : ax + by + cz + d = 0
  65063. // Returns the GroundMesh.
  65064. GroundMesh.prototype._computeHeightQuads = function () {
  65065. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  65066. if (!positions) {
  65067. return this;
  65068. }
  65069. var v1 = BABYLON.Tmp.Vector3[3];
  65070. var v2 = BABYLON.Tmp.Vector3[2];
  65071. var v3 = BABYLON.Tmp.Vector3[1];
  65072. var v4 = BABYLON.Tmp.Vector3[0];
  65073. var v1v2 = BABYLON.Tmp.Vector3[4];
  65074. var v1v3 = BABYLON.Tmp.Vector3[5];
  65075. var v1v4 = BABYLON.Tmp.Vector3[6];
  65076. var norm1 = BABYLON.Tmp.Vector3[7];
  65077. var norm2 = BABYLON.Tmp.Vector3[8];
  65078. var i = 0;
  65079. var j = 0;
  65080. var k = 0;
  65081. var cd = 0; // 2D slope coefficient : z = cd * x + h
  65082. var h = 0;
  65083. var d1 = 0; // facet plane equation : ax + by + cz + d = 0
  65084. var d2 = 0;
  65085. var subdivisionsX = this._subdivisionsX;
  65086. var subdivisionsY = this._subdivisionsY;
  65087. for (var row = 0; row < subdivisionsY; row++) {
  65088. for (var col = 0; col < subdivisionsX; col++) {
  65089. i = col * 3;
  65090. j = row * (subdivisionsX + 1) * 3;
  65091. k = (row + 1) * (subdivisionsX + 1) * 3;
  65092. v1.x = positions[j + i];
  65093. v1.y = positions[j + i + 1];
  65094. v1.z = positions[j + i + 2];
  65095. v2.x = positions[j + i + 3];
  65096. v2.y = positions[j + i + 4];
  65097. v2.z = positions[j + i + 5];
  65098. v3.x = positions[k + i];
  65099. v3.y = positions[k + i + 1];
  65100. v3.z = positions[k + i + 2];
  65101. v4.x = positions[k + i + 3];
  65102. v4.y = positions[k + i + 4];
  65103. v4.z = positions[k + i + 5];
  65104. // 2D slope V1V4
  65105. cd = (v4.z - v1.z) / (v4.x - v1.x);
  65106. h = v1.z - cd * v1.x; // v1 belongs to the slope
  65107. // facet equations :
  65108. // we compute each facet normal vector
  65109. // the equation of the facet plane is : norm.x * x + norm.y * y + norm.z * z + d = 0
  65110. // we compute the value d by applying the equation to v1 which belongs to the plane
  65111. // then we store the facet equation in a Vector4
  65112. v2.subtractToRef(v1, v1v2);
  65113. v3.subtractToRef(v1, v1v3);
  65114. v4.subtractToRef(v1, v1v4);
  65115. BABYLON.Vector3.CrossToRef(v1v4, v1v3, norm1); // caution : CrossToRef uses the Tmp class
  65116. BABYLON.Vector3.CrossToRef(v1v2, v1v4, norm2);
  65117. norm1.normalize();
  65118. norm2.normalize();
  65119. d1 = -(norm1.x * v1.x + norm1.y * v1.y + norm1.z * v1.z);
  65120. d2 = -(norm2.x * v2.x + norm2.y * v2.y + norm2.z * v2.z);
  65121. var quad = this._heightQuads[row * subdivisionsX + col];
  65122. quad.slope.copyFromFloats(cd, h);
  65123. quad.facet1.copyFromFloats(norm1.x, norm1.y, norm1.z, d1);
  65124. quad.facet2.copyFromFloats(norm2.x, norm2.y, norm2.z, d2);
  65125. }
  65126. }
  65127. return this;
  65128. };
  65129. /**
  65130. * Serializes this ground mesh
  65131. * @param serializationObject object to write serialization to
  65132. */
  65133. GroundMesh.prototype.serialize = function (serializationObject) {
  65134. _super.prototype.serialize.call(this, serializationObject);
  65135. serializationObject.subdivisionsX = this._subdivisionsX;
  65136. serializationObject.subdivisionsY = this._subdivisionsY;
  65137. serializationObject.minX = this._minX;
  65138. serializationObject.maxX = this._maxX;
  65139. serializationObject.minZ = this._minZ;
  65140. serializationObject.maxZ = this._maxZ;
  65141. serializationObject.width = this._width;
  65142. serializationObject.height = this._height;
  65143. };
  65144. /**
  65145. * Parses a serialized ground mesh
  65146. * @param parsedMesh the serialized mesh
  65147. * @param scene the scene to create the ground mesh in
  65148. * @returns the created ground mesh
  65149. */
  65150. GroundMesh.Parse = function (parsedMesh, scene) {
  65151. var result = new GroundMesh(parsedMesh.name, scene);
  65152. result._subdivisionsX = parsedMesh.subdivisionsX || 1;
  65153. result._subdivisionsY = parsedMesh.subdivisionsY || 1;
  65154. result._minX = parsedMesh.minX;
  65155. result._maxX = parsedMesh.maxX;
  65156. result._minZ = parsedMesh.minZ;
  65157. result._maxZ = parsedMesh.maxZ;
  65158. result._width = parsedMesh.width;
  65159. result._height = parsedMesh.height;
  65160. return result;
  65161. };
  65162. return GroundMesh;
  65163. }(BABYLON.Mesh));
  65164. BABYLON.GroundMesh = GroundMesh;
  65165. })(BABYLON || (BABYLON = {}));
  65166. //# sourceMappingURL=babylon.groundMesh.js.map
  65167. var BABYLON;
  65168. (function (BABYLON) {
  65169. /**
  65170. * Creates an instance based on a source mesh.
  65171. */
  65172. var InstancedMesh = /** @class */ (function (_super) {
  65173. __extends(InstancedMesh, _super);
  65174. function InstancedMesh(name, source) {
  65175. var _this = _super.call(this, name, source.getScene()) || this;
  65176. /** @hidden */
  65177. _this._indexInSourceMeshInstanceArray = -1;
  65178. source.addInstance(_this);
  65179. _this._sourceMesh = source;
  65180. _this.position.copyFrom(source.position);
  65181. _this.rotation.copyFrom(source.rotation);
  65182. _this.scaling.copyFrom(source.scaling);
  65183. if (source.rotationQuaternion) {
  65184. _this.rotationQuaternion = source.rotationQuaternion.clone();
  65185. }
  65186. _this.infiniteDistance = source.infiniteDistance;
  65187. _this.setPivotMatrix(source.getPivotMatrix());
  65188. _this.refreshBoundingInfo();
  65189. _this._syncSubMeshes();
  65190. return _this;
  65191. }
  65192. /**
  65193. * Returns the string "InstancedMesh".
  65194. */
  65195. InstancedMesh.prototype.getClassName = function () {
  65196. return "InstancedMesh";
  65197. };
  65198. Object.defineProperty(InstancedMesh.prototype, "receiveShadows", {
  65199. // Methods
  65200. /**
  65201. * If the source mesh receives shadows
  65202. */
  65203. get: function () {
  65204. return this._sourceMesh.receiveShadows;
  65205. },
  65206. enumerable: true,
  65207. configurable: true
  65208. });
  65209. Object.defineProperty(InstancedMesh.prototype, "material", {
  65210. /**
  65211. * The material of the source mesh
  65212. */
  65213. get: function () {
  65214. return this._sourceMesh.material;
  65215. },
  65216. enumerable: true,
  65217. configurable: true
  65218. });
  65219. Object.defineProperty(InstancedMesh.prototype, "visibility", {
  65220. /**
  65221. * Visibility of the source mesh
  65222. */
  65223. get: function () {
  65224. return this._sourceMesh.visibility;
  65225. },
  65226. enumerable: true,
  65227. configurable: true
  65228. });
  65229. Object.defineProperty(InstancedMesh.prototype, "skeleton", {
  65230. /**
  65231. * Skeleton of the source mesh
  65232. */
  65233. get: function () {
  65234. return this._sourceMesh.skeleton;
  65235. },
  65236. enumerable: true,
  65237. configurable: true
  65238. });
  65239. Object.defineProperty(InstancedMesh.prototype, "renderingGroupId", {
  65240. /**
  65241. * Rendering ground id of the source mesh
  65242. */
  65243. get: function () {
  65244. return this._sourceMesh.renderingGroupId;
  65245. },
  65246. set: function (value) {
  65247. if (!this._sourceMesh || value === this._sourceMesh.renderingGroupId) {
  65248. return;
  65249. }
  65250. //no-op with warning
  65251. BABYLON.Tools.Warn("Note - setting renderingGroupId of an instanced mesh has no effect on the scene");
  65252. },
  65253. enumerable: true,
  65254. configurable: true
  65255. });
  65256. /**
  65257. * Returns the total number of vertices (integer).
  65258. */
  65259. InstancedMesh.prototype.getTotalVertices = function () {
  65260. return this._sourceMesh.getTotalVertices();
  65261. };
  65262. /**
  65263. * Returns a positive integer : the total number of indices in this mesh geometry.
  65264. * @returns the numner of indices or zero if the mesh has no geometry.
  65265. */
  65266. InstancedMesh.prototype.getTotalIndices = function () {
  65267. return this._sourceMesh.getTotalIndices();
  65268. };
  65269. Object.defineProperty(InstancedMesh.prototype, "sourceMesh", {
  65270. /**
  65271. * The source mesh of the instance
  65272. */
  65273. get: function () {
  65274. return this._sourceMesh;
  65275. },
  65276. enumerable: true,
  65277. configurable: true
  65278. });
  65279. /**
  65280. * Is this node ready to be used/rendered
  65281. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  65282. * @return {boolean} is it ready
  65283. */
  65284. InstancedMesh.prototype.isReady = function (completeCheck) {
  65285. if (completeCheck === void 0) { completeCheck = false; }
  65286. return this._sourceMesh.isReady(completeCheck, true);
  65287. };
  65288. /**
  65289. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  65290. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  65291. * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
  65292. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  65293. */
  65294. InstancedMesh.prototype.getVerticesData = function (kind, copyWhenShared) {
  65295. return this._sourceMesh.getVerticesData(kind, copyWhenShared);
  65296. };
  65297. /**
  65298. * Sets the vertex data of the mesh geometry for the requested `kind`.
  65299. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  65300. * The `data` are either a numeric array either a Float32Array.
  65301. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  65302. * The parameter `stride` is an optional positive integer, it is usually automatically deducted from the `kind` (3 for positions or normals, 2 for UV, etc).
  65303. * Note that a new underlying VertexBuffer object is created each call.
  65304. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  65305. *
  65306. * Possible `kind` values :
  65307. * - BABYLON.VertexBuffer.PositionKind
  65308. * - BABYLON.VertexBuffer.UVKind
  65309. * - BABYLON.VertexBuffer.UV2Kind
  65310. * - BABYLON.VertexBuffer.UV3Kind
  65311. * - BABYLON.VertexBuffer.UV4Kind
  65312. * - BABYLON.VertexBuffer.UV5Kind
  65313. * - BABYLON.VertexBuffer.UV6Kind
  65314. * - BABYLON.VertexBuffer.ColorKind
  65315. * - BABYLON.VertexBuffer.MatricesIndicesKind
  65316. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  65317. * - BABYLON.VertexBuffer.MatricesWeightsKind
  65318. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  65319. *
  65320. * Returns the Mesh.
  65321. */
  65322. InstancedMesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  65323. if (this.sourceMesh) {
  65324. this.sourceMesh.setVerticesData(kind, data, updatable, stride);
  65325. }
  65326. return this.sourceMesh;
  65327. };
  65328. /**
  65329. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  65330. * If the mesh has no geometry, it is simply returned as it is.
  65331. * The `data` are either a numeric array either a Float32Array.
  65332. * No new underlying VertexBuffer object is created.
  65333. * If the `kind` is the `PositionKind` and if `updateExtends` is true, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  65334. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  65335. *
  65336. * Possible `kind` values :
  65337. * - BABYLON.VertexBuffer.PositionKind
  65338. * - BABYLON.VertexBuffer.UVKind
  65339. * - BABYLON.VertexBuffer.UV2Kind
  65340. * - BABYLON.VertexBuffer.UV3Kind
  65341. * - BABYLON.VertexBuffer.UV4Kind
  65342. * - BABYLON.VertexBuffer.UV5Kind
  65343. * - BABYLON.VertexBuffer.UV6Kind
  65344. * - BABYLON.VertexBuffer.ColorKind
  65345. * - BABYLON.VertexBuffer.MatricesIndicesKind
  65346. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  65347. * - BABYLON.VertexBuffer.MatricesWeightsKind
  65348. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  65349. *
  65350. * Returns the Mesh.
  65351. */
  65352. InstancedMesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  65353. if (this.sourceMesh) {
  65354. this.sourceMesh.updateVerticesData(kind, data, updateExtends, makeItUnique);
  65355. }
  65356. return this.sourceMesh;
  65357. };
  65358. /**
  65359. * Sets the mesh indices.
  65360. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  65361. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  65362. * This method creates a new index buffer each call.
  65363. * Returns the Mesh.
  65364. */
  65365. InstancedMesh.prototype.setIndices = function (indices, totalVertices) {
  65366. if (totalVertices === void 0) { totalVertices = null; }
  65367. if (this.sourceMesh) {
  65368. this.sourceMesh.setIndices(indices, totalVertices);
  65369. }
  65370. return this.sourceMesh;
  65371. };
  65372. /**
  65373. * Boolean : True if the mesh owns the requested kind of data.
  65374. */
  65375. InstancedMesh.prototype.isVerticesDataPresent = function (kind) {
  65376. return this._sourceMesh.isVerticesDataPresent(kind);
  65377. };
  65378. /**
  65379. * Returns an array of indices (IndicesArray).
  65380. */
  65381. InstancedMesh.prototype.getIndices = function () {
  65382. return this._sourceMesh.getIndices();
  65383. };
  65384. Object.defineProperty(InstancedMesh.prototype, "_positions", {
  65385. get: function () {
  65386. return this._sourceMesh._positions;
  65387. },
  65388. enumerable: true,
  65389. configurable: true
  65390. });
  65391. /**
  65392. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  65393. * This means the mesh underlying bounding box and sphere are recomputed.
  65394. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  65395. * @returns the current mesh
  65396. */
  65397. InstancedMesh.prototype.refreshBoundingInfo = function (applySkeleton) {
  65398. if (applySkeleton === void 0) { applySkeleton = false; }
  65399. if (this._boundingInfo && this._boundingInfo.isLocked) {
  65400. return this;
  65401. }
  65402. var bias = this._sourceMesh.geometry ? this._sourceMesh.geometry.boundingBias : null;
  65403. this._refreshBoundingInfo(this._sourceMesh._getPositionData(applySkeleton), bias);
  65404. return this;
  65405. };
  65406. /** @hidden */
  65407. InstancedMesh.prototype._preActivate = function () {
  65408. if (this._currentLOD) {
  65409. this._currentLOD._preActivate();
  65410. }
  65411. return this;
  65412. };
  65413. /** @hidden */
  65414. InstancedMesh.prototype._activate = function (renderId) {
  65415. if (this._currentLOD) {
  65416. this._currentLOD._registerInstanceForRenderId(this, renderId);
  65417. }
  65418. return this;
  65419. };
  65420. /**
  65421. * Returns the current associated LOD AbstractMesh.
  65422. */
  65423. InstancedMesh.prototype.getLOD = function (camera) {
  65424. if (!camera) {
  65425. return this;
  65426. }
  65427. var boundingInfo = this.getBoundingInfo();
  65428. this._currentLOD = this.sourceMesh.getLOD(camera, boundingInfo.boundingSphere);
  65429. if (this._currentLOD === this.sourceMesh) {
  65430. return this;
  65431. }
  65432. return this._currentLOD;
  65433. };
  65434. /** @hidden */
  65435. InstancedMesh.prototype._syncSubMeshes = function () {
  65436. this.releaseSubMeshes();
  65437. if (this._sourceMesh.subMeshes) {
  65438. for (var index = 0; index < this._sourceMesh.subMeshes.length; index++) {
  65439. this._sourceMesh.subMeshes[index].clone(this, this._sourceMesh);
  65440. }
  65441. }
  65442. return this;
  65443. };
  65444. /** @hidden */
  65445. InstancedMesh.prototype._generatePointsArray = function () {
  65446. return this._sourceMesh._generatePointsArray();
  65447. };
  65448. /**
  65449. * Creates a new InstancedMesh from the current mesh.
  65450. * - name (string) : the cloned mesh name
  65451. * - newParent (optional Node) : the optional Node to parent the clone to.
  65452. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  65453. *
  65454. * Returns the clone.
  65455. */
  65456. InstancedMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  65457. var result = this._sourceMesh.createInstance(name);
  65458. // Deep copy
  65459. BABYLON.Tools.DeepCopy(this, result, ["name", "subMeshes", "uniqueId"], []);
  65460. // Bounding info
  65461. this.refreshBoundingInfo();
  65462. // Parent
  65463. if (newParent) {
  65464. result.parent = newParent;
  65465. }
  65466. if (!doNotCloneChildren) {
  65467. // Children
  65468. for (var index = 0; index < this.getScene().meshes.length; index++) {
  65469. var mesh = this.getScene().meshes[index];
  65470. if (mesh.parent === this) {
  65471. mesh.clone(mesh.name, result);
  65472. }
  65473. }
  65474. }
  65475. result.computeWorldMatrix(true);
  65476. return result;
  65477. };
  65478. /**
  65479. * Disposes the InstancedMesh.
  65480. * Returns nothing.
  65481. */
  65482. InstancedMesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  65483. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  65484. // Remove from mesh
  65485. this._sourceMesh.removeInstance(this);
  65486. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  65487. };
  65488. return InstancedMesh;
  65489. }(BABYLON.AbstractMesh));
  65490. BABYLON.InstancedMesh = InstancedMesh;
  65491. })(BABYLON || (BABYLON = {}));
  65492. //# sourceMappingURL=babylon.instancedMesh.js.map
  65493. var BABYLON;
  65494. (function (BABYLON) {
  65495. /**
  65496. * Line mesh
  65497. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  65498. */
  65499. var LinesMesh = /** @class */ (function (_super) {
  65500. __extends(LinesMesh, _super);
  65501. /**
  65502. * Creates a new LinesMesh
  65503. * @param name defines the name
  65504. * @param scene defines the hosting scene
  65505. * @param parent defines the parent mesh if any
  65506. * @param source defines the optional source LinesMesh used to clone data from
  65507. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  65508. * When false, achieved by calling a clone(), also passing False.
  65509. * This will make creation of children, recursive.
  65510. * @param useVertexColor defines if this LinesMesh supports vertex color
  65511. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  65512. */
  65513. function LinesMesh(name, scene, parent, source, doNotCloneChildren,
  65514. /**
  65515. * If vertex color should be applied to the mesh
  65516. */
  65517. useVertexColor,
  65518. /**
  65519. * If vertex alpha should be applied to the mesh
  65520. */
  65521. useVertexAlpha) {
  65522. if (scene === void 0) { scene = null; }
  65523. if (parent === void 0) { parent = null; }
  65524. var _this = _super.call(this, name, scene, parent, source, doNotCloneChildren) || this;
  65525. _this.useVertexColor = useVertexColor;
  65526. _this.useVertexAlpha = useVertexAlpha;
  65527. /**
  65528. * Color of the line (Default: White)
  65529. */
  65530. _this.color = new BABYLON.Color3(1, 1, 1);
  65531. /**
  65532. * Alpha of the line (Default: 1)
  65533. */
  65534. _this.alpha = 1;
  65535. if (source) {
  65536. _this.color = source.color.clone();
  65537. _this.alpha = source.alpha;
  65538. _this.useVertexColor = source.useVertexColor;
  65539. _this.useVertexAlpha = source.useVertexAlpha;
  65540. }
  65541. _this.intersectionThreshold = 0.1;
  65542. var defines = [];
  65543. var options = {
  65544. attributes: [BABYLON.VertexBuffer.PositionKind, "world0", "world1", "world2", "world3"],
  65545. uniforms: ["world", "viewProjection"],
  65546. needAlphaBlending: true,
  65547. defines: defines
  65548. };
  65549. if (useVertexAlpha === false) {
  65550. options.needAlphaBlending = false;
  65551. }
  65552. if (!useVertexColor) {
  65553. options.uniforms.push("color");
  65554. }
  65555. else {
  65556. options.defines.push("#define VERTEXCOLOR");
  65557. options.attributes.push(BABYLON.VertexBuffer.ColorKind);
  65558. }
  65559. _this._colorShader = new BABYLON.ShaderMaterial("colorShader", _this.getScene(), "color", options);
  65560. return _this;
  65561. }
  65562. /**
  65563. * Returns the string "LineMesh"
  65564. */
  65565. LinesMesh.prototype.getClassName = function () {
  65566. return "LinesMesh";
  65567. };
  65568. Object.defineProperty(LinesMesh.prototype, "material", {
  65569. /**
  65570. * @hidden
  65571. */
  65572. get: function () {
  65573. return this._colorShader;
  65574. },
  65575. /**
  65576. * @hidden
  65577. */
  65578. set: function (value) {
  65579. // Do nothing
  65580. },
  65581. enumerable: true,
  65582. configurable: true
  65583. });
  65584. Object.defineProperty(LinesMesh.prototype, "checkCollisions", {
  65585. /**
  65586. * @hidden
  65587. */
  65588. get: function () {
  65589. return false;
  65590. },
  65591. enumerable: true,
  65592. configurable: true
  65593. });
  65594. /** @hidden */
  65595. LinesMesh.prototype._bind = function (subMesh, effect, fillMode) {
  65596. if (!this._geometry) {
  65597. return this;
  65598. }
  65599. // VBOs
  65600. this._geometry._bind(this._colorShader.getEffect());
  65601. // Color
  65602. if (!this.useVertexColor) {
  65603. this._colorShader.setColor4("color", this.color.toColor4(this.alpha));
  65604. }
  65605. return this;
  65606. };
  65607. /** @hidden */
  65608. LinesMesh.prototype._draw = function (subMesh, fillMode, instancesCount) {
  65609. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  65610. return this;
  65611. }
  65612. var engine = this.getScene().getEngine();
  65613. // Draw order
  65614. engine.drawElementsType(BABYLON.Material.LineListDrawMode, subMesh.indexStart, subMesh.indexCount, instancesCount);
  65615. return this;
  65616. };
  65617. /**
  65618. * Disposes of the line mesh
  65619. * @param doNotRecurse If children should be disposed
  65620. */
  65621. LinesMesh.prototype.dispose = function (doNotRecurse) {
  65622. this._colorShader.dispose(false, false, true);
  65623. _super.prototype.dispose.call(this, doNotRecurse);
  65624. };
  65625. /**
  65626. * Returns a new LineMesh object cloned from the current one.
  65627. */
  65628. LinesMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  65629. return new LinesMesh(name, this.getScene(), newParent, this, doNotCloneChildren);
  65630. };
  65631. /**
  65632. * Creates a new InstancedLinesMesh object from the mesh model.
  65633. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  65634. * @param name defines the name of the new instance
  65635. * @returns a new InstancedLinesMesh
  65636. */
  65637. LinesMesh.prototype.createInstance = function (name) {
  65638. return new InstancedLinesMesh(name, this);
  65639. };
  65640. return LinesMesh;
  65641. }(BABYLON.Mesh));
  65642. BABYLON.LinesMesh = LinesMesh;
  65643. /**
  65644. * Creates an instance based on a source LinesMesh
  65645. */
  65646. var InstancedLinesMesh = /** @class */ (function (_super) {
  65647. __extends(InstancedLinesMesh, _super);
  65648. function InstancedLinesMesh(name, source) {
  65649. var _this = _super.call(this, name, source) || this;
  65650. _this.intersectionThreshold = source.intersectionThreshold;
  65651. return _this;
  65652. }
  65653. /**
  65654. * Returns the string "InstancedLinesMesh".
  65655. */
  65656. InstancedLinesMesh.prototype.getClassName = function () {
  65657. return "InstancedLinesMesh";
  65658. };
  65659. return InstancedLinesMesh;
  65660. }(BABYLON.InstancedMesh));
  65661. BABYLON.InstancedLinesMesh = InstancedLinesMesh;
  65662. })(BABYLON || (BABYLON = {}));
  65663. //# sourceMappingURL=babylon.linesMesh.js.map
  65664. var BABYLON;
  65665. (function (BABYLON) {
  65666. /**
  65667. * This class implement a typical dictionary using a string as key and the generic type T as value.
  65668. * The underlying implementation relies on an associative array to ensure the best performances.
  65669. * The value can be anything including 'null' but except 'undefined'
  65670. */
  65671. var StringDictionary = /** @class */ (function () {
  65672. function StringDictionary() {
  65673. this._count = 0;
  65674. this._data = {};
  65675. }
  65676. /**
  65677. * This will clear this dictionary and copy the content from the 'source' one.
  65678. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  65679. * @param source the dictionary to take the content from and copy to this dictionary
  65680. */
  65681. StringDictionary.prototype.copyFrom = function (source) {
  65682. var _this = this;
  65683. this.clear();
  65684. source.forEach(function (t, v) { return _this.add(t, v); });
  65685. };
  65686. /**
  65687. * Get a value based from its key
  65688. * @param key the given key to get the matching value from
  65689. * @return the value if found, otherwise undefined is returned
  65690. */
  65691. StringDictionary.prototype.get = function (key) {
  65692. var val = this._data[key];
  65693. if (val !== undefined) {
  65694. return val;
  65695. }
  65696. return undefined;
  65697. };
  65698. /**
  65699. * Get a value from its key or add it if it doesn't exist.
  65700. * This method will ensure you that a given key/data will be present in the dictionary.
  65701. * @param key the given key to get the matching value from
  65702. * @param factory the factory that will create the value if the key is not present in the dictionary.
  65703. * The factory will only be invoked if there's no data for the given key.
  65704. * @return the value corresponding to the key.
  65705. */
  65706. StringDictionary.prototype.getOrAddWithFactory = function (key, factory) {
  65707. var val = this.get(key);
  65708. if (val !== undefined) {
  65709. return val;
  65710. }
  65711. val = factory(key);
  65712. if (val) {
  65713. this.add(key, val);
  65714. }
  65715. return val;
  65716. };
  65717. /**
  65718. * Get a value from its key if present in the dictionary otherwise add it
  65719. * @param key the key to get the value from
  65720. * @param val if there's no such key/value pair in the dictionary add it with this value
  65721. * @return the value corresponding to the key
  65722. */
  65723. StringDictionary.prototype.getOrAdd = function (key, val) {
  65724. var curVal = this.get(key);
  65725. if (curVal !== undefined) {
  65726. return curVal;
  65727. }
  65728. this.add(key, val);
  65729. return val;
  65730. };
  65731. /**
  65732. * Check if there's a given key in the dictionary
  65733. * @param key the key to check for
  65734. * @return true if the key is present, false otherwise
  65735. */
  65736. StringDictionary.prototype.contains = function (key) {
  65737. return this._data[key] !== undefined;
  65738. };
  65739. /**
  65740. * Add a new key and its corresponding value
  65741. * @param key the key to add
  65742. * @param value the value corresponding to the key
  65743. * @return true if the operation completed successfully, false if we couldn't insert the key/value because there was already this key in the dictionary
  65744. */
  65745. StringDictionary.prototype.add = function (key, value) {
  65746. if (this._data[key] !== undefined) {
  65747. return false;
  65748. }
  65749. this._data[key] = value;
  65750. ++this._count;
  65751. return true;
  65752. };
  65753. /**
  65754. * Update a specific value associated to a key
  65755. * @param key defines the key to use
  65756. * @param value defines the value to store
  65757. * @returns true if the value was updated (or false if the key was not found)
  65758. */
  65759. StringDictionary.prototype.set = function (key, value) {
  65760. if (this._data[key] === undefined) {
  65761. return false;
  65762. }
  65763. this._data[key] = value;
  65764. return true;
  65765. };
  65766. /**
  65767. * Get the element of the given key and remove it from the dictionary
  65768. * @param key defines the key to search
  65769. * @returns the value associated with the key or null if not found
  65770. */
  65771. StringDictionary.prototype.getAndRemove = function (key) {
  65772. var val = this.get(key);
  65773. if (val !== undefined) {
  65774. delete this._data[key];
  65775. --this._count;
  65776. return val;
  65777. }
  65778. return null;
  65779. };
  65780. /**
  65781. * Remove a key/value from the dictionary.
  65782. * @param key the key to remove
  65783. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  65784. */
  65785. StringDictionary.prototype.remove = function (key) {
  65786. if (this.contains(key)) {
  65787. delete this._data[key];
  65788. --this._count;
  65789. return true;
  65790. }
  65791. return false;
  65792. };
  65793. /**
  65794. * Clear the whole content of the dictionary
  65795. */
  65796. StringDictionary.prototype.clear = function () {
  65797. this._data = {};
  65798. this._count = 0;
  65799. };
  65800. Object.defineProperty(StringDictionary.prototype, "count", {
  65801. /**
  65802. * Gets the current count
  65803. */
  65804. get: function () {
  65805. return this._count;
  65806. },
  65807. enumerable: true,
  65808. configurable: true
  65809. });
  65810. /**
  65811. * Execute a callback on each key/val of the dictionary.
  65812. * Note that you can remove any element in this dictionary in the callback implementation
  65813. * @param callback the callback to execute on a given key/value pair
  65814. */
  65815. StringDictionary.prototype.forEach = function (callback) {
  65816. for (var cur in this._data) {
  65817. var val = this._data[cur];
  65818. callback(cur, val);
  65819. }
  65820. };
  65821. /**
  65822. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  65823. * If the callback returns null or undefined the method will iterate to the next key/value pair
  65824. * Note that you can remove any element in this dictionary in the callback implementation
  65825. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  65826. * @returns the first item
  65827. */
  65828. StringDictionary.prototype.first = function (callback) {
  65829. for (var cur in this._data) {
  65830. var val = this._data[cur];
  65831. var res = callback(cur, val);
  65832. if (res) {
  65833. return res;
  65834. }
  65835. }
  65836. return null;
  65837. };
  65838. return StringDictionary;
  65839. }());
  65840. BABYLON.StringDictionary = StringDictionary;
  65841. })(BABYLON || (BABYLON = {}));
  65842. //# sourceMappingURL=babylon.stringDictionary.js.map
  65843. var BABYLON;
  65844. (function (BABYLON) {
  65845. var Debug;
  65846. (function (Debug) {
  65847. /**
  65848. * Class used to render a debug view of a given skeleton
  65849. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  65850. */
  65851. var SkeletonViewer = /** @class */ (function () {
  65852. /**
  65853. * Creates a new SkeletonViewer
  65854. * @param skeleton defines the skeleton to render
  65855. * @param mesh defines the mesh attached to the skeleton
  65856. * @param scene defines the hosting scene
  65857. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  65858. * @param renderingGroupId defines the rendering group id to use with the viewer
  65859. * @param utilityLayerRenderer defines an optional utility layer to render the helper on
  65860. */
  65861. function SkeletonViewer(
  65862. /** defines the skeleton to render */
  65863. skeleton,
  65864. /** defines the mesh attached to the skeleton */
  65865. mesh, scene,
  65866. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  65867. autoUpdateBonesMatrices,
  65868. /** defines the rendering group id to use with the viewer */
  65869. renderingGroupId,
  65870. /** defines an optional utility layer to render the helper on */
  65871. utilityLayerRenderer) {
  65872. if (autoUpdateBonesMatrices === void 0) { autoUpdateBonesMatrices = true; }
  65873. if (renderingGroupId === void 0) { renderingGroupId = 1; }
  65874. this.skeleton = skeleton;
  65875. this.mesh = mesh;
  65876. this.autoUpdateBonesMatrices = autoUpdateBonesMatrices;
  65877. this.renderingGroupId = renderingGroupId;
  65878. this.utilityLayerRenderer = utilityLayerRenderer;
  65879. /** Gets or sets the color used to render the skeleton */
  65880. this.color = BABYLON.Color3.White();
  65881. this._debugLines = new Array();
  65882. this._isEnabled = false;
  65883. this._scene = scene;
  65884. this.update();
  65885. this._renderFunction = this.update.bind(this);
  65886. }
  65887. Object.defineProperty(SkeletonViewer.prototype, "debugMesh", {
  65888. /**
  65889. * Returns the mesh used to render the bones
  65890. */
  65891. get: function () {
  65892. return this._debugMesh;
  65893. },
  65894. enumerable: true,
  65895. configurable: true
  65896. });
  65897. Object.defineProperty(SkeletonViewer.prototype, "isEnabled", {
  65898. get: function () {
  65899. return this._isEnabled;
  65900. },
  65901. /** Gets or sets a boolean indicating if the viewer is enabled */
  65902. set: function (value) {
  65903. if (this._isEnabled === value) {
  65904. return;
  65905. }
  65906. this._isEnabled = value;
  65907. if (value) {
  65908. this._scene.registerBeforeRender(this._renderFunction);
  65909. }
  65910. else {
  65911. this._scene.unregisterBeforeRender(this._renderFunction);
  65912. }
  65913. },
  65914. enumerable: true,
  65915. configurable: true
  65916. });
  65917. SkeletonViewer.prototype._getBonePosition = function (position, bone, meshMat, x, y, z) {
  65918. if (x === void 0) { x = 0; }
  65919. if (y === void 0) { y = 0; }
  65920. if (z === void 0) { z = 0; }
  65921. var tmat = BABYLON.Tmp.Matrix[0];
  65922. var parentBone = bone.getParent();
  65923. tmat.copyFrom(bone.getLocalMatrix());
  65924. if (x !== 0 || y !== 0 || z !== 0) {
  65925. var tmat2 = BABYLON.Tmp.Matrix[1];
  65926. BABYLON.Matrix.IdentityToRef(tmat2);
  65927. tmat2.setTranslationFromFloats(x, y, z);
  65928. tmat2.multiplyToRef(tmat, tmat);
  65929. }
  65930. if (parentBone) {
  65931. tmat.multiplyToRef(parentBone.getAbsoluteTransform(), tmat);
  65932. }
  65933. tmat.multiplyToRef(meshMat, tmat);
  65934. position.x = tmat.m[12];
  65935. position.y = tmat.m[13];
  65936. position.z = tmat.m[14];
  65937. };
  65938. SkeletonViewer.prototype._getLinesForBonesWithLength = function (bones, meshMat) {
  65939. var len = bones.length;
  65940. var meshPos = this.mesh.position;
  65941. for (var i = 0; i < len; i++) {
  65942. var bone = bones[i];
  65943. var points = this._debugLines[i];
  65944. if (!points) {
  65945. points = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  65946. this._debugLines[i] = points;
  65947. }
  65948. this._getBonePosition(points[0], bone, meshMat);
  65949. this._getBonePosition(points[1], bone, meshMat, 0, bone.length, 0);
  65950. points[0].subtractInPlace(meshPos);
  65951. points[1].subtractInPlace(meshPos);
  65952. }
  65953. };
  65954. SkeletonViewer.prototype._getLinesForBonesNoLength = function (bones, meshMat) {
  65955. var len = bones.length;
  65956. var boneNum = 0;
  65957. var meshPos = this.mesh.position;
  65958. for (var i = len - 1; i >= 0; i--) {
  65959. var childBone = bones[i];
  65960. var parentBone = childBone.getParent();
  65961. if (!parentBone) {
  65962. continue;
  65963. }
  65964. var points = this._debugLines[boneNum];
  65965. if (!points) {
  65966. points = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  65967. this._debugLines[boneNum] = points;
  65968. }
  65969. childBone.getAbsolutePositionToRef(this.mesh, points[0]);
  65970. parentBone.getAbsolutePositionToRef(this.mesh, points[1]);
  65971. points[0].subtractInPlace(meshPos);
  65972. points[1].subtractInPlace(meshPos);
  65973. boneNum++;
  65974. }
  65975. };
  65976. /** Update the viewer to sync with current skeleton state */
  65977. SkeletonViewer.prototype.update = function () {
  65978. if (this.autoUpdateBonesMatrices) {
  65979. this.skeleton.computeAbsoluteTransforms();
  65980. }
  65981. if (this.skeleton.bones[0].length === undefined) {
  65982. this._getLinesForBonesNoLength(this.skeleton.bones, this.mesh.getWorldMatrix());
  65983. }
  65984. else {
  65985. this._getLinesForBonesWithLength(this.skeleton.bones, this.mesh.getWorldMatrix());
  65986. }
  65987. var targetScene = this.utilityLayerRenderer ? this.utilityLayerRenderer.utilityLayerScene : this._scene;
  65988. if (!this._debugMesh) {
  65989. this._debugMesh = BABYLON.MeshBuilder.CreateLineSystem("", { lines: this._debugLines, updatable: true, instance: null }, targetScene);
  65990. this._debugMesh.renderingGroupId = this.renderingGroupId;
  65991. }
  65992. else {
  65993. BABYLON.MeshBuilder.CreateLineSystem("", { lines: this._debugLines, updatable: true, instance: this._debugMesh }, targetScene);
  65994. }
  65995. this._debugMesh.position.copyFrom(this.mesh.position);
  65996. this._debugMesh.color = this.color;
  65997. };
  65998. /** Release associated resources */
  65999. SkeletonViewer.prototype.dispose = function () {
  66000. if (this._debugMesh) {
  66001. this.isEnabled = false;
  66002. this._debugMesh.dispose();
  66003. this._debugMesh = null;
  66004. }
  66005. };
  66006. return SkeletonViewer;
  66007. }());
  66008. Debug.SkeletonViewer = SkeletonViewer;
  66009. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  66010. })(BABYLON || (BABYLON = {}));
  66011. //# sourceMappingURL=babylon.skeletonViewer.js.map
  66012. /**
  66013. * Module Debug contains the (visual) components to debug a scene correctly
  66014. */
  66015. var BABYLON;
  66016. (function (BABYLON) {
  66017. var Debug;
  66018. (function (Debug) {
  66019. /**
  66020. * The Axes viewer will show 3 axes in a specific point in space
  66021. */
  66022. var AxesViewer = /** @class */ (function () {
  66023. /**
  66024. * Creates a new AxesViewer
  66025. * @param scene defines the hosting scene
  66026. * @param scaleLines defines a number used to scale line length (1 by default)
  66027. */
  66028. function AxesViewer(scene, scaleLines) {
  66029. if (scaleLines === void 0) { scaleLines = 1; }
  66030. this._xline = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  66031. this._yline = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  66032. this._zline = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  66033. /**
  66034. * Gets or sets a number used to scale line length
  66035. */
  66036. this.scaleLines = 1;
  66037. this.scaleLines = scaleLines;
  66038. this._xmesh = BABYLON.Mesh.CreateLines("xline", this._xline, scene, true);
  66039. this._ymesh = BABYLON.Mesh.CreateLines("yline", this._yline, scene, true);
  66040. this._zmesh = BABYLON.Mesh.CreateLines("zline", this._zline, scene, true);
  66041. this._xmesh.renderingGroupId = 2;
  66042. this._ymesh.renderingGroupId = 2;
  66043. this._zmesh.renderingGroupId = 2;
  66044. this._xmesh.material.checkReadyOnlyOnce = true;
  66045. this._xmesh.color = new BABYLON.Color3(1, 0, 0);
  66046. this._ymesh.material.checkReadyOnlyOnce = true;
  66047. this._ymesh.color = new BABYLON.Color3(0, 1, 0);
  66048. this._zmesh.material.checkReadyOnlyOnce = true;
  66049. this._zmesh.color = new BABYLON.Color3(0, 0, 1);
  66050. this.scene = scene;
  66051. }
  66052. /**
  66053. * Force the viewer to update
  66054. * @param position defines the position of the viewer
  66055. * @param xaxis defines the x axis of the viewer
  66056. * @param yaxis defines the y axis of the viewer
  66057. * @param zaxis defines the z axis of the viewer
  66058. */
  66059. AxesViewer.prototype.update = function (position, xaxis, yaxis, zaxis) {
  66060. var scaleLines = this.scaleLines;
  66061. if (this._xmesh) {
  66062. this._xmesh.position.copyFrom(position);
  66063. }
  66064. if (this._ymesh) {
  66065. this._ymesh.position.copyFrom(position);
  66066. }
  66067. if (this._zmesh) {
  66068. this._zmesh.position.copyFrom(position);
  66069. }
  66070. var point2 = this._xline[1];
  66071. point2.x = xaxis.x * scaleLines;
  66072. point2.y = xaxis.y * scaleLines;
  66073. point2.z = xaxis.z * scaleLines;
  66074. BABYLON.Mesh.CreateLines("", this._xline, null, false, this._xmesh);
  66075. point2 = this._yline[1];
  66076. point2.x = yaxis.x * scaleLines;
  66077. point2.y = yaxis.y * scaleLines;
  66078. point2.z = yaxis.z * scaleLines;
  66079. BABYLON.Mesh.CreateLines("", this._yline, null, false, this._ymesh);
  66080. point2 = this._zline[1];
  66081. point2.x = zaxis.x * scaleLines;
  66082. point2.y = zaxis.y * scaleLines;
  66083. point2.z = zaxis.z * scaleLines;
  66084. BABYLON.Mesh.CreateLines("", this._zline, null, false, this._zmesh);
  66085. };
  66086. /** Releases resources */
  66087. AxesViewer.prototype.dispose = function () {
  66088. if (this._xmesh) {
  66089. this._xmesh.dispose();
  66090. }
  66091. if (this._ymesh) {
  66092. this._ymesh.dispose();
  66093. }
  66094. if (this._zmesh) {
  66095. this._zmesh.dispose();
  66096. }
  66097. this._xmesh = null;
  66098. this._ymesh = null;
  66099. this._zmesh = null;
  66100. this.scene = null;
  66101. };
  66102. return AxesViewer;
  66103. }());
  66104. Debug.AxesViewer = AxesViewer;
  66105. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  66106. })(BABYLON || (BABYLON = {}));
  66107. //# sourceMappingURL=babylon.axesViewer.js.map
  66108. var BABYLON;
  66109. (function (BABYLON) {
  66110. var Debug;
  66111. (function (Debug) {
  66112. /**
  66113. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  66114. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  66115. */
  66116. var BoneAxesViewer = /** @class */ (function (_super) {
  66117. __extends(BoneAxesViewer, _super);
  66118. /**
  66119. * Creates a new BoneAxesViewer
  66120. * @param scene defines the hosting scene
  66121. * @param bone defines the target bone
  66122. * @param mesh defines the target mesh
  66123. * @param scaleLines defines a scaling factor for line length (1 by default)
  66124. */
  66125. function BoneAxesViewer(scene, bone, mesh, scaleLines) {
  66126. if (scaleLines === void 0) { scaleLines = 1; }
  66127. var _this = _super.call(this, scene, scaleLines) || this;
  66128. /** Gets current position */
  66129. _this.pos = BABYLON.Vector3.Zero();
  66130. /** Gets direction of X axis */
  66131. _this.xaxis = BABYLON.Vector3.Zero();
  66132. /** Gets direction of Y axis */
  66133. _this.yaxis = BABYLON.Vector3.Zero();
  66134. /** Gets direction of Z axis */
  66135. _this.zaxis = BABYLON.Vector3.Zero();
  66136. _this.mesh = mesh;
  66137. _this.bone = bone;
  66138. return _this;
  66139. }
  66140. /**
  66141. * Force the viewer to update
  66142. */
  66143. BoneAxesViewer.prototype.update = function () {
  66144. if (!this.mesh || !this.bone) {
  66145. return;
  66146. }
  66147. var bone = this.bone;
  66148. bone.getAbsolutePositionToRef(this.mesh, this.pos);
  66149. bone.getDirectionToRef(BABYLON.Axis.X, this.mesh, this.xaxis);
  66150. bone.getDirectionToRef(BABYLON.Axis.Y, this.mesh, this.yaxis);
  66151. bone.getDirectionToRef(BABYLON.Axis.Z, this.mesh, this.zaxis);
  66152. _super.prototype.update.call(this, this.pos, this.xaxis, this.yaxis, this.zaxis);
  66153. };
  66154. /** Releases resources */
  66155. BoneAxesViewer.prototype.dispose = function () {
  66156. if (this.mesh) {
  66157. this.mesh = null;
  66158. this.bone = null;
  66159. _super.prototype.dispose.call(this);
  66160. }
  66161. };
  66162. return BoneAxesViewer;
  66163. }(Debug.AxesViewer));
  66164. Debug.BoneAxesViewer = BoneAxesViewer;
  66165. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  66166. })(BABYLON || (BABYLON = {}));
  66167. //# sourceMappingURL=babylon.boneAxesViewer.js.map
  66168. var BABYLON;
  66169. (function (BABYLON) {
  66170. /**
  66171. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  66172. * in order to better appreciate the issue one might have.
  66173. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  66174. */
  66175. var RayHelper = /** @class */ (function () {
  66176. /**
  66177. * Instantiate a new ray helper.
  66178. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  66179. * in order to better appreciate the issue one might have.
  66180. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  66181. * @param ray Defines the ray we are currently tryin to visualize
  66182. */
  66183. function RayHelper(ray) {
  66184. this.ray = ray;
  66185. }
  66186. /**
  66187. * Helper function to create a colored helper in a scene in one line.
  66188. * @param ray Defines the ray we are currently tryin to visualize
  66189. * @param scene Defines the scene the ray is used in
  66190. * @param color Defines the color we want to see the ray in
  66191. * @returns The newly created ray helper.
  66192. */
  66193. RayHelper.CreateAndShow = function (ray, scene, color) {
  66194. var helper = new RayHelper(ray);
  66195. helper.show(scene, color);
  66196. return helper;
  66197. };
  66198. /**
  66199. * Shows the ray we are willing to debug.
  66200. * @param scene Defines the scene the ray needs to be rendered in
  66201. * @param color Defines the color the ray needs to be rendered in
  66202. */
  66203. RayHelper.prototype.show = function (scene, color) {
  66204. if (!this._renderFunction && this.ray) {
  66205. var ray = this.ray;
  66206. this._renderFunction = this._render.bind(this);
  66207. this._scene = scene;
  66208. this._renderPoints = [ray.origin, ray.origin.add(ray.direction.scale(ray.length))];
  66209. this._renderLine = BABYLON.Mesh.CreateLines("ray", this._renderPoints, scene, true);
  66210. if (this._renderFunction) {
  66211. this._scene.registerBeforeRender(this._renderFunction);
  66212. }
  66213. }
  66214. if (color && this._renderLine) {
  66215. this._renderLine.color.copyFrom(color);
  66216. }
  66217. };
  66218. /**
  66219. * Hides the ray we are debugging.
  66220. */
  66221. RayHelper.prototype.hide = function () {
  66222. if (this._renderFunction && this._scene) {
  66223. this._scene.unregisterBeforeRender(this._renderFunction);
  66224. this._scene = null;
  66225. this._renderFunction = null;
  66226. if (this._renderLine) {
  66227. this._renderLine.dispose();
  66228. this._renderLine = null;
  66229. }
  66230. this._renderPoints = [];
  66231. }
  66232. };
  66233. RayHelper.prototype._render = function () {
  66234. var ray = this.ray;
  66235. if (!ray) {
  66236. return;
  66237. }
  66238. var point = this._renderPoints[1];
  66239. var len = Math.min(ray.length, 1000000);
  66240. point.copyFrom(ray.direction);
  66241. point.scaleInPlace(len);
  66242. point.addInPlace(ray.origin);
  66243. BABYLON.Mesh.CreateLines("ray", this._renderPoints, this._scene, true, this._renderLine);
  66244. };
  66245. /**
  66246. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  66247. * @param mesh Defines the mesh we want the helper attached to
  66248. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  66249. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  66250. * @param length Defines the length of the ray
  66251. */
  66252. RayHelper.prototype.attachToMesh = function (mesh, meshSpaceDirection, meshSpaceOrigin, length) {
  66253. this._attachedToMesh = mesh;
  66254. var ray = this.ray;
  66255. if (!ray) {
  66256. return;
  66257. }
  66258. if (!ray.direction) {
  66259. ray.direction = BABYLON.Vector3.Zero();
  66260. }
  66261. if (!ray.origin) {
  66262. ray.origin = BABYLON.Vector3.Zero();
  66263. }
  66264. if (length) {
  66265. ray.length = length;
  66266. }
  66267. if (!meshSpaceOrigin) {
  66268. meshSpaceOrigin = BABYLON.Vector3.Zero();
  66269. }
  66270. if (!meshSpaceDirection) {
  66271. // -1 so that this will work with Mesh.lookAt
  66272. meshSpaceDirection = new BABYLON.Vector3(0, 0, -1);
  66273. }
  66274. if (!this._meshSpaceDirection) {
  66275. this._meshSpaceDirection = meshSpaceDirection.clone();
  66276. this._meshSpaceOrigin = meshSpaceOrigin.clone();
  66277. }
  66278. else {
  66279. this._meshSpaceDirection.copyFrom(meshSpaceDirection);
  66280. this._meshSpaceOrigin.copyFrom(meshSpaceOrigin);
  66281. }
  66282. if (!this._updateToMeshFunction) {
  66283. this._updateToMeshFunction = this._updateToMesh.bind(this);
  66284. this._attachedToMesh.getScene().registerBeforeRender(this._updateToMeshFunction);
  66285. }
  66286. this._updateToMesh();
  66287. };
  66288. /**
  66289. * Detach the ray helper from the mesh it has previously been attached to.
  66290. */
  66291. RayHelper.prototype.detachFromMesh = function () {
  66292. if (this._attachedToMesh) {
  66293. if (this._updateToMeshFunction) {
  66294. this._attachedToMesh.getScene().unregisterBeforeRender(this._updateToMeshFunction);
  66295. }
  66296. this._attachedToMesh = null;
  66297. this._updateToMeshFunction = null;
  66298. }
  66299. };
  66300. RayHelper.prototype._updateToMesh = function () {
  66301. var ray = this.ray;
  66302. if (!this._attachedToMesh || !ray) {
  66303. return;
  66304. }
  66305. if (this._attachedToMesh._isDisposed) {
  66306. this.detachFromMesh();
  66307. return;
  66308. }
  66309. this._attachedToMesh.getDirectionToRef(this._meshSpaceDirection, ray.direction);
  66310. BABYLON.Vector3.TransformCoordinatesToRef(this._meshSpaceOrigin, this._attachedToMesh.getWorldMatrix(), ray.origin);
  66311. };
  66312. /**
  66313. * Dispose the helper and release its associated resources.
  66314. */
  66315. RayHelper.prototype.dispose = function () {
  66316. this.hide();
  66317. this.detachFromMesh();
  66318. this.ray = null;
  66319. };
  66320. return RayHelper;
  66321. }());
  66322. BABYLON.RayHelper = RayHelper;
  66323. })(BABYLON || (BABYLON = {}));
  66324. //# sourceMappingURL=babylon.rayHelper.js.map
  66325. var __assign = (this && this.__assign) || function () {
  66326. __assign = Object.assign || function(t) {
  66327. for (var s, i = 1, n = arguments.length; i < n; i++) {
  66328. s = arguments[i];
  66329. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  66330. t[p] = s[p];
  66331. }
  66332. return t;
  66333. };
  66334. return __assign.apply(this, arguments);
  66335. };
  66336. var BABYLON;
  66337. (function (BABYLON) {
  66338. Object.defineProperty(BABYLON.Scene.prototype, "debugLayer", {
  66339. get: function () {
  66340. if (!this._debugLayer) {
  66341. this._debugLayer = new DebugLayer(this);
  66342. }
  66343. return this._debugLayer;
  66344. },
  66345. enumerable: true,
  66346. configurable: true
  66347. });
  66348. /**
  66349. * The debug layer (aka Inspector) is the go to tool in order to better understand
  66350. * what is happening in your scene
  66351. * @see http://doc.babylonjs.com/features/playground_debuglayer
  66352. */
  66353. var DebugLayer = /** @class */ (function () {
  66354. /**
  66355. * Instantiates a new debug layer.
  66356. * The debug layer (aka Inspector) is the go to tool in order to better understand
  66357. * what is happening in your scene
  66358. * @see http://doc.babylonjs.com/features/playground_debuglayer
  66359. * @param scene Defines the scene to inspect
  66360. */
  66361. function DebugLayer(scene) {
  66362. var _this = this;
  66363. this.BJSINSPECTOR = typeof INSPECTOR !== 'undefined' ? INSPECTOR : undefined;
  66364. /**
  66365. * Observable triggered when a property is changed through the inspector.
  66366. */
  66367. this.onPropertyChangedObservable = new BABYLON.Observable();
  66368. this._scene = scene;
  66369. this._scene.onDisposeObservable.add(function () {
  66370. // Debug layer
  66371. if (_this._scene._debugLayer) {
  66372. _this._scene._debugLayer.hide();
  66373. }
  66374. });
  66375. }
  66376. /** Creates the inspector window. */
  66377. DebugLayer.prototype._createInspector = function (config) {
  66378. if (this.isVisible()) {
  66379. return;
  66380. }
  66381. var userOptions = __assign({ overlay: false, showExplorer: true, showInspector: true, embedMode: false, handleResize: true, enablePopup: true }, config);
  66382. this.BJSINSPECTOR = this.BJSINSPECTOR || typeof INSPECTOR !== 'undefined' ? INSPECTOR : undefined;
  66383. this.BJSINSPECTOR.Inspector.Show(this._scene, userOptions);
  66384. };
  66385. /**
  66386. * Get if the inspector is visible or not.
  66387. * @returns true if visible otherwise, false
  66388. */
  66389. DebugLayer.prototype.isVisible = function () {
  66390. return this.BJSINSPECTOR.Inspector.IsVisible;
  66391. };
  66392. /**
  66393. * Hide the inspector and close its window.
  66394. */
  66395. DebugLayer.prototype.hide = function () {
  66396. this.BJSINSPECTOR.Inspector.Hide();
  66397. };
  66398. /**
  66399. * Launch the debugLayer.
  66400. * @param config Define the configuration of the inspector
  66401. */
  66402. DebugLayer.prototype.show = function (config) {
  66403. if (typeof this.BJSINSPECTOR == 'undefined') {
  66404. // Load inspector and add it to the DOM
  66405. BABYLON.Tools.LoadScript(DebugLayer.InspectorURL, this._createInspector.bind(this, config));
  66406. }
  66407. else {
  66408. // Otherwise creates the inspector
  66409. this._createInspector(config);
  66410. }
  66411. };
  66412. /**
  66413. * Define the url to get the inspector script from.
  66414. * By default it uses the babylonjs CDN.
  66415. * @ignoreNaming
  66416. */
  66417. DebugLayer.InspectorURL = 'https://preview.babylonjs.com/inspector/babylon.inspector.bundle.js';
  66418. return DebugLayer;
  66419. }());
  66420. BABYLON.DebugLayer = DebugLayer;
  66421. })(BABYLON || (BABYLON = {}));
  66422. //# sourceMappingURL=babylon.debugLayer.js.map
  66423. var BABYLON;
  66424. (function (BABYLON) {
  66425. var Debug;
  66426. (function (Debug) {
  66427. /**
  66428. * Used to show the physics impostor around the specific mesh
  66429. */
  66430. var PhysicsViewer = /** @class */ (function () {
  66431. /**
  66432. * Creates a new PhysicsViewer
  66433. * @param scene defines the hosting scene
  66434. */
  66435. function PhysicsViewer(scene) {
  66436. /** @hidden */
  66437. this._impostors = [];
  66438. /** @hidden */
  66439. this._meshes = [];
  66440. /** @hidden */
  66441. this._numMeshes = 0;
  66442. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  66443. var physicEngine = this._scene.getPhysicsEngine();
  66444. if (physicEngine) {
  66445. this._physicsEnginePlugin = physicEngine.getPhysicsPlugin();
  66446. }
  66447. }
  66448. /** @hidden */
  66449. PhysicsViewer.prototype._updateDebugMeshes = function () {
  66450. var plugin = this._physicsEnginePlugin;
  66451. for (var i = 0; i < this._numMeshes; i++) {
  66452. var impostor = this._impostors[i];
  66453. if (!impostor) {
  66454. continue;
  66455. }
  66456. if (impostor.isDisposed) {
  66457. this.hideImpostor(this._impostors[i--]);
  66458. }
  66459. else {
  66460. var mesh = this._meshes[i];
  66461. if (mesh && plugin) {
  66462. plugin.syncMeshWithImpostor(mesh, impostor);
  66463. }
  66464. }
  66465. }
  66466. };
  66467. /**
  66468. * Renders a specified physic impostor
  66469. * @param impostor defines the impostor to render
  66470. */
  66471. PhysicsViewer.prototype.showImpostor = function (impostor) {
  66472. if (!this._scene) {
  66473. return;
  66474. }
  66475. for (var i = 0; i < this._numMeshes; i++) {
  66476. if (this._impostors[i] == impostor) {
  66477. return;
  66478. }
  66479. }
  66480. var debugMesh = this._getDebugMesh(impostor, this._scene);
  66481. if (debugMesh) {
  66482. this._impostors[this._numMeshes] = impostor;
  66483. this._meshes[this._numMeshes] = debugMesh;
  66484. if (this._numMeshes === 0) {
  66485. this._renderFunction = this._updateDebugMeshes.bind(this);
  66486. this._scene.registerBeforeRender(this._renderFunction);
  66487. }
  66488. this._numMeshes++;
  66489. }
  66490. };
  66491. /**
  66492. * Hides a specified physic impostor
  66493. * @param impostor defines the impostor to hide
  66494. */
  66495. PhysicsViewer.prototype.hideImpostor = function (impostor) {
  66496. if (!impostor || !this._scene) {
  66497. return;
  66498. }
  66499. var removed = false;
  66500. for (var i = 0; i < this._numMeshes; i++) {
  66501. if (this._impostors[i] == impostor) {
  66502. var mesh = this._meshes[i];
  66503. if (!mesh) {
  66504. continue;
  66505. }
  66506. this._scene.removeMesh(mesh);
  66507. mesh.dispose();
  66508. this._numMeshes--;
  66509. if (this._numMeshes > 0) {
  66510. this._meshes[i] = this._meshes[this._numMeshes];
  66511. this._impostors[i] = this._impostors[this._numMeshes];
  66512. this._meshes[this._numMeshes] = null;
  66513. this._impostors[this._numMeshes] = null;
  66514. }
  66515. else {
  66516. this._meshes[0] = null;
  66517. this._impostors[0] = null;
  66518. }
  66519. removed = true;
  66520. break;
  66521. }
  66522. }
  66523. if (removed && this._numMeshes === 0) {
  66524. this._scene.unregisterBeforeRender(this._renderFunction);
  66525. }
  66526. };
  66527. PhysicsViewer.prototype._getDebugMaterial = function (scene) {
  66528. if (!this._debugMaterial) {
  66529. this._debugMaterial = new BABYLON.StandardMaterial('', scene);
  66530. this._debugMaterial.wireframe = true;
  66531. }
  66532. return this._debugMaterial;
  66533. };
  66534. PhysicsViewer.prototype._getDebugBoxMesh = function (scene) {
  66535. if (!this._debugBoxMesh) {
  66536. this._debugBoxMesh = BABYLON.MeshBuilder.CreateBox('physicsBodyBoxViewMesh', { size: 1 }, scene);
  66537. this._debugBoxMesh.renderingGroupId = 1;
  66538. this._debugBoxMesh.rotationQuaternion = BABYLON.Quaternion.Identity();
  66539. this._debugBoxMesh.material = this._getDebugMaterial(scene);
  66540. scene.removeMesh(this._debugBoxMesh);
  66541. }
  66542. return this._debugBoxMesh.createInstance('physicsBodyBoxViewInstance');
  66543. };
  66544. PhysicsViewer.prototype._getDebugSphereMesh = function (scene) {
  66545. if (!this._debugSphereMesh) {
  66546. this._debugSphereMesh = BABYLON.MeshBuilder.CreateSphere('physicsBodySphereViewMesh', { diameter: 1 }, scene);
  66547. this._debugSphereMesh.renderingGroupId = 1;
  66548. this._debugSphereMesh.rotationQuaternion = BABYLON.Quaternion.Identity();
  66549. this._debugSphereMesh.material = this._getDebugMaterial(scene);
  66550. scene.removeMesh(this._debugSphereMesh);
  66551. }
  66552. return this._debugSphereMesh.createInstance('physicsBodyBoxViewInstance');
  66553. };
  66554. PhysicsViewer.prototype._getDebugMesh = function (impostor, scene) {
  66555. var mesh = null;
  66556. if (impostor.type == BABYLON.PhysicsImpostor.BoxImpostor) {
  66557. mesh = this._getDebugBoxMesh(scene);
  66558. impostor.getBoxSizeToRef(mesh.scaling);
  66559. }
  66560. else if (impostor.type == BABYLON.PhysicsImpostor.SphereImpostor) {
  66561. mesh = this._getDebugSphereMesh(scene);
  66562. var radius = impostor.getRadius();
  66563. mesh.scaling.x = radius * 2;
  66564. mesh.scaling.y = radius * 2;
  66565. mesh.scaling.z = radius * 2;
  66566. }
  66567. return mesh;
  66568. };
  66569. /** Releases all resources */
  66570. PhysicsViewer.prototype.dispose = function () {
  66571. for (var i = 0; i < this._numMeshes; i++) {
  66572. this.hideImpostor(this._impostors[i]);
  66573. }
  66574. if (this._debugBoxMesh) {
  66575. this._debugBoxMesh.dispose();
  66576. }
  66577. if (this._debugSphereMesh) {
  66578. this._debugSphereMesh.dispose();
  66579. }
  66580. if (this._debugMaterial) {
  66581. this._debugMaterial.dispose();
  66582. }
  66583. this._impostors.length = 0;
  66584. this._scene = null;
  66585. this._physicsEnginePlugin = null;
  66586. };
  66587. return PhysicsViewer;
  66588. }());
  66589. Debug.PhysicsViewer = PhysicsViewer;
  66590. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  66591. })(BABYLON || (BABYLON = {}));
  66592. //# sourceMappingURL=babylon.physicsViewer.js.map
  66593. var BABYLON;
  66594. (function (BABYLON) {
  66595. Object.defineProperty(BABYLON.Scene.prototype, "forceShowBoundingBoxes", {
  66596. get: function () {
  66597. return this._forceShowBoundingBoxes || false;
  66598. },
  66599. set: function (value) {
  66600. this._forceShowBoundingBoxes = value;
  66601. // Lazyly creates a BB renderer if needed.
  66602. if (value) {
  66603. this.getBoundingBoxRenderer();
  66604. }
  66605. },
  66606. enumerable: true,
  66607. configurable: true
  66608. });
  66609. BABYLON.Scene.prototype.getBoundingBoxRenderer = function () {
  66610. if (!this._boundingBoxRenderer) {
  66611. this._boundingBoxRenderer = new BoundingBoxRenderer(this);
  66612. }
  66613. return this._boundingBoxRenderer;
  66614. };
  66615. Object.defineProperty(BABYLON.AbstractMesh.prototype, "showBoundingBox", {
  66616. get: function () {
  66617. return this._showBoundingBox || false;
  66618. },
  66619. set: function (value) {
  66620. this._showBoundingBox = value;
  66621. // Lazyly creates a BB renderer if needed.
  66622. if (value) {
  66623. this.getScene().getBoundingBoxRenderer();
  66624. }
  66625. },
  66626. enumerable: true,
  66627. configurable: true
  66628. });
  66629. /**
  66630. * Component responsible of rendering the bounding box of the meshes in a scene.
  66631. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  66632. */
  66633. var BoundingBoxRenderer = /** @class */ (function () {
  66634. /**
  66635. * Instantiates a new bounding box renderer in a scene.
  66636. * @param scene the scene the renderer renders in
  66637. */
  66638. function BoundingBoxRenderer(scene) {
  66639. /**
  66640. * The component name helpfull to identify the component in the list of scene components.
  66641. */
  66642. this.name = BABYLON.SceneComponentConstants.NAME_BOUNDINGBOXRENDERER;
  66643. /**
  66644. * Color of the bounding box lines placed in front of an object
  66645. */
  66646. this.frontColor = new BABYLON.Color3(1, 1, 1);
  66647. /**
  66648. * Color of the bounding box lines placed behind an object
  66649. */
  66650. this.backColor = new BABYLON.Color3(0.1, 0.1, 0.1);
  66651. /**
  66652. * Defines if the renderer should show the back lines or not
  66653. */
  66654. this.showBackLines = true;
  66655. /**
  66656. * @hidden
  66657. */
  66658. this.renderList = new BABYLON.SmartArray(32);
  66659. this._vertexBuffers = {};
  66660. this.scene = scene;
  66661. scene._addComponent(this);
  66662. }
  66663. /**
  66664. * Registers the component in a given scene
  66665. */
  66666. BoundingBoxRenderer.prototype.register = function () {
  66667. this.scene._beforeEvaluateActiveMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER, this, this.reset);
  66668. this.scene._activeMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_ACTIVEMESH_BOUNDINGBOXRENDERER, this, this._activeMesh);
  66669. this.scene._evaluateSubMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER, this, this._evaluateSubMesh);
  66670. this.scene._afterRenderingGroupDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER, this, this.render);
  66671. };
  66672. BoundingBoxRenderer.prototype._evaluateSubMesh = function (mesh, subMesh) {
  66673. if (mesh.showSubMeshesBoundingBox) {
  66674. var boundingInfo = subMesh.getBoundingInfo();
  66675. if (boundingInfo !== null && boundingInfo !== undefined) {
  66676. boundingInfo.boundingBox._tag = mesh.renderingGroupId;
  66677. this.renderList.push(boundingInfo.boundingBox);
  66678. }
  66679. }
  66680. };
  66681. BoundingBoxRenderer.prototype._activeMesh = function (sourceMesh, mesh) {
  66682. if (sourceMesh.showBoundingBox || this.scene.forceShowBoundingBoxes) {
  66683. var boundingInfo = sourceMesh.getBoundingInfo();
  66684. boundingInfo.boundingBox._tag = mesh.renderingGroupId;
  66685. this.renderList.push(boundingInfo.boundingBox);
  66686. }
  66687. };
  66688. BoundingBoxRenderer.prototype._prepareRessources = function () {
  66689. if (this._colorShader) {
  66690. return;
  66691. }
  66692. this._colorShader = new BABYLON.ShaderMaterial("colorShader", this.scene, "color", {
  66693. attributes: [BABYLON.VertexBuffer.PositionKind],
  66694. uniforms: ["world", "viewProjection", "color"]
  66695. });
  66696. var engine = this.scene.getEngine();
  66697. var boxdata = BABYLON.VertexData.CreateBox({ size: 1.0 });
  66698. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, boxdata.positions, BABYLON.VertexBuffer.PositionKind, false);
  66699. this._createIndexBuffer();
  66700. };
  66701. BoundingBoxRenderer.prototype._createIndexBuffer = function () {
  66702. var engine = this.scene.getEngine();
  66703. this._indexBuffer = engine.createIndexBuffer([0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 7, 1, 6, 2, 5, 3, 4]);
  66704. };
  66705. /**
  66706. * Rebuilds the elements related to this component in case of
  66707. * context lost for instance.
  66708. */
  66709. BoundingBoxRenderer.prototype.rebuild = function () {
  66710. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  66711. if (vb) {
  66712. vb._rebuild();
  66713. }
  66714. this._createIndexBuffer();
  66715. };
  66716. /**
  66717. * @hidden
  66718. */
  66719. BoundingBoxRenderer.prototype.reset = function () {
  66720. this.renderList.reset();
  66721. };
  66722. /**
  66723. * Render the bounding boxes of a specific rendering group
  66724. * @param renderingGroupId defines the rendering group to render
  66725. */
  66726. BoundingBoxRenderer.prototype.render = function (renderingGroupId) {
  66727. if (this.renderList.length === 0) {
  66728. return;
  66729. }
  66730. this._prepareRessources();
  66731. if (!this._colorShader.isReady()) {
  66732. return;
  66733. }
  66734. var engine = this.scene.getEngine();
  66735. engine.setDepthWrite(false);
  66736. this._colorShader._preBind();
  66737. for (var boundingBoxIndex = 0; boundingBoxIndex < this.renderList.length; boundingBoxIndex++) {
  66738. var boundingBox = this.renderList.data[boundingBoxIndex];
  66739. if (boundingBox._tag !== renderingGroupId) {
  66740. continue;
  66741. }
  66742. var min = boundingBox.minimum;
  66743. var max = boundingBox.maximum;
  66744. var diff = max.subtract(min);
  66745. var median = min.add(diff.scale(0.5));
  66746. var worldMatrix = BABYLON.Matrix.Scaling(diff.x, diff.y, diff.z)
  66747. .multiply(BABYLON.Matrix.Translation(median.x, median.y, median.z))
  66748. .multiply(boundingBox.getWorldMatrix());
  66749. // VBOs
  66750. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._colorShader.getEffect());
  66751. if (this.showBackLines) {
  66752. // Back
  66753. engine.setDepthFunctionToGreaterOrEqual();
  66754. this.scene.resetCachedMaterial();
  66755. this._colorShader.setColor4("color", this.backColor.toColor4());
  66756. this._colorShader.bind(worldMatrix);
  66757. // Draw order
  66758. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  66759. }
  66760. // Front
  66761. engine.setDepthFunctionToLess();
  66762. this.scene.resetCachedMaterial();
  66763. this._colorShader.setColor4("color", this.frontColor.toColor4());
  66764. this._colorShader.bind(worldMatrix);
  66765. // Draw order
  66766. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  66767. }
  66768. this._colorShader.unbind();
  66769. engine.setDepthFunctionToLessOrEqual();
  66770. engine.setDepthWrite(true);
  66771. };
  66772. /**
  66773. * In case of occlusion queries, we can render the occlusion bounding box through this method
  66774. * @param mesh Define the mesh to render the occlusion bounding box for
  66775. */
  66776. BoundingBoxRenderer.prototype.renderOcclusionBoundingBox = function (mesh) {
  66777. this._prepareRessources();
  66778. if (!this._colorShader.isReady() || !mesh._boundingInfo) {
  66779. return;
  66780. }
  66781. var engine = this.scene.getEngine();
  66782. engine.setDepthWrite(false);
  66783. engine.setColorWrite(false);
  66784. this._colorShader._preBind();
  66785. var boundingBox = mesh._boundingInfo.boundingBox;
  66786. var min = boundingBox.minimum;
  66787. var max = boundingBox.maximum;
  66788. var diff = max.subtract(min);
  66789. var median = min.add(diff.scale(0.5));
  66790. var worldMatrix = BABYLON.Matrix.Scaling(diff.x, diff.y, diff.z)
  66791. .multiply(BABYLON.Matrix.Translation(median.x, median.y, median.z))
  66792. .multiply(boundingBox.getWorldMatrix());
  66793. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._colorShader.getEffect());
  66794. engine.setDepthFunctionToLess();
  66795. this.scene.resetCachedMaterial();
  66796. this._colorShader.bind(worldMatrix);
  66797. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  66798. this._colorShader.unbind();
  66799. engine.setDepthFunctionToLessOrEqual();
  66800. engine.setDepthWrite(true);
  66801. engine.setColorWrite(true);
  66802. };
  66803. /**
  66804. * Dispose and release the resources attached to this renderer.
  66805. */
  66806. BoundingBoxRenderer.prototype.dispose = function () {
  66807. if (!this._colorShader) {
  66808. return;
  66809. }
  66810. this.renderList.dispose();
  66811. this._colorShader.dispose();
  66812. var buffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  66813. if (buffer) {
  66814. buffer.dispose();
  66815. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  66816. }
  66817. this.scene.getEngine()._releaseBuffer(this._indexBuffer);
  66818. };
  66819. return BoundingBoxRenderer;
  66820. }());
  66821. BABYLON.BoundingBoxRenderer = BoundingBoxRenderer;
  66822. })(BABYLON || (BABYLON = {}));
  66823. //# sourceMappingURL=babylon.boundingBoxRenderer.js.map
  66824. var BABYLON;
  66825. (function (BABYLON) {
  66826. BABYLON.Engine.prototype.createTransformFeedback = function () {
  66827. return this._gl.createTransformFeedback();
  66828. };
  66829. BABYLON.Engine.prototype.deleteTransformFeedback = function (value) {
  66830. this._gl.deleteTransformFeedback(value);
  66831. };
  66832. BABYLON.Engine.prototype.bindTransformFeedback = function (value) {
  66833. this._gl.bindTransformFeedback(this._gl.TRANSFORM_FEEDBACK, value);
  66834. };
  66835. BABYLON.Engine.prototype.beginTransformFeedback = function (usePoints) {
  66836. if (usePoints === void 0) { usePoints = true; }
  66837. this._gl.beginTransformFeedback(usePoints ? this._gl.POINTS : this._gl.TRIANGLES);
  66838. };
  66839. BABYLON.Engine.prototype.endTransformFeedback = function () {
  66840. this._gl.endTransformFeedback();
  66841. };
  66842. BABYLON.Engine.prototype.setTranformFeedbackVaryings = function (program, value) {
  66843. this._gl.transformFeedbackVaryings(program, value, this._gl.INTERLEAVED_ATTRIBS);
  66844. };
  66845. BABYLON.Engine.prototype.bindTransformFeedbackBuffer = function (value) {
  66846. this._gl.bindBufferBase(this._gl.TRANSFORM_FEEDBACK_BUFFER, 0, value);
  66847. };
  66848. })(BABYLON || (BABYLON = {}));
  66849. //# sourceMappingURL=babylon.engine.transformFeedback.js.map
  66850. var BABYLON;
  66851. (function (BABYLON) {
  66852. /**
  66853. * This represents a GPU particle system in Babylon
  66854. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  66855. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  66856. */
  66857. var GPUParticleSystem = /** @class */ (function (_super) {
  66858. __extends(GPUParticleSystem, _super);
  66859. /**
  66860. * Instantiates a GPU particle system.
  66861. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  66862. * @param name The name of the particle system
  66863. * @param options The options used to create the system
  66864. * @param scene The scene the particle system belongs to
  66865. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  66866. */
  66867. function GPUParticleSystem(name, options, scene, isAnimationSheetEnabled) {
  66868. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  66869. var _this = _super.call(this, name) || this;
  66870. /**
  66871. * The layer mask we are rendering the particles through.
  66872. */
  66873. _this.layerMask = 0x0FFFFFFF;
  66874. _this._accumulatedCount = 0;
  66875. _this._targetIndex = 0;
  66876. _this._currentRenderId = -1;
  66877. _this._started = false;
  66878. _this._stopped = false;
  66879. _this._timeDelta = 0;
  66880. _this._actualFrame = 0;
  66881. _this._rawTextureWidth = 256;
  66882. /**
  66883. * An event triggered when the system is disposed.
  66884. */
  66885. _this.onDisposeObservable = new BABYLON.Observable();
  66886. /**
  66887. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  66888. * to override the particles.
  66889. */
  66890. _this.forceDepthWrite = false;
  66891. _this._preWarmDone = false;
  66892. _this._scene = scene || BABYLON.Engine.LastCreatedScene;
  66893. // Setup the default processing configuration to the scene.
  66894. _this._attachImageProcessingConfiguration(null);
  66895. _this._engine = _this._scene.getEngine();
  66896. if (!options.randomTextureSize) {
  66897. delete options.randomTextureSize;
  66898. }
  66899. var fullOptions = __assign({ capacity: 50000, randomTextureSize: _this._engine.getCaps().maxTextureSize }, options);
  66900. var optionsAsNumber = options;
  66901. if (isFinite(optionsAsNumber)) {
  66902. fullOptions.capacity = optionsAsNumber;
  66903. }
  66904. _this._capacity = fullOptions.capacity;
  66905. _this._activeCount = fullOptions.capacity;
  66906. _this._currentActiveCount = 0;
  66907. _this._isAnimationSheetEnabled = isAnimationSheetEnabled;
  66908. _this._scene.particleSystems.push(_this);
  66909. _this._updateEffectOptions = {
  66910. attributes: ["position", "age", "life", "seed", "size", "color", "direction", "initialDirection", "angle", "cellIndex", "cellStartOffset", "noiseCoordinates1", "noiseCoordinates2"],
  66911. uniformsNames: ["currentCount", "timeDelta", "emitterWM", "lifeTime", "color1", "color2", "sizeRange", "scaleRange", "gravity", "emitPower",
  66912. "direction1", "direction2", "minEmitBox", "maxEmitBox", "radius", "directionRandomizer", "height", "coneAngle", "stopFactor",
  66913. "angleRange", "radiusRange", "cellInfos", "noiseStrength", "limitVelocityDamping"],
  66914. uniformBuffersNames: [],
  66915. samplers: ["randomSampler", "randomSampler2", "sizeGradientSampler", "angularSpeedGradientSampler", "velocityGradientSampler", "limitVelocityGradientSampler", "noiseSampler", "dragGradientSampler"],
  66916. defines: "",
  66917. fallbacks: null,
  66918. onCompiled: null,
  66919. onError: null,
  66920. indexParameters: null,
  66921. maxSimultaneousLights: 0,
  66922. transformFeedbackVaryings: []
  66923. };
  66924. _this.particleEmitterType = new BABYLON.BoxParticleEmitter();
  66925. // Random data
  66926. var maxTextureSize = Math.min(_this._engine.getCaps().maxTextureSize, fullOptions.randomTextureSize);
  66927. var d = [];
  66928. for (var i = 0; i < maxTextureSize; ++i) {
  66929. d.push(Math.random());
  66930. d.push(Math.random());
  66931. d.push(Math.random());
  66932. d.push(Math.random());
  66933. }
  66934. _this._randomTexture = new BABYLON.RawTexture(new Float32Array(d), maxTextureSize, 1, BABYLON.Engine.TEXTUREFORMAT_RGBA, _this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE, BABYLON.Engine.TEXTURETYPE_FLOAT);
  66935. _this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  66936. _this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  66937. d = [];
  66938. for (var i = 0; i < maxTextureSize; ++i) {
  66939. d.push(Math.random());
  66940. d.push(Math.random());
  66941. d.push(Math.random());
  66942. d.push(Math.random());
  66943. }
  66944. _this._randomTexture2 = new BABYLON.RawTexture(new Float32Array(d), maxTextureSize, 1, BABYLON.Engine.TEXTUREFORMAT_RGBA, _this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE, BABYLON.Engine.TEXTURETYPE_FLOAT);
  66945. _this._randomTexture2.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  66946. _this._randomTexture2.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  66947. _this._randomTextureSize = maxTextureSize;
  66948. return _this;
  66949. }
  66950. Object.defineProperty(GPUParticleSystem, "IsSupported", {
  66951. /**
  66952. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  66953. */
  66954. get: function () {
  66955. if (!BABYLON.Engine.LastCreatedEngine) {
  66956. return false;
  66957. }
  66958. return BABYLON.Engine.LastCreatedEngine.webGLVersion > 1;
  66959. },
  66960. enumerable: true,
  66961. configurable: true
  66962. });
  66963. /**
  66964. * Gets the maximum number of particles active at the same time.
  66965. * @returns The max number of active particles.
  66966. */
  66967. GPUParticleSystem.prototype.getCapacity = function () {
  66968. return this._capacity;
  66969. };
  66970. Object.defineProperty(GPUParticleSystem.prototype, "activeParticleCount", {
  66971. /**
  66972. * Gets or set the number of active particles
  66973. */
  66974. get: function () {
  66975. return this._activeCount;
  66976. },
  66977. set: function (value) {
  66978. this._activeCount = Math.min(value, this._capacity);
  66979. },
  66980. enumerable: true,
  66981. configurable: true
  66982. });
  66983. /**
  66984. * Is this system ready to be used/rendered
  66985. * @return true if the system is ready
  66986. */
  66987. GPUParticleSystem.prototype.isReady = function () {
  66988. if (!this._updateEffect) {
  66989. this._recreateUpdateEffect();
  66990. this._recreateRenderEffect();
  66991. return false;
  66992. }
  66993. if (!this.emitter || !this._updateEffect.isReady() || !this._imageProcessingConfiguration.isReady() || !this._renderEffect.isReady() || !this.particleTexture || !this.particleTexture.isReady()) {
  66994. return false;
  66995. }
  66996. return true;
  66997. };
  66998. /**
  66999. * Gets if the system has been started. (Note: this will still be true after stop is called)
  67000. * @returns True if it has been started, otherwise false.
  67001. */
  67002. GPUParticleSystem.prototype.isStarted = function () {
  67003. return this._started;
  67004. };
  67005. /**
  67006. * Starts the particle system and begins to emit
  67007. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  67008. */
  67009. GPUParticleSystem.prototype.start = function (delay) {
  67010. var _this = this;
  67011. if (delay === void 0) { delay = this.startDelay; }
  67012. if (!this.targetStopDuration && this._hasTargetStopDurationDependantGradient()) {
  67013. throw "Particle system started with a targetStopDuration dependant gradient (eg. startSizeGradients) but no targetStopDuration set";
  67014. }
  67015. if (delay) {
  67016. setTimeout(function () {
  67017. _this.start(0);
  67018. }, delay);
  67019. return;
  67020. }
  67021. this._started = true;
  67022. this._stopped = false;
  67023. this._preWarmDone = false;
  67024. // Animations
  67025. if (this.beginAnimationOnStart && this.animations && this.animations.length > 0) {
  67026. this.getScene().beginAnimation(this, this.beginAnimationFrom, this.beginAnimationTo, this.beginAnimationLoop);
  67027. }
  67028. };
  67029. /**
  67030. * Stops the particle system.
  67031. */
  67032. GPUParticleSystem.prototype.stop = function () {
  67033. this._stopped = true;
  67034. };
  67035. /**
  67036. * Remove all active particles
  67037. */
  67038. GPUParticleSystem.prototype.reset = function () {
  67039. this._releaseBuffers();
  67040. this._releaseVAOs();
  67041. this._currentActiveCount = 0;
  67042. this._targetIndex = 0;
  67043. };
  67044. /**
  67045. * Returns the string "GPUParticleSystem"
  67046. * @returns a string containing the class name
  67047. */
  67048. GPUParticleSystem.prototype.getClassName = function () {
  67049. return "GPUParticleSystem";
  67050. };
  67051. GPUParticleSystem.prototype._removeGradientAndTexture = function (gradient, gradients, texture) {
  67052. _super.prototype._removeGradientAndTexture.call(this, gradient, gradients, texture);
  67053. this._releaseBuffers();
  67054. return this;
  67055. };
  67056. /**
  67057. * Adds a new color gradient
  67058. * @param gradient defines the gradient to use (between 0 and 1)
  67059. * @param color1 defines the color to affect to the specified gradient
  67060. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  67061. * @returns the current particle system
  67062. */
  67063. GPUParticleSystem.prototype.addColorGradient = function (gradient, color1, color2) {
  67064. if (!this._colorGradients) {
  67065. this._colorGradients = [];
  67066. }
  67067. var colorGradient = new BABYLON.ColorGradient();
  67068. colorGradient.gradient = gradient;
  67069. colorGradient.color1 = color1;
  67070. this._colorGradients.push(colorGradient);
  67071. this._colorGradients.sort(function (a, b) {
  67072. if (a.gradient < b.gradient) {
  67073. return -1;
  67074. }
  67075. else if (a.gradient > b.gradient) {
  67076. return 1;
  67077. }
  67078. return 0;
  67079. });
  67080. if (this._colorGradientsTexture) {
  67081. this._colorGradientsTexture.dispose();
  67082. this._colorGradientsTexture = null;
  67083. }
  67084. this._releaseBuffers();
  67085. return this;
  67086. };
  67087. /**
  67088. * Remove a specific color gradient
  67089. * @param gradient defines the gradient to remove
  67090. * @returns the current particle system
  67091. */
  67092. GPUParticleSystem.prototype.removeColorGradient = function (gradient) {
  67093. this._removeGradientAndTexture(gradient, this._colorGradients, this._colorGradientsTexture);
  67094. this._colorGradientsTexture = null;
  67095. return this;
  67096. };
  67097. GPUParticleSystem.prototype._addFactorGradient = function (factorGradients, gradient, factor) {
  67098. var valueGradient = new BABYLON.FactorGradient();
  67099. valueGradient.gradient = gradient;
  67100. valueGradient.factor1 = factor;
  67101. factorGradients.push(valueGradient);
  67102. factorGradients.sort(function (a, b) {
  67103. if (a.gradient < b.gradient) {
  67104. return -1;
  67105. }
  67106. else if (a.gradient > b.gradient) {
  67107. return 1;
  67108. }
  67109. return 0;
  67110. });
  67111. this._releaseBuffers();
  67112. };
  67113. /**
  67114. * Adds a new size gradient
  67115. * @param gradient defines the gradient to use (between 0 and 1)
  67116. * @param factor defines the size factor to affect to the specified gradient
  67117. * @returns the current particle system
  67118. */
  67119. GPUParticleSystem.prototype.addSizeGradient = function (gradient, factor) {
  67120. if (!this._sizeGradients) {
  67121. this._sizeGradients = [];
  67122. }
  67123. this._addFactorGradient(this._sizeGradients, gradient, factor);
  67124. if (this._sizeGradientsTexture) {
  67125. this._sizeGradientsTexture.dispose();
  67126. this._sizeGradientsTexture = null;
  67127. }
  67128. this._releaseBuffers();
  67129. return this;
  67130. };
  67131. /**
  67132. * Remove a specific size gradient
  67133. * @param gradient defines the gradient to remove
  67134. * @returns the current particle system
  67135. */
  67136. GPUParticleSystem.prototype.removeSizeGradient = function (gradient) {
  67137. this._removeGradientAndTexture(gradient, this._sizeGradients, this._sizeGradientsTexture);
  67138. this._sizeGradientsTexture = null;
  67139. return this;
  67140. };
  67141. /**
  67142. * Adds a new angular speed gradient
  67143. * @param gradient defines the gradient to use (between 0 and 1)
  67144. * @param factor defines the angular speed to affect to the specified gradient
  67145. * @returns the current particle system
  67146. */
  67147. GPUParticleSystem.prototype.addAngularSpeedGradient = function (gradient, factor) {
  67148. if (!this._angularSpeedGradients) {
  67149. this._angularSpeedGradients = [];
  67150. }
  67151. this._addFactorGradient(this._angularSpeedGradients, gradient, factor);
  67152. if (this._angularSpeedGradientsTexture) {
  67153. this._angularSpeedGradientsTexture.dispose();
  67154. this._angularSpeedGradientsTexture = null;
  67155. }
  67156. this._releaseBuffers();
  67157. return this;
  67158. };
  67159. /**
  67160. * Remove a specific angular speed gradient
  67161. * @param gradient defines the gradient to remove
  67162. * @returns the current particle system
  67163. */
  67164. GPUParticleSystem.prototype.removeAngularSpeedGradient = function (gradient) {
  67165. this._removeGradientAndTexture(gradient, this._angularSpeedGradients, this._angularSpeedGradientsTexture);
  67166. this._angularSpeedGradientsTexture = null;
  67167. return this;
  67168. };
  67169. /**
  67170. * Adds a new velocity gradient
  67171. * @param gradient defines the gradient to use (between 0 and 1)
  67172. * @param factor defines the velocity to affect to the specified gradient
  67173. * @returns the current particle system
  67174. */
  67175. GPUParticleSystem.prototype.addVelocityGradient = function (gradient, factor) {
  67176. if (!this._velocityGradients) {
  67177. this._velocityGradients = [];
  67178. }
  67179. this._addFactorGradient(this._velocityGradients, gradient, factor);
  67180. if (this._velocityGradientsTexture) {
  67181. this._velocityGradientsTexture.dispose();
  67182. this._velocityGradientsTexture = null;
  67183. }
  67184. this._releaseBuffers();
  67185. return this;
  67186. };
  67187. /**
  67188. * Remove a specific velocity gradient
  67189. * @param gradient defines the gradient to remove
  67190. * @returns the current particle system
  67191. */
  67192. GPUParticleSystem.prototype.removeVelocityGradient = function (gradient) {
  67193. this._removeGradientAndTexture(gradient, this._velocityGradients, this._velocityGradientsTexture);
  67194. this._velocityGradientsTexture = null;
  67195. return this;
  67196. };
  67197. /**
  67198. * Adds a new limit velocity gradient
  67199. * @param gradient defines the gradient to use (between 0 and 1)
  67200. * @param factor defines the limit velocity value to affect to the specified gradient
  67201. * @returns the current particle system
  67202. */
  67203. GPUParticleSystem.prototype.addLimitVelocityGradient = function (gradient, factor) {
  67204. if (!this._limitVelocityGradients) {
  67205. this._limitVelocityGradients = [];
  67206. }
  67207. this._addFactorGradient(this._limitVelocityGradients, gradient, factor);
  67208. if (this._limitVelocityGradientsTexture) {
  67209. this._limitVelocityGradientsTexture.dispose();
  67210. this._limitVelocityGradientsTexture = null;
  67211. }
  67212. this._releaseBuffers();
  67213. return this;
  67214. };
  67215. /**
  67216. * Remove a specific limit velocity gradient
  67217. * @param gradient defines the gradient to remove
  67218. * @returns the current particle system
  67219. */
  67220. GPUParticleSystem.prototype.removeLimitVelocityGradient = function (gradient) {
  67221. this._removeGradientAndTexture(gradient, this._limitVelocityGradients, this._limitVelocityGradientsTexture);
  67222. this._limitVelocityGradientsTexture = null;
  67223. return this;
  67224. };
  67225. /**
  67226. * Adds a new drag gradient
  67227. * @param gradient defines the gradient to use (between 0 and 1)
  67228. * @param factor defines the drag value to affect to the specified gradient
  67229. * @returns the current particle system
  67230. */
  67231. GPUParticleSystem.prototype.addDragGradient = function (gradient, factor) {
  67232. if (!this._dragGradients) {
  67233. this._dragGradients = [];
  67234. }
  67235. this._addFactorGradient(this._dragGradients, gradient, factor);
  67236. if (this._dragGradientsTexture) {
  67237. this._dragGradientsTexture.dispose();
  67238. this._dragGradientsTexture = null;
  67239. }
  67240. this._releaseBuffers();
  67241. return this;
  67242. };
  67243. /**
  67244. * Remove a specific drag gradient
  67245. * @param gradient defines the gradient to remove
  67246. * @returns the current particle system
  67247. */
  67248. GPUParticleSystem.prototype.removeDragGradient = function (gradient) {
  67249. this._removeGradientAndTexture(gradient, this._dragGradients, this._dragGradientsTexture);
  67250. this._dragGradientsTexture = null;
  67251. return this;
  67252. };
  67253. /**
  67254. * Not supported by GPUParticleSystem
  67255. * @param gradient defines the gradient to use (between 0 and 1)
  67256. * @param factor defines the emit rate value to affect to the specified gradient
  67257. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  67258. * @returns the current particle system
  67259. */
  67260. GPUParticleSystem.prototype.addEmitRateGradient = function (gradient, factor, factor2) {
  67261. // Do nothing as emit rate is not supported by GPUParticleSystem
  67262. return this;
  67263. };
  67264. /**
  67265. * Not supported by GPUParticleSystem
  67266. * @param gradient defines the gradient to remove
  67267. * @returns the current particle system
  67268. */
  67269. GPUParticleSystem.prototype.removeEmitRateGradient = function (gradient) {
  67270. // Do nothing as emit rate is not supported by GPUParticleSystem
  67271. return this;
  67272. };
  67273. /**
  67274. * Not supported by GPUParticleSystem
  67275. * @param gradient defines the gradient to use (between 0 and 1)
  67276. * @param factor defines the start size value to affect to the specified gradient
  67277. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  67278. * @returns the current particle system
  67279. */
  67280. GPUParticleSystem.prototype.addStartSizeGradient = function (gradient, factor, factor2) {
  67281. // Do nothing as start size is not supported by GPUParticleSystem
  67282. return this;
  67283. };
  67284. /**
  67285. * Not supported by GPUParticleSystem
  67286. * @param gradient defines the gradient to remove
  67287. * @returns the current particle system
  67288. */
  67289. GPUParticleSystem.prototype.removeStartSizeGradient = function (gradient) {
  67290. // Do nothing as start size is not supported by GPUParticleSystem
  67291. return this;
  67292. };
  67293. /**
  67294. * Not supported by GPUParticleSystem
  67295. * @param gradient defines the gradient to use (between 0 and 1)
  67296. * @param min defines the color remap minimal range
  67297. * @param max defines the color remap maximal range
  67298. * @returns the current particle system
  67299. */
  67300. GPUParticleSystem.prototype.addColorRemapGradient = function (gradient, min, max) {
  67301. // Do nothing as start size is not supported by GPUParticleSystem
  67302. return this;
  67303. };
  67304. /**
  67305. * Not supported by GPUParticleSystem
  67306. * @param gradient defines the gradient to remove
  67307. * @returns the current particle system
  67308. */
  67309. GPUParticleSystem.prototype.removeColorRemapGradient = function (gradient) {
  67310. // Do nothing as start size is not supported by GPUParticleSystem
  67311. return this;
  67312. };
  67313. /**
  67314. * Not supported by GPUParticleSystem
  67315. * @param gradient defines the gradient to use (between 0 and 1)
  67316. * @param min defines the alpha remap minimal range
  67317. * @param max defines the alpha remap maximal range
  67318. * @returns the current particle system
  67319. */
  67320. GPUParticleSystem.prototype.addAlphaRemapGradient = function (gradient, min, max) {
  67321. // Do nothing as start size is not supported by GPUParticleSystem
  67322. return this;
  67323. };
  67324. /**
  67325. * Not supported by GPUParticleSystem
  67326. * @param gradient defines the gradient to remove
  67327. * @returns the current particle system
  67328. */
  67329. GPUParticleSystem.prototype.removeAlphaRemapGradient = function (gradient) {
  67330. // Do nothing as start size is not supported by GPUParticleSystem
  67331. return this;
  67332. };
  67333. /**
  67334. * Not supported by GPUParticleSystem
  67335. * @param gradient defines the gradient to use (between 0 and 1)
  67336. * @param color defines the color to affect to the specified gradient
  67337. * @returns the current particle system
  67338. */
  67339. GPUParticleSystem.prototype.addRampGradient = function (gradient, color) {
  67340. //Not supported by GPUParticleSystem
  67341. return this;
  67342. };
  67343. /**
  67344. * Not supported by GPUParticleSystem
  67345. * @param gradient defines the gradient to remove
  67346. * @returns the current particle system
  67347. */
  67348. GPUParticleSystem.prototype.removeRampGradient = function (gradient) {
  67349. //Not supported by GPUParticleSystem
  67350. return this;
  67351. };
  67352. /**
  67353. * Not supported by GPUParticleSystem
  67354. * @returns the list of ramp gradients
  67355. */
  67356. GPUParticleSystem.prototype.getRampGradients = function () {
  67357. return null;
  67358. };
  67359. Object.defineProperty(GPUParticleSystem.prototype, "useRampGradients", {
  67360. /**
  67361. * Not supported by GPUParticleSystem
  67362. * Gets or sets a boolean indicating that ramp gradients must be used
  67363. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  67364. */
  67365. get: function () {
  67366. //Not supported by GPUParticleSystem
  67367. return false;
  67368. },
  67369. set: function (value) {
  67370. //Not supported by GPUParticleSystem
  67371. },
  67372. enumerable: true,
  67373. configurable: true
  67374. });
  67375. /**
  67376. * Not supported by GPUParticleSystem
  67377. * @param gradient defines the gradient to use (between 0 and 1)
  67378. * @param factor defines the life time factor to affect to the specified gradient
  67379. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  67380. * @returns the current particle system
  67381. */
  67382. GPUParticleSystem.prototype.addLifeTimeGradient = function (gradient, factor, factor2) {
  67383. //Not supported by GPUParticleSystem
  67384. return this;
  67385. };
  67386. /**
  67387. * Not supported by GPUParticleSystem
  67388. * @param gradient defines the gradient to remove
  67389. * @returns the current particle system
  67390. */
  67391. GPUParticleSystem.prototype.removeLifeTimeGradient = function (gradient) {
  67392. //Not supported by GPUParticleSystem
  67393. return this;
  67394. };
  67395. GPUParticleSystem.prototype._reset = function () {
  67396. this._releaseBuffers();
  67397. };
  67398. GPUParticleSystem.prototype._createUpdateVAO = function (source) {
  67399. var updateVertexBuffers = {};
  67400. updateVertexBuffers["position"] = source.createVertexBuffer("position", 0, 3);
  67401. updateVertexBuffers["age"] = source.createVertexBuffer("age", 3, 1);
  67402. updateVertexBuffers["life"] = source.createVertexBuffer("life", 4, 1);
  67403. updateVertexBuffers["seed"] = source.createVertexBuffer("seed", 5, 4);
  67404. updateVertexBuffers["size"] = source.createVertexBuffer("size", 9, 3);
  67405. var offset = 12;
  67406. if (!this._colorGradientsTexture) {
  67407. updateVertexBuffers["color"] = source.createVertexBuffer("color", offset, 4);
  67408. offset += 4;
  67409. }
  67410. updateVertexBuffers["direction"] = source.createVertexBuffer("direction", offset, 3);
  67411. offset += 3;
  67412. if (!this._isBillboardBased) {
  67413. updateVertexBuffers["initialDirection"] = source.createVertexBuffer("initialDirection", offset, 3);
  67414. offset += 3;
  67415. }
  67416. if (this._angularSpeedGradientsTexture) {
  67417. updateVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 1);
  67418. offset += 1;
  67419. }
  67420. else {
  67421. updateVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 2);
  67422. offset += 2;
  67423. }
  67424. if (this._isAnimationSheetEnabled) {
  67425. updateVertexBuffers["cellIndex"] = source.createVertexBuffer("cellIndex", offset, 1);
  67426. offset += 1;
  67427. if (this.spriteRandomStartCell) {
  67428. updateVertexBuffers["cellStartOffset"] = source.createVertexBuffer("cellStartOffset", offset, 1);
  67429. offset += 1;
  67430. }
  67431. }
  67432. if (this.noiseTexture) {
  67433. updateVertexBuffers["noiseCoordinates1"] = source.createVertexBuffer("noiseCoordinates1", offset, 3);
  67434. offset += 3;
  67435. updateVertexBuffers["noiseCoordinates2"] = source.createVertexBuffer("noiseCoordinates2", offset, 3);
  67436. offset += 3;
  67437. }
  67438. var vao = this._engine.recordVertexArrayObject(updateVertexBuffers, null, this._updateEffect);
  67439. this._engine.bindArrayBuffer(null);
  67440. return vao;
  67441. };
  67442. GPUParticleSystem.prototype._createRenderVAO = function (source, spriteSource) {
  67443. var renderVertexBuffers = {};
  67444. renderVertexBuffers["position"] = source.createVertexBuffer("position", 0, 3, this._attributesStrideSize, true);
  67445. renderVertexBuffers["age"] = source.createVertexBuffer("age", 3, 1, this._attributesStrideSize, true);
  67446. renderVertexBuffers["life"] = source.createVertexBuffer("life", 4, 1, this._attributesStrideSize, true);
  67447. renderVertexBuffers["size"] = source.createVertexBuffer("size", 9, 3, this._attributesStrideSize, true);
  67448. var offset = 12;
  67449. if (!this._colorGradientsTexture) {
  67450. renderVertexBuffers["color"] = source.createVertexBuffer("color", offset, 4, this._attributesStrideSize, true);
  67451. offset += 4;
  67452. }
  67453. if (this.billboardMode === BABYLON.ParticleSystem.BILLBOARDMODE_STRETCHED) {
  67454. renderVertexBuffers["direction"] = source.createVertexBuffer("direction", offset, 3, this._attributesStrideSize, true);
  67455. }
  67456. offset += 3; // Direction
  67457. if (!this._isBillboardBased) {
  67458. renderVertexBuffers["initialDirection"] = source.createVertexBuffer("initialDirection", offset, 3, this._attributesStrideSize, true);
  67459. offset += 3;
  67460. }
  67461. renderVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 1, this._attributesStrideSize, true);
  67462. if (this._angularSpeedGradientsTexture) {
  67463. offset++;
  67464. }
  67465. else {
  67466. offset += 2;
  67467. }
  67468. if (this._isAnimationSheetEnabled) {
  67469. renderVertexBuffers["cellIndex"] = source.createVertexBuffer("cellIndex", offset, 1, this._attributesStrideSize, true);
  67470. offset += 1;
  67471. if (this.spriteRandomStartCell) {
  67472. renderVertexBuffers["cellStartOffset"] = source.createVertexBuffer("cellStartOffset", offset, 1, this._attributesStrideSize, true);
  67473. offset += 1;
  67474. }
  67475. }
  67476. if (this.noiseTexture) {
  67477. renderVertexBuffers["noiseCoordinates1"] = source.createVertexBuffer("noiseCoordinates1", offset, 3, this._attributesStrideSize, true);
  67478. offset += 3;
  67479. renderVertexBuffers["noiseCoordinates2"] = source.createVertexBuffer("noiseCoordinates2", offset, 3, this._attributesStrideSize, true);
  67480. offset += 3;
  67481. }
  67482. renderVertexBuffers["offset"] = spriteSource.createVertexBuffer("offset", 0, 2);
  67483. renderVertexBuffers["uv"] = spriteSource.createVertexBuffer("uv", 2, 2);
  67484. var vao = this._engine.recordVertexArrayObject(renderVertexBuffers, null, this._renderEffect);
  67485. this._engine.bindArrayBuffer(null);
  67486. return vao;
  67487. };
  67488. GPUParticleSystem.prototype._initialize = function (force) {
  67489. if (force === void 0) { force = false; }
  67490. if (this._buffer0 && !force) {
  67491. return;
  67492. }
  67493. var engine = this._scene.getEngine();
  67494. var data = new Array();
  67495. this._attributesStrideSize = 21;
  67496. this._targetIndex = 0;
  67497. if (!this.isBillboardBased) {
  67498. this._attributesStrideSize += 3;
  67499. }
  67500. if (this._colorGradientsTexture) {
  67501. this._attributesStrideSize -= 4;
  67502. }
  67503. if (this._angularSpeedGradientsTexture) {
  67504. this._attributesStrideSize -= 1;
  67505. }
  67506. if (this._isAnimationSheetEnabled) {
  67507. this._attributesStrideSize += 1;
  67508. if (this.spriteRandomStartCell) {
  67509. this._attributesStrideSize += 1;
  67510. }
  67511. }
  67512. if (this.noiseTexture) {
  67513. this._attributesStrideSize += 6;
  67514. }
  67515. for (var particleIndex = 0; particleIndex < this._capacity; particleIndex++) {
  67516. // position
  67517. data.push(0.0);
  67518. data.push(0.0);
  67519. data.push(0.0);
  67520. // Age and life
  67521. data.push(0.0); // create the particle as a dead one to create a new one at start
  67522. data.push(0.0);
  67523. // Seed
  67524. data.push(Math.random());
  67525. data.push(Math.random());
  67526. data.push(Math.random());
  67527. data.push(Math.random());
  67528. // Size
  67529. data.push(0.0);
  67530. data.push(0.0);
  67531. data.push(0.0);
  67532. if (!this._colorGradientsTexture) {
  67533. // color
  67534. data.push(0.0);
  67535. data.push(0.0);
  67536. data.push(0.0);
  67537. data.push(0.0);
  67538. }
  67539. // direction
  67540. data.push(0.0);
  67541. data.push(0.0);
  67542. data.push(0.0);
  67543. if (!this.isBillboardBased) {
  67544. // initialDirection
  67545. data.push(0.0);
  67546. data.push(0.0);
  67547. data.push(0.0);
  67548. }
  67549. // angle
  67550. data.push(0.0);
  67551. if (!this._angularSpeedGradientsTexture) {
  67552. data.push(0.0);
  67553. }
  67554. if (this._isAnimationSheetEnabled) {
  67555. data.push(0.0);
  67556. if (this.spriteRandomStartCell) {
  67557. data.push(0.0);
  67558. }
  67559. }
  67560. if (this.noiseTexture) { // Random coordinates for reading into noise texture
  67561. data.push(Math.random());
  67562. data.push(Math.random());
  67563. data.push(Math.random());
  67564. data.push(Math.random());
  67565. data.push(Math.random());
  67566. data.push(Math.random());
  67567. }
  67568. }
  67569. // Sprite data
  67570. var spriteData = new Float32Array([0.5, 0.5, 1, 1,
  67571. -0.5, 0.5, 0, 1,
  67572. -0.5, -0.5, 0, 0,
  67573. 0.5, -0.5, 1, 0]);
  67574. // Buffers
  67575. this._buffer0 = new BABYLON.Buffer(engine, data, false, this._attributesStrideSize);
  67576. this._buffer1 = new BABYLON.Buffer(engine, data, false, this._attributesStrideSize);
  67577. this._spriteBuffer = new BABYLON.Buffer(engine, spriteData, false, 4);
  67578. // Update VAO
  67579. this._updateVAO = [];
  67580. this._updateVAO.push(this._createUpdateVAO(this._buffer0));
  67581. this._updateVAO.push(this._createUpdateVAO(this._buffer1));
  67582. // Render VAO
  67583. this._renderVAO = [];
  67584. this._renderVAO.push(this._createRenderVAO(this._buffer1, this._spriteBuffer));
  67585. this._renderVAO.push(this._createRenderVAO(this._buffer0, this._spriteBuffer));
  67586. // Links
  67587. this._sourceBuffer = this._buffer0;
  67588. this._targetBuffer = this._buffer1;
  67589. };
  67590. /** @hidden */
  67591. GPUParticleSystem.prototype._recreateUpdateEffect = function () {
  67592. var defines = this.particleEmitterType ? this.particleEmitterType.getEffectDefines() : "";
  67593. if (this._isBillboardBased) {
  67594. defines += "\n#define BILLBOARD";
  67595. }
  67596. if (this._colorGradientsTexture) {
  67597. defines += "\n#define COLORGRADIENTS";
  67598. }
  67599. if (this._sizeGradientsTexture) {
  67600. defines += "\n#define SIZEGRADIENTS";
  67601. }
  67602. if (this._angularSpeedGradientsTexture) {
  67603. defines += "\n#define ANGULARSPEEDGRADIENTS";
  67604. }
  67605. if (this._velocityGradientsTexture) {
  67606. defines += "\n#define VELOCITYGRADIENTS";
  67607. }
  67608. if (this._limitVelocityGradientsTexture) {
  67609. defines += "\n#define LIMITVELOCITYGRADIENTS";
  67610. }
  67611. if (this._dragGradientsTexture) {
  67612. defines += "\n#define DRAGGRADIENTS";
  67613. }
  67614. if (this.isAnimationSheetEnabled) {
  67615. defines += "\n#define ANIMATESHEET";
  67616. if (this.spriteRandomStartCell) {
  67617. defines += "\n#define ANIMATESHEETRANDOMSTART";
  67618. }
  67619. }
  67620. if (this.noiseTexture) {
  67621. defines += "\n#define NOISE";
  67622. }
  67623. if (this._updateEffect && this._updateEffectOptions.defines === defines) {
  67624. return;
  67625. }
  67626. this._updateEffectOptions.transformFeedbackVaryings = ["outPosition", "outAge", "outLife", "outSeed", "outSize"];
  67627. if (!this._colorGradientsTexture) {
  67628. this._updateEffectOptions.transformFeedbackVaryings.push("outColor");
  67629. }
  67630. this._updateEffectOptions.transformFeedbackVaryings.push("outDirection");
  67631. if (!this._isBillboardBased) {
  67632. this._updateEffectOptions.transformFeedbackVaryings.push("outInitialDirection");
  67633. }
  67634. this._updateEffectOptions.transformFeedbackVaryings.push("outAngle");
  67635. if (this.isAnimationSheetEnabled) {
  67636. this._updateEffectOptions.transformFeedbackVaryings.push("outCellIndex");
  67637. if (this.spriteRandomStartCell) {
  67638. this._updateEffectOptions.transformFeedbackVaryings.push("outCellStartOffset");
  67639. }
  67640. }
  67641. if (this.noiseTexture) {
  67642. this._updateEffectOptions.transformFeedbackVaryings.push("outNoiseCoordinates1");
  67643. this._updateEffectOptions.transformFeedbackVaryings.push("outNoiseCoordinates2");
  67644. }
  67645. this._updateEffectOptions.defines = defines;
  67646. this._updateEffect = new BABYLON.Effect("gpuUpdateParticles", this._updateEffectOptions, this._scene.getEngine());
  67647. };
  67648. /** @hidden */
  67649. GPUParticleSystem.prototype._recreateRenderEffect = function () {
  67650. var defines = "";
  67651. if (this._scene.clipPlane) {
  67652. defines = "\n#define CLIPPLANE";
  67653. }
  67654. if (this._scene.clipPlane2) {
  67655. defines = "\n#define CLIPPLANE2";
  67656. }
  67657. if (this._scene.clipPlane3) {
  67658. defines = "\n#define CLIPPLANE3";
  67659. }
  67660. if (this._scene.clipPlane4) {
  67661. defines = "\n#define CLIPPLANE4";
  67662. }
  67663. if (this.blendMode === BABYLON.ParticleSystem.BLENDMODE_MULTIPLY) {
  67664. defines = "\n#define BLENDMULTIPLYMODE";
  67665. }
  67666. if (this._isBillboardBased) {
  67667. defines += "\n#define BILLBOARD";
  67668. switch (this.billboardMode) {
  67669. case BABYLON.ParticleSystem.BILLBOARDMODE_Y:
  67670. defines += "\n#define BILLBOARDY";
  67671. break;
  67672. case BABYLON.ParticleSystem.BILLBOARDMODE_STRETCHED:
  67673. defines += "\n#define BILLBOARDSTRETCHED";
  67674. break;
  67675. case BABYLON.ParticleSystem.BILLBOARDMODE_ALL:
  67676. default:
  67677. break;
  67678. }
  67679. }
  67680. if (this._colorGradientsTexture) {
  67681. defines += "\n#define COLORGRADIENTS";
  67682. }
  67683. if (this.isAnimationSheetEnabled) {
  67684. defines += "\n#define ANIMATESHEET";
  67685. }
  67686. if (this._imageProcessingConfiguration) {
  67687. this._imageProcessingConfiguration.prepareDefines(this._imageProcessingConfigurationDefines);
  67688. defines += "\n" + this._imageProcessingConfigurationDefines.toString();
  67689. }
  67690. if (this._renderEffect && this._renderEffect.defines === defines) {
  67691. return;
  67692. }
  67693. var uniforms = ["view", "projection", "colorDead", "invView", "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "sheetInfos", "translationPivot", "eyePosition"];
  67694. var samplers = ["textureSampler", "colorGradientSampler"];
  67695. if (BABYLON.ImageProcessingConfiguration) {
  67696. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, this._imageProcessingConfigurationDefines);
  67697. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, this._imageProcessingConfigurationDefines);
  67698. }
  67699. this._renderEffect = new BABYLON.Effect("gpuRenderParticles", ["position", "age", "life", "size", "color", "offset", "uv", "direction", "initialDirection", "angle", "cellIndex"], uniforms, samplers, this._scene.getEngine(), defines);
  67700. };
  67701. /**
  67702. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  67703. * @param preWarm defines if we are in the pre-warmimg phase
  67704. */
  67705. GPUParticleSystem.prototype.animate = function (preWarm) {
  67706. if (preWarm === void 0) { preWarm = false; }
  67707. this._timeDelta = this.updateSpeed * (preWarm ? this.preWarmStepOffset : this._scene.getAnimationRatio());
  67708. this._actualFrame += this._timeDelta;
  67709. if (!this._stopped) {
  67710. if (this.targetStopDuration && this._actualFrame >= this.targetStopDuration) {
  67711. this.stop();
  67712. }
  67713. }
  67714. };
  67715. GPUParticleSystem.prototype._createFactorGradientTexture = function (factorGradients, textureName) {
  67716. var texture = this[textureName];
  67717. if (!factorGradients || !factorGradients.length || texture) {
  67718. return;
  67719. }
  67720. var data = new Float32Array(this._rawTextureWidth);
  67721. for (var x = 0; x < this._rawTextureWidth; x++) {
  67722. var ratio = x / this._rawTextureWidth;
  67723. BABYLON.Tools.GetCurrentGradient(ratio, factorGradients, function (currentGradient, nextGradient, scale) {
  67724. data[x] = BABYLON.Scalar.Lerp(currentGradient.factor1, nextGradient.factor1, scale);
  67725. });
  67726. }
  67727. this[textureName] = BABYLON.RawTexture.CreateRTexture(data, this._rawTextureWidth, 1, this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  67728. };
  67729. GPUParticleSystem.prototype._createSizeGradientTexture = function () {
  67730. this._createFactorGradientTexture(this._sizeGradients, "_sizeGradientsTexture");
  67731. };
  67732. GPUParticleSystem.prototype._createAngularSpeedGradientTexture = function () {
  67733. this._createFactorGradientTexture(this._angularSpeedGradients, "_angularSpeedGradientsTexture");
  67734. };
  67735. GPUParticleSystem.prototype._createVelocityGradientTexture = function () {
  67736. this._createFactorGradientTexture(this._velocityGradients, "_velocityGradientsTexture");
  67737. };
  67738. GPUParticleSystem.prototype._createLimitVelocityGradientTexture = function () {
  67739. this._createFactorGradientTexture(this._limitVelocityGradients, "_limitVelocityGradientsTexture");
  67740. };
  67741. GPUParticleSystem.prototype._createDragGradientTexture = function () {
  67742. this._createFactorGradientTexture(this._dragGradients, "_dragGradientsTexture");
  67743. };
  67744. GPUParticleSystem.prototype._createColorGradientTexture = function () {
  67745. if (!this._colorGradients || !this._colorGradients.length || this._colorGradientsTexture) {
  67746. return;
  67747. }
  67748. var data = new Uint8Array(this._rawTextureWidth * 4);
  67749. var tmpColor = BABYLON.Tmp.Color4[0];
  67750. for (var x = 0; x < this._rawTextureWidth; x++) {
  67751. var ratio = x / this._rawTextureWidth;
  67752. BABYLON.Tools.GetCurrentGradient(ratio, this._colorGradients, function (currentGradient, nextGradient, scale) {
  67753. BABYLON.Color4.LerpToRef(currentGradient.color1, nextGradient.color1, scale, tmpColor);
  67754. data[x * 4] = tmpColor.r * 255;
  67755. data[x * 4 + 1] = tmpColor.g * 255;
  67756. data[x * 4 + 2] = tmpColor.b * 255;
  67757. data[x * 4 + 3] = tmpColor.a * 255;
  67758. });
  67759. }
  67760. this._colorGradientsTexture = BABYLON.RawTexture.CreateRGBATexture(data, this._rawTextureWidth, 1, this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  67761. };
  67762. /**
  67763. * Renders the particle system in its current state
  67764. * @param preWarm defines if the system should only update the particles but not render them
  67765. * @returns the current number of particles
  67766. */
  67767. GPUParticleSystem.prototype.render = function (preWarm) {
  67768. if (preWarm === void 0) { preWarm = false; }
  67769. if (!this._started) {
  67770. return 0;
  67771. }
  67772. this._createColorGradientTexture();
  67773. this._createSizeGradientTexture();
  67774. this._createAngularSpeedGradientTexture();
  67775. this._createVelocityGradientTexture();
  67776. this._createLimitVelocityGradientTexture();
  67777. this._createDragGradientTexture();
  67778. this._recreateUpdateEffect();
  67779. this._recreateRenderEffect();
  67780. if (!this.isReady()) {
  67781. return 0;
  67782. }
  67783. if (!preWarm) {
  67784. if (!this._preWarmDone && this.preWarmCycles) {
  67785. for (var index = 0; index < this.preWarmCycles; index++) {
  67786. this.animate(true);
  67787. this.render(true);
  67788. }
  67789. this._preWarmDone = true;
  67790. }
  67791. if (this._currentRenderId === this._scene.getFrameId()) {
  67792. return 0;
  67793. }
  67794. this._currentRenderId = this._scene.getFrameId();
  67795. }
  67796. // Get everything ready to render
  67797. this._initialize();
  67798. this._accumulatedCount += this.emitRate * this._timeDelta;
  67799. if (this._accumulatedCount > 1) {
  67800. var intPart = this._accumulatedCount | 0;
  67801. this._accumulatedCount -= intPart;
  67802. this._currentActiveCount = Math.min(this._activeCount, this._currentActiveCount + intPart);
  67803. }
  67804. if (!this._currentActiveCount) {
  67805. return 0;
  67806. }
  67807. // Enable update effect
  67808. this._engine.enableEffect(this._updateEffect);
  67809. this._engine.setState(false);
  67810. this._updateEffect.setFloat("currentCount", this._currentActiveCount);
  67811. this._updateEffect.setFloat("timeDelta", this._timeDelta);
  67812. this._updateEffect.setFloat("stopFactor", this._stopped ? 0 : 1);
  67813. this._updateEffect.setTexture("randomSampler", this._randomTexture);
  67814. this._updateEffect.setTexture("randomSampler2", this._randomTexture2);
  67815. this._updateEffect.setFloat2("lifeTime", this.minLifeTime, this.maxLifeTime);
  67816. this._updateEffect.setFloat2("emitPower", this.minEmitPower, this.maxEmitPower);
  67817. if (!this._colorGradientsTexture) {
  67818. this._updateEffect.setDirectColor4("color1", this.color1);
  67819. this._updateEffect.setDirectColor4("color2", this.color2);
  67820. }
  67821. this._updateEffect.setFloat2("sizeRange", this.minSize, this.maxSize);
  67822. this._updateEffect.setFloat4("scaleRange", this.minScaleX, this.maxScaleX, this.minScaleY, this.maxScaleY);
  67823. this._updateEffect.setFloat4("angleRange", this.minAngularSpeed, this.maxAngularSpeed, this.minInitialRotation, this.maxInitialRotation);
  67824. this._updateEffect.setVector3("gravity", this.gravity);
  67825. if (this._sizeGradientsTexture) {
  67826. this._updateEffect.setTexture("sizeGradientSampler", this._sizeGradientsTexture);
  67827. }
  67828. if (this._angularSpeedGradientsTexture) {
  67829. this._updateEffect.setTexture("angularSpeedGradientSampler", this._angularSpeedGradientsTexture);
  67830. }
  67831. if (this._velocityGradientsTexture) {
  67832. this._updateEffect.setTexture("velocityGradientSampler", this._velocityGradientsTexture);
  67833. }
  67834. if (this._limitVelocityGradientsTexture) {
  67835. this._updateEffect.setTexture("limitVelocityGradientSampler", this._limitVelocityGradientsTexture);
  67836. this._updateEffect.setFloat("limitVelocityDamping", this.limitVelocityDamping);
  67837. }
  67838. if (this._dragGradientsTexture) {
  67839. this._updateEffect.setTexture("dragGradientSampler", this._dragGradientsTexture);
  67840. }
  67841. if (this.particleEmitterType) {
  67842. this.particleEmitterType.applyToShader(this._updateEffect);
  67843. }
  67844. if (this._isAnimationSheetEnabled) {
  67845. this._updateEffect.setFloat3("cellInfos", this.startSpriteCellID, this.endSpriteCellID, this.spriteCellChangeSpeed);
  67846. }
  67847. if (this.noiseTexture) {
  67848. this._updateEffect.setTexture("noiseSampler", this.noiseTexture);
  67849. this._updateEffect.setVector3("noiseStrength", this.noiseStrength);
  67850. }
  67851. var emitterWM;
  67852. if (this.emitter.position) {
  67853. var emitterMesh = this.emitter;
  67854. emitterWM = emitterMesh.getWorldMatrix();
  67855. }
  67856. else {
  67857. var emitterPosition = this.emitter;
  67858. emitterWM = BABYLON.Matrix.Translation(emitterPosition.x, emitterPosition.y, emitterPosition.z);
  67859. }
  67860. this._updateEffect.setMatrix("emitterWM", emitterWM);
  67861. // Bind source VAO
  67862. this._engine.bindVertexArrayObject(this._updateVAO[this._targetIndex], null);
  67863. // Update
  67864. this._engine.bindTransformFeedbackBuffer(this._targetBuffer.getBuffer());
  67865. this._engine.setRasterizerState(false);
  67866. this._engine.beginTransformFeedback(true);
  67867. this._engine.drawArraysType(BABYLON.Material.PointListDrawMode, 0, this._currentActiveCount);
  67868. this._engine.endTransformFeedback();
  67869. this._engine.setRasterizerState(true);
  67870. this._engine.bindTransformFeedbackBuffer(null);
  67871. if (!preWarm) {
  67872. // Enable render effect
  67873. this._engine.enableEffect(this._renderEffect);
  67874. var viewMatrix = this._scene.getViewMatrix();
  67875. this._renderEffect.setMatrix("view", viewMatrix);
  67876. this._renderEffect.setMatrix("projection", this._scene.getProjectionMatrix());
  67877. this._renderEffect.setTexture("textureSampler", this.particleTexture);
  67878. this._renderEffect.setVector2("translationPivot", this.translationPivot);
  67879. if (this._colorGradientsTexture) {
  67880. this._renderEffect.setTexture("colorGradientSampler", this._colorGradientsTexture);
  67881. }
  67882. else {
  67883. this._renderEffect.setDirectColor4("colorDead", this.colorDead);
  67884. }
  67885. if (this._isAnimationSheetEnabled && this.particleTexture) {
  67886. var baseSize = this.particleTexture.getBaseSize();
  67887. this._renderEffect.setFloat3("sheetInfos", this.spriteCellWidth / baseSize.width, this.spriteCellHeight / baseSize.height, baseSize.width / this.spriteCellWidth);
  67888. }
  67889. if (this._isBillboardBased) {
  67890. var camera = this._scene.activeCamera;
  67891. this._renderEffect.setVector3("eyePosition", camera.globalPosition);
  67892. }
  67893. if (this._scene.clipPlane || this._scene.clipPlane2 || this._scene.clipPlane3 || this._scene.clipPlane4) {
  67894. var invView = viewMatrix.clone();
  67895. invView.invert();
  67896. this._renderEffect.setMatrix("invView", invView);
  67897. BABYLON.MaterialHelper.BindClipPlane(this._renderEffect, this._scene);
  67898. }
  67899. // image processing
  67900. if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {
  67901. this._imageProcessingConfiguration.bind(this._renderEffect);
  67902. }
  67903. // Draw order
  67904. switch (this.blendMode) {
  67905. case BABYLON.ParticleSystem.BLENDMODE_ADD:
  67906. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_ADD);
  67907. break;
  67908. case BABYLON.ParticleSystem.BLENDMODE_ONEONE:
  67909. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_ONEONE);
  67910. break;
  67911. case BABYLON.ParticleSystem.BLENDMODE_STANDARD:
  67912. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  67913. break;
  67914. case BABYLON.ParticleSystem.BLENDMODE_MULTIPLY:
  67915. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_MULTIPLY);
  67916. break;
  67917. }
  67918. if (this.forceDepthWrite) {
  67919. this._engine.setDepthWrite(true);
  67920. }
  67921. // Bind source VAO
  67922. this._engine.bindVertexArrayObject(this._renderVAO[this._targetIndex], null);
  67923. // Render
  67924. this._engine.drawArraysType(BABYLON.Material.TriangleFanDrawMode, 0, 4, this._currentActiveCount);
  67925. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  67926. }
  67927. // Switch VAOs
  67928. this._targetIndex++;
  67929. if (this._targetIndex === 2) {
  67930. this._targetIndex = 0;
  67931. }
  67932. // Switch buffers
  67933. var tmpBuffer = this._sourceBuffer;
  67934. this._sourceBuffer = this._targetBuffer;
  67935. this._targetBuffer = tmpBuffer;
  67936. return this._currentActiveCount;
  67937. };
  67938. /**
  67939. * Rebuilds the particle system
  67940. */
  67941. GPUParticleSystem.prototype.rebuild = function () {
  67942. this._initialize(true);
  67943. };
  67944. GPUParticleSystem.prototype._releaseBuffers = function () {
  67945. if (this._buffer0) {
  67946. this._buffer0.dispose();
  67947. this._buffer0 = null;
  67948. }
  67949. if (this._buffer1) {
  67950. this._buffer1.dispose();
  67951. this._buffer1 = null;
  67952. }
  67953. if (this._spriteBuffer) {
  67954. this._spriteBuffer.dispose();
  67955. this._spriteBuffer = null;
  67956. }
  67957. };
  67958. GPUParticleSystem.prototype._releaseVAOs = function () {
  67959. if (!this._updateVAO) {
  67960. return;
  67961. }
  67962. for (var index = 0; index < this._updateVAO.length; index++) {
  67963. this._engine.releaseVertexArrayObject(this._updateVAO[index]);
  67964. }
  67965. this._updateVAO = [];
  67966. for (var index = 0; index < this._renderVAO.length; index++) {
  67967. this._engine.releaseVertexArrayObject(this._renderVAO[index]);
  67968. }
  67969. this._renderVAO = [];
  67970. };
  67971. /**
  67972. * Disposes the particle system and free the associated resources
  67973. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  67974. */
  67975. GPUParticleSystem.prototype.dispose = function (disposeTexture) {
  67976. if (disposeTexture === void 0) { disposeTexture = true; }
  67977. var index = this._scene.particleSystems.indexOf(this);
  67978. if (index > -1) {
  67979. this._scene.particleSystems.splice(index, 1);
  67980. }
  67981. this._releaseBuffers();
  67982. this._releaseVAOs();
  67983. if (this._colorGradientsTexture) {
  67984. this._colorGradientsTexture.dispose();
  67985. this._colorGradientsTexture = null;
  67986. }
  67987. if (this._sizeGradientsTexture) {
  67988. this._sizeGradientsTexture.dispose();
  67989. this._sizeGradientsTexture = null;
  67990. }
  67991. if (this._angularSpeedGradientsTexture) {
  67992. this._angularSpeedGradientsTexture.dispose();
  67993. this._angularSpeedGradientsTexture = null;
  67994. }
  67995. if (this._velocityGradientsTexture) {
  67996. this._velocityGradientsTexture.dispose();
  67997. this._velocityGradientsTexture = null;
  67998. }
  67999. if (this._limitVelocityGradientsTexture) {
  68000. this._limitVelocityGradientsTexture.dispose();
  68001. this._limitVelocityGradientsTexture = null;
  68002. }
  68003. if (this._dragGradientsTexture) {
  68004. this._dragGradientsTexture.dispose();
  68005. this._dragGradientsTexture = null;
  68006. }
  68007. if (this._randomTexture) {
  68008. this._randomTexture.dispose();
  68009. this._randomTexture = null;
  68010. }
  68011. if (this._randomTexture2) {
  68012. this._randomTexture2.dispose();
  68013. this._randomTexture2 = null;
  68014. }
  68015. if (disposeTexture && this.particleTexture) {
  68016. this.particleTexture.dispose();
  68017. this.particleTexture = null;
  68018. }
  68019. if (disposeTexture && this.noiseTexture) {
  68020. this.noiseTexture.dispose();
  68021. this.noiseTexture = null;
  68022. }
  68023. // Callback
  68024. this.onDisposeObservable.notifyObservers(this);
  68025. this.onDisposeObservable.clear();
  68026. };
  68027. /**
  68028. * Clones the particle system.
  68029. * @param name The name of the cloned object
  68030. * @param newEmitter The new emitter to use
  68031. * @returns the cloned particle system
  68032. */
  68033. GPUParticleSystem.prototype.clone = function (name, newEmitter) {
  68034. var result = new GPUParticleSystem(name, { capacity: this._capacity, randomTextureSize: this._randomTextureSize }, this._scene);
  68035. BABYLON.Tools.DeepCopy(this, result);
  68036. if (newEmitter === undefined) {
  68037. newEmitter = this.emitter;
  68038. }
  68039. result.emitter = newEmitter;
  68040. if (this.particleTexture) {
  68041. result.particleTexture = new BABYLON.Texture(this.particleTexture.url, this._scene);
  68042. }
  68043. return result;
  68044. };
  68045. /**
  68046. * Serializes the particle system to a JSON object.
  68047. * @returns the JSON object
  68048. */
  68049. GPUParticleSystem.prototype.serialize = function () {
  68050. var serializationObject = {};
  68051. BABYLON.ParticleSystem._Serialize(serializationObject, this);
  68052. serializationObject.activeParticleCount = this.activeParticleCount;
  68053. return serializationObject;
  68054. };
  68055. /**
  68056. * Parses a JSON object to create a GPU particle system.
  68057. * @param parsedParticleSystem The JSON object to parse
  68058. * @param scene The scene to create the particle system in
  68059. * @param rootUrl The root url to use to load external dependencies like texture
  68060. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  68061. * @returns the parsed GPU particle system
  68062. */
  68063. GPUParticleSystem.Parse = function (parsedParticleSystem, scene, rootUrl, doNotStart) {
  68064. if (doNotStart === void 0) { doNotStart = false; }
  68065. var name = parsedParticleSystem.name;
  68066. var particleSystem = new GPUParticleSystem(name, { capacity: parsedParticleSystem.capacity, randomTextureSize: parsedParticleSystem.randomTextureSize }, scene);
  68067. if (parsedParticleSystem.activeParticleCount) {
  68068. particleSystem.activeParticleCount = parsedParticleSystem.activeParticleCount;
  68069. }
  68070. BABYLON.ParticleSystem._Parse(parsedParticleSystem, particleSystem, scene, rootUrl);
  68071. // Auto start
  68072. if (parsedParticleSystem.preventAutoStart) {
  68073. particleSystem.preventAutoStart = parsedParticleSystem.preventAutoStart;
  68074. }
  68075. if (!doNotStart && !particleSystem.preventAutoStart) {
  68076. particleSystem.start();
  68077. }
  68078. return particleSystem;
  68079. };
  68080. return GPUParticleSystem;
  68081. }(BABYLON.BaseParticleSystem));
  68082. BABYLON.GPUParticleSystem = GPUParticleSystem;
  68083. })(BABYLON || (BABYLON = {}));
  68084. //# sourceMappingURL=babylon.gpuParticleSystem.js.map
  68085. var BABYLON;
  68086. (function (BABYLON) {
  68087. /**
  68088. * Represents one particle of a solid particle system.
  68089. */
  68090. var SolidParticle = /** @class */ (function () {
  68091. /**
  68092. * Creates a Solid Particle object.
  68093. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  68094. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  68095. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  68096. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  68097. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  68098. * @param shapeId (integer) is the model shape identifier in the SPS.
  68099. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  68100. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  68101. */
  68102. function SolidParticle(particleIndex, positionIndex, indiceIndex, model, shapeId, idxInShape, sps, modelBoundingInfo) {
  68103. if (modelBoundingInfo === void 0) { modelBoundingInfo = null; }
  68104. /**
  68105. * particle global index
  68106. */
  68107. this.idx = 0;
  68108. /**
  68109. * The color of the particle
  68110. */
  68111. this.color = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  68112. /**
  68113. * The world space position of the particle.
  68114. */
  68115. this.position = BABYLON.Vector3.Zero();
  68116. /**
  68117. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  68118. */
  68119. this.rotation = BABYLON.Vector3.Zero();
  68120. /**
  68121. * The scaling of the particle.
  68122. */
  68123. this.scaling = BABYLON.Vector3.One();
  68124. /**
  68125. * The uvs of the particle.
  68126. */
  68127. this.uvs = new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  68128. /**
  68129. * The current speed of the particle.
  68130. */
  68131. this.velocity = BABYLON.Vector3.Zero();
  68132. /**
  68133. * The pivot point in the particle local space.
  68134. */
  68135. this.pivot = BABYLON.Vector3.Zero();
  68136. /**
  68137. * Must the particle be translated from its pivot point in its local space ?
  68138. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  68139. * Default : false
  68140. */
  68141. this.translateFromPivot = false;
  68142. /**
  68143. * Is the particle active or not ?
  68144. */
  68145. this.alive = true;
  68146. /**
  68147. * Is the particle visible or not ?
  68148. */
  68149. this.isVisible = true;
  68150. /**
  68151. * Index of this particle in the global "positions" array (Internal use)
  68152. * @hidden
  68153. */
  68154. this._pos = 0;
  68155. /**
  68156. * @hidden Index of this particle in the global "indices" array (Internal use)
  68157. */
  68158. this._ind = 0;
  68159. /**
  68160. * ModelShape id of this particle
  68161. */
  68162. this.shapeId = 0;
  68163. /**
  68164. * Index of the particle in its shape id (Internal use)
  68165. */
  68166. this.idxInShape = 0;
  68167. /**
  68168. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  68169. */
  68170. this._stillInvisible = false;
  68171. /**
  68172. * @hidden Last computed particle rotation matrix
  68173. */
  68174. this._rotationMatrix = [1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0];
  68175. /**
  68176. * Parent particle Id, if any.
  68177. * Default null.
  68178. */
  68179. this.parentId = null;
  68180. /**
  68181. * @hidden Internal global position in the SPS.
  68182. */
  68183. this._globalPosition = BABYLON.Vector3.Zero();
  68184. this.idx = particleIndex;
  68185. this._pos = positionIndex;
  68186. this._ind = indiceIndex;
  68187. this._model = model;
  68188. this.shapeId = shapeId;
  68189. this.idxInShape = idxInShape;
  68190. this._sps = sps;
  68191. if (modelBoundingInfo) {
  68192. this._modelBoundingInfo = modelBoundingInfo;
  68193. this._boundingInfo = new BABYLON.BoundingInfo(modelBoundingInfo.minimum, modelBoundingInfo.maximum);
  68194. }
  68195. }
  68196. Object.defineProperty(SolidParticle.prototype, "scale", {
  68197. /**
  68198. * Legacy support, changed scale to scaling
  68199. */
  68200. get: function () {
  68201. return this.scaling;
  68202. },
  68203. /**
  68204. * Legacy support, changed scale to scaling
  68205. */
  68206. set: function (scale) {
  68207. this.scaling = scale;
  68208. },
  68209. enumerable: true,
  68210. configurable: true
  68211. });
  68212. Object.defineProperty(SolidParticle.prototype, "quaternion", {
  68213. /**
  68214. * Legacy support, changed quaternion to rotationQuaternion
  68215. */
  68216. get: function () {
  68217. return this.rotationQuaternion;
  68218. },
  68219. /**
  68220. * Legacy support, changed quaternion to rotationQuaternion
  68221. */
  68222. set: function (q) {
  68223. this.rotationQuaternion = q;
  68224. },
  68225. enumerable: true,
  68226. configurable: true
  68227. });
  68228. /**
  68229. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  68230. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  68231. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  68232. * @returns true if it intersects
  68233. */
  68234. SolidParticle.prototype.intersectsMesh = function (target) {
  68235. if (!this._boundingInfo || !target._boundingInfo) {
  68236. return false;
  68237. }
  68238. if (this._sps._bSphereOnly) {
  68239. return BABYLON.BoundingSphere.Intersects(this._boundingInfo.boundingSphere, target._boundingInfo.boundingSphere);
  68240. }
  68241. return this._boundingInfo.intersects(target._boundingInfo, false);
  68242. };
  68243. /**
  68244. * get the rotation matrix of the particle
  68245. * @hidden
  68246. */
  68247. SolidParticle.prototype.getRotationMatrix = function (m) {
  68248. var quaternion;
  68249. if (this.rotationQuaternion) {
  68250. quaternion = this.rotationQuaternion;
  68251. }
  68252. else {
  68253. quaternion = BABYLON.Tmp.Quaternion[0];
  68254. var rotation = this.rotation;
  68255. BABYLON.Quaternion.RotationYawPitchRollToRef(rotation.y, rotation.x, rotation.z, quaternion);
  68256. }
  68257. quaternion.toRotationMatrix(m);
  68258. };
  68259. return SolidParticle;
  68260. }());
  68261. BABYLON.SolidParticle = SolidParticle;
  68262. /**
  68263. * Represents the shape of the model used by one particle of a solid particle system.
  68264. * SPS internal tool, don't use it manually.
  68265. */
  68266. var ModelShape = /** @class */ (function () {
  68267. /**
  68268. * Creates a ModelShape object. This is an internal simplified reference to a mesh used as for a model to replicate particles from by the SPS.
  68269. * SPS internal tool, don't use it manually.
  68270. * @hidden
  68271. */
  68272. function ModelShape(id, shape, indicesLength, shapeUV, posFunction, vtxFunction) {
  68273. /**
  68274. * length of the shape in the model indices array (internal use)
  68275. * @hidden
  68276. */
  68277. this._indicesLength = 0;
  68278. this.shapeID = id;
  68279. this._shape = shape;
  68280. this._indicesLength = indicesLength;
  68281. this._shapeUV = shapeUV;
  68282. this._positionFunction = posFunction;
  68283. this._vertexFunction = vtxFunction;
  68284. }
  68285. return ModelShape;
  68286. }());
  68287. BABYLON.ModelShape = ModelShape;
  68288. /**
  68289. * Represents a Depth Sorted Particle in the solid particle system.
  68290. */
  68291. var DepthSortedParticle = /** @class */ (function () {
  68292. function DepthSortedParticle() {
  68293. /**
  68294. * Index of the particle in the "indices" array
  68295. */
  68296. this.ind = 0;
  68297. /**
  68298. * Length of the particle shape in the "indices" array
  68299. */
  68300. this.indicesLength = 0;
  68301. /**
  68302. * Squared distance from the particle to the camera
  68303. */
  68304. this.sqDistance = 0.0;
  68305. }
  68306. return DepthSortedParticle;
  68307. }());
  68308. BABYLON.DepthSortedParticle = DepthSortedParticle;
  68309. })(BABYLON || (BABYLON = {}));
  68310. //# sourceMappingURL=babylon.solidParticle.js.map
  68311. var BABYLON;
  68312. (function (BABYLON) {
  68313. var depthSortFunction = function (p1, p2) { return p2.sqDistance - p1.sqDistance; };
  68314. /**
  68315. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  68316. *As it is just a mesh, the SPS has all the same properties than any other BJS mesh : not more, not less. It can be scaled, rotated, translated, enlighted, textured, moved, etc.
  68317. * The SPS is also a particle system. It provides some methods to manage the particles.
  68318. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  68319. *
  68320. * Full documentation here : http://doc.babylonjs.com/overviews/Solid_Particle_System
  68321. */
  68322. var SolidParticleSystem = /** @class */ (function () {
  68323. /**
  68324. * Creates a SPS (Solid Particle System) object.
  68325. * @param name (String) is the SPS name, this will be the underlying mesh name.
  68326. * @param scene (Scene) is the scene in which the SPS is added.
  68327. * @param updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  68328. * @param isPickable (optional boolean, default false) : if the solid particles must be pickable.
  68329. * @param enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  68330. * @param particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  68331. * @param boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  68332. * @param bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  68333. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  68334. */
  68335. function SolidParticleSystem(name, scene, options) {
  68336. /**
  68337. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  68338. * Example : var p = SPS.particles[i];
  68339. */
  68340. this.particles = new Array();
  68341. /**
  68342. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  68343. */
  68344. this.nbParticles = 0;
  68345. /**
  68346. * If the particles must ever face the camera (default false). Useful for planar particles.
  68347. */
  68348. this.billboard = false;
  68349. /**
  68350. * Recompute normals when adding a shape
  68351. */
  68352. this.recomputeNormals = true;
  68353. /**
  68354. * This a counter ofr your own usage. It's not set by any SPS functions.
  68355. */
  68356. this.counter = 0;
  68357. /**
  68358. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  68359. * Please read : http://doc.babylonjs.com/overviews/Solid_Particle_System#garbage-collector-concerns
  68360. */
  68361. this.vars = {};
  68362. /**
  68363. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  68364. * @hidden
  68365. */
  68366. this._bSphereOnly = false;
  68367. /**
  68368. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  68369. * @hidden
  68370. */
  68371. this._bSphereRadiusFactor = 1.0;
  68372. this._positions = new Array();
  68373. this._indices = new Array();
  68374. this._normals = new Array();
  68375. this._colors = new Array();
  68376. this._uvs = new Array();
  68377. this._index = 0; // indices index
  68378. this._updatable = true;
  68379. this._pickable = false;
  68380. this._isVisibilityBoxLocked = false;
  68381. this._alwaysVisible = false;
  68382. this._depthSort = false;
  68383. this._shapeCounter = 0;
  68384. this._copy = new BABYLON.SolidParticle(0, 0, 0, null, 0, 0, this);
  68385. this._color = new BABYLON.Color4(0, 0, 0, 0);
  68386. this._computeParticleColor = true;
  68387. this._computeParticleTexture = true;
  68388. this._computeParticleRotation = true;
  68389. this._computeParticleVertex = false;
  68390. this._computeBoundingBox = false;
  68391. this._depthSortParticles = true;
  68392. this._mustUnrotateFixedNormals = false;
  68393. this._particlesIntersect = false;
  68394. this._needs32Bits = false;
  68395. this.name = name;
  68396. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  68397. this._camera = scene.activeCamera;
  68398. this._pickable = options ? options.isPickable : false;
  68399. this._depthSort = options ? options.enableDepthSort : false;
  68400. this._particlesIntersect = options ? options.particleIntersection : false;
  68401. this._bSphereOnly = options ? options.boundingSphereOnly : false;
  68402. this._bSphereRadiusFactor = (options && options.bSphereRadiusFactor) ? options.bSphereRadiusFactor : 1.0;
  68403. if (options && options.updatable !== undefined) {
  68404. this._updatable = options.updatable;
  68405. }
  68406. else {
  68407. this._updatable = true;
  68408. }
  68409. if (this._pickable) {
  68410. this.pickedParticles = [];
  68411. }
  68412. if (this._depthSort) {
  68413. this.depthSortedParticles = [];
  68414. }
  68415. }
  68416. /**
  68417. * Builds the SPS underlying mesh. Returns a standard Mesh.
  68418. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  68419. * @returns the created mesh
  68420. */
  68421. SolidParticleSystem.prototype.buildMesh = function () {
  68422. if (this.nbParticles === 0) {
  68423. var triangle = BABYLON.MeshBuilder.CreateDisc("", { radius: 1, tessellation: 3 }, this._scene);
  68424. this.addShape(triangle, 1);
  68425. triangle.dispose();
  68426. }
  68427. this._indices32 = (this._needs32Bits) ? new Uint32Array(this._indices) : new Uint16Array(this._indices);
  68428. this._positions32 = new Float32Array(this._positions);
  68429. this._uvs32 = new Float32Array(this._uvs);
  68430. this._colors32 = new Float32Array(this._colors);
  68431. if (this.recomputeNormals) {
  68432. BABYLON.VertexData.ComputeNormals(this._positions32, this._indices32, this._normals);
  68433. }
  68434. this._normals32 = new Float32Array(this._normals);
  68435. this._fixedNormal32 = new Float32Array(this._normals);
  68436. if (this._mustUnrotateFixedNormals) { // the particles could be created already rotated in the mesh with a positionFunction
  68437. this._unrotateFixedNormals();
  68438. }
  68439. var vertexData = new BABYLON.VertexData();
  68440. vertexData.indices = (this._depthSort) ? this._indices : this._indices32;
  68441. vertexData.set(this._positions32, BABYLON.VertexBuffer.PositionKind);
  68442. vertexData.set(this._normals32, BABYLON.VertexBuffer.NormalKind);
  68443. if (this._uvs32.length > 0) {
  68444. vertexData.set(this._uvs32, BABYLON.VertexBuffer.UVKind);
  68445. }
  68446. if (this._colors32.length > 0) {
  68447. vertexData.set(this._colors32, BABYLON.VertexBuffer.ColorKind);
  68448. }
  68449. var mesh = new BABYLON.Mesh(this.name, this._scene);
  68450. vertexData.applyToMesh(mesh, this._updatable);
  68451. this.mesh = mesh;
  68452. this.mesh.isPickable = this._pickable;
  68453. // free memory
  68454. if (!this._depthSort) {
  68455. this._indices = null;
  68456. }
  68457. this._positions = null;
  68458. this._normals = null;
  68459. this._uvs = null;
  68460. this._colors = null;
  68461. if (!this._updatable) {
  68462. this.particles.length = 0;
  68463. }
  68464. return mesh;
  68465. };
  68466. /**
  68467. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  68468. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  68469. * Thus the particles generated from `digest()` have their property `position` set yet.
  68470. * @param mesh ( Mesh ) is the mesh to be digested
  68471. * @param options {facetNb} (optional integer, default 1) is the number of mesh facets per particle, this parameter is overriden by the parameter `number` if any
  68472. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  68473. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  68474. * @returns the current SPS
  68475. */
  68476. SolidParticleSystem.prototype.digest = function (mesh, options) {
  68477. var size = (options && options.facetNb) || 1;
  68478. var number = (options && options.number) || 0;
  68479. var delta = (options && options.delta) || 0;
  68480. var meshPos = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  68481. var meshInd = mesh.getIndices();
  68482. var meshUV = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  68483. var meshCol = mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  68484. var meshNor = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  68485. var f = 0; // facet counter
  68486. var totalFacets = meshInd.length / 3; // a facet is a triangle, so 3 indices
  68487. // compute size from number
  68488. if (number) {
  68489. number = (number > totalFacets) ? totalFacets : number;
  68490. size = Math.round(totalFacets / number);
  68491. delta = 0;
  68492. }
  68493. else {
  68494. size = (size > totalFacets) ? totalFacets : size;
  68495. }
  68496. var facetPos = []; // submesh positions
  68497. var facetInd = []; // submesh indices
  68498. var facetUV = []; // submesh UV
  68499. var facetCol = []; // submesh colors
  68500. var barycenter = BABYLON.Vector3.Zero();
  68501. var sizeO = size;
  68502. while (f < totalFacets) {
  68503. size = sizeO + Math.floor((1 + delta) * Math.random());
  68504. if (f > totalFacets - size) {
  68505. size = totalFacets - f;
  68506. }
  68507. // reset temp arrays
  68508. facetPos.length = 0;
  68509. facetInd.length = 0;
  68510. facetUV.length = 0;
  68511. facetCol.length = 0;
  68512. // iterate over "size" facets
  68513. var fi = 0;
  68514. for (var j = f * 3; j < (f + size) * 3; j++) {
  68515. facetInd.push(fi);
  68516. var i = meshInd[j];
  68517. facetPos.push(meshPos[i * 3], meshPos[i * 3 + 1], meshPos[i * 3 + 2]);
  68518. if (meshUV) {
  68519. facetUV.push(meshUV[i * 2], meshUV[i * 2 + 1]);
  68520. }
  68521. if (meshCol) {
  68522. facetCol.push(meshCol[i * 4], meshCol[i * 4 + 1], meshCol[i * 4 + 2], meshCol[i * 4 + 3]);
  68523. }
  68524. fi++;
  68525. }
  68526. // create a model shape for each single particle
  68527. var idx = this.nbParticles;
  68528. var shape = this._posToShape(facetPos);
  68529. var shapeUV = this._uvsToShapeUV(facetUV);
  68530. // compute the barycenter of the shape
  68531. var v;
  68532. for (v = 0; v < shape.length; v++) {
  68533. barycenter.addInPlace(shape[v]);
  68534. }
  68535. barycenter.scaleInPlace(1 / shape.length);
  68536. // shift the shape from its barycenter to the origin
  68537. for (v = 0; v < shape.length; v++) {
  68538. shape[v].subtractInPlace(barycenter);
  68539. }
  68540. var bInfo;
  68541. if (this._particlesIntersect) {
  68542. bInfo = new BABYLON.BoundingInfo(barycenter, barycenter);
  68543. }
  68544. var modelShape = new BABYLON.ModelShape(this._shapeCounter, shape, size * 3, shapeUV, null, null);
  68545. // add the particle in the SPS
  68546. var currentPos = this._positions.length;
  68547. var currentInd = this._indices.length;
  68548. this._meshBuilder(this._index, shape, this._positions, facetInd, this._indices, facetUV, this._uvs, facetCol, this._colors, meshNor, this._normals, idx, 0, null);
  68549. this._addParticle(idx, currentPos, currentInd, modelShape, this._shapeCounter, 0, bInfo);
  68550. // initialize the particle position
  68551. this.particles[this.nbParticles].position.addInPlace(barycenter);
  68552. this._index += shape.length;
  68553. idx++;
  68554. this.nbParticles++;
  68555. this._shapeCounter++;
  68556. f += size;
  68557. }
  68558. return this;
  68559. };
  68560. // unrotate the fixed normals in case the mesh was built with pre-rotated particles, ex : use of positionFunction in addShape()
  68561. SolidParticleSystem.prototype._unrotateFixedNormals = function () {
  68562. var index = 0;
  68563. var idx = 0;
  68564. var tmpNormal = BABYLON.Tmp.Vector3[0];
  68565. var quaternion = BABYLON.Tmp.Quaternion[0];
  68566. var invertedRotMatrix = BABYLON.Tmp.Matrix[0];
  68567. for (var p = 0; p < this.particles.length; p++) {
  68568. var particle = this.particles[p];
  68569. var shape = particle._model._shape;
  68570. // computing the inverse of the rotation matrix from the quaternion
  68571. // is equivalent to computing the matrix of the inverse quaternion, i.e of the conjugate quaternion
  68572. if (particle.rotationQuaternion) {
  68573. particle.rotationQuaternion.conjugateToRef(quaternion);
  68574. }
  68575. else {
  68576. var rotation = particle.rotation;
  68577. BABYLON.Quaternion.RotationYawPitchRollToRef(rotation.y, rotation.x, rotation.z, quaternion);
  68578. quaternion.conjugateInPlace();
  68579. }
  68580. quaternion.toRotationMatrix(invertedRotMatrix);
  68581. for (var pt = 0; pt < shape.length; pt++) {
  68582. idx = index + pt * 3;
  68583. BABYLON.Vector3.TransformNormalFromFloatsToRef(this._normals32[idx], this._normals32[idx + 1], this._normals32[idx + 2], invertedRotMatrix, tmpNormal);
  68584. tmpNormal.toArray(this._fixedNormal32, idx);
  68585. }
  68586. index = idx + 3;
  68587. }
  68588. };
  68589. //reset copy
  68590. SolidParticleSystem.prototype._resetCopy = function () {
  68591. var copy = this._copy;
  68592. copy.position.setAll(0);
  68593. copy.rotation.setAll(0);
  68594. copy.rotationQuaternion = null;
  68595. copy.scaling.setAll(1);
  68596. copy.uvs.copyFromFloats(0.0, 0.0, 1.0, 1.0);
  68597. copy.color = null;
  68598. copy.translateFromPivot = false;
  68599. };
  68600. // _meshBuilder : inserts the shape model in the global SPS mesh
  68601. SolidParticleSystem.prototype._meshBuilder = function (p, shape, positions, meshInd, indices, meshUV, uvs, meshCol, colors, meshNor, normals, idx, idxInShape, options) {
  68602. var i;
  68603. var u = 0;
  68604. var c = 0;
  68605. var n = 0;
  68606. this._resetCopy();
  68607. var copy = this._copy;
  68608. if (options && options.positionFunction) { // call to custom positionFunction
  68609. options.positionFunction(copy, idx, idxInShape);
  68610. this._mustUnrotateFixedNormals = true;
  68611. }
  68612. var rotMatrix = BABYLON.Tmp.Matrix[0];
  68613. var tmpVertex = BABYLON.Tmp.Vector3[0];
  68614. var tmpRotated = BABYLON.Tmp.Vector3[1];
  68615. var pivotBackTranslation = BABYLON.Tmp.Vector3[2];
  68616. var scaledPivot = BABYLON.Tmp.Vector3[3];
  68617. copy.getRotationMatrix(rotMatrix);
  68618. copy.pivot.multiplyToRef(copy.scaling, scaledPivot);
  68619. if (copy.translateFromPivot) {
  68620. pivotBackTranslation.setAll(0.0);
  68621. }
  68622. else {
  68623. pivotBackTranslation.copyFrom(scaledPivot);
  68624. }
  68625. for (i = 0; i < shape.length; i++) {
  68626. tmpVertex.copyFrom(shape[i]);
  68627. if (options && options.vertexFunction) {
  68628. options.vertexFunction(copy, tmpVertex, i);
  68629. }
  68630. tmpVertex.multiplyInPlace(copy.scaling).subtractInPlace(scaledPivot);
  68631. BABYLON.Vector3.TransformCoordinatesToRef(tmpVertex, rotMatrix, tmpRotated);
  68632. tmpRotated.addInPlace(pivotBackTranslation).addInPlace(copy.position);
  68633. positions.push(tmpRotated.x, tmpRotated.y, tmpRotated.z);
  68634. if (meshUV) {
  68635. var copyUvs = copy.uvs;
  68636. uvs.push((copyUvs.z - copyUvs.x) * meshUV[u] + copyUvs.x, (copyUvs.w - copyUvs.y) * meshUV[u + 1] + copyUvs.y);
  68637. u += 2;
  68638. }
  68639. if (copy.color) {
  68640. this._color = copy.color;
  68641. }
  68642. else {
  68643. var color = this._color;
  68644. if (meshCol && meshCol[c] !== undefined) {
  68645. color.r = meshCol[c];
  68646. color.g = meshCol[c + 1];
  68647. color.b = meshCol[c + 2];
  68648. color.a = meshCol[c + 3];
  68649. }
  68650. else {
  68651. color.r = 1.0;
  68652. color.g = 1.0;
  68653. color.b = 1.0;
  68654. color.a = 1.0;
  68655. }
  68656. }
  68657. colors.push(this._color.r, this._color.g, this._color.b, this._color.a);
  68658. c += 4;
  68659. if (!this.recomputeNormals && meshNor) {
  68660. tmpVertex.x = meshNor[n];
  68661. tmpVertex.y = meshNor[n + 1];
  68662. tmpVertex.z = meshNor[n + 2];
  68663. BABYLON.Vector3.TransformNormalToRef(tmpVertex, rotMatrix, tmpVertex);
  68664. normals.push(tmpVertex.x, tmpVertex.y, tmpVertex.z);
  68665. n += 3;
  68666. }
  68667. }
  68668. for (i = 0; i < meshInd.length; i++) {
  68669. var current_ind = p + meshInd[i];
  68670. indices.push(current_ind);
  68671. if (current_ind > 65535) {
  68672. this._needs32Bits = true;
  68673. }
  68674. }
  68675. if (this._pickable) {
  68676. var nbfaces = meshInd.length / 3;
  68677. for (i = 0; i < nbfaces; i++) {
  68678. this.pickedParticles.push({ idx: idx, faceId: i });
  68679. }
  68680. }
  68681. if (this._depthSort) {
  68682. this.depthSortedParticles.push(new BABYLON.DepthSortedParticle());
  68683. }
  68684. return copy;
  68685. };
  68686. // returns a shape array from positions array
  68687. SolidParticleSystem.prototype._posToShape = function (positions) {
  68688. var shape = [];
  68689. for (var i = 0; i < positions.length; i += 3) {
  68690. shape.push(BABYLON.Vector3.FromArray(positions, i));
  68691. }
  68692. return shape;
  68693. };
  68694. // returns a shapeUV array from a Vector4 uvs
  68695. SolidParticleSystem.prototype._uvsToShapeUV = function (uvs) {
  68696. var shapeUV = [];
  68697. if (uvs) {
  68698. for (var i = 0; i < uvs.length; i++) {
  68699. shapeUV.push(uvs[i]);
  68700. }
  68701. }
  68702. return shapeUV;
  68703. };
  68704. // adds a new particle object in the particles array
  68705. SolidParticleSystem.prototype._addParticle = function (idx, idxpos, idxind, model, shapeId, idxInShape, bInfo) {
  68706. if (bInfo === void 0) { bInfo = null; }
  68707. var sp = new BABYLON.SolidParticle(idx, idxpos, idxind, model, shapeId, idxInShape, this, bInfo);
  68708. this.particles.push(sp);
  68709. return sp;
  68710. };
  68711. /**
  68712. * Adds some particles to the SPS from the model shape. Returns the shape id.
  68713. * Please read the doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#create-an-immutable-sps
  68714. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  68715. * @param nb (positive integer) the number of particles to be created from this model
  68716. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  68717. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  68718. * @returns the number of shapes in the system
  68719. */
  68720. SolidParticleSystem.prototype.addShape = function (mesh, nb, options) {
  68721. var meshPos = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  68722. var meshInd = mesh.getIndices();
  68723. var meshUV = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  68724. var meshCol = mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  68725. var meshNor = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  68726. var bbInfo;
  68727. if (this._particlesIntersect) {
  68728. bbInfo = mesh.getBoundingInfo();
  68729. }
  68730. var shape = this._posToShape(meshPos);
  68731. var shapeUV = this._uvsToShapeUV(meshUV);
  68732. var posfunc = options ? options.positionFunction : null;
  68733. var vtxfunc = options ? options.vertexFunction : null;
  68734. var modelShape = new BABYLON.ModelShape(this._shapeCounter, shape, meshInd.length, shapeUV, posfunc, vtxfunc);
  68735. // particles
  68736. var sp;
  68737. var currentCopy;
  68738. var idx = this.nbParticles;
  68739. for (var i = 0; i < nb; i++) {
  68740. var currentPos = this._positions.length;
  68741. var currentInd = this._indices.length;
  68742. currentCopy = this._meshBuilder(this._index, shape, this._positions, meshInd, this._indices, meshUV, this._uvs, meshCol, this._colors, meshNor, this._normals, idx, i, options);
  68743. if (this._updatable) {
  68744. sp = this._addParticle(idx, currentPos, currentInd, modelShape, this._shapeCounter, i, bbInfo);
  68745. sp.position.copyFrom(currentCopy.position);
  68746. sp.rotation.copyFrom(currentCopy.rotation);
  68747. if (currentCopy.rotationQuaternion && sp.rotationQuaternion) {
  68748. sp.rotationQuaternion.copyFrom(currentCopy.rotationQuaternion);
  68749. }
  68750. if (currentCopy.color && sp.color) {
  68751. sp.color.copyFrom(currentCopy.color);
  68752. }
  68753. sp.scaling.copyFrom(currentCopy.scaling);
  68754. sp.uvs.copyFrom(currentCopy.uvs);
  68755. }
  68756. this._index += shape.length;
  68757. idx++;
  68758. }
  68759. this.nbParticles += nb;
  68760. this._shapeCounter++;
  68761. return this._shapeCounter - 1;
  68762. };
  68763. // rebuilds a particle back to its just built status : if needed, recomputes the custom positions and vertices
  68764. SolidParticleSystem.prototype._rebuildParticle = function (particle) {
  68765. this._resetCopy();
  68766. var copy = this._copy;
  68767. if (particle._model._positionFunction) { // recall to stored custom positionFunction
  68768. particle._model._positionFunction(copy, particle.idx, particle.idxInShape);
  68769. }
  68770. var rotMatrix = BABYLON.Tmp.Matrix[0];
  68771. var tmpVertex = BABYLON.Tmp.Vector3[0];
  68772. var tmpRotated = BABYLON.Tmp.Vector3[1];
  68773. var pivotBackTranslation = BABYLON.Tmp.Vector3[2];
  68774. var scaledPivot = BABYLON.Tmp.Vector3[3];
  68775. copy.getRotationMatrix(rotMatrix);
  68776. particle.pivot.multiplyToRef(particle.scaling, scaledPivot);
  68777. if (copy.translateFromPivot) {
  68778. pivotBackTranslation.copyFromFloats(0.0, 0.0, 0.0);
  68779. }
  68780. else {
  68781. pivotBackTranslation.copyFrom(scaledPivot);
  68782. }
  68783. var shape = particle._model._shape;
  68784. for (var pt = 0; pt < shape.length; pt++) {
  68785. tmpVertex.copyFrom(shape[pt]);
  68786. if (particle._model._vertexFunction) {
  68787. particle._model._vertexFunction(copy, tmpVertex, pt); // recall to stored vertexFunction
  68788. }
  68789. tmpVertex.multiplyInPlace(copy.scaling).subtractInPlace(scaledPivot);
  68790. BABYLON.Vector3.TransformCoordinatesToRef(tmpVertex, rotMatrix, tmpRotated);
  68791. tmpRotated.addInPlace(pivotBackTranslation).addInPlace(copy.position).toArray(this._positions32, particle._pos + pt * 3);
  68792. }
  68793. particle.position.setAll(0.0);
  68794. particle.rotation.setAll(0.0);
  68795. particle.rotationQuaternion = null;
  68796. particle.scaling.setAll(1.0);
  68797. particle.uvs.setAll(0.0);
  68798. particle.pivot.setAll(0.0);
  68799. particle.translateFromPivot = false;
  68800. particle.parentId = null;
  68801. };
  68802. /**
  68803. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  68804. * @returns the SPS.
  68805. */
  68806. SolidParticleSystem.prototype.rebuildMesh = function () {
  68807. for (var p = 0; p < this.particles.length; p++) {
  68808. this._rebuildParticle(this.particles[p]);
  68809. }
  68810. this.mesh.updateVerticesData(BABYLON.VertexBuffer.PositionKind, this._positions32, false, false);
  68811. return this;
  68812. };
  68813. /**
  68814. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  68815. * This method calls `updateParticle()` for each particle of the SPS.
  68816. * For an animated SPS, it is usually called within the render loop.
  68817. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  68818. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  68819. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  68820. * @returns the SPS.
  68821. */
  68822. SolidParticleSystem.prototype.setParticles = function (start, end, update) {
  68823. if (start === void 0) { start = 0; }
  68824. if (end === void 0) { end = this.nbParticles - 1; }
  68825. if (update === void 0) { update = true; }
  68826. if (!this._updatable) {
  68827. return this;
  68828. }
  68829. // custom beforeUpdate
  68830. this.beforeUpdateParticles(start, end, update);
  68831. var rotMatrix = BABYLON.Tmp.Matrix[0];
  68832. var invertedMatrix = BABYLON.Tmp.Matrix[1];
  68833. var mesh = this.mesh;
  68834. var colors32 = this._colors32;
  68835. var positions32 = this._positions32;
  68836. var normals32 = this._normals32;
  68837. var uvs32 = this._uvs32;
  68838. var indices32 = this._indices32;
  68839. var indices = this._indices;
  68840. var fixedNormal32 = this._fixedNormal32;
  68841. var tempVectors = BABYLON.Tmp.Vector3;
  68842. var camAxisX = tempVectors[5].copyFromFloats(1.0, 0.0, 0.0);
  68843. var camAxisY = tempVectors[6].copyFromFloats(0.0, 1.0, 0.0);
  68844. var camAxisZ = tempVectors[7].copyFromFloats(0.0, 0.0, 1.0);
  68845. var minimum = tempVectors[8].setAll(Number.MAX_VALUE);
  68846. var maximum = tempVectors[9].setAll(-Number.MAX_VALUE);
  68847. var camInvertedPosition = tempVectors[10].setAll(0);
  68848. // cases when the World Matrix is to be computed first
  68849. if (this.billboard || this._depthSort) {
  68850. this.mesh.computeWorldMatrix(true);
  68851. this.mesh._worldMatrix.invertToRef(invertedMatrix);
  68852. }
  68853. // if the particles will always face the camera
  68854. if (this.billboard) {
  68855. // compute the camera position and un-rotate it by the current mesh rotation
  68856. var tmpVertex = tempVectors[0];
  68857. this._camera.getDirectionToRef(BABYLON.Axis.Z, tmpVertex);
  68858. BABYLON.Vector3.TransformNormalToRef(tmpVertex, invertedMatrix, camAxisZ);
  68859. camAxisZ.normalize();
  68860. // same for camera up vector extracted from the cam view matrix
  68861. var view = this._camera.getViewMatrix(true);
  68862. BABYLON.Vector3.TransformNormalFromFloatsToRef(view.m[1], view.m[5], view.m[9], invertedMatrix, camAxisY);
  68863. BABYLON.Vector3.CrossToRef(camAxisY, camAxisZ, camAxisX);
  68864. camAxisY.normalize();
  68865. camAxisX.normalize();
  68866. }
  68867. // if depthSort, compute the camera global position in the mesh local system
  68868. if (this._depthSort) {
  68869. BABYLON.Vector3.TransformCoordinatesToRef(this._camera.globalPosition, invertedMatrix, camInvertedPosition); // then un-rotate the camera
  68870. }
  68871. BABYLON.Matrix.IdentityToRef(rotMatrix);
  68872. var idx = 0; // current position index in the global array positions32
  68873. var index = 0; // position start index in the global array positions32 of the current particle
  68874. var colidx = 0; // current color index in the global array colors32
  68875. var colorIndex = 0; // color start index in the global array colors32 of the current particle
  68876. var uvidx = 0; // current uv index in the global array uvs32
  68877. var uvIndex = 0; // uv start index in the global array uvs32 of the current particle
  68878. var pt = 0; // current index in the particle model shape
  68879. if (this.mesh.isFacetDataEnabled) {
  68880. this._computeBoundingBox = true;
  68881. }
  68882. end = (end >= this.nbParticles) ? this.nbParticles - 1 : end;
  68883. if (this._computeBoundingBox) {
  68884. if (start != 0 || end != this.nbParticles - 1) { // only some particles are updated, then use the current existing BBox basis. Note : it can only increase.
  68885. var boundingInfo = this.mesh._boundingInfo;
  68886. if (boundingInfo) {
  68887. minimum.copyFrom(boundingInfo.minimum);
  68888. maximum.copyFrom(boundingInfo.maximum);
  68889. }
  68890. }
  68891. }
  68892. // particle loop
  68893. index = this.particles[start]._pos;
  68894. var vpos = (index / 3) | 0;
  68895. colorIndex = vpos * 4;
  68896. uvIndex = vpos * 2;
  68897. for (var p = start; p <= end; p++) {
  68898. var particle = this.particles[p];
  68899. // call to custom user function to update the particle properties
  68900. this.updateParticle(particle);
  68901. var shape = particle._model._shape;
  68902. var shapeUV = particle._model._shapeUV;
  68903. var particleRotationMatrix = particle._rotationMatrix;
  68904. var particlePosition = particle.position;
  68905. var particleRotation = particle.rotation;
  68906. var particleScaling = particle.scaling;
  68907. var particleGlobalPosition = particle._globalPosition;
  68908. // camera-particle distance for depth sorting
  68909. if (this._depthSort && this._depthSortParticles) {
  68910. var dsp = this.depthSortedParticles[p];
  68911. dsp.ind = particle._ind;
  68912. dsp.indicesLength = particle._model._indicesLength;
  68913. dsp.sqDistance = BABYLON.Vector3.DistanceSquared(particle.position, camInvertedPosition);
  68914. }
  68915. // skip the computations for inactive or already invisible particles
  68916. if (!particle.alive || (particle._stillInvisible && !particle.isVisible)) {
  68917. // increment indexes for the next particle
  68918. pt = shape.length;
  68919. index += pt * 3;
  68920. colorIndex += pt * 4;
  68921. uvIndex += pt * 2;
  68922. continue;
  68923. }
  68924. if (particle.isVisible) {
  68925. particle._stillInvisible = false; // un-mark permanent invisibility
  68926. var scaledPivot = tempVectors[12];
  68927. particle.pivot.multiplyToRef(particleScaling, scaledPivot);
  68928. // particle rotation matrix
  68929. if (this.billboard) {
  68930. particleRotation.x = 0.0;
  68931. particleRotation.y = 0.0;
  68932. }
  68933. if (this._computeParticleRotation || this.billboard) {
  68934. particle.getRotationMatrix(rotMatrix);
  68935. }
  68936. var particleHasParent = (particle.parentId !== null);
  68937. if (particleHasParent) {
  68938. var parent_1 = this.particles[particle.parentId];
  68939. var parentRotationMatrix = parent_1._rotationMatrix;
  68940. var parentGlobalPosition = parent_1._globalPosition;
  68941. var rotatedY = particlePosition.x * parentRotationMatrix[1] + particlePosition.y * parentRotationMatrix[4] + particlePosition.z * parentRotationMatrix[7];
  68942. var rotatedX = particlePosition.x * parentRotationMatrix[0] + particlePosition.y * parentRotationMatrix[3] + particlePosition.z * parentRotationMatrix[6];
  68943. var rotatedZ = particlePosition.x * parentRotationMatrix[2] + particlePosition.y * parentRotationMatrix[5] + particlePosition.z * parentRotationMatrix[8];
  68944. particleGlobalPosition.x = parentGlobalPosition.x + rotatedX;
  68945. particleGlobalPosition.y = parentGlobalPosition.y + rotatedY;
  68946. particleGlobalPosition.z = parentGlobalPosition.z + rotatedZ;
  68947. if (this._computeParticleRotation || this.billboard) {
  68948. var rotMatrixValues = rotMatrix.m;
  68949. particleRotationMatrix[0] = rotMatrixValues[0] * parentRotationMatrix[0] + rotMatrixValues[1] * parentRotationMatrix[3] + rotMatrixValues[2] * parentRotationMatrix[6];
  68950. particleRotationMatrix[1] = rotMatrixValues[0] * parentRotationMatrix[1] + rotMatrixValues[1] * parentRotationMatrix[4] + rotMatrixValues[2] * parentRotationMatrix[7];
  68951. particleRotationMatrix[2] = rotMatrixValues[0] * parentRotationMatrix[2] + rotMatrixValues[1] * parentRotationMatrix[5] + rotMatrixValues[2] * parentRotationMatrix[8];
  68952. particleRotationMatrix[3] = rotMatrixValues[4] * parentRotationMatrix[0] + rotMatrixValues[5] * parentRotationMatrix[3] + rotMatrixValues[6] * parentRotationMatrix[6];
  68953. particleRotationMatrix[4] = rotMatrixValues[4] * parentRotationMatrix[1] + rotMatrixValues[5] * parentRotationMatrix[4] + rotMatrixValues[6] * parentRotationMatrix[7];
  68954. particleRotationMatrix[5] = rotMatrixValues[4] * parentRotationMatrix[2] + rotMatrixValues[5] * parentRotationMatrix[5] + rotMatrixValues[6] * parentRotationMatrix[8];
  68955. particleRotationMatrix[6] = rotMatrixValues[8] * parentRotationMatrix[0] + rotMatrixValues[9] * parentRotationMatrix[3] + rotMatrixValues[10] * parentRotationMatrix[6];
  68956. particleRotationMatrix[7] = rotMatrixValues[8] * parentRotationMatrix[1] + rotMatrixValues[9] * parentRotationMatrix[4] + rotMatrixValues[10] * parentRotationMatrix[7];
  68957. particleRotationMatrix[8] = rotMatrixValues[8] * parentRotationMatrix[2] + rotMatrixValues[9] * parentRotationMatrix[5] + rotMatrixValues[10] * parentRotationMatrix[8];
  68958. }
  68959. }
  68960. else {
  68961. particleGlobalPosition.x = particlePosition.x;
  68962. particleGlobalPosition.y = particlePosition.y;
  68963. particleGlobalPosition.z = particlePosition.z;
  68964. if (this._computeParticleRotation || this.billboard) {
  68965. var rotMatrixValues = rotMatrix.m;
  68966. particleRotationMatrix[0] = rotMatrixValues[0];
  68967. particleRotationMatrix[1] = rotMatrixValues[1];
  68968. particleRotationMatrix[2] = rotMatrixValues[2];
  68969. particleRotationMatrix[3] = rotMatrixValues[4];
  68970. particleRotationMatrix[4] = rotMatrixValues[5];
  68971. particleRotationMatrix[5] = rotMatrixValues[6];
  68972. particleRotationMatrix[6] = rotMatrixValues[8];
  68973. particleRotationMatrix[7] = rotMatrixValues[9];
  68974. particleRotationMatrix[8] = rotMatrixValues[10];
  68975. }
  68976. }
  68977. var pivotBackTranslation = tempVectors[11];
  68978. if (particle.translateFromPivot) {
  68979. pivotBackTranslation.setAll(0.0);
  68980. }
  68981. else {
  68982. pivotBackTranslation.copyFrom(scaledPivot);
  68983. }
  68984. // particle vertex loop
  68985. for (pt = 0; pt < shape.length; pt++) {
  68986. idx = index + pt * 3;
  68987. colidx = colorIndex + pt * 4;
  68988. uvidx = uvIndex + pt * 2;
  68989. var tmpVertex = tempVectors[0];
  68990. tmpVertex.copyFrom(shape[pt]);
  68991. if (this._computeParticleVertex) {
  68992. this.updateParticleVertex(particle, tmpVertex, pt);
  68993. }
  68994. // positions
  68995. var vertexX = tmpVertex.x * particleScaling.x - scaledPivot.x;
  68996. var vertexY = tmpVertex.y * particleScaling.y - scaledPivot.y;
  68997. var vertexZ = tmpVertex.z * particleScaling.z - scaledPivot.z;
  68998. var rotatedX = vertexX * particleRotationMatrix[0] + vertexY * particleRotationMatrix[3] + vertexZ * particleRotationMatrix[6];
  68999. var rotatedY = vertexX * particleRotationMatrix[1] + vertexY * particleRotationMatrix[4] + vertexZ * particleRotationMatrix[7];
  69000. var rotatedZ = vertexX * particleRotationMatrix[2] + vertexY * particleRotationMatrix[5] + vertexZ * particleRotationMatrix[8];
  69001. rotatedX += pivotBackTranslation.x;
  69002. rotatedY += pivotBackTranslation.y;
  69003. rotatedZ += pivotBackTranslation.z;
  69004. var px = positions32[idx] = particleGlobalPosition.x + camAxisX.x * rotatedX + camAxisY.x * rotatedY + camAxisZ.x * rotatedZ;
  69005. var py = positions32[idx + 1] = particleGlobalPosition.y + camAxisX.y * rotatedX + camAxisY.y * rotatedY + camAxisZ.y * rotatedZ;
  69006. var pz = positions32[idx + 2] = particleGlobalPosition.z + camAxisX.z * rotatedX + camAxisY.z * rotatedY + camAxisZ.z * rotatedZ;
  69007. if (this._computeBoundingBox) {
  69008. minimum.minimizeInPlaceFromFloats(px, py, pz);
  69009. maximum.maximizeInPlaceFromFloats(px, py, pz);
  69010. }
  69011. // normals : if the particles can't be morphed then just rotate the normals, what is much more faster than ComputeNormals()
  69012. if (!this._computeParticleVertex) {
  69013. var normalx = fixedNormal32[idx];
  69014. var normaly = fixedNormal32[idx + 1];
  69015. var normalz = fixedNormal32[idx + 2];
  69016. var rotatedx = normalx * particleRotationMatrix[0] + normaly * particleRotationMatrix[3] + normalz * particleRotationMatrix[6];
  69017. var rotatedy = normalx * particleRotationMatrix[1] + normaly * particleRotationMatrix[4] + normalz * particleRotationMatrix[7];
  69018. var rotatedz = normalx * particleRotationMatrix[2] + normaly * particleRotationMatrix[5] + normalz * particleRotationMatrix[8];
  69019. normals32[idx] = camAxisX.x * rotatedx + camAxisY.x * rotatedy + camAxisZ.x * rotatedz;
  69020. normals32[idx + 1] = camAxisX.y * rotatedx + camAxisY.y * rotatedy + camAxisZ.y * rotatedz;
  69021. normals32[idx + 2] = camAxisX.z * rotatedx + camAxisY.z * rotatedy + camAxisZ.z * rotatedz;
  69022. }
  69023. if (this._computeParticleColor && particle.color) {
  69024. var color = particle.color;
  69025. var colors32_1 = this._colors32;
  69026. colors32_1[colidx] = color.r;
  69027. colors32_1[colidx + 1] = color.g;
  69028. colors32_1[colidx + 2] = color.b;
  69029. colors32_1[colidx + 3] = color.a;
  69030. }
  69031. if (this._computeParticleTexture) {
  69032. var uvs = particle.uvs;
  69033. uvs32[uvidx] = shapeUV[pt * 2] * (uvs.z - uvs.x) + uvs.x;
  69034. uvs32[uvidx + 1] = shapeUV[pt * 2 + 1] * (uvs.w - uvs.y) + uvs.y;
  69035. }
  69036. }
  69037. }
  69038. // particle just set invisible : scaled to zero and positioned at the origin
  69039. else {
  69040. particle._stillInvisible = true; // mark the particle as invisible
  69041. for (pt = 0; pt < shape.length; pt++) {
  69042. idx = index + pt * 3;
  69043. colidx = colorIndex + pt * 4;
  69044. uvidx = uvIndex + pt * 2;
  69045. positions32[idx] = positions32[idx + 1] = positions32[idx + 2] = 0;
  69046. normals32[idx] = normals32[idx + 1] = normals32[idx + 2] = 0;
  69047. if (this._computeParticleColor && particle.color) {
  69048. var color = particle.color;
  69049. colors32[colidx] = color.r;
  69050. colors32[colidx + 1] = color.g;
  69051. colors32[colidx + 2] = color.b;
  69052. colors32[colidx + 3] = color.a;
  69053. }
  69054. if (this._computeParticleTexture) {
  69055. var uvs = particle.uvs;
  69056. uvs32[uvidx] = shapeUV[pt * 2] * (uvs.z - uvs.x) + uvs.x;
  69057. uvs32[uvidx + 1] = shapeUV[pt * 2 + 1] * (uvs.w - uvs.y) + uvs.y;
  69058. }
  69059. }
  69060. }
  69061. // if the particle intersections must be computed : update the bbInfo
  69062. if (this._particlesIntersect) {
  69063. var bInfo = particle._boundingInfo;
  69064. var bBox = bInfo.boundingBox;
  69065. var bSphere = bInfo.boundingSphere;
  69066. var modelBoundingInfo = particle._modelBoundingInfo;
  69067. if (!this._bSphereOnly) {
  69068. // place, scale and rotate the particle bbox within the SPS local system, then update it
  69069. var modelBoundingInfoVectors = modelBoundingInfo.boundingBox.vectors;
  69070. var tempMin = tempVectors[1];
  69071. var tempMax = tempVectors[2];
  69072. tempMin.setAll(Number.MAX_VALUE);
  69073. tempMax.setAll(-Number.MAX_VALUE);
  69074. for (var b = 0; b < 8; b++) {
  69075. var scaledX = modelBoundingInfoVectors[b].x * particleScaling.x;
  69076. var scaledY = modelBoundingInfoVectors[b].y * particleScaling.y;
  69077. var scaledZ = modelBoundingInfoVectors[b].z * particleScaling.z;
  69078. var rotatedX = scaledX * particleRotationMatrix[0] + scaledY * particleRotationMatrix[3] + scaledZ * particleRotationMatrix[6];
  69079. var rotatedY = scaledX * particleRotationMatrix[1] + scaledY * particleRotationMatrix[4] + scaledZ * particleRotationMatrix[7];
  69080. var rotatedZ = scaledX * particleRotationMatrix[2] + scaledY * particleRotationMatrix[5] + scaledZ * particleRotationMatrix[8];
  69081. var x = particlePosition.x + camAxisX.x * rotatedX + camAxisY.x * rotatedY + camAxisZ.x * rotatedZ;
  69082. var y = particlePosition.y + camAxisX.y * rotatedX + camAxisY.y * rotatedY + camAxisZ.y * rotatedZ;
  69083. var z = particlePosition.z + camAxisX.z * rotatedX + camAxisY.z * rotatedY + camAxisZ.z * rotatedZ;
  69084. tempMin.minimizeInPlaceFromFloats(x, y, z);
  69085. tempMax.maximizeInPlaceFromFloats(x, y, z);
  69086. }
  69087. bBox.reConstruct(tempMin, tempMax, mesh._worldMatrix);
  69088. }
  69089. // place and scale the particle bouding sphere in the SPS local system, then update it
  69090. var minBbox = modelBoundingInfo.minimum.multiplyToRef(particleScaling, tempVectors[1]);
  69091. var maxBbox = modelBoundingInfo.maximum.multiplyToRef(particleScaling, tempVectors[2]);
  69092. var bSphereCenter = maxBbox.addToRef(minBbox, tempVectors[3]).scaleInPlace(0.5);
  69093. var halfDiag = maxBbox.subtractToRef(minBbox, tempVectors[4]).scaleInPlace(0.5 * this._bSphereRadiusFactor);
  69094. var bSphereMinBbox = bSphereCenter.subtractToRef(halfDiag, tempVectors[1]);
  69095. var bSphereMaxBbox = bSphereCenter.addToRef(halfDiag, tempVectors[2]);
  69096. bSphere.reConstruct(bSphereMinBbox, bSphereMaxBbox, mesh._worldMatrix);
  69097. }
  69098. // increment indexes for the next particle
  69099. index = idx + 3;
  69100. colorIndex = colidx + 4;
  69101. uvIndex = uvidx + 2;
  69102. }
  69103. // if the VBO must be updated
  69104. if (update) {
  69105. if (this._computeParticleColor) {
  69106. mesh.updateVerticesData(BABYLON.VertexBuffer.ColorKind, colors32, false, false);
  69107. }
  69108. if (this._computeParticleTexture) {
  69109. mesh.updateVerticesData(BABYLON.VertexBuffer.UVKind, uvs32, false, false);
  69110. }
  69111. mesh.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions32, false, false);
  69112. if (!mesh.areNormalsFrozen || mesh.isFacetDataEnabled) {
  69113. if (this._computeParticleVertex || mesh.isFacetDataEnabled) {
  69114. // recompute the normals only if the particles can be morphed, update then also the normal reference array _fixedNormal32[]
  69115. var params = mesh.isFacetDataEnabled ? mesh.getFacetDataParameters() : null;
  69116. BABYLON.VertexData.ComputeNormals(positions32, indices32, normals32, params);
  69117. for (var i = 0; i < normals32.length; i++) {
  69118. fixedNormal32[i] = normals32[i];
  69119. }
  69120. }
  69121. if (!mesh.areNormalsFrozen) {
  69122. mesh.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals32, false, false);
  69123. }
  69124. }
  69125. if (this._depthSort && this._depthSortParticles) {
  69126. var depthSortedParticles = this.depthSortedParticles;
  69127. depthSortedParticles.sort(depthSortFunction);
  69128. var dspl = depthSortedParticles.length;
  69129. var sid = 0;
  69130. for (var sorted = 0; sorted < dspl; sorted++) {
  69131. var lind = depthSortedParticles[sorted].indicesLength;
  69132. var sind = depthSortedParticles[sorted].ind;
  69133. for (var i = 0; i < lind; i++) {
  69134. indices32[sid] = indices[sind + i];
  69135. sid++;
  69136. }
  69137. }
  69138. mesh.updateIndices(indices32);
  69139. }
  69140. }
  69141. if (this._computeBoundingBox) {
  69142. if (mesh._boundingInfo) {
  69143. mesh._boundingInfo.reConstruct(minimum, maximum, mesh._worldMatrix);
  69144. }
  69145. else {
  69146. mesh._boundingInfo = new BABYLON.BoundingInfo(minimum, maximum, mesh._worldMatrix);
  69147. }
  69148. }
  69149. this.afterUpdateParticles(start, end, update);
  69150. return this;
  69151. };
  69152. /**
  69153. * Disposes the SPS.
  69154. */
  69155. SolidParticleSystem.prototype.dispose = function () {
  69156. this.mesh.dispose();
  69157. this.vars = null;
  69158. // drop references to internal big arrays for the GC
  69159. this._positions = null;
  69160. this._indices = null;
  69161. this._normals = null;
  69162. this._uvs = null;
  69163. this._colors = null;
  69164. this._indices32 = null;
  69165. this._positions32 = null;
  69166. this._normals32 = null;
  69167. this._fixedNormal32 = null;
  69168. this._uvs32 = null;
  69169. this._colors32 = null;
  69170. this.pickedParticles = null;
  69171. };
  69172. /**
  69173. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  69174. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69175. * @returns the SPS.
  69176. */
  69177. SolidParticleSystem.prototype.refreshVisibleSize = function () {
  69178. if (!this._isVisibilityBoxLocked) {
  69179. this.mesh.refreshBoundingInfo();
  69180. }
  69181. return this;
  69182. };
  69183. /**
  69184. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  69185. * @param size the size (float) of the visibility box
  69186. * note : this doesn't lock the SPS mesh bounding box.
  69187. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69188. */
  69189. SolidParticleSystem.prototype.setVisibilityBox = function (size) {
  69190. var vis = size / 2;
  69191. this.mesh._boundingInfo = new BABYLON.BoundingInfo(new BABYLON.Vector3(-vis, -vis, -vis), new BABYLON.Vector3(vis, vis, vis));
  69192. };
  69193. Object.defineProperty(SolidParticleSystem.prototype, "isAlwaysVisible", {
  69194. /**
  69195. * Gets whether the SPS as always visible or not
  69196. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69197. */
  69198. get: function () {
  69199. return this._alwaysVisible;
  69200. },
  69201. /**
  69202. * Sets the SPS as always visible or not
  69203. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69204. */
  69205. set: function (val) {
  69206. this._alwaysVisible = val;
  69207. this.mesh.alwaysSelectAsActiveMesh = val;
  69208. },
  69209. enumerable: true,
  69210. configurable: true
  69211. });
  69212. Object.defineProperty(SolidParticleSystem.prototype, "isVisibilityBoxLocked", {
  69213. /**
  69214. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  69215. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69216. */
  69217. get: function () {
  69218. return this._isVisibilityBoxLocked;
  69219. },
  69220. /**
  69221. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  69222. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69223. */
  69224. set: function (val) {
  69225. this._isVisibilityBoxLocked = val;
  69226. var boundingInfo = this.mesh.getBoundingInfo();
  69227. boundingInfo.isLocked = val;
  69228. },
  69229. enumerable: true,
  69230. configurable: true
  69231. });
  69232. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleRotation", {
  69233. /**
  69234. * Gets if `setParticles()` computes the particle rotations or not.
  69235. * Default value : true. The SPS is faster when it's set to false.
  69236. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  69237. */
  69238. get: function () {
  69239. return this._computeParticleRotation;
  69240. },
  69241. /**
  69242. * Tells to `setParticles()` to compute the particle rotations or not.
  69243. * Default value : true. The SPS is faster when it's set to false.
  69244. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  69245. */
  69246. set: function (val) {
  69247. this._computeParticleRotation = val;
  69248. },
  69249. enumerable: true,
  69250. configurable: true
  69251. });
  69252. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleColor", {
  69253. /**
  69254. * Gets if `setParticles()` computes the particle colors or not.
  69255. * Default value : true. The SPS is faster when it's set to false.
  69256. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  69257. */
  69258. get: function () {
  69259. return this._computeParticleColor;
  69260. },
  69261. /**
  69262. * Tells to `setParticles()` to compute the particle colors or not.
  69263. * Default value : true. The SPS is faster when it's set to false.
  69264. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  69265. */
  69266. set: function (val) {
  69267. this._computeParticleColor = val;
  69268. },
  69269. enumerable: true,
  69270. configurable: true
  69271. });
  69272. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleTexture", {
  69273. /**
  69274. * Gets if `setParticles()` computes the particle textures or not.
  69275. * Default value : true. The SPS is faster when it's set to false.
  69276. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  69277. */
  69278. get: function () {
  69279. return this._computeParticleTexture;
  69280. },
  69281. set: function (val) {
  69282. this._computeParticleTexture = val;
  69283. },
  69284. enumerable: true,
  69285. configurable: true
  69286. });
  69287. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleVertex", {
  69288. /**
  69289. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  69290. * Default value : false. The SPS is faster when it's set to false.
  69291. * Note : the particle custom vertex positions aren't stored values.
  69292. */
  69293. get: function () {
  69294. return this._computeParticleVertex;
  69295. },
  69296. /**
  69297. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  69298. * Default value : false. The SPS is faster when it's set to false.
  69299. * Note : the particle custom vertex positions aren't stored values.
  69300. */
  69301. set: function (val) {
  69302. this._computeParticleVertex = val;
  69303. },
  69304. enumerable: true,
  69305. configurable: true
  69306. });
  69307. Object.defineProperty(SolidParticleSystem.prototype, "computeBoundingBox", {
  69308. /**
  69309. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  69310. */
  69311. get: function () {
  69312. return this._computeBoundingBox;
  69313. },
  69314. /**
  69315. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  69316. */
  69317. set: function (val) {
  69318. this._computeBoundingBox = val;
  69319. },
  69320. enumerable: true,
  69321. configurable: true
  69322. });
  69323. Object.defineProperty(SolidParticleSystem.prototype, "depthSortParticles", {
  69324. /**
  69325. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  69326. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  69327. * Default : `true`
  69328. */
  69329. get: function () {
  69330. return this._depthSortParticles;
  69331. },
  69332. /**
  69333. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  69334. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  69335. * Default : `true`
  69336. */
  69337. set: function (val) {
  69338. this._depthSortParticles = val;
  69339. },
  69340. enumerable: true,
  69341. configurable: true
  69342. });
  69343. // =======================================================================
  69344. // Particle behavior logic
  69345. // these following methods may be overwritten by the user to fit his needs
  69346. /**
  69347. * This function does nothing. It may be overwritten to set all the particle first values.
  69348. * The SPS doesn't call this function, you may have to call it by your own.
  69349. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  69350. */
  69351. SolidParticleSystem.prototype.initParticles = function () {
  69352. };
  69353. /**
  69354. * This function does nothing. It may be overwritten to recycle a particle.
  69355. * The SPS doesn't call this function, you may have to call it by your own.
  69356. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  69357. * @param particle The particle to recycle
  69358. * @returns the recycled particle
  69359. */
  69360. SolidParticleSystem.prototype.recycleParticle = function (particle) {
  69361. return particle;
  69362. };
  69363. /**
  69364. * Updates a particle : this function should be overwritten by the user.
  69365. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  69366. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  69367. * @example : just set a particle position or velocity and recycle conditions
  69368. * @param particle The particle to update
  69369. * @returns the updated particle
  69370. */
  69371. SolidParticleSystem.prototype.updateParticle = function (particle) {
  69372. return particle;
  69373. };
  69374. /**
  69375. * Updates a vertex of a particle : it can be overwritten by the user.
  69376. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  69377. * @param particle the current particle
  69378. * @param vertex the current index of the current particle
  69379. * @param pt the index of the current vertex in the particle shape
  69380. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#update-each-particle-shape
  69381. * @example : just set a vertex particle position
  69382. * @returns the updated vertex
  69383. */
  69384. SolidParticleSystem.prototype.updateParticleVertex = function (particle, vertex, pt) {
  69385. return vertex;
  69386. };
  69387. /**
  69388. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  69389. * This does nothing and may be overwritten by the user.
  69390. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  69391. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  69392. * @param update the boolean update value actually passed to setParticles()
  69393. */
  69394. SolidParticleSystem.prototype.beforeUpdateParticles = function (start, stop, update) {
  69395. };
  69396. /**
  69397. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  69398. * This will be passed three parameters.
  69399. * This does nothing and may be overwritten by the user.
  69400. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  69401. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  69402. * @param update the boolean update value actually passed to setParticles()
  69403. */
  69404. SolidParticleSystem.prototype.afterUpdateParticles = function (start, stop, update) {
  69405. };
  69406. return SolidParticleSystem;
  69407. }());
  69408. BABYLON.SolidParticleSystem = SolidParticleSystem;
  69409. })(BABYLON || (BABYLON = {}));
  69410. //# sourceMappingURL=babylon.solidParticleSystem.js.map
  69411. var BABYLON;
  69412. (function (BABYLON) {
  69413. /**
  69414. * Class containing static functions to help procedurally build meshes
  69415. */
  69416. var MeshBuilder = /** @class */ (function () {
  69417. function MeshBuilder() {
  69418. }
  69419. MeshBuilder.updateSideOrientation = function (orientation) {
  69420. if (orientation == BABYLON.Mesh.DOUBLESIDE) {
  69421. return BABYLON.Mesh.DOUBLESIDE;
  69422. }
  69423. if (orientation === undefined || orientation === null) {
  69424. return BABYLON.Mesh.FRONTSIDE;
  69425. }
  69426. return orientation;
  69427. };
  69428. /**
  69429. * Creates a box mesh
  69430. * * The parameter `size` sets the size (float) of each box side (default 1)
  69431. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  69432. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements)
  69433. * * Please read this tutorial : http://doc.babylonjs.com/tutorials/CreateBox_Per_Face_Textures_And_Colors
  69434. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69435. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  69436. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69437. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#box
  69438. * @param name defines the name of the mesh
  69439. * @param options defines the options used to create the mesh
  69440. * @param scene defines the hosting scene
  69441. * @returns the box mesh
  69442. */
  69443. MeshBuilder.CreateBox = function (name, options, scene) {
  69444. if (scene === void 0) { scene = null; }
  69445. var box = new BABYLON.Mesh(name, scene);
  69446. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69447. box._originalBuilderSideOrientation = options.sideOrientation;
  69448. var vertexData = BABYLON.VertexData.CreateBox(options);
  69449. vertexData.applyToMesh(box, options.updatable);
  69450. return box;
  69451. };
  69452. /**
  69453. * Creates a sphere mesh
  69454. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  69455. * * You can set some different sphere dimensions, for instance to build an ellipsoid, by using the parameters `diameterX`, `diameterY` and `diameterZ` (all by default have the same value of `diameter`)
  69456. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  69457. * * You can create an unclosed sphere with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference (latitude) : 2 x PI x ratio
  69458. * * You can create an unclosed sphere on its height with the parameter `slice` (positive float, default1), valued between 0 and 1, what is the height ratio (longitude)
  69459. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69460. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  69461. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69462. * @param name defines the name of the mesh
  69463. * @param options defines the options used to create the mesh
  69464. * @param scene defines the hosting scene
  69465. * @returns the sphere mesh
  69466. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#sphere
  69467. */
  69468. MeshBuilder.CreateSphere = function (name, options, scene) {
  69469. var sphere = new BABYLON.Mesh(name, scene);
  69470. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69471. sphere._originalBuilderSideOrientation = options.sideOrientation;
  69472. var vertexData = BABYLON.VertexData.CreateSphere(options);
  69473. vertexData.applyToMesh(sphere, options.updatable);
  69474. return sphere;
  69475. };
  69476. /**
  69477. * Creates a plane polygonal mesh. By default, this is a disc
  69478. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  69479. * * The parameter `tessellation` sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
  69480. * * You can create an unclosed polygon with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference : 2 x PI x ratio
  69481. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69482. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  69483. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69484. * @param name defines the name of the mesh
  69485. * @param options defines the options used to create the mesh
  69486. * @param scene defines the hosting scene
  69487. * @returns the plane polygonal mesh
  69488. * @see http://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  69489. */
  69490. MeshBuilder.CreateDisc = function (name, options, scene) {
  69491. if (scene === void 0) { scene = null; }
  69492. var disc = new BABYLON.Mesh(name, scene);
  69493. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69494. disc._originalBuilderSideOrientation = options.sideOrientation;
  69495. var vertexData = BABYLON.VertexData.CreateDisc(options);
  69496. vertexData.applyToMesh(disc, options.updatable);
  69497. return disc;
  69498. };
  69499. /**
  69500. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  69501. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  69502. * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value of `radius`)
  69503. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  69504. * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
  69505. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69506. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  69507. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69508. * @param name defines the name of the mesh
  69509. * @param options defines the options used to create the mesh
  69510. * @param scene defines the hosting scene
  69511. * @returns the icosahedron mesh
  69512. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  69513. */
  69514. MeshBuilder.CreateIcoSphere = function (name, options, scene) {
  69515. var sphere = new BABYLON.Mesh(name, scene);
  69516. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69517. sphere._originalBuilderSideOrientation = options.sideOrientation;
  69518. var vertexData = BABYLON.VertexData.CreateIcoSphere(options);
  69519. vertexData.applyToMesh(sphere, options.updatable);
  69520. return sphere;
  69521. };
  69522. /**
  69523. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  69524. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  69525. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  69526. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  69527. * * The parameter `offset` (positive integer, default : rounded half size of the pathArray length), is taken in account only if the `pathArray` is containing a single path
  69528. * * It's the offset to join the points from the same path. Ex : offset = 10 means the point 1 is joined to the point 11
  69529. * * The optional parameter `instance` is an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#ribbon
  69530. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69531. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  69532. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  69533. * * The parameter `uvs` is an optional flat array of `Vector2` to update/set each ribbon vertex with its own custom UV values instead of the computed ones
  69534. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  69535. * * Note that if you use the parameters `uvs` or `colors`, the passed arrays must be populated with the right number of elements, it is to say the number of ribbon vertices. Remember that if you set `closePath` to `true`, there's one extra vertex per path in the geometry
  69536. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  69537. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69538. * @param name defines the name of the mesh
  69539. * @param options defines the options used to create the mesh
  69540. * @param scene defines the hosting scene
  69541. * @returns the ribbon mesh
  69542. * @see http://doc.babylonjs.com/tutorials/Ribbon_Tutorial
  69543. * @see http://doc.babylonjs.com/tutorials/Parametric_Shapes
  69544. */
  69545. MeshBuilder.CreateRibbon = function (name, options, scene) {
  69546. if (scene === void 0) { scene = null; }
  69547. var pathArray = options.pathArray;
  69548. var closeArray = options.closeArray;
  69549. var closePath = options.closePath;
  69550. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69551. var instance = options.instance;
  69552. var updatable = options.updatable;
  69553. if (instance) { // existing ribbon instance update
  69554. // positionFunction : ribbon case
  69555. // only pathArray and sideOrientation parameters are taken into account for positions update
  69556. var minimum_1 = BABYLON.Tmp.Vector3[0].setAll(Number.MAX_VALUE);
  69557. var maximum_1 = BABYLON.Tmp.Vector3[1].setAll(-Number.MAX_VALUE);
  69558. var positionFunction = function (positions) {
  69559. var minlg = pathArray[0].length;
  69560. var mesh = instance;
  69561. var i = 0;
  69562. var ns = (mesh._originalBuilderSideOrientation === BABYLON.Mesh.DOUBLESIDE) ? 2 : 1;
  69563. for (var si = 1; si <= ns; ++si) {
  69564. for (var p = 0; p < pathArray.length; ++p) {
  69565. var path = pathArray[p];
  69566. var l = path.length;
  69567. minlg = (minlg < l) ? minlg : l;
  69568. for (var j = 0; j < minlg; ++j) {
  69569. var pathPoint = path[j];
  69570. positions[i] = pathPoint.x;
  69571. positions[i + 1] = pathPoint.y;
  69572. positions[i + 2] = pathPoint.z;
  69573. minimum_1.minimizeInPlaceFromFloats(pathPoint.x, pathPoint.y, pathPoint.z);
  69574. maximum_1.maximizeInPlaceFromFloats(pathPoint.x, pathPoint.y, pathPoint.z);
  69575. i += 3;
  69576. }
  69577. if (mesh._creationDataStorage && mesh._creationDataStorage.closePath) {
  69578. var pathPoint = path[0];
  69579. positions[i] = pathPoint.x;
  69580. positions[i + 1] = pathPoint.y;
  69581. positions[i + 2] = pathPoint.z;
  69582. i += 3;
  69583. }
  69584. }
  69585. }
  69586. };
  69587. var positions = instance.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  69588. positionFunction(positions);
  69589. if (instance._boundingInfo) {
  69590. instance._boundingInfo.reConstruct(minimum_1, maximum_1, instance._worldMatrix);
  69591. }
  69592. else {
  69593. instance._boundingInfo = new BABYLON.BoundingInfo(minimum_1, maximum_1, instance._worldMatrix);
  69594. }
  69595. instance.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  69596. if (options.colors) {
  69597. var colors = instance.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  69598. for (var c = 0, colorIndex = 0; c < options.colors.length; c++, colorIndex += 4) {
  69599. var color = options.colors[c];
  69600. colors[colorIndex] = color.r;
  69601. colors[colorIndex + 1] = color.g;
  69602. colors[colorIndex + 2] = color.b;
  69603. colors[colorIndex + 3] = color.a;
  69604. }
  69605. instance.updateVerticesData(BABYLON.VertexBuffer.ColorKind, colors, false, false);
  69606. }
  69607. if (options.uvs) {
  69608. var uvs = instance.getVerticesData(BABYLON.VertexBuffer.UVKind);
  69609. for (var i = 0; i < options.uvs.length; i++) {
  69610. uvs[i * 2] = options.uvs[i].x;
  69611. uvs[i * 2 + 1] = options.uvs[i].y;
  69612. }
  69613. instance.updateVerticesData(BABYLON.VertexBuffer.UVKind, uvs, false, false);
  69614. }
  69615. if (!instance.areNormalsFrozen || instance.isFacetDataEnabled) {
  69616. var indices = instance.getIndices();
  69617. var normals = instance.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  69618. var params = instance.isFacetDataEnabled ? instance.getFacetDataParameters() : null;
  69619. BABYLON.VertexData.ComputeNormals(positions, indices, normals, params);
  69620. if (instance._creationDataStorage && instance._creationDataStorage.closePath) {
  69621. var indexFirst = 0;
  69622. var indexLast = 0;
  69623. for (var p = 0; p < pathArray.length; p++) {
  69624. indexFirst = instance._creationDataStorage.idx[p] * 3;
  69625. if (p + 1 < pathArray.length) {
  69626. indexLast = (instance._creationDataStorage.idx[p + 1] - 1) * 3;
  69627. }
  69628. else {
  69629. indexLast = normals.length - 3;
  69630. }
  69631. normals[indexFirst] = (normals[indexFirst] + normals[indexLast]) * 0.5;
  69632. normals[indexFirst + 1] = (normals[indexFirst + 1] + normals[indexLast + 1]) * 0.5;
  69633. normals[indexFirst + 2] = (normals[indexFirst + 2] + normals[indexLast + 2]) * 0.5;
  69634. normals[indexLast] = normals[indexFirst];
  69635. normals[indexLast + 1] = normals[indexFirst + 1];
  69636. normals[indexLast + 2] = normals[indexFirst + 2];
  69637. }
  69638. }
  69639. if (!(instance.areNormalsFrozen)) {
  69640. instance.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals, false, false);
  69641. }
  69642. }
  69643. return instance;
  69644. }
  69645. else { // new ribbon creation
  69646. var ribbon = new BABYLON.Mesh(name, scene);
  69647. ribbon._originalBuilderSideOrientation = sideOrientation;
  69648. ribbon._creationDataStorage = new BABYLON._CreationDataStorage();
  69649. var vertexData = BABYLON.VertexData.CreateRibbon(options);
  69650. if (closePath) {
  69651. ribbon._creationDataStorage.idx = vertexData._idx;
  69652. }
  69653. ribbon._creationDataStorage.closePath = closePath;
  69654. ribbon._creationDataStorage.closeArray = closeArray;
  69655. vertexData.applyToMesh(ribbon, updatable);
  69656. return ribbon;
  69657. }
  69658. };
  69659. /**
  69660. * Creates a cylinder or a cone mesh
  69661. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  69662. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  69663. * * The parameters `diameterTop` and `diameterBottom` overwrite the parameter `diameter` and set respectively the top cap and bottom cap diameter (floats, default 1). The parameter "diameterBottom" can't be zero.
  69664. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  69665. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  69666. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  69667. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  69668. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  69669. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of n Color3 elements) and `faceUV` (an array of n Vector4 elements).
  69670. * * The value of n is the number of cylinder faces. If the cylinder has only 1 subdivisions, n equals : top face + cylinder surface + bottom face = 3
  69671. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  69672. * * Finally, if the cylinder has 5 independent subdivisions and is enclose, n equals : top face + 5 x (stripe surface + 2 closing faces) + bottom face = 2 + 5 * 3 = 17
  69673. * * Each array (color or UVs) is always ordered the same way : the first element is the bottom cap, the last element is the top cap. The other elements are each a ring surface.
  69674. * * If `enclose` is false, a ring surface is one element.
  69675. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  69676. * * Example how to set colors and textures on a sliced cylinder : http://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379
  69677. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69678. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  69679. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69680. * @param name defines the name of the mesh
  69681. * @param options defines the options used to create the mesh
  69682. * @param scene defines the hosting scene
  69683. * @returns the cylinder mesh
  69684. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#cylinder-or-cone
  69685. */
  69686. MeshBuilder.CreateCylinder = function (name, options, scene) {
  69687. var cylinder = new BABYLON.Mesh(name, scene);
  69688. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69689. cylinder._originalBuilderSideOrientation = options.sideOrientation;
  69690. var vertexData = BABYLON.VertexData.CreateCylinder(options);
  69691. vertexData.applyToMesh(cylinder, options.updatable);
  69692. return cylinder;
  69693. };
  69694. /**
  69695. * Creates a torus mesh
  69696. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  69697. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  69698. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  69699. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69700. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  69701. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69702. * @param name defines the name of the mesh
  69703. * @param options defines the options used to create the mesh
  69704. * @param scene defines the hosting scene
  69705. * @returns the torus mesh
  69706. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#torus
  69707. */
  69708. MeshBuilder.CreateTorus = function (name, options, scene) {
  69709. var torus = new BABYLON.Mesh(name, scene);
  69710. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69711. torus._originalBuilderSideOrientation = options.sideOrientation;
  69712. var vertexData = BABYLON.VertexData.CreateTorus(options);
  69713. vertexData.applyToMesh(torus, options.updatable);
  69714. return torus;
  69715. };
  69716. /**
  69717. * Creates a torus knot mesh
  69718. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  69719. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  69720. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  69721. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  69722. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69723. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  69724. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69725. * @param name defines the name of the mesh
  69726. * @param options defines the options used to create the mesh
  69727. * @param scene defines the hosting scene
  69728. * @returns the torus knot mesh
  69729. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#torus-knot
  69730. */
  69731. MeshBuilder.CreateTorusKnot = function (name, options, scene) {
  69732. var torusKnot = new BABYLON.Mesh(name, scene);
  69733. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69734. torusKnot._originalBuilderSideOrientation = options.sideOrientation;
  69735. var vertexData = BABYLON.VertexData.CreateTorusKnot(options);
  69736. vertexData.applyToMesh(torusKnot, options.updatable);
  69737. return torusKnot;
  69738. };
  69739. /**
  69740. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  69741. * * A line system mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of lines as an input parameter
  69742. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  69743. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  69744. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  69745. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  69746. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  69747. * * Updating a simple Line mesh, you just need to update every line in the `lines` array : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#lines-and-dashedlines
  69748. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  69749. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69750. * @see http://doc.babylonjs.com/how_to/parametric_shapes#line-system
  69751. * @param name defines the name of the new line system
  69752. * @param options defines the options used to create the line system
  69753. * @param scene defines the hosting scene
  69754. * @returns a new line system mesh
  69755. */
  69756. MeshBuilder.CreateLineSystem = function (name, options, scene) {
  69757. var instance = options.instance;
  69758. var lines = options.lines;
  69759. var colors = options.colors;
  69760. if (instance) { // lines update
  69761. var positions = instance.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  69762. var vertexColor;
  69763. var lineColors;
  69764. if (colors) {
  69765. vertexColor = instance.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  69766. }
  69767. var i = 0;
  69768. var c = 0;
  69769. for (var l = 0; l < lines.length; l++) {
  69770. var points = lines[l];
  69771. for (var p = 0; p < points.length; p++) {
  69772. positions[i] = points[p].x;
  69773. positions[i + 1] = points[p].y;
  69774. positions[i + 2] = points[p].z;
  69775. if (colors && vertexColor) {
  69776. lineColors = colors[l];
  69777. vertexColor[c] = lineColors[p].r;
  69778. vertexColor[c + 1] = lineColors[p].g;
  69779. vertexColor[c + 2] = lineColors[p].b;
  69780. vertexColor[c + 3] = lineColors[p].a;
  69781. c += 4;
  69782. }
  69783. i += 3;
  69784. }
  69785. }
  69786. instance.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  69787. if (colors && vertexColor) {
  69788. instance.updateVerticesData(BABYLON.VertexBuffer.ColorKind, vertexColor, false, false);
  69789. }
  69790. return instance;
  69791. }
  69792. // line system creation
  69793. var useVertexColor = (colors) ? true : false;
  69794. var lineSystem = new BABYLON.LinesMesh(name, scene, null, undefined, undefined, useVertexColor, options.useVertexAlpha);
  69795. var vertexData = BABYLON.VertexData.CreateLineSystem(options);
  69796. vertexData.applyToMesh(lineSystem, options.updatable);
  69797. return lineSystem;
  69798. };
  69799. /**
  69800. * Creates a line mesh
  69801. * A line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  69802. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  69803. * * The parameter `points` is an array successive Vector3
  69804. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#lines-and-dashedlines
  69805. * * The optional parameter `colors` is an array of successive Color4, one per line point
  69806. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  69807. * * When updating an instance, remember that only point positions can change, not the number of points
  69808. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69809. * @see http://doc.babylonjs.com/how_to/parametric_shapes#lines
  69810. * @param name defines the name of the new line system
  69811. * @param options defines the options used to create the line system
  69812. * @param scene defines the hosting scene
  69813. * @returns a new line mesh
  69814. */
  69815. MeshBuilder.CreateLines = function (name, options, scene) {
  69816. if (scene === void 0) { scene = null; }
  69817. var colors = (options.colors) ? [options.colors] : null;
  69818. var lines = MeshBuilder.CreateLineSystem(name, { lines: [options.points], updatable: options.updatable, instance: options.instance, colors: colors, useVertexAlpha: options.useVertexAlpha }, scene);
  69819. return lines;
  69820. };
  69821. /**
  69822. * Creates a dashed line mesh
  69823. * * A dashed line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  69824. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  69825. * * The parameter `points` is an array successive Vector3
  69826. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  69827. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  69828. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  69829. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#lines-and-dashedlines
  69830. * * When updating an instance, remember that only point positions can change, not the number of points
  69831. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69832. * @param name defines the name of the mesh
  69833. * @param options defines the options used to create the mesh
  69834. * @param scene defines the hosting scene
  69835. * @returns the dashed line mesh
  69836. * @see http://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  69837. */
  69838. MeshBuilder.CreateDashedLines = function (name, options, scene) {
  69839. if (scene === void 0) { scene = null; }
  69840. var points = options.points;
  69841. var instance = options.instance;
  69842. var gapSize = options.gapSize || 1;
  69843. var dashSize = options.dashSize || 3;
  69844. if (instance) { // dashed lines update
  69845. var positionFunction = function (positions) {
  69846. var curvect = BABYLON.Vector3.Zero();
  69847. var nbSeg = positions.length / 6;
  69848. var lg = 0;
  69849. var nb = 0;
  69850. var shft = 0;
  69851. var dashshft = 0;
  69852. var curshft = 0;
  69853. var p = 0;
  69854. var i = 0;
  69855. var j = 0;
  69856. for (i = 0; i < points.length - 1; i++) {
  69857. points[i + 1].subtractToRef(points[i], curvect);
  69858. lg += curvect.length();
  69859. }
  69860. shft = lg / nbSeg;
  69861. var dashSize = instance._creationDataStorage.dashSize;
  69862. var gapSize = instance._creationDataStorage.gapSize;
  69863. dashshft = dashSize * shft / (dashSize + gapSize);
  69864. for (i = 0; i < points.length - 1; i++) {
  69865. points[i + 1].subtractToRef(points[i], curvect);
  69866. nb = Math.floor(curvect.length() / shft);
  69867. curvect.normalize();
  69868. j = 0;
  69869. while (j < nb && p < positions.length) {
  69870. curshft = shft * j;
  69871. positions[p] = points[i].x + curshft * curvect.x;
  69872. positions[p + 1] = points[i].y + curshft * curvect.y;
  69873. positions[p + 2] = points[i].z + curshft * curvect.z;
  69874. positions[p + 3] = points[i].x + (curshft + dashshft) * curvect.x;
  69875. positions[p + 4] = points[i].y + (curshft + dashshft) * curvect.y;
  69876. positions[p + 5] = points[i].z + (curshft + dashshft) * curvect.z;
  69877. p += 6;
  69878. j++;
  69879. }
  69880. }
  69881. while (p < positions.length) {
  69882. positions[p] = points[i].x;
  69883. positions[p + 1] = points[i].y;
  69884. positions[p + 2] = points[i].z;
  69885. p += 3;
  69886. }
  69887. };
  69888. instance.updateMeshPositions(positionFunction, false);
  69889. return instance;
  69890. }
  69891. // dashed lines creation
  69892. var dashedLines = new BABYLON.LinesMesh(name, scene);
  69893. var vertexData = BABYLON.VertexData.CreateDashedLines(options);
  69894. vertexData.applyToMesh(dashedLines, options.updatable);
  69895. dashedLines._creationDataStorage = new BABYLON._CreationDataStorage();
  69896. dashedLines._creationDataStorage.dashSize = dashSize;
  69897. dashedLines._creationDataStorage.gapSize = gapSize;
  69898. return dashedLines;
  69899. };
  69900. /**
  69901. * Creates an extruded shape mesh. The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  69902. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  69903. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  69904. * * The parameter `rotation` (float, default 0 radians) is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve.
  69905. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  69906. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  69907. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#extruded-shape
  69908. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  69909. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69910. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  69911. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  69912. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69913. * @param name defines the name of the mesh
  69914. * @param options defines the options used to create the mesh
  69915. * @param scene defines the hosting scene
  69916. * @returns the extruded shape mesh
  69917. * @see http://doc.babylonjs.com/tutorials/Parametric_Shapes
  69918. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  69919. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  69920. */
  69921. MeshBuilder.ExtrudeShape = function (name, options, scene) {
  69922. if (scene === void 0) { scene = null; }
  69923. var path = options.path;
  69924. var shape = options.shape;
  69925. var scale = options.scale || 1;
  69926. var rotation = options.rotation || 0;
  69927. var cap = (options.cap === 0) ? 0 : options.cap || BABYLON.Mesh.NO_CAP;
  69928. var updatable = options.updatable;
  69929. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69930. var instance = options.instance || null;
  69931. var invertUV = options.invertUV || false;
  69932. return MeshBuilder._ExtrudeShapeGeneric(name, shape, path, scale, rotation, null, null, false, false, cap, false, scene, updatable ? true : false, sideOrientation, instance, invertUV, options.frontUVs || null, options.backUVs || null);
  69933. };
  69934. /**
  69935. * Creates an custom extruded shape mesh.
  69936. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  69937. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  69938. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  69939. * * The parameter `rotationFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  69940. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  69941. * * The parameter `scaleFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  69942. * * It must returns a float value that will be the scale value applied to the shape on each path point
  69943. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  69944. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  69945. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  69946. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#extruded-shape
  69947. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  69948. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69949. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  69950. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  69951. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69952. * @param name defines the name of the mesh
  69953. * @param options defines the options used to create the mesh
  69954. * @param scene defines the hosting scene
  69955. * @returns the custom extruded shape mesh
  69956. * @see http://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  69957. * @see http://doc.babylonjs.com/tutorials/Parametric_Shapes
  69958. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  69959. */
  69960. MeshBuilder.ExtrudeShapeCustom = function (name, options, scene) {
  69961. var path = options.path;
  69962. var shape = options.shape;
  69963. var scaleFunction = options.scaleFunction || (function () { return 1; });
  69964. var rotationFunction = options.rotationFunction || (function () { return 0; });
  69965. var ribbonCloseArray = options.ribbonCloseArray || false;
  69966. var ribbonClosePath = options.ribbonClosePath || false;
  69967. var cap = (options.cap === 0) ? 0 : options.cap || BABYLON.Mesh.NO_CAP;
  69968. var updatable = options.updatable;
  69969. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69970. var instance = options.instance;
  69971. var invertUV = options.invertUV || false;
  69972. return MeshBuilder._ExtrudeShapeGeneric(name, shape, path, null, null, scaleFunction, rotationFunction, ribbonCloseArray, ribbonClosePath, cap, true, scene, updatable ? true : false, sideOrientation, instance || null, invertUV, options.frontUVs || null, options.backUVs || null);
  69973. };
  69974. /**
  69975. * Creates lathe mesh.
  69976. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  69977. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero
  69978. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  69979. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  69980. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  69981. * * The parameter `arc` (positive float, default 1) is the ratio of the lathe. 0.5 builds for instance half a lathe, so an opened shape
  69982. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  69983. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  69984. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69985. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  69986. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  69987. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69988. * @param name defines the name of the mesh
  69989. * @param options defines the options used to create the mesh
  69990. * @param scene defines the hosting scene
  69991. * @returns the lathe mesh
  69992. * @see http://doc.babylonjs.com/how_to/parametric_shapes#lathe
  69993. */
  69994. MeshBuilder.CreateLathe = function (name, options, scene) {
  69995. var arc = options.arc ? ((options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc) : 1.0;
  69996. var closed = (options.closed === undefined) ? true : options.closed;
  69997. var shape = options.shape;
  69998. var radius = options.radius || 1;
  69999. var tessellation = options.tessellation || 64;
  70000. var clip = options.clip || 0;
  70001. var updatable = options.updatable;
  70002. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70003. var cap = options.cap || BABYLON.Mesh.NO_CAP;
  70004. var pi2 = Math.PI * 2;
  70005. var paths = new Array();
  70006. var invertUV = options.invertUV || false;
  70007. var i = 0;
  70008. var p = 0;
  70009. var step = pi2 / tessellation * arc;
  70010. var rotated;
  70011. var path = new Array();
  70012. for (i = 0; i <= tessellation - clip; i++) {
  70013. var path = [];
  70014. if (cap == BABYLON.Mesh.CAP_START || cap == BABYLON.Mesh.CAP_ALL) {
  70015. path.push(new BABYLON.Vector3(0, shape[0].y, 0));
  70016. path.push(new BABYLON.Vector3(Math.cos(i * step) * shape[0].x * radius, shape[0].y, Math.sin(i * step) * shape[0].x * radius));
  70017. }
  70018. for (p = 0; p < shape.length; p++) {
  70019. rotated = new BABYLON.Vector3(Math.cos(i * step) * shape[p].x * radius, shape[p].y, Math.sin(i * step) * shape[p].x * radius);
  70020. path.push(rotated);
  70021. }
  70022. if (cap == BABYLON.Mesh.CAP_END || cap == BABYLON.Mesh.CAP_ALL) {
  70023. path.push(new BABYLON.Vector3(Math.cos(i * step) * shape[shape.length - 1].x * radius, shape[shape.length - 1].y, Math.sin(i * step) * shape[shape.length - 1].x * radius));
  70024. path.push(new BABYLON.Vector3(0, shape[shape.length - 1].y, 0));
  70025. }
  70026. paths.push(path);
  70027. }
  70028. // lathe ribbon
  70029. var lathe = MeshBuilder.CreateRibbon(name, { pathArray: paths, closeArray: closed, sideOrientation: sideOrientation, updatable: updatable, invertUV: invertUV, frontUVs: options.frontUVs, backUVs: options.backUVs }, scene);
  70030. return lathe;
  70031. };
  70032. /**
  70033. * Creates a plane mesh
  70034. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  70035. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  70036. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  70037. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70038. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  70039. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70040. * @param name defines the name of the mesh
  70041. * @param options defines the options used to create the mesh
  70042. * @param scene defines the hosting scene
  70043. * @returns the plane mesh
  70044. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#plane
  70045. */
  70046. MeshBuilder.CreatePlane = function (name, options, scene) {
  70047. var plane = new BABYLON.Mesh(name, scene);
  70048. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70049. plane._originalBuilderSideOrientation = options.sideOrientation;
  70050. var vertexData = BABYLON.VertexData.CreatePlane(options);
  70051. vertexData.applyToMesh(plane, options.updatable);
  70052. if (options.sourcePlane) {
  70053. plane.translate(options.sourcePlane.normal, options.sourcePlane.d);
  70054. var product = Math.acos(BABYLON.Vector3.Dot(options.sourcePlane.normal, BABYLON.Axis.Z));
  70055. var vectorProduct = BABYLON.Vector3.Cross(BABYLON.Axis.Z, options.sourcePlane.normal);
  70056. if (vectorProduct.lengthSquared() > BABYLON.Epsilon) {
  70057. plane.rotate(vectorProduct, product);
  70058. }
  70059. }
  70060. return plane;
  70061. };
  70062. /**
  70063. * Creates a ground mesh
  70064. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  70065. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  70066. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70067. * @param name defines the name of the mesh
  70068. * @param options defines the options used to create the mesh
  70069. * @param scene defines the hosting scene
  70070. * @returns the ground mesh
  70071. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#plane
  70072. */
  70073. MeshBuilder.CreateGround = function (name, options, scene) {
  70074. var ground = new BABYLON.GroundMesh(name, scene);
  70075. ground._setReady(false);
  70076. ground._subdivisionsX = options.subdivisionsX || options.subdivisions || 1;
  70077. ground._subdivisionsY = options.subdivisionsY || options.subdivisions || 1;
  70078. ground._width = options.width || 1;
  70079. ground._height = options.height || 1;
  70080. ground._maxX = ground._width / 2;
  70081. ground._maxZ = ground._height / 2;
  70082. ground._minX = -ground._maxX;
  70083. ground._minZ = -ground._maxZ;
  70084. var vertexData = BABYLON.VertexData.CreateGround(options);
  70085. vertexData.applyToMesh(ground, options.updatable);
  70086. ground._setReady(true);
  70087. return ground;
  70088. };
  70089. /**
  70090. * Creates a tiled ground mesh
  70091. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  70092. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  70093. * * The parameter `subdivisions` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile
  70094. * * The parameter `precision` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile
  70095. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  70096. * @param name defines the name of the mesh
  70097. * @param options defines the options used to create the mesh
  70098. * @param scene defines the hosting scene
  70099. * @returns the tiled ground mesh
  70100. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#tiled-ground
  70101. */
  70102. MeshBuilder.CreateTiledGround = function (name, options, scene) {
  70103. var tiledGround = new BABYLON.Mesh(name, scene);
  70104. var vertexData = BABYLON.VertexData.CreateTiledGround(options);
  70105. vertexData.applyToMesh(tiledGround, options.updatable);
  70106. return tiledGround;
  70107. };
  70108. /**
  70109. * Creates a ground mesh from a height map
  70110. * * The parameter `url` sets the URL of the height map image resource.
  70111. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  70112. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  70113. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  70114. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  70115. * * The parameter `colorFilter` (optional Color3, default (0.3, 0.59, 0.11) ) is the filter to apply to the image pixel colors to compute the height.
  70116. * * The parameter `onReady` is a javascript callback function that will be called once the mesh is just built (the height map download can last some time).
  70117. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  70118. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  70119. * @param name defines the name of the mesh
  70120. * @param url defines the url to the height map
  70121. * @param options defines the options used to create the mesh
  70122. * @param scene defines the hosting scene
  70123. * @returns the ground mesh
  70124. * @see http://doc.babylonjs.com/babylon101/height_map
  70125. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#ground-from-a-height-map
  70126. */
  70127. MeshBuilder.CreateGroundFromHeightMap = function (name, url, options, scene) {
  70128. var width = options.width || 10.0;
  70129. var height = options.height || 10.0;
  70130. var subdivisions = options.subdivisions || 1 | 0;
  70131. var minHeight = options.minHeight || 0.0;
  70132. var maxHeight = options.maxHeight || 1.0;
  70133. var filter = options.colorFilter || new BABYLON.Color3(0.3, 0.59, 0.11);
  70134. var alphaFilter = options.alphaFilter || 0.0;
  70135. var updatable = options.updatable;
  70136. var onReady = options.onReady;
  70137. var ground = new BABYLON.GroundMesh(name, scene);
  70138. ground._subdivisionsX = subdivisions;
  70139. ground._subdivisionsY = subdivisions;
  70140. ground._width = width;
  70141. ground._height = height;
  70142. ground._maxX = ground._width / 2.0;
  70143. ground._maxZ = ground._height / 2.0;
  70144. ground._minX = -ground._maxX;
  70145. ground._minZ = -ground._maxZ;
  70146. ground._setReady(false);
  70147. var onload = function (img) {
  70148. // Getting height map data
  70149. var canvas = document.createElement("canvas");
  70150. var context = canvas.getContext("2d");
  70151. if (!context) {
  70152. throw new Error("Unable to get 2d context for CreateGroundFromHeightMap");
  70153. }
  70154. if (scene.isDisposed) {
  70155. return;
  70156. }
  70157. var bufferWidth = img.width;
  70158. var bufferHeight = img.height;
  70159. canvas.width = bufferWidth;
  70160. canvas.height = bufferHeight;
  70161. context.drawImage(img, 0, 0);
  70162. // Create VertexData from map data
  70163. // Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949
  70164. var buffer = context.getImageData(0, 0, bufferWidth, bufferHeight).data;
  70165. var vertexData = BABYLON.VertexData.CreateGroundFromHeightMap({
  70166. width: width, height: height,
  70167. subdivisions: subdivisions,
  70168. minHeight: minHeight, maxHeight: maxHeight, colorFilter: filter,
  70169. buffer: buffer, bufferWidth: bufferWidth, bufferHeight: bufferHeight,
  70170. alphaFilter: alphaFilter
  70171. });
  70172. vertexData.applyToMesh(ground, updatable);
  70173. //execute ready callback, if set
  70174. if (onReady) {
  70175. onReady(ground);
  70176. }
  70177. ground._setReady(true);
  70178. };
  70179. BABYLON.Tools.LoadImage(url, onload, function () { }, scene.offlineProvider);
  70180. return ground;
  70181. };
  70182. /**
  70183. * Creates a polygon mesh
  70184. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  70185. * * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  70186. * * You can set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70187. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70188. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  70189. * * Remember you can only change the shape positions, not their number when updating a polygon
  70190. * @param name defines the name of the mesh
  70191. * @param options defines the options used to create the mesh
  70192. * @param scene defines the hosting scene
  70193. * @returns the polygon mesh
  70194. */
  70195. MeshBuilder.CreatePolygon = function (name, options, scene) {
  70196. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70197. var shape = options.shape;
  70198. var holes = options.holes || [];
  70199. var depth = options.depth || 0;
  70200. var contours = [];
  70201. var hole = [];
  70202. for (var i = 0; i < shape.length; i++) {
  70203. contours[i] = new BABYLON.Vector2(shape[i].x, shape[i].z);
  70204. }
  70205. var epsilon = 0.00000001;
  70206. if (contours[0].equalsWithEpsilon(contours[contours.length - 1], epsilon)) {
  70207. contours.pop();
  70208. }
  70209. var polygonTriangulation = new BABYLON.PolygonMeshBuilder(name, contours, scene);
  70210. for (var hNb = 0; hNb < holes.length; hNb++) {
  70211. hole = [];
  70212. for (var hPoint = 0; hPoint < holes[hNb].length; hPoint++) {
  70213. hole.push(new BABYLON.Vector2(holes[hNb][hPoint].x, holes[hNb][hPoint].z));
  70214. }
  70215. polygonTriangulation.addHole(hole);
  70216. }
  70217. var polygon = polygonTriangulation.build(options.updatable, depth);
  70218. polygon._originalBuilderSideOrientation = options.sideOrientation;
  70219. var vertexData = BABYLON.VertexData.CreatePolygon(polygon, options.sideOrientation, options.faceUV, options.faceColors, options.frontUVs, options.backUVs);
  70220. vertexData.applyToMesh(polygon, options.updatable);
  70221. return polygon;
  70222. };
  70223. /**
  70224. * Creates an extruded polygon mesh, with depth in the Y direction.
  70225. * * You can set different colors and different images to the top, bottom and extruded side by using the parameters `faceColors` (an array of 3 Color3 elements) and `faceUV` (an array of 3 Vector4 elements)
  70226. * @see http://doc.babylonjs.com/tutorials/CreateBox_Per_Face_Textures_And_Colors
  70227. * @param name defines the name of the mesh
  70228. * @param options defines the options used to create the mesh
  70229. * @param scene defines the hosting scene
  70230. * @returns the polygon mesh
  70231. */
  70232. MeshBuilder.ExtrudePolygon = function (name, options, scene) {
  70233. return MeshBuilder.CreatePolygon(name, options, scene);
  70234. };
  70235. /**
  70236. * Creates a tube mesh.
  70237. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  70238. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  70239. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  70240. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  70241. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  70242. * * This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path. It must return a radius value (positive float)
  70243. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  70244. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  70245. * * The optional parameter `instance` is an instance of an existing Tube object to be updated with the passed `pathArray` parameter : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#tube
  70246. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70247. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  70248. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  70249. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70250. * @param name defines the name of the mesh
  70251. * @param options defines the options used to create the mesh
  70252. * @param scene defines the hosting scene
  70253. * @returns the tube mesh
  70254. * @see http://doc.babylonjs.com/tutorials/Parametric_Shapes
  70255. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#tube
  70256. */
  70257. MeshBuilder.CreateTube = function (name, options, scene) {
  70258. var path = options.path;
  70259. var instance = options.instance;
  70260. var radius = 1.0;
  70261. if (options.radius !== undefined) {
  70262. radius = options.radius;
  70263. }
  70264. else if (instance) {
  70265. radius = instance._creationDataStorage.radius;
  70266. }
  70267. var tessellation = options.tessellation || 64 | 0;
  70268. var radiusFunction = options.radiusFunction || null;
  70269. var cap = options.cap || BABYLON.Mesh.NO_CAP;
  70270. var invertUV = options.invertUV || false;
  70271. var updatable = options.updatable;
  70272. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70273. options.arc = options.arc && (options.arc <= 0.0 || options.arc > 1.0) ? 1.0 : options.arc || 1.0;
  70274. // tube geometry
  70275. var tubePathArray = function (path, path3D, circlePaths, radius, tessellation, radiusFunction, cap, arc) {
  70276. var tangents = path3D.getTangents();
  70277. var normals = path3D.getNormals();
  70278. var distances = path3D.getDistances();
  70279. var pi2 = Math.PI * 2;
  70280. var step = pi2 / tessellation * arc;
  70281. var returnRadius = function () { return radius; };
  70282. var radiusFunctionFinal = radiusFunction || returnRadius;
  70283. var circlePath;
  70284. var rad;
  70285. var normal;
  70286. var rotated;
  70287. var rotationMatrix = BABYLON.Tmp.Matrix[0];
  70288. var index = (cap === BABYLON.Mesh.NO_CAP || cap === BABYLON.Mesh.CAP_END) ? 0 : 2;
  70289. for (var i = 0; i < path.length; i++) {
  70290. rad = radiusFunctionFinal(i, distances[i]); // current radius
  70291. circlePath = Array(); // current circle array
  70292. normal = normals[i]; // current normal
  70293. for (var t = 0; t < tessellation; t++) {
  70294. BABYLON.Matrix.RotationAxisToRef(tangents[i], step * t, rotationMatrix);
  70295. rotated = circlePath[t] ? circlePath[t] : BABYLON.Vector3.Zero();
  70296. BABYLON.Vector3.TransformCoordinatesToRef(normal, rotationMatrix, rotated);
  70297. rotated.scaleInPlace(rad).addInPlace(path[i]);
  70298. circlePath[t] = rotated;
  70299. }
  70300. circlePaths[index] = circlePath;
  70301. index++;
  70302. }
  70303. // cap
  70304. var capPath = function (nbPoints, pathIndex) {
  70305. var pointCap = Array();
  70306. for (var i = 0; i < nbPoints; i++) {
  70307. pointCap.push(path[pathIndex]);
  70308. }
  70309. return pointCap;
  70310. };
  70311. switch (cap) {
  70312. case BABYLON.Mesh.NO_CAP:
  70313. break;
  70314. case BABYLON.Mesh.CAP_START:
  70315. circlePaths[0] = capPath(tessellation, 0);
  70316. circlePaths[1] = circlePaths[2].slice(0);
  70317. break;
  70318. case BABYLON.Mesh.CAP_END:
  70319. circlePaths[index] = circlePaths[index - 1].slice(0);
  70320. circlePaths[index + 1] = capPath(tessellation, path.length - 1);
  70321. break;
  70322. case BABYLON.Mesh.CAP_ALL:
  70323. circlePaths[0] = capPath(tessellation, 0);
  70324. circlePaths[1] = circlePaths[2].slice(0);
  70325. circlePaths[index] = circlePaths[index - 1].slice(0);
  70326. circlePaths[index + 1] = capPath(tessellation, path.length - 1);
  70327. break;
  70328. default:
  70329. break;
  70330. }
  70331. return circlePaths;
  70332. };
  70333. var path3D;
  70334. var pathArray;
  70335. if (instance) { // tube update
  70336. var storage = instance._creationDataStorage;
  70337. var arc = options.arc || storage.arc;
  70338. path3D = storage.path3D.update(path);
  70339. pathArray = tubePathArray(path, path3D, storage.pathArray, radius, storage.tessellation, radiusFunction, storage.cap, arc);
  70340. instance = MeshBuilder.CreateRibbon("", { pathArray: pathArray, instance: instance });
  70341. // Update mode, no need to recreate the storage.
  70342. storage.path3D = path3D;
  70343. storage.pathArray = pathArray;
  70344. storage.arc = arc;
  70345. storage.radius = radius;
  70346. return instance;
  70347. }
  70348. // tube creation
  70349. path3D = new BABYLON.Path3D(path);
  70350. var newPathArray = new Array();
  70351. cap = (cap < 0 || cap > 3) ? 0 : cap;
  70352. pathArray = tubePathArray(path, path3D, newPathArray, radius, tessellation, radiusFunction, cap, options.arc);
  70353. var tube = MeshBuilder.CreateRibbon(name, { pathArray: pathArray, closePath: true, closeArray: false, updatable: updatable, sideOrientation: sideOrientation, invertUV: invertUV, frontUVs: options.frontUVs, backUVs: options.backUVs }, scene);
  70354. tube._creationDataStorage.pathArray = pathArray;
  70355. tube._creationDataStorage.path3D = path3D;
  70356. tube._creationDataStorage.tessellation = tessellation;
  70357. tube._creationDataStorage.cap = cap;
  70358. tube._creationDataStorage.arc = options.arc;
  70359. tube._creationDataStorage.radius = radius;
  70360. return tube;
  70361. };
  70362. /**
  70363. * Creates a polyhedron mesh
  70364. * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial to choose the wanted type
  70365. * * The parameter `size` (positive float, default 1) sets the polygon size
  70366. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  70367. * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`
  70368. * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron
  70369. * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)
  70370. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : http://doc.babylonjs.com/tutorials/CreateBox_Per_Face_Textures_And_Colors
  70371. * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored
  70372. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70373. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  70374. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70375. * @param name defines the name of the mesh
  70376. * @param options defines the options used to create the mesh
  70377. * @param scene defines the hosting scene
  70378. * @returns the polyhedron mesh
  70379. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes
  70380. */
  70381. MeshBuilder.CreatePolyhedron = function (name, options, scene) {
  70382. var polyhedron = new BABYLON.Mesh(name, scene);
  70383. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70384. polyhedron._originalBuilderSideOrientation = options.sideOrientation;
  70385. var vertexData = BABYLON.VertexData.CreatePolyhedron(options);
  70386. vertexData.applyToMesh(polyhedron, options.updatable);
  70387. return polyhedron;
  70388. };
  70389. /**
  70390. * Creates a decal mesh.
  70391. * A decal is a mesh usually applied as a model onto the surface of another mesh. So don't forget the parameter `sourceMesh` depicting the decal
  70392. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  70393. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  70394. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  70395. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  70396. * @param name defines the name of the mesh
  70397. * @param sourceMesh defines the mesh where the decal must be applied
  70398. * @param options defines the options used to create the mesh
  70399. * @param scene defines the hosting scene
  70400. * @returns the decal mesh
  70401. * @see http://doc.babylonjs.com/how_to/decals
  70402. */
  70403. MeshBuilder.CreateDecal = function (name, sourceMesh, options) {
  70404. var indices = sourceMesh.getIndices();
  70405. var positions = sourceMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  70406. var normals = sourceMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  70407. var position = options.position || BABYLON.Vector3.Zero();
  70408. var normal = options.normal || BABYLON.Vector3.Up();
  70409. var size = options.size || BABYLON.Vector3.One();
  70410. var angle = options.angle || 0;
  70411. // Getting correct rotation
  70412. if (!normal) {
  70413. var target = new BABYLON.Vector3(0, 0, 1);
  70414. var camera = sourceMesh.getScene().activeCamera;
  70415. var cameraWorldTarget = BABYLON.Vector3.TransformCoordinates(target, camera.getWorldMatrix());
  70416. normal = camera.globalPosition.subtract(cameraWorldTarget);
  70417. }
  70418. var yaw = -Math.atan2(normal.z, normal.x) - Math.PI / 2;
  70419. var len = Math.sqrt(normal.x * normal.x + normal.z * normal.z);
  70420. var pitch = Math.atan2(normal.y, len);
  70421. // Matrix
  70422. var decalWorldMatrix = BABYLON.Matrix.RotationYawPitchRoll(yaw, pitch, angle).multiply(BABYLON.Matrix.Translation(position.x, position.y, position.z));
  70423. var inverseDecalWorldMatrix = BABYLON.Matrix.Invert(decalWorldMatrix);
  70424. var meshWorldMatrix = sourceMesh.getWorldMatrix();
  70425. var transformMatrix = meshWorldMatrix.multiply(inverseDecalWorldMatrix);
  70426. var vertexData = new BABYLON.VertexData();
  70427. vertexData.indices = [];
  70428. vertexData.positions = [];
  70429. vertexData.normals = [];
  70430. vertexData.uvs = [];
  70431. var currentVertexDataIndex = 0;
  70432. var extractDecalVector3 = function (indexId) {
  70433. var result = new BABYLON.PositionNormalVertex();
  70434. if (!indices || !positions || !normals) {
  70435. return result;
  70436. }
  70437. var vertexId = indices[indexId];
  70438. result.position = new BABYLON.Vector3(positions[vertexId * 3], positions[vertexId * 3 + 1], positions[vertexId * 3 + 2]);
  70439. // Send vector to decal local world
  70440. result.position = BABYLON.Vector3.TransformCoordinates(result.position, transformMatrix);
  70441. // Get normal
  70442. result.normal = new BABYLON.Vector3(normals[vertexId * 3], normals[vertexId * 3 + 1], normals[vertexId * 3 + 2]);
  70443. result.normal = BABYLON.Vector3.TransformNormal(result.normal, transformMatrix);
  70444. return result;
  70445. }; // Inspired by https://github.com/mrdoob/three.js/blob/eee231960882f6f3b6113405f524956145148146/examples/js/geometries/DecalGeometry.js
  70446. var clip = function (vertices, axis) {
  70447. if (vertices.length === 0) {
  70448. return vertices;
  70449. }
  70450. var clipSize = 0.5 * Math.abs(BABYLON.Vector3.Dot(size, axis));
  70451. var clipVertices = function (v0, v1) {
  70452. var clipFactor = BABYLON.Vector3.GetClipFactor(v0.position, v1.position, axis, clipSize);
  70453. return new BABYLON.PositionNormalVertex(BABYLON.Vector3.Lerp(v0.position, v1.position, clipFactor), BABYLON.Vector3.Lerp(v0.normal, v1.normal, clipFactor));
  70454. };
  70455. var result = new Array();
  70456. for (var index = 0; index < vertices.length; index += 3) {
  70457. var v1Out;
  70458. var v2Out;
  70459. var v3Out;
  70460. var total = 0;
  70461. var nV1 = null;
  70462. var nV2 = null;
  70463. var nV3 = null;
  70464. var nV4 = null;
  70465. var d1 = BABYLON.Vector3.Dot(vertices[index].position, axis) - clipSize;
  70466. var d2 = BABYLON.Vector3.Dot(vertices[index + 1].position, axis) - clipSize;
  70467. var d3 = BABYLON.Vector3.Dot(vertices[index + 2].position, axis) - clipSize;
  70468. v1Out = d1 > 0;
  70469. v2Out = d2 > 0;
  70470. v3Out = d3 > 0;
  70471. total = (v1Out ? 1 : 0) + (v2Out ? 1 : 0) + (v3Out ? 1 : 0);
  70472. switch (total) {
  70473. case 0:
  70474. result.push(vertices[index]);
  70475. result.push(vertices[index + 1]);
  70476. result.push(vertices[index + 2]);
  70477. break;
  70478. case 1:
  70479. if (v1Out) {
  70480. nV1 = vertices[index + 1];
  70481. nV2 = vertices[index + 2];
  70482. nV3 = clipVertices(vertices[index], nV1);
  70483. nV4 = clipVertices(vertices[index], nV2);
  70484. }
  70485. if (v2Out) {
  70486. nV1 = vertices[index];
  70487. nV2 = vertices[index + 2];
  70488. nV3 = clipVertices(vertices[index + 1], nV1);
  70489. nV4 = clipVertices(vertices[index + 1], nV2);
  70490. result.push(nV3);
  70491. result.push(nV2.clone());
  70492. result.push(nV1.clone());
  70493. result.push(nV2.clone());
  70494. result.push(nV3.clone());
  70495. result.push(nV4);
  70496. break;
  70497. }
  70498. if (v3Out) {
  70499. nV1 = vertices[index];
  70500. nV2 = vertices[index + 1];
  70501. nV3 = clipVertices(vertices[index + 2], nV1);
  70502. nV4 = clipVertices(vertices[index + 2], nV2);
  70503. }
  70504. if (nV1 && nV2 && nV3 && nV4) {
  70505. result.push(nV1.clone());
  70506. result.push(nV2.clone());
  70507. result.push(nV3);
  70508. result.push(nV4);
  70509. result.push(nV3.clone());
  70510. result.push(nV2.clone());
  70511. }
  70512. break;
  70513. case 2:
  70514. if (!v1Out) {
  70515. nV1 = vertices[index].clone();
  70516. nV2 = clipVertices(nV1, vertices[index + 1]);
  70517. nV3 = clipVertices(nV1, vertices[index + 2]);
  70518. result.push(nV1);
  70519. result.push(nV2);
  70520. result.push(nV3);
  70521. }
  70522. if (!v2Out) {
  70523. nV1 = vertices[index + 1].clone();
  70524. nV2 = clipVertices(nV1, vertices[index + 2]);
  70525. nV3 = clipVertices(nV1, vertices[index]);
  70526. result.push(nV1);
  70527. result.push(nV2);
  70528. result.push(nV3);
  70529. }
  70530. if (!v3Out) {
  70531. nV1 = vertices[index + 2].clone();
  70532. nV2 = clipVertices(nV1, vertices[index]);
  70533. nV3 = clipVertices(nV1, vertices[index + 1]);
  70534. result.push(nV1);
  70535. result.push(nV2);
  70536. result.push(nV3);
  70537. }
  70538. break;
  70539. case 3:
  70540. break;
  70541. }
  70542. }
  70543. return result;
  70544. };
  70545. for (var index = 0; index < indices.length; index += 3) {
  70546. var faceVertices = new Array();
  70547. faceVertices.push(extractDecalVector3(index));
  70548. faceVertices.push(extractDecalVector3(index + 1));
  70549. faceVertices.push(extractDecalVector3(index + 2));
  70550. // Clip
  70551. faceVertices = clip(faceVertices, new BABYLON.Vector3(1, 0, 0));
  70552. faceVertices = clip(faceVertices, new BABYLON.Vector3(-1, 0, 0));
  70553. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 1, 0));
  70554. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, -1, 0));
  70555. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 0, 1));
  70556. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 0, -1));
  70557. if (faceVertices.length === 0) {
  70558. continue;
  70559. }
  70560. // Add UVs and get back to world
  70561. for (var vIndex = 0; vIndex < faceVertices.length; vIndex++) {
  70562. var vertex = faceVertices[vIndex];
  70563. //TODO check for Int32Array | Uint32Array | Uint16Array
  70564. vertexData.indices.push(currentVertexDataIndex);
  70565. vertex.position.toArray(vertexData.positions, currentVertexDataIndex * 3);
  70566. vertex.normal.toArray(vertexData.normals, currentVertexDataIndex * 3);
  70567. vertexData.uvs.push(0.5 + vertex.position.x / size.x);
  70568. vertexData.uvs.push(0.5 + vertex.position.y / size.y);
  70569. currentVertexDataIndex++;
  70570. }
  70571. }
  70572. // Return mesh
  70573. var decal = new BABYLON.Mesh(name, sourceMesh.getScene());
  70574. vertexData.applyToMesh(decal);
  70575. decal.position = position.clone();
  70576. decal.rotation = new BABYLON.Vector3(pitch, yaw, angle);
  70577. return decal;
  70578. };
  70579. // Privates
  70580. MeshBuilder._ExtrudeShapeGeneric = function (name, shape, curve, scale, rotation, scaleFunction, rotateFunction, rbCA, rbCP, cap, custom, scene, updtbl, side, instance, invertUV, frontUVs, backUVs) {
  70581. // extrusion geometry
  70582. var extrusionPathArray = function (shape, curve, path3D, shapePaths, scale, rotation, scaleFunction, rotateFunction, cap, custom) {
  70583. var tangents = path3D.getTangents();
  70584. var normals = path3D.getNormals();
  70585. var binormals = path3D.getBinormals();
  70586. var distances = path3D.getDistances();
  70587. var angle = 0;
  70588. var returnScale = function () { return scale !== null ? scale : 1; };
  70589. var returnRotation = function () { return rotation !== null ? rotation : 0; };
  70590. var rotate = custom && rotateFunction ? rotateFunction : returnRotation;
  70591. var scl = custom && scaleFunction ? scaleFunction : returnScale;
  70592. var index = (cap === BABYLON.Mesh.NO_CAP || cap === BABYLON.Mesh.CAP_END) ? 0 : 2;
  70593. var rotationMatrix = BABYLON.Tmp.Matrix[0];
  70594. for (var i = 0; i < curve.length; i++) {
  70595. var shapePath = new Array();
  70596. var angleStep = rotate(i, distances[i]);
  70597. var scaleRatio = scl(i, distances[i]);
  70598. for (var p = 0; p < shape.length; p++) {
  70599. BABYLON.Matrix.RotationAxisToRef(tangents[i], angle, rotationMatrix);
  70600. var planed = ((tangents[i].scale(shape[p].z)).add(normals[i].scale(shape[p].x)).add(binormals[i].scale(shape[p].y)));
  70601. var rotated = shapePath[p] ? shapePath[p] : BABYLON.Vector3.Zero();
  70602. BABYLON.Vector3.TransformCoordinatesToRef(planed, rotationMatrix, rotated);
  70603. rotated.scaleInPlace(scaleRatio).addInPlace(curve[i]);
  70604. shapePath[p] = rotated;
  70605. }
  70606. shapePaths[index] = shapePath;
  70607. angle += angleStep;
  70608. index++;
  70609. }
  70610. // cap
  70611. var capPath = function (shapePath) {
  70612. var pointCap = Array();
  70613. var barycenter = BABYLON.Vector3.Zero();
  70614. var i;
  70615. for (i = 0; i < shapePath.length; i++) {
  70616. barycenter.addInPlace(shapePath[i]);
  70617. }
  70618. barycenter.scaleInPlace(1.0 / shapePath.length);
  70619. for (i = 0; i < shapePath.length; i++) {
  70620. pointCap.push(barycenter);
  70621. }
  70622. return pointCap;
  70623. };
  70624. switch (cap) {
  70625. case BABYLON.Mesh.NO_CAP:
  70626. break;
  70627. case BABYLON.Mesh.CAP_START:
  70628. shapePaths[0] = capPath(shapePaths[2]);
  70629. shapePaths[1] = shapePaths[2];
  70630. break;
  70631. case BABYLON.Mesh.CAP_END:
  70632. shapePaths[index] = shapePaths[index - 1];
  70633. shapePaths[index + 1] = capPath(shapePaths[index - 1]);
  70634. break;
  70635. case BABYLON.Mesh.CAP_ALL:
  70636. shapePaths[0] = capPath(shapePaths[2]);
  70637. shapePaths[1] = shapePaths[2];
  70638. shapePaths[index] = shapePaths[index - 1];
  70639. shapePaths[index + 1] = capPath(shapePaths[index - 1]);
  70640. break;
  70641. default:
  70642. break;
  70643. }
  70644. return shapePaths;
  70645. };
  70646. var path3D;
  70647. var pathArray;
  70648. if (instance) { // instance update
  70649. var storage = instance._creationDataStorage;
  70650. path3D = storage.path3D.update(curve);
  70651. pathArray = extrusionPathArray(shape, curve, storage.path3D, storage.pathArray, scale, rotation, scaleFunction, rotateFunction, storage.cap, custom);
  70652. instance = BABYLON.Mesh.CreateRibbon("", pathArray, false, false, 0, scene || undefined, false, 0, instance);
  70653. return instance;
  70654. }
  70655. // extruded shape creation
  70656. path3D = new BABYLON.Path3D(curve);
  70657. var newShapePaths = new Array();
  70658. cap = (cap < 0 || cap > 3) ? 0 : cap;
  70659. pathArray = extrusionPathArray(shape, curve, path3D, newShapePaths, scale, rotation, scaleFunction, rotateFunction, cap, custom);
  70660. var extrudedGeneric = MeshBuilder.CreateRibbon(name, { pathArray: pathArray, closeArray: rbCA, closePath: rbCP, updatable: updtbl, sideOrientation: side, invertUV: invertUV, frontUVs: frontUVs || undefined, backUVs: backUVs || undefined }, scene);
  70661. extrudedGeneric._creationDataStorage.pathArray = pathArray;
  70662. extrudedGeneric._creationDataStorage.path3D = path3D;
  70663. extrudedGeneric._creationDataStorage.cap = cap;
  70664. return extrudedGeneric;
  70665. };
  70666. return MeshBuilder;
  70667. }());
  70668. BABYLON.MeshBuilder = MeshBuilder;
  70669. })(BABYLON || (BABYLON = {}));
  70670. //# sourceMappingURL=babylon.meshBuilder.js.map
  70671. var BABYLON;
  70672. (function (BABYLON) {
  70673. /**
  70674. * Draco compression (https://google.github.io/draco/)
  70675. *
  70676. * This class wraps the Draco module.
  70677. *
  70678. * **Encoder**
  70679. *
  70680. * The encoder is not currently implemented.
  70681. *
  70682. * **Decoder**
  70683. *
  70684. * By default, the configuration points to a copy of the Draco decoder files for glTF from the babylon.js preview cdn https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js.
  70685. *
  70686. * To update the configuration, use the following code:
  70687. * ```javascript
  70688. * BABYLON.DracoCompression.Configuration = {
  70689. * decoder: {
  70690. * wasmUrl: "<url to the WebAssembly library>",
  70691. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  70692. * fallbackUrl: "<url to the fallback JavaScript library>",
  70693. * }
  70694. * };
  70695. * ```
  70696. *
  70697. * Draco has two versions, one for WebAssembly and one for JavaScript. The decoder configuration can be set to only support Webssembly or only support the JavaScript version.
  70698. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  70699. * Use `BABYLON.DracoCompression.DecoderAvailable` to determine if the decoder is available for the current session.
  70700. *
  70701. * To decode Draco compressed data, create a DracoCompression object and call decodeMeshAsync:
  70702. * ```javascript
  70703. * var dracoCompression = new BABYLON.DracoCompression();
  70704. * var vertexData = await dracoCompression.decodeMeshAsync(data, {
  70705. * [BABYLON.VertexBuffer.PositionKind]: 0
  70706. * });
  70707. * ```
  70708. *
  70709. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  70710. */
  70711. var DracoCompression = /** @class */ (function () {
  70712. /**
  70713. * Constructor
  70714. */
  70715. function DracoCompression() {
  70716. }
  70717. Object.defineProperty(DracoCompression, "DecoderAvailable", {
  70718. /**
  70719. * Returns true if the decoder is available.
  70720. */
  70721. get: function () {
  70722. if (typeof DracoDecoderModule !== "undefined") {
  70723. return true;
  70724. }
  70725. var decoder = DracoCompression.Configuration.decoder;
  70726. if (decoder) {
  70727. if (decoder.wasmUrl && decoder.wasmBinaryUrl && typeof WebAssembly === "object") {
  70728. return true;
  70729. }
  70730. if (decoder.fallbackUrl) {
  70731. return true;
  70732. }
  70733. }
  70734. return false;
  70735. },
  70736. enumerable: true,
  70737. configurable: true
  70738. });
  70739. /**
  70740. * Stop all async operations and release resources.
  70741. */
  70742. DracoCompression.prototype.dispose = function () {
  70743. };
  70744. /**
  70745. * Decode Draco compressed mesh data to vertex data.
  70746. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  70747. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  70748. * @returns A promise that resolves with the decoded vertex data
  70749. */
  70750. DracoCompression.prototype.decodeMeshAsync = function (data, attributes) {
  70751. var dataView = data instanceof ArrayBuffer ? new Uint8Array(data) : data;
  70752. return DracoCompression._GetDecoderModule().then(function (wrappedModule) {
  70753. var module = wrappedModule.module;
  70754. var vertexData = new BABYLON.VertexData();
  70755. var buffer = new module.DecoderBuffer();
  70756. buffer.Init(dataView, dataView.byteLength);
  70757. var decoder = new module.Decoder();
  70758. var geometry;
  70759. var status;
  70760. try {
  70761. var type = decoder.GetEncodedGeometryType(buffer);
  70762. switch (type) {
  70763. case module.TRIANGULAR_MESH:
  70764. geometry = new module.Mesh();
  70765. status = decoder.DecodeBufferToMesh(buffer, geometry);
  70766. break;
  70767. case module.POINT_CLOUD:
  70768. geometry = new module.PointCloud();
  70769. status = decoder.DecodeBufferToPointCloud(buffer, geometry);
  70770. break;
  70771. default:
  70772. throw new Error("Invalid geometry type " + type);
  70773. }
  70774. if (!status.ok() || !geometry.ptr) {
  70775. throw new Error(status.error_msg());
  70776. }
  70777. var numPoints = geometry.num_points();
  70778. if (type === module.TRIANGULAR_MESH) {
  70779. var numFaces = geometry.num_faces();
  70780. var faceIndices = new module.DracoInt32Array();
  70781. try {
  70782. var indices = new Uint32Array(numFaces * 3);
  70783. for (var i = 0; i < numFaces; i++) {
  70784. decoder.GetFaceFromMesh(geometry, i, faceIndices);
  70785. var offset = i * 3;
  70786. indices[offset + 0] = faceIndices.GetValue(0);
  70787. indices[offset + 1] = faceIndices.GetValue(1);
  70788. indices[offset + 2] = faceIndices.GetValue(2);
  70789. }
  70790. vertexData.indices = indices;
  70791. }
  70792. finally {
  70793. module.destroy(faceIndices);
  70794. }
  70795. }
  70796. for (var kind in attributes) {
  70797. var uniqueId = attributes[kind];
  70798. var attribute = decoder.GetAttributeByUniqueId(geometry, uniqueId);
  70799. var dracoData = new module.DracoFloat32Array();
  70800. try {
  70801. decoder.GetAttributeFloatForAllPoints(geometry, attribute, dracoData);
  70802. var babylonData = new Float32Array(numPoints * attribute.num_components());
  70803. for (var i = 0; i < babylonData.length; i++) {
  70804. babylonData[i] = dracoData.GetValue(i);
  70805. }
  70806. vertexData.set(babylonData, kind);
  70807. }
  70808. finally {
  70809. module.destroy(dracoData);
  70810. }
  70811. }
  70812. }
  70813. finally {
  70814. if (geometry) {
  70815. module.destroy(geometry);
  70816. }
  70817. module.destroy(decoder);
  70818. module.destroy(buffer);
  70819. }
  70820. return vertexData;
  70821. });
  70822. };
  70823. DracoCompression._GetDecoderModule = function () {
  70824. if (!DracoCompression._DecoderModulePromise) {
  70825. var promise = null;
  70826. var config_1 = {};
  70827. if (typeof DracoDecoderModule !== "undefined") {
  70828. promise = Promise.resolve();
  70829. }
  70830. else {
  70831. var decoder = DracoCompression.Configuration.decoder;
  70832. if (decoder) {
  70833. if (decoder.wasmUrl && decoder.wasmBinaryUrl && typeof WebAssembly === "object") {
  70834. promise = Promise.all([
  70835. DracoCompression._LoadScriptAsync(decoder.wasmUrl),
  70836. DracoCompression._LoadFileAsync(decoder.wasmBinaryUrl).then(function (data) {
  70837. config_1.wasmBinary = data;
  70838. })
  70839. ]);
  70840. }
  70841. else if (decoder.fallbackUrl) {
  70842. promise = DracoCompression._LoadScriptAsync(decoder.fallbackUrl);
  70843. }
  70844. }
  70845. }
  70846. if (!promise) {
  70847. throw new Error("Draco decoder module is not available");
  70848. }
  70849. DracoCompression._DecoderModulePromise = promise.then(function () {
  70850. return new Promise(function (resolve) {
  70851. config_1.onModuleLoaded = function (decoderModule) {
  70852. // decoderModule is Promise-like. Wrap before resolving to avoid loop.
  70853. resolve({ module: decoderModule });
  70854. };
  70855. DracoDecoderModule(config_1);
  70856. });
  70857. });
  70858. }
  70859. return DracoCompression._DecoderModulePromise;
  70860. };
  70861. DracoCompression._LoadScriptAsync = function (url) {
  70862. return new Promise(function (resolve, reject) {
  70863. BABYLON.Tools.LoadScript(url, function () {
  70864. resolve();
  70865. }, function (message) {
  70866. reject(new Error(message));
  70867. });
  70868. });
  70869. };
  70870. DracoCompression._LoadFileAsync = function (url) {
  70871. return new Promise(function (resolve, reject) {
  70872. BABYLON.Tools.LoadFile(url, function (data) {
  70873. resolve(data);
  70874. }, undefined, undefined, true, function (request, exception) {
  70875. reject(exception);
  70876. });
  70877. });
  70878. };
  70879. /**
  70880. * The configuration. Defaults to the following urls:
  70881. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  70882. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  70883. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  70884. */
  70885. DracoCompression.Configuration = {
  70886. decoder: {
  70887. wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js",
  70888. wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm",
  70889. fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  70890. }
  70891. };
  70892. return DracoCompression;
  70893. }());
  70894. BABYLON.DracoCompression = DracoCompression;
  70895. })(BABYLON || (BABYLON = {}));
  70896. //# sourceMappingURL=babylon.dracoCompression.js.map
  70897. var BABYLON;
  70898. (function (BABYLON) {
  70899. // Sets the default audio engine to Babylon.js
  70900. BABYLON.Engine.AudioEngineFactory = function (hostElement) { return new AudioEngine(hostElement); };
  70901. /**
  70902. * This represents the default audio engine used in babylon.
  70903. * It is responsible to play, synchronize and analyse sounds throughout the application.
  70904. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  70905. */
  70906. var AudioEngine = /** @class */ (function () {
  70907. /**
  70908. * Instantiates a new audio engine.
  70909. *
  70910. * There should be only one per page as some browsers restrict the number
  70911. * of audio contexts you can create.
  70912. * @param hostElement defines the host element where to display the mute icon if necessary
  70913. */
  70914. function AudioEngine(hostElement) {
  70915. if (hostElement === void 0) { hostElement = null; }
  70916. var _this = this;
  70917. this._audioContext = null;
  70918. this._audioContextInitialized = false;
  70919. this._muteButton = null;
  70920. /**
  70921. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  70922. */
  70923. this.canUseWebAudio = false;
  70924. /**
  70925. * Defines if Babylon should emit a warning if WebAudio is not supported.
  70926. * @ignoreNaming
  70927. */
  70928. this.WarnedWebAudioUnsupported = false;
  70929. /**
  70930. * Gets whether or not mp3 are supported by your browser.
  70931. */
  70932. this.isMP3supported = false;
  70933. /**
  70934. * Gets whether or not ogg are supported by your browser.
  70935. */
  70936. this.isOGGsupported = false;
  70937. /**
  70938. * Gets whether audio has been unlocked on the device.
  70939. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  70940. * a user interaction has happened.
  70941. */
  70942. this.unlocked = true;
  70943. /**
  70944. * Defines if the audio engine relies on a custom unlocked button.
  70945. * In this case, the embedded button will not be displayed.
  70946. */
  70947. this.useCustomUnlockedButton = false;
  70948. /**
  70949. * Event raised when audio has been unlocked on the browser.
  70950. */
  70951. this.onAudioUnlockedObservable = new BABYLON.Observable();
  70952. /**
  70953. * Event raised when audio has been locked on the browser.
  70954. */
  70955. this.onAudioLockedObservable = new BABYLON.Observable();
  70956. this._tryToRun = false;
  70957. this._onResize = function () {
  70958. _this._moveButtonToTopLeft();
  70959. };
  70960. if (typeof window.AudioContext !== 'undefined' || typeof window.webkitAudioContext !== 'undefined') {
  70961. window.AudioContext = window.AudioContext || window.webkitAudioContext;
  70962. this.canUseWebAudio = true;
  70963. }
  70964. var audioElem = document.createElement('audio');
  70965. this._hostElement = hostElement;
  70966. try {
  70967. if (audioElem && !!audioElem.canPlayType && audioElem.canPlayType('audio/mpeg; codecs="mp3"').replace(/^no$/, '')) {
  70968. this.isMP3supported = true;
  70969. }
  70970. }
  70971. catch (e) {
  70972. // protect error during capability check.
  70973. }
  70974. try {
  70975. if (audioElem && !!audioElem.canPlayType && audioElem.canPlayType('audio/ogg; codecs="vorbis"').replace(/^no$/, '')) {
  70976. this.isOGGsupported = true;
  70977. }
  70978. }
  70979. catch (e) {
  70980. // protect error during capability check.
  70981. }
  70982. }
  70983. Object.defineProperty(AudioEngine.prototype, "audioContext", {
  70984. /**
  70985. * Gets the current AudioContext if available.
  70986. */
  70987. get: function () {
  70988. if (!this._audioContextInitialized) {
  70989. this._initializeAudioContext();
  70990. }
  70991. else {
  70992. if (!this.unlocked && !this._muteButton) {
  70993. this._displayMuteButton();
  70994. }
  70995. }
  70996. return this._audioContext;
  70997. },
  70998. enumerable: true,
  70999. configurable: true
  71000. });
  71001. /**
  71002. * Flags the audio engine in Locked state.
  71003. * This happens due to new browser policies preventing audio to autoplay.
  71004. */
  71005. AudioEngine.prototype.lock = function () {
  71006. this._triggerSuspendedState();
  71007. };
  71008. /**
  71009. * Unlocks the audio engine once a user action has been done on the dom.
  71010. * This is helpful to resume play once browser policies have been satisfied.
  71011. */
  71012. AudioEngine.prototype.unlock = function () {
  71013. this._triggerRunningState();
  71014. };
  71015. AudioEngine.prototype._resumeAudioContext = function () {
  71016. var result;
  71017. if (this._audioContext.resume) {
  71018. result = this._audioContext.resume();
  71019. }
  71020. return result || Promise.resolve();
  71021. };
  71022. AudioEngine.prototype._initializeAudioContext = function () {
  71023. try {
  71024. if (this.canUseWebAudio) {
  71025. this._audioContext = new AudioContext();
  71026. // create a global volume gain node
  71027. this.masterGain = this._audioContext.createGain();
  71028. this.masterGain.gain.value = 1;
  71029. this.masterGain.connect(this._audioContext.destination);
  71030. this._audioContextInitialized = true;
  71031. if (this._audioContext.state === "running") {
  71032. // Do not wait for the promise to unlock.
  71033. this._triggerRunningState();
  71034. }
  71035. }
  71036. }
  71037. catch (e) {
  71038. this.canUseWebAudio = false;
  71039. BABYLON.Tools.Error("Web Audio: " + e.message);
  71040. }
  71041. };
  71042. AudioEngine.prototype._triggerRunningState = function () {
  71043. var _this = this;
  71044. if (this._tryToRun) {
  71045. return;
  71046. }
  71047. this._tryToRun = true;
  71048. this._resumeAudioContext()
  71049. .then(function () {
  71050. _this._tryToRun = false;
  71051. if (_this._muteButton) {
  71052. _this._hideMuteButton();
  71053. }
  71054. }).catch(function () {
  71055. _this._tryToRun = false;
  71056. _this.unlocked = false;
  71057. });
  71058. // Notify users that the audio stack is unlocked/unmuted
  71059. this.unlocked = true;
  71060. this.onAudioUnlockedObservable.notifyObservers(this);
  71061. };
  71062. AudioEngine.prototype._triggerSuspendedState = function () {
  71063. this.unlocked = false;
  71064. this.onAudioLockedObservable.notifyObservers(this);
  71065. this._displayMuteButton();
  71066. };
  71067. AudioEngine.prototype._displayMuteButton = function () {
  71068. var _this = this;
  71069. if (this.useCustomUnlockedButton) {
  71070. return;
  71071. }
  71072. this._muteButton = document.createElement("BUTTON");
  71073. this._muteButton.className = "babylonUnmuteIcon";
  71074. this._muteButton.id = "babylonUnmuteIconBtn";
  71075. this._muteButton.title = "Unmute";
  71076. var css = ".babylonUnmuteIcon { position: absolute; left: 20px; top: 20px; height: 40px; width: 60px; background-color: rgba(51,51,51,0.7); background-image: url(data:image/svg+xml;charset=UTF-8,%3Csvg%20version%3D%221.1%22%20xmlns%3D%22http%3A%2F%2Fwww.w3.org%2F2000%2Fsvg%22%20width%3D%2239%22%20height%3D%2232%22%20viewBox%3D%220%200%2039%2032%22%3E%3Cpath%20fill%3D%22white%22%20d%3D%22M9.625%2018.938l-0.031%200.016h-4.953q-0.016%200-0.031-0.016v-12.453q0-0.016%200.031-0.016h4.953q0.031%200%200.031%200.016v12.453zM12.125%207.688l8.719-8.703v27.453l-8.719-8.719-0.016-0.047v-9.938zM23.359%207.875l1.406-1.406%204.219%204.203%204.203-4.203%201.422%201.406-4.219%204.219%204.219%204.203-1.484%201.359-4.141-4.156-4.219%204.219-1.406-1.422%204.219-4.203z%22%3E%3C%2Fpath%3E%3C%2Fsvg%3E); background-size: 80%; background-repeat:no-repeat; background-position: center; background-position-y: 4px; border: none; outline: none; transition: transform 0.125s ease-out; cursor: pointer; z-index: 9999; } .babylonUnmuteIcon:hover { transform: scale(1.05) } .babylonUnmuteIcon:active { background-color: rgba(51,51,51,1) }";
  71077. var style = document.createElement('style');
  71078. style.appendChild(document.createTextNode(css));
  71079. document.getElementsByTagName('head')[0].appendChild(style);
  71080. document.body.appendChild(this._muteButton);
  71081. this._moveButtonToTopLeft();
  71082. this._muteButton.addEventListener('touchend', function () {
  71083. _this._triggerRunningState();
  71084. }, true);
  71085. this._muteButton.addEventListener('click', function () {
  71086. _this._triggerRunningState();
  71087. }, true);
  71088. window.addEventListener("resize", this._onResize);
  71089. };
  71090. AudioEngine.prototype._moveButtonToTopLeft = function () {
  71091. if (this._hostElement && this._muteButton) {
  71092. this._muteButton.style.top = this._hostElement.offsetTop + 20 + "px";
  71093. this._muteButton.style.left = this._hostElement.offsetLeft + 20 + "px";
  71094. }
  71095. };
  71096. AudioEngine.prototype._hideMuteButton = function () {
  71097. if (this._muteButton) {
  71098. document.body.removeChild(this._muteButton);
  71099. this._muteButton = null;
  71100. }
  71101. };
  71102. /**
  71103. * Destroy and release the resources associated with the audio ccontext.
  71104. */
  71105. AudioEngine.prototype.dispose = function () {
  71106. if (this.canUseWebAudio && this._audioContextInitialized) {
  71107. if (this._connectedAnalyser && this._audioContext) {
  71108. this._connectedAnalyser.stopDebugCanvas();
  71109. this._connectedAnalyser.dispose();
  71110. this.masterGain.disconnect();
  71111. this.masterGain.connect(this._audioContext.destination);
  71112. this._connectedAnalyser = null;
  71113. }
  71114. this.masterGain.gain.value = 1;
  71115. }
  71116. this.WarnedWebAudioUnsupported = false;
  71117. this._hideMuteButton();
  71118. window.removeEventListener("resize", this._onResize);
  71119. this.onAudioUnlockedObservable.clear();
  71120. this.onAudioLockedObservable.clear();
  71121. };
  71122. /**
  71123. * Gets the global volume sets on the master gain.
  71124. * @returns the global volume if set or -1 otherwise
  71125. */
  71126. AudioEngine.prototype.getGlobalVolume = function () {
  71127. if (this.canUseWebAudio && this._audioContextInitialized) {
  71128. return this.masterGain.gain.value;
  71129. }
  71130. else {
  71131. return -1;
  71132. }
  71133. };
  71134. /**
  71135. * Sets the global volume of your experience (sets on the master gain).
  71136. * @param newVolume Defines the new global volume of the application
  71137. */
  71138. AudioEngine.prototype.setGlobalVolume = function (newVolume) {
  71139. if (this.canUseWebAudio && this._audioContextInitialized) {
  71140. this.masterGain.gain.value = newVolume;
  71141. }
  71142. };
  71143. /**
  71144. * Connect the audio engine to an audio analyser allowing some amazing
  71145. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  71146. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  71147. * @param analyser The analyser to connect to the engine
  71148. */
  71149. AudioEngine.prototype.connectToAnalyser = function (analyser) {
  71150. if (this._connectedAnalyser) {
  71151. this._connectedAnalyser.stopDebugCanvas();
  71152. }
  71153. if (this.canUseWebAudio && this._audioContextInitialized && this._audioContext) {
  71154. this._connectedAnalyser = analyser;
  71155. this.masterGain.disconnect();
  71156. this._connectedAnalyser.connectAudioNodes(this.masterGain, this._audioContext.destination);
  71157. }
  71158. };
  71159. return AudioEngine;
  71160. }());
  71161. BABYLON.AudioEngine = AudioEngine;
  71162. })(BABYLON || (BABYLON = {}));
  71163. //# sourceMappingURL=babylon.audioEngine.js.map
  71164. var BABYLON;
  71165. (function (BABYLON) {
  71166. /**
  71167. * Defines a sound that can be played in the application.
  71168. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  71169. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  71170. */
  71171. var Sound = /** @class */ (function () {
  71172. /**
  71173. * Create a sound and attach it to a scene
  71174. * @param name Name of your sound
  71175. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  71176. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  71177. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  71178. */
  71179. function Sound(name, urlOrArrayBuffer, scene, readyToPlayCallback, options) {
  71180. if (readyToPlayCallback === void 0) { readyToPlayCallback = null; }
  71181. var _this = this;
  71182. /**
  71183. * Does the sound autoplay once loaded.
  71184. */
  71185. this.autoplay = false;
  71186. /**
  71187. * Does the sound loop after it finishes playing once.
  71188. */
  71189. this.loop = false;
  71190. /**
  71191. * Does the sound use a custom attenuation curve to simulate the falloff
  71192. * happening when the source gets further away from the camera.
  71193. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  71194. */
  71195. this.useCustomAttenuation = false;
  71196. /**
  71197. * Is this sound currently played.
  71198. */
  71199. this.isPlaying = false;
  71200. /**
  71201. * Is this sound currently paused.
  71202. */
  71203. this.isPaused = false;
  71204. /**
  71205. * Does this sound enables spatial sound.
  71206. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71207. */
  71208. this.spatialSound = false;
  71209. /**
  71210. * Define the reference distance the sound should be heard perfectly.
  71211. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71212. */
  71213. this.refDistance = 1;
  71214. /**
  71215. * Define the roll off factor of spatial sounds.
  71216. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71217. */
  71218. this.rolloffFactor = 1;
  71219. /**
  71220. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  71221. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71222. */
  71223. this.maxDistance = 100;
  71224. /**
  71225. * Define the distance attenuation model the sound will follow.
  71226. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71227. */
  71228. this.distanceModel = "linear";
  71229. /**
  71230. * Observable event when the current playing sound finishes.
  71231. */
  71232. this.onEndedObservable = new BABYLON.Observable();
  71233. this._panningModel = "equalpower";
  71234. this._playbackRate = 1;
  71235. this._streaming = false;
  71236. this._startTime = 0;
  71237. this._startOffset = 0;
  71238. this._position = BABYLON.Vector3.Zero();
  71239. /** @hidden */
  71240. this._positionInEmitterSpace = false;
  71241. this._localDirection = new BABYLON.Vector3(1, 0, 0);
  71242. this._volume = 1;
  71243. this._isReadyToPlay = false;
  71244. this._isDirectional = false;
  71245. // Used if you'd like to create a directional sound.
  71246. // If not set, the sound will be omnidirectional
  71247. this._coneInnerAngle = 360;
  71248. this._coneOuterAngle = 360;
  71249. this._coneOuterGain = 0;
  71250. this._isOutputConnected = false;
  71251. this._urlType = "Unknown";
  71252. this.name = name;
  71253. this._scene = scene;
  71254. var compo = scene._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  71255. if (!compo) {
  71256. compo = new BABYLON.AudioSceneComponent(scene);
  71257. scene._addComponent(compo);
  71258. }
  71259. this._readyToPlayCallback = readyToPlayCallback;
  71260. // Default custom attenuation function is a linear attenuation
  71261. this._customAttenuationFunction = function (currentVolume, currentDistance, maxDistance, refDistance, rolloffFactor) {
  71262. if (currentDistance < maxDistance) {
  71263. return currentVolume * (1 - currentDistance / maxDistance);
  71264. }
  71265. else {
  71266. return 0;
  71267. }
  71268. };
  71269. if (options) {
  71270. this.autoplay = options.autoplay || false;
  71271. this.loop = options.loop || false;
  71272. // if volume === 0, we need another way to check this option
  71273. if (options.volume !== undefined) {
  71274. this._volume = options.volume;
  71275. }
  71276. this.spatialSound = options.spatialSound || false;
  71277. this.maxDistance = options.maxDistance || 100;
  71278. this.useCustomAttenuation = options.useCustomAttenuation || false;
  71279. this.rolloffFactor = options.rolloffFactor || 1;
  71280. this.refDistance = options.refDistance || 1;
  71281. this.distanceModel = options.distanceModel || "linear";
  71282. this._playbackRate = options.playbackRate || 1;
  71283. this._streaming = options.streaming || false;
  71284. }
  71285. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  71286. this._soundGain = BABYLON.Engine.audioEngine.audioContext.createGain();
  71287. this._soundGain.gain.value = this._volume;
  71288. this._inputAudioNode = this._soundGain;
  71289. this._outputAudioNode = this._soundGain;
  71290. if (this.spatialSound) {
  71291. this._createSpatialParameters();
  71292. }
  71293. this._scene.mainSoundTrack.AddSound(this);
  71294. var validParameter = true;
  71295. // if no parameter is passed, you need to call setAudioBuffer yourself to prepare the sound
  71296. if (urlOrArrayBuffer) {
  71297. try {
  71298. if (typeof (urlOrArrayBuffer) === "string") {
  71299. this._urlType = "String";
  71300. }
  71301. else if (urlOrArrayBuffer instanceof ArrayBuffer) {
  71302. this._urlType = "ArrayBuffer";
  71303. }
  71304. else if (urlOrArrayBuffer instanceof MediaStream) {
  71305. this._urlType = "MediaStream";
  71306. }
  71307. else if (Array.isArray(urlOrArrayBuffer)) {
  71308. this._urlType = "Array";
  71309. }
  71310. var urls = [];
  71311. var codecSupportedFound = false;
  71312. switch (this._urlType) {
  71313. case "MediaStream":
  71314. this._streaming = true;
  71315. this._isReadyToPlay = true;
  71316. this._streamingSource = BABYLON.Engine.audioEngine.audioContext.createMediaElementSource(urlOrArrayBuffer);
  71317. if (this.autoplay) {
  71318. this.play();
  71319. }
  71320. if (this._readyToPlayCallback) {
  71321. this._readyToPlayCallback();
  71322. }
  71323. break;
  71324. case "ArrayBuffer":
  71325. if (urlOrArrayBuffer.byteLength > 0) {
  71326. codecSupportedFound = true;
  71327. this._soundLoaded(urlOrArrayBuffer);
  71328. }
  71329. break;
  71330. case "String":
  71331. urls.push(urlOrArrayBuffer);
  71332. case "Array":
  71333. if (urls.length === 0) {
  71334. urls = urlOrArrayBuffer;
  71335. }
  71336. // If we found a supported format, we load it immediately and stop the loop
  71337. for (var i = 0; i < urls.length; i++) {
  71338. var url = urls[i];
  71339. if (url.indexOf(".mp3", url.length - 4) !== -1 && BABYLON.Engine.audioEngine.isMP3supported) {
  71340. codecSupportedFound = true;
  71341. }
  71342. if (url.indexOf(".ogg", url.length - 4) !== -1 && BABYLON.Engine.audioEngine.isOGGsupported) {
  71343. codecSupportedFound = true;
  71344. }
  71345. if (url.indexOf(".wav", url.length - 4) !== -1) {
  71346. codecSupportedFound = true;
  71347. }
  71348. if (url.indexOf("blob:") !== -1) {
  71349. codecSupportedFound = true;
  71350. }
  71351. if (codecSupportedFound) {
  71352. // Loading sound using XHR2
  71353. if (!this._streaming) {
  71354. this._scene._loadFile(url, function (data) {
  71355. _this._soundLoaded(data);
  71356. }, undefined, true, true, function (exception) {
  71357. if (exception) {
  71358. BABYLON.Tools.Error("XHR " + exception.status + " error on: " + url + ".");
  71359. }
  71360. BABYLON.Tools.Error("Sound creation aborted.");
  71361. _this._scene.mainSoundTrack.RemoveSound(_this);
  71362. });
  71363. }
  71364. // Streaming sound using HTML5 Audio tag
  71365. else {
  71366. this._htmlAudioElement = new Audio(url);
  71367. this._htmlAudioElement.controls = false;
  71368. this._htmlAudioElement.loop = this.loop;
  71369. BABYLON.Tools.SetCorsBehavior(url, this._htmlAudioElement);
  71370. this._htmlAudioElement.preload = "auto";
  71371. this._htmlAudioElement.addEventListener("canplaythrough", function () {
  71372. _this._isReadyToPlay = true;
  71373. if (_this.autoplay) {
  71374. _this.play();
  71375. }
  71376. if (_this._readyToPlayCallback) {
  71377. _this._readyToPlayCallback();
  71378. }
  71379. });
  71380. document.body.appendChild(this._htmlAudioElement);
  71381. this._htmlAudioElement.load();
  71382. }
  71383. break;
  71384. }
  71385. }
  71386. break;
  71387. default:
  71388. validParameter = false;
  71389. break;
  71390. }
  71391. if (!validParameter) {
  71392. BABYLON.Tools.Error("Parameter must be a URL to the sound, an Array of URLs (.mp3 & .ogg) or an ArrayBuffer of the sound.");
  71393. }
  71394. else {
  71395. if (!codecSupportedFound) {
  71396. this._isReadyToPlay = true;
  71397. // Simulating a ready to play event to avoid breaking code path
  71398. if (this._readyToPlayCallback) {
  71399. window.setTimeout(function () {
  71400. if (_this._readyToPlayCallback) {
  71401. _this._readyToPlayCallback();
  71402. }
  71403. }, 1000);
  71404. }
  71405. }
  71406. }
  71407. }
  71408. catch (ex) {
  71409. BABYLON.Tools.Error("Unexpected error. Sound creation aborted.");
  71410. this._scene.mainSoundTrack.RemoveSound(this);
  71411. }
  71412. }
  71413. }
  71414. else {
  71415. // Adding an empty sound to avoid breaking audio calls for non Web Audio browsers
  71416. this._scene.mainSoundTrack.AddSound(this);
  71417. if (!BABYLON.Engine.audioEngine.WarnedWebAudioUnsupported) {
  71418. BABYLON.Tools.Error("Web Audio is not supported by your browser.");
  71419. BABYLON.Engine.audioEngine.WarnedWebAudioUnsupported = true;
  71420. }
  71421. // Simulating a ready to play event to avoid breaking code for non web audio browsers
  71422. if (this._readyToPlayCallback) {
  71423. window.setTimeout(function () {
  71424. if (_this._readyToPlayCallback) {
  71425. _this._readyToPlayCallback();
  71426. }
  71427. }, 1000);
  71428. }
  71429. }
  71430. }
  71431. /**
  71432. * Release the sound and its associated resources
  71433. */
  71434. Sound.prototype.dispose = function () {
  71435. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  71436. if (this.isPlaying) {
  71437. this.stop();
  71438. }
  71439. this._isReadyToPlay = false;
  71440. if (this.soundTrackId === -1) {
  71441. this._scene.mainSoundTrack.RemoveSound(this);
  71442. }
  71443. else if (this._scene.soundTracks) {
  71444. this._scene.soundTracks[this.soundTrackId].RemoveSound(this);
  71445. }
  71446. if (this._soundGain) {
  71447. this._soundGain.disconnect();
  71448. this._soundGain = null;
  71449. }
  71450. if (this._soundPanner) {
  71451. this._soundPanner.disconnect();
  71452. this._soundPanner = null;
  71453. }
  71454. if (this._soundSource) {
  71455. this._soundSource.disconnect();
  71456. this._soundSource = null;
  71457. }
  71458. this._audioBuffer = null;
  71459. if (this._htmlAudioElement) {
  71460. this._htmlAudioElement.pause();
  71461. this._htmlAudioElement.src = "";
  71462. document.body.removeChild(this._htmlAudioElement);
  71463. }
  71464. if (this._streamingSource) {
  71465. this._streamingSource.disconnect();
  71466. }
  71467. if (this._connectedTransformNode && this._registerFunc) {
  71468. this._connectedTransformNode.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  71469. this._connectedTransformNode = null;
  71470. }
  71471. }
  71472. };
  71473. /**
  71474. * Gets if the sounds is ready to be played or not.
  71475. * @returns true if ready, otherwise false
  71476. */
  71477. Sound.prototype.isReady = function () {
  71478. return this._isReadyToPlay;
  71479. };
  71480. Sound.prototype._soundLoaded = function (audioData) {
  71481. var _this = this;
  71482. if (!BABYLON.Engine.audioEngine.audioContext) {
  71483. return;
  71484. }
  71485. BABYLON.Engine.audioEngine.audioContext.decodeAudioData(audioData, function (buffer) {
  71486. _this._audioBuffer = buffer;
  71487. _this._isReadyToPlay = true;
  71488. if (_this.autoplay) {
  71489. _this.play();
  71490. }
  71491. if (_this._readyToPlayCallback) {
  71492. _this._readyToPlayCallback();
  71493. }
  71494. }, function (err) { BABYLON.Tools.Error("Error while decoding audio data for: " + _this.name + " / Error: " + err); });
  71495. };
  71496. /**
  71497. * Sets the data of the sound from an audiobuffer
  71498. * @param audioBuffer The audioBuffer containing the data
  71499. */
  71500. Sound.prototype.setAudioBuffer = function (audioBuffer) {
  71501. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  71502. this._audioBuffer = audioBuffer;
  71503. this._isReadyToPlay = true;
  71504. }
  71505. };
  71506. /**
  71507. * Updates the current sounds options such as maxdistance, loop...
  71508. * @param options A JSON object containing values named as the object properties
  71509. */
  71510. Sound.prototype.updateOptions = function (options) {
  71511. if (options) {
  71512. this.loop = options.loop || this.loop;
  71513. this.maxDistance = options.maxDistance || this.maxDistance;
  71514. this.useCustomAttenuation = options.useCustomAttenuation || this.useCustomAttenuation;
  71515. this.rolloffFactor = options.rolloffFactor || this.rolloffFactor;
  71516. this.refDistance = options.refDistance || this.refDistance;
  71517. this.distanceModel = options.distanceModel || this.distanceModel;
  71518. this._playbackRate = options.playbackRate || this._playbackRate;
  71519. this._updateSpatialParameters();
  71520. if (this.isPlaying) {
  71521. if (this._streaming && this._htmlAudioElement) {
  71522. this._htmlAudioElement.playbackRate = this._playbackRate;
  71523. }
  71524. else {
  71525. if (this._soundSource) {
  71526. this._soundSource.playbackRate.value = this._playbackRate;
  71527. }
  71528. }
  71529. }
  71530. }
  71531. };
  71532. Sound.prototype._createSpatialParameters = function () {
  71533. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  71534. if (this._scene.headphone) {
  71535. this._panningModel = "HRTF";
  71536. }
  71537. this._soundPanner = BABYLON.Engine.audioEngine.audioContext.createPanner();
  71538. this._updateSpatialParameters();
  71539. this._soundPanner.connect(this._outputAudioNode);
  71540. this._inputAudioNode = this._soundPanner;
  71541. }
  71542. };
  71543. Sound.prototype._updateSpatialParameters = function () {
  71544. if (this.spatialSound && this._soundPanner) {
  71545. if (this.useCustomAttenuation) {
  71546. // Tricks to disable in a way embedded Web Audio attenuation
  71547. this._soundPanner.distanceModel = "linear";
  71548. this._soundPanner.maxDistance = Number.MAX_VALUE;
  71549. this._soundPanner.refDistance = 1;
  71550. this._soundPanner.rolloffFactor = 1;
  71551. this._soundPanner.panningModel = this._panningModel;
  71552. }
  71553. else {
  71554. this._soundPanner.distanceModel = this.distanceModel;
  71555. this._soundPanner.maxDistance = this.maxDistance;
  71556. this._soundPanner.refDistance = this.refDistance;
  71557. this._soundPanner.rolloffFactor = this.rolloffFactor;
  71558. this._soundPanner.panningModel = this._panningModel;
  71559. }
  71560. }
  71561. };
  71562. /**
  71563. * Switch the panning model to HRTF:
  71564. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  71565. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71566. */
  71567. Sound.prototype.switchPanningModelToHRTF = function () {
  71568. this._panningModel = "HRTF";
  71569. this._switchPanningModel();
  71570. };
  71571. /**
  71572. * Switch the panning model to Equal Power:
  71573. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  71574. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71575. */
  71576. Sound.prototype.switchPanningModelToEqualPower = function () {
  71577. this._panningModel = "equalpower";
  71578. this._switchPanningModel();
  71579. };
  71580. Sound.prototype._switchPanningModel = function () {
  71581. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  71582. this._soundPanner.panningModel = this._panningModel;
  71583. }
  71584. };
  71585. /**
  71586. * Connect this sound to a sound track audio node like gain...
  71587. * @param soundTrackAudioNode the sound track audio node to connect to
  71588. */
  71589. Sound.prototype.connectToSoundTrackAudioNode = function (soundTrackAudioNode) {
  71590. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  71591. if (this._isOutputConnected) {
  71592. this._outputAudioNode.disconnect();
  71593. }
  71594. this._outputAudioNode.connect(soundTrackAudioNode);
  71595. this._isOutputConnected = true;
  71596. }
  71597. };
  71598. /**
  71599. * Transform this sound into a directional source
  71600. * @param coneInnerAngle Size of the inner cone in degree
  71601. * @param coneOuterAngle Size of the outer cone in degree
  71602. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  71603. */
  71604. Sound.prototype.setDirectionalCone = function (coneInnerAngle, coneOuterAngle, coneOuterGain) {
  71605. if (coneOuterAngle < coneInnerAngle) {
  71606. BABYLON.Tools.Error("setDirectionalCone(): outer angle of the cone must be superior or equal to the inner angle.");
  71607. return;
  71608. }
  71609. this._coneInnerAngle = coneInnerAngle;
  71610. this._coneOuterAngle = coneOuterAngle;
  71611. this._coneOuterGain = coneOuterGain;
  71612. this._isDirectional = true;
  71613. if (this.isPlaying && this.loop) {
  71614. this.stop();
  71615. this.play();
  71616. }
  71617. };
  71618. Object.defineProperty(Sound.prototype, "directionalConeInnerAngle", {
  71619. /**
  71620. * Gets or sets the inner angle for the directional cone.
  71621. */
  71622. get: function () {
  71623. return this._coneInnerAngle;
  71624. },
  71625. /**
  71626. * Gets or sets the inner angle for the directional cone.
  71627. */
  71628. set: function (value) {
  71629. if (value != this._coneInnerAngle) {
  71630. if (this._coneOuterAngle < value) {
  71631. BABYLON.Tools.Error("directionalConeInnerAngle: outer angle of the cone must be superior or equal to the inner angle.");
  71632. return;
  71633. }
  71634. this._coneInnerAngle = value;
  71635. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  71636. this._soundPanner.coneInnerAngle = this._coneInnerAngle;
  71637. }
  71638. }
  71639. },
  71640. enumerable: true,
  71641. configurable: true
  71642. });
  71643. Object.defineProperty(Sound.prototype, "directionalConeOuterAngle", {
  71644. /**
  71645. * Gets or sets the outer angle for the directional cone.
  71646. */
  71647. get: function () {
  71648. return this._coneOuterAngle;
  71649. },
  71650. /**
  71651. * Gets or sets the outer angle for the directional cone.
  71652. */
  71653. set: function (value) {
  71654. if (value != this._coneOuterAngle) {
  71655. if (value < this._coneInnerAngle) {
  71656. BABYLON.Tools.Error("directionalConeOuterAngle: outer angle of the cone must be superior or equal to the inner angle.");
  71657. return;
  71658. }
  71659. this._coneOuterAngle = value;
  71660. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  71661. this._soundPanner.coneOuterAngle = this._coneOuterAngle;
  71662. }
  71663. }
  71664. },
  71665. enumerable: true,
  71666. configurable: true
  71667. });
  71668. /**
  71669. * Sets the position of the emitter if spatial sound is enabled
  71670. * @param newPosition Defines the new posisiton
  71671. */
  71672. Sound.prototype.setPosition = function (newPosition) {
  71673. this._position = newPosition;
  71674. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner && !isNaN(this._position.x) && !isNaN(this._position.y) && !isNaN(this._position.z)) {
  71675. this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z);
  71676. }
  71677. };
  71678. /**
  71679. * Sets the local direction of the emitter if spatial sound is enabled
  71680. * @param newLocalDirection Defines the new local direction
  71681. */
  71682. Sound.prototype.setLocalDirectionToMesh = function (newLocalDirection) {
  71683. this._localDirection = newLocalDirection;
  71684. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._connectedTransformNode && this.isPlaying) {
  71685. this._updateDirection();
  71686. }
  71687. };
  71688. Sound.prototype._updateDirection = function () {
  71689. if (!this._connectedTransformNode || !this._soundPanner) {
  71690. return;
  71691. }
  71692. var mat = this._connectedTransformNode.getWorldMatrix();
  71693. var direction = BABYLON.Vector3.TransformNormal(this._localDirection, mat);
  71694. direction.normalize();
  71695. this._soundPanner.setOrientation(direction.x, direction.y, direction.z);
  71696. };
  71697. /** @hidden */
  71698. Sound.prototype.updateDistanceFromListener = function () {
  71699. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._connectedTransformNode && this.useCustomAttenuation && this._soundGain && this._scene.activeCamera) {
  71700. var distance = this._connectedTransformNode.getDistanceToCamera(this._scene.activeCamera);
  71701. this._soundGain.gain.value = this._customAttenuationFunction(this._volume, distance, this.maxDistance, this.refDistance, this.rolloffFactor);
  71702. }
  71703. };
  71704. /**
  71705. * Sets a new custom attenuation function for the sound.
  71706. * @param callback Defines the function used for the attenuation
  71707. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  71708. */
  71709. Sound.prototype.setAttenuationFunction = function (callback) {
  71710. this._customAttenuationFunction = callback;
  71711. };
  71712. /**
  71713. * Play the sound
  71714. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  71715. * @param offset (optional) Start the sound setting it at a specific time
  71716. */
  71717. Sound.prototype.play = function (time, offset) {
  71718. var _this = this;
  71719. if (this._isReadyToPlay && this._scene.audioEnabled && BABYLON.Engine.audioEngine.audioContext) {
  71720. try {
  71721. if (this._startOffset < 0) {
  71722. time = -this._startOffset;
  71723. this._startOffset = 0;
  71724. }
  71725. var startTime = time ? BABYLON.Engine.audioEngine.audioContext.currentTime + time : BABYLON.Engine.audioEngine.audioContext.currentTime;
  71726. if (!this._soundSource || !this._streamingSource) {
  71727. if (this.spatialSound && this._soundPanner) {
  71728. if (!isNaN(this._position.x) && !isNaN(this._position.y) && !isNaN(this._position.z)) {
  71729. this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z);
  71730. }
  71731. if (this._isDirectional) {
  71732. this._soundPanner.coneInnerAngle = this._coneInnerAngle;
  71733. this._soundPanner.coneOuterAngle = this._coneOuterAngle;
  71734. this._soundPanner.coneOuterGain = this._coneOuterGain;
  71735. if (this._connectedTransformNode) {
  71736. this._updateDirection();
  71737. }
  71738. else {
  71739. this._soundPanner.setOrientation(this._localDirection.x, this._localDirection.y, this._localDirection.z);
  71740. }
  71741. }
  71742. }
  71743. }
  71744. if (this._streaming) {
  71745. if (!this._streamingSource) {
  71746. this._streamingSource = BABYLON.Engine.audioEngine.audioContext.createMediaElementSource(this._htmlAudioElement);
  71747. this._htmlAudioElement.onended = function () { _this._onended(); };
  71748. this._htmlAudioElement.playbackRate = this._playbackRate;
  71749. }
  71750. this._streamingSource.disconnect();
  71751. this._streamingSource.connect(this._inputAudioNode);
  71752. if (this._htmlAudioElement) {
  71753. // required to manage properly the new suspended default state of Chrome
  71754. // When the option 'streaming: true' is used, we need first to wait for
  71755. // the audio engine to be unlocked by a user gesture before trying to play
  71756. // an HTML Audio elememt
  71757. var tryToPlay = function () {
  71758. if (BABYLON.Engine.audioEngine.unlocked) {
  71759. var playPromise = _this._htmlAudioElement.play();
  71760. // In browsers that don’t yet support this functionality,
  71761. // playPromise won’t be defined.
  71762. if (playPromise !== undefined) {
  71763. playPromise.catch(function (error) {
  71764. // Automatic playback failed.
  71765. // Waiting for the audio engine to be unlocked by user click on unmute
  71766. BABYLON.Engine.audioEngine.lock();
  71767. BABYLON.Engine.audioEngine.onAudioUnlockedObservable.addOnce(function () { tryToPlay(); });
  71768. });
  71769. }
  71770. }
  71771. else {
  71772. BABYLON.Engine.audioEngine.onAudioUnlockedObservable.addOnce(function () { tryToPlay(); });
  71773. }
  71774. };
  71775. tryToPlay();
  71776. }
  71777. }
  71778. else {
  71779. this._soundSource = BABYLON.Engine.audioEngine.audioContext.createBufferSource();
  71780. this._soundSource.buffer = this._audioBuffer;
  71781. this._soundSource.connect(this._inputAudioNode);
  71782. this._soundSource.loop = this.loop;
  71783. this._soundSource.playbackRate.value = this._playbackRate;
  71784. this._soundSource.onended = function () { _this._onended(); };
  71785. if (this._soundSource.buffer) {
  71786. this._soundSource.start(startTime, this.isPaused ? this._startOffset % this._soundSource.buffer.duration : offset ? offset : 0);
  71787. }
  71788. }
  71789. this._startTime = startTime;
  71790. this.isPlaying = true;
  71791. this.isPaused = false;
  71792. }
  71793. catch (ex) {
  71794. BABYLON.Tools.Error("Error while trying to play audio: " + this.name + ", " + ex.message);
  71795. }
  71796. }
  71797. };
  71798. Sound.prototype._onended = function () {
  71799. this.isPlaying = false;
  71800. if (this.onended) {
  71801. this.onended();
  71802. }
  71803. this.onEndedObservable.notifyObservers(this);
  71804. };
  71805. /**
  71806. * Stop the sound
  71807. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  71808. */
  71809. Sound.prototype.stop = function (time) {
  71810. if (this.isPlaying) {
  71811. if (this._streaming) {
  71812. if (this._htmlAudioElement) {
  71813. this._htmlAudioElement.pause();
  71814. // Test needed for Firefox or it will generate an Invalid State Error
  71815. if (this._htmlAudioElement.currentTime > 0) {
  71816. this._htmlAudioElement.currentTime = 0;
  71817. }
  71818. }
  71819. else {
  71820. this._streamingSource.disconnect();
  71821. }
  71822. }
  71823. else if (BABYLON.Engine.audioEngine.audioContext && this._soundSource) {
  71824. var stopTime = time ? BABYLON.Engine.audioEngine.audioContext.currentTime + time : BABYLON.Engine.audioEngine.audioContext.currentTime;
  71825. this._soundSource.stop(stopTime);
  71826. this._soundSource.onended = function () { };
  71827. if (!this.isPaused) {
  71828. this._startOffset = 0;
  71829. }
  71830. }
  71831. this.isPlaying = false;
  71832. }
  71833. };
  71834. /**
  71835. * Put the sound in pause
  71836. */
  71837. Sound.prototype.pause = function () {
  71838. if (this.isPlaying) {
  71839. this.isPaused = true;
  71840. if (this._streaming) {
  71841. if (this._htmlAudioElement) {
  71842. this._htmlAudioElement.pause();
  71843. }
  71844. else {
  71845. this._streamingSource.disconnect();
  71846. }
  71847. }
  71848. else if (BABYLON.Engine.audioEngine.audioContext) {
  71849. this.stop(0);
  71850. this._startOffset += BABYLON.Engine.audioEngine.audioContext.currentTime - this._startTime;
  71851. }
  71852. }
  71853. };
  71854. /**
  71855. * Sets a dedicated volume for this sounds
  71856. * @param newVolume Define the new volume of the sound
  71857. * @param time Define in how long the sound should be at this value
  71858. */
  71859. Sound.prototype.setVolume = function (newVolume, time) {
  71860. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._soundGain) {
  71861. if (time && BABYLON.Engine.audioEngine.audioContext) {
  71862. this._soundGain.gain.cancelScheduledValues(BABYLON.Engine.audioEngine.audioContext.currentTime);
  71863. this._soundGain.gain.setValueAtTime(this._soundGain.gain.value, BABYLON.Engine.audioEngine.audioContext.currentTime);
  71864. this._soundGain.gain.linearRampToValueAtTime(newVolume, BABYLON.Engine.audioEngine.audioContext.currentTime + time);
  71865. }
  71866. else {
  71867. this._soundGain.gain.value = newVolume;
  71868. }
  71869. }
  71870. this._volume = newVolume;
  71871. };
  71872. /**
  71873. * Set the sound play back rate
  71874. * @param newPlaybackRate Define the playback rate the sound should be played at
  71875. */
  71876. Sound.prototype.setPlaybackRate = function (newPlaybackRate) {
  71877. this._playbackRate = newPlaybackRate;
  71878. if (this.isPlaying) {
  71879. if (this._streaming && this._htmlAudioElement) {
  71880. this._htmlAudioElement.playbackRate = this._playbackRate;
  71881. }
  71882. else if (this._soundSource) {
  71883. this._soundSource.playbackRate.value = this._playbackRate;
  71884. }
  71885. }
  71886. };
  71887. /**
  71888. * Gets the volume of the sound.
  71889. * @returns the volume of the sound
  71890. */
  71891. Sound.prototype.getVolume = function () {
  71892. return this._volume;
  71893. };
  71894. /**
  71895. * Attach the sound to a dedicated mesh
  71896. * @param transformNode The transform node to connect the sound with
  71897. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  71898. */
  71899. Sound.prototype.attachToMesh = function (transformNode) {
  71900. var _this = this;
  71901. if (this._connectedTransformNode && this._registerFunc) {
  71902. this._connectedTransformNode.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  71903. this._registerFunc = null;
  71904. }
  71905. this._connectedTransformNode = transformNode;
  71906. if (!this.spatialSound) {
  71907. this.spatialSound = true;
  71908. this._createSpatialParameters();
  71909. if (this.isPlaying && this.loop) {
  71910. this.stop();
  71911. this.play();
  71912. }
  71913. }
  71914. this._onRegisterAfterWorldMatrixUpdate(this._connectedTransformNode);
  71915. this._registerFunc = function (transformNode) { return _this._onRegisterAfterWorldMatrixUpdate(transformNode); };
  71916. this._connectedTransformNode.registerAfterWorldMatrixUpdate(this._registerFunc);
  71917. };
  71918. /**
  71919. * Detach the sound from the previously attached mesh
  71920. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  71921. */
  71922. Sound.prototype.detachFromMesh = function () {
  71923. if (this._connectedTransformNode && this._registerFunc) {
  71924. this._connectedTransformNode.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  71925. this._registerFunc = null;
  71926. this._connectedTransformNode = null;
  71927. }
  71928. };
  71929. Sound.prototype._onRegisterAfterWorldMatrixUpdate = function (node) {
  71930. if (!node.getBoundingInfo) {
  71931. return;
  71932. }
  71933. var mesh = node;
  71934. if (this._positionInEmitterSpace) {
  71935. mesh.worldMatrixFromCache.invertToRef(BABYLON.Tmp.Matrix[0]);
  71936. this.setPosition(BABYLON.Tmp.Matrix[0].getTranslation());
  71937. }
  71938. else {
  71939. var boundingInfo = mesh.getBoundingInfo();
  71940. this.setPosition(boundingInfo.boundingSphere.centerWorld);
  71941. }
  71942. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._isDirectional && this.isPlaying) {
  71943. this._updateDirection();
  71944. }
  71945. };
  71946. /**
  71947. * Clone the current sound in the scene.
  71948. * @returns the new sound clone
  71949. */
  71950. Sound.prototype.clone = function () {
  71951. var _this = this;
  71952. if (!this._streaming) {
  71953. var setBufferAndRun = function () {
  71954. if (_this._isReadyToPlay) {
  71955. clonedSound._audioBuffer = _this.getAudioBuffer();
  71956. clonedSound._isReadyToPlay = true;
  71957. if (clonedSound.autoplay) {
  71958. clonedSound.play();
  71959. }
  71960. }
  71961. else {
  71962. window.setTimeout(setBufferAndRun, 300);
  71963. }
  71964. };
  71965. var currentOptions = {
  71966. autoplay: this.autoplay, loop: this.loop,
  71967. volume: this._volume, spatialSound: this.spatialSound, maxDistance: this.maxDistance,
  71968. useCustomAttenuation: this.useCustomAttenuation, rolloffFactor: this.rolloffFactor,
  71969. refDistance: this.refDistance, distanceModel: this.distanceModel
  71970. };
  71971. var clonedSound = new Sound(this.name + "_cloned", new ArrayBuffer(0), this._scene, null, currentOptions);
  71972. if (this.useCustomAttenuation) {
  71973. clonedSound.setAttenuationFunction(this._customAttenuationFunction);
  71974. }
  71975. clonedSound.setPosition(this._position);
  71976. clonedSound.setPlaybackRate(this._playbackRate);
  71977. setBufferAndRun();
  71978. return clonedSound;
  71979. }
  71980. // Can't clone a streaming sound
  71981. else {
  71982. return null;
  71983. }
  71984. };
  71985. /**
  71986. * Gets the current underlying audio buffer containing the data
  71987. * @returns the audio buffer
  71988. */
  71989. Sound.prototype.getAudioBuffer = function () {
  71990. return this._audioBuffer;
  71991. };
  71992. /**
  71993. * Serializes the Sound in a JSON representation
  71994. * @returns the JSON representation of the sound
  71995. */
  71996. Sound.prototype.serialize = function () {
  71997. var serializationObject = {
  71998. name: this.name,
  71999. url: this.name,
  72000. autoplay: this.autoplay,
  72001. loop: this.loop,
  72002. volume: this._volume,
  72003. spatialSound: this.spatialSound,
  72004. maxDistance: this.maxDistance,
  72005. rolloffFactor: this.rolloffFactor,
  72006. refDistance: this.refDistance,
  72007. distanceModel: this.distanceModel,
  72008. playbackRate: this._playbackRate,
  72009. panningModel: this._panningModel,
  72010. soundTrackId: this.soundTrackId
  72011. };
  72012. if (this.spatialSound) {
  72013. if (this._connectedTransformNode) {
  72014. serializationObject.connectedMeshId = this._connectedTransformNode.id;
  72015. }
  72016. serializationObject.position = this._position.asArray();
  72017. serializationObject.refDistance = this.refDistance;
  72018. serializationObject.distanceModel = this.distanceModel;
  72019. serializationObject.isDirectional = this._isDirectional;
  72020. serializationObject.localDirectionToMesh = this._localDirection.asArray();
  72021. serializationObject.coneInnerAngle = this._coneInnerAngle;
  72022. serializationObject.coneOuterAngle = this._coneOuterAngle;
  72023. serializationObject.coneOuterGain = this._coneOuterGain;
  72024. }
  72025. return serializationObject;
  72026. };
  72027. /**
  72028. * Parse a JSON representation of a sound to innstantiate in a given scene
  72029. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  72030. * @param scene Define the scene the new parsed sound should be created in
  72031. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  72032. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  72033. * @returns the newly parsed sound
  72034. */
  72035. Sound.Parse = function (parsedSound, scene, rootUrl, sourceSound) {
  72036. var soundName = parsedSound.name;
  72037. var soundUrl;
  72038. if (parsedSound.url) {
  72039. soundUrl = rootUrl + parsedSound.url;
  72040. }
  72041. else {
  72042. soundUrl = rootUrl + soundName;
  72043. }
  72044. var options = {
  72045. autoplay: parsedSound.autoplay, loop: parsedSound.loop, volume: parsedSound.volume,
  72046. spatialSound: parsedSound.spatialSound, maxDistance: parsedSound.maxDistance,
  72047. rolloffFactor: parsedSound.rolloffFactor,
  72048. refDistance: parsedSound.refDistance,
  72049. distanceModel: parsedSound.distanceModel,
  72050. playbackRate: parsedSound.playbackRate
  72051. };
  72052. var newSound;
  72053. if (!sourceSound) {
  72054. newSound = new Sound(soundName, soundUrl, scene, function () { scene._removePendingData(newSound); }, options);
  72055. scene._addPendingData(newSound);
  72056. }
  72057. else {
  72058. var setBufferAndRun = function () {
  72059. if (sourceSound._isReadyToPlay) {
  72060. newSound._audioBuffer = sourceSound.getAudioBuffer();
  72061. newSound._isReadyToPlay = true;
  72062. if (newSound.autoplay) {
  72063. newSound.play();
  72064. }
  72065. }
  72066. else {
  72067. window.setTimeout(setBufferAndRun, 300);
  72068. }
  72069. };
  72070. newSound = new Sound(soundName, new ArrayBuffer(0), scene, null, options);
  72071. setBufferAndRun();
  72072. }
  72073. if (parsedSound.position) {
  72074. var soundPosition = BABYLON.Vector3.FromArray(parsedSound.position);
  72075. newSound.setPosition(soundPosition);
  72076. }
  72077. if (parsedSound.isDirectional) {
  72078. newSound.setDirectionalCone(parsedSound.coneInnerAngle || 360, parsedSound.coneOuterAngle || 360, parsedSound.coneOuterGain || 0);
  72079. if (parsedSound.localDirectionToMesh) {
  72080. var localDirectionToMesh = BABYLON.Vector3.FromArray(parsedSound.localDirectionToMesh);
  72081. newSound.setLocalDirectionToMesh(localDirectionToMesh);
  72082. }
  72083. }
  72084. if (parsedSound.connectedMeshId) {
  72085. var connectedMesh = scene.getMeshByID(parsedSound.connectedMeshId);
  72086. if (connectedMesh) {
  72087. newSound.attachToMesh(connectedMesh);
  72088. }
  72089. }
  72090. return newSound;
  72091. };
  72092. return Sound;
  72093. }());
  72094. BABYLON.Sound = Sound;
  72095. })(BABYLON || (BABYLON = {}));
  72096. //# sourceMappingURL=babylon.sound.js.map
  72097. var BABYLON;
  72098. (function (BABYLON) {
  72099. /**
  72100. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  72101. * It will be also used in a future release to apply effects on a specific track.
  72102. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  72103. */
  72104. var SoundTrack = /** @class */ (function () {
  72105. /**
  72106. * Creates a new sound track.
  72107. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  72108. * @param scene Define the scene the sound track belongs to
  72109. * @param options
  72110. */
  72111. function SoundTrack(scene, options) {
  72112. if (options === void 0) { options = {}; }
  72113. /**
  72114. * The unique identifier of the sound track in the scene.
  72115. */
  72116. this.id = -1;
  72117. this._isMainTrack = false;
  72118. this._isInitialized = false;
  72119. this._scene = scene;
  72120. this.soundCollection = new Array();
  72121. this._options = options;
  72122. if (!this._isMainTrack && this._scene.soundTracks) {
  72123. this._scene.soundTracks.push(this);
  72124. this.id = this._scene.soundTracks.length - 1;
  72125. }
  72126. }
  72127. SoundTrack.prototype._initializeSoundTrackAudioGraph = function () {
  72128. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  72129. this._outputAudioNode = BABYLON.Engine.audioEngine.audioContext.createGain();
  72130. this._outputAudioNode.connect(BABYLON.Engine.audioEngine.masterGain);
  72131. if (this._options) {
  72132. if (this._options.volume) {
  72133. this._outputAudioNode.gain.value = this._options.volume;
  72134. }
  72135. if (this._options.mainTrack) {
  72136. this._isMainTrack = this._options.mainTrack;
  72137. }
  72138. }
  72139. this._isInitialized = true;
  72140. }
  72141. };
  72142. /**
  72143. * Release the sound track and its associated resources
  72144. */
  72145. SoundTrack.prototype.dispose = function () {
  72146. if (BABYLON.Engine.audioEngine && BABYLON.Engine.audioEngine.canUseWebAudio) {
  72147. if (this._connectedAnalyser) {
  72148. this._connectedAnalyser.stopDebugCanvas();
  72149. }
  72150. while (this.soundCollection.length) {
  72151. this.soundCollection[0].dispose();
  72152. }
  72153. if (this._outputAudioNode) {
  72154. this._outputAudioNode.disconnect();
  72155. }
  72156. this._outputAudioNode = null;
  72157. }
  72158. };
  72159. /**
  72160. * Adds a sound to this sound track
  72161. * @param sound define the cound to add
  72162. * @ignoreNaming
  72163. */
  72164. SoundTrack.prototype.AddSound = function (sound) {
  72165. if (!this._isInitialized) {
  72166. this._initializeSoundTrackAudioGraph();
  72167. }
  72168. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  72169. sound.connectToSoundTrackAudioNode(this._outputAudioNode);
  72170. }
  72171. if (sound.soundTrackId) {
  72172. if (sound.soundTrackId === -1) {
  72173. this._scene.mainSoundTrack.RemoveSound(sound);
  72174. }
  72175. else if (this._scene.soundTracks) {
  72176. this._scene.soundTracks[sound.soundTrackId].RemoveSound(sound);
  72177. }
  72178. }
  72179. this.soundCollection.push(sound);
  72180. sound.soundTrackId = this.id;
  72181. };
  72182. /**
  72183. * Removes a sound to this sound track
  72184. * @param sound define the cound to remove
  72185. * @ignoreNaming
  72186. */
  72187. SoundTrack.prototype.RemoveSound = function (sound) {
  72188. var index = this.soundCollection.indexOf(sound);
  72189. if (index !== -1) {
  72190. this.soundCollection.splice(index, 1);
  72191. }
  72192. };
  72193. /**
  72194. * Set a global volume for the full sound track.
  72195. * @param newVolume Define the new volume of the sound track
  72196. */
  72197. SoundTrack.prototype.setVolume = function (newVolume) {
  72198. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  72199. this._outputAudioNode.gain.value = newVolume;
  72200. }
  72201. };
  72202. /**
  72203. * Switch the panning model to HRTF:
  72204. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  72205. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  72206. */
  72207. SoundTrack.prototype.switchPanningModelToHRTF = function () {
  72208. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  72209. for (var i = 0; i < this.soundCollection.length; i++) {
  72210. this.soundCollection[i].switchPanningModelToHRTF();
  72211. }
  72212. }
  72213. };
  72214. /**
  72215. * Switch the panning model to Equal Power:
  72216. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  72217. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  72218. */
  72219. SoundTrack.prototype.switchPanningModelToEqualPower = function () {
  72220. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  72221. for (var i = 0; i < this.soundCollection.length; i++) {
  72222. this.soundCollection[i].switchPanningModelToEqualPower();
  72223. }
  72224. }
  72225. };
  72226. /**
  72227. * Connect the sound track to an audio analyser allowing some amazing
  72228. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  72229. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  72230. * @param analyser The analyser to connect to the engine
  72231. */
  72232. SoundTrack.prototype.connectToAnalyser = function (analyser) {
  72233. if (this._connectedAnalyser) {
  72234. this._connectedAnalyser.stopDebugCanvas();
  72235. }
  72236. this._connectedAnalyser = analyser;
  72237. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  72238. this._outputAudioNode.disconnect();
  72239. this._connectedAnalyser.connectAudioNodes(this._outputAudioNode, BABYLON.Engine.audioEngine.masterGain);
  72240. }
  72241. };
  72242. return SoundTrack;
  72243. }());
  72244. BABYLON.SoundTrack = SoundTrack;
  72245. })(BABYLON || (BABYLON = {}));
  72246. //# sourceMappingURL=babylon.soundtrack.js.map
  72247. var BABYLON;
  72248. (function (BABYLON) {
  72249. /**
  72250. * Class used to work with sound analyzer using fast fourier transform (FFT)
  72251. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  72252. */
  72253. var Analyser = /** @class */ (function () {
  72254. /**
  72255. * Creates a new analyser
  72256. * @param scene defines hosting scene
  72257. */
  72258. function Analyser(scene) {
  72259. /**
  72260. * Gets or sets the smoothing
  72261. * @ignorenaming
  72262. */
  72263. this.SMOOTHING = 0.75;
  72264. /**
  72265. * Gets or sets the FFT table size
  72266. * @ignorenaming
  72267. */
  72268. this.FFT_SIZE = 512;
  72269. /**
  72270. * Gets or sets the bar graph amplitude
  72271. * @ignorenaming
  72272. */
  72273. this.BARGRAPHAMPLITUDE = 256;
  72274. /**
  72275. * Gets or sets the position of the debug canvas
  72276. * @ignorenaming
  72277. */
  72278. this.DEBUGCANVASPOS = { x: 20, y: 20 };
  72279. /**
  72280. * Gets or sets the debug canvas size
  72281. * @ignorenaming
  72282. */
  72283. this.DEBUGCANVASSIZE = { width: 320, height: 200 };
  72284. this._scene = scene;
  72285. this._audioEngine = BABYLON.Engine.audioEngine;
  72286. if (this._audioEngine.canUseWebAudio && this._audioEngine.audioContext) {
  72287. this._webAudioAnalyser = this._audioEngine.audioContext.createAnalyser();
  72288. this._webAudioAnalyser.minDecibels = -140;
  72289. this._webAudioAnalyser.maxDecibels = 0;
  72290. this._byteFreqs = new Uint8Array(this._webAudioAnalyser.frequencyBinCount);
  72291. this._byteTime = new Uint8Array(this._webAudioAnalyser.frequencyBinCount);
  72292. this._floatFreqs = new Float32Array(this._webAudioAnalyser.frequencyBinCount);
  72293. }
  72294. }
  72295. /**
  72296. * Get the number of data values you will have to play with for the visualization
  72297. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  72298. * @returns a number
  72299. */
  72300. Analyser.prototype.getFrequencyBinCount = function () {
  72301. if (this._audioEngine.canUseWebAudio) {
  72302. return this._webAudioAnalyser.frequencyBinCount;
  72303. }
  72304. else {
  72305. return 0;
  72306. }
  72307. };
  72308. /**
  72309. * Gets the current frequency data as a byte array
  72310. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  72311. * @returns a Uint8Array
  72312. */
  72313. Analyser.prototype.getByteFrequencyData = function () {
  72314. if (this._audioEngine.canUseWebAudio) {
  72315. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  72316. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  72317. this._webAudioAnalyser.getByteFrequencyData(this._byteFreqs);
  72318. }
  72319. return this._byteFreqs;
  72320. };
  72321. /**
  72322. * Gets the current waveform as a byte array
  72323. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  72324. * @returns a Uint8Array
  72325. */
  72326. Analyser.prototype.getByteTimeDomainData = function () {
  72327. if (this._audioEngine.canUseWebAudio) {
  72328. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  72329. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  72330. this._webAudioAnalyser.getByteTimeDomainData(this._byteTime);
  72331. }
  72332. return this._byteTime;
  72333. };
  72334. /**
  72335. * Gets the current frequency data as a float array
  72336. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  72337. * @returns a Float32Array
  72338. */
  72339. Analyser.prototype.getFloatFrequencyData = function () {
  72340. if (this._audioEngine.canUseWebAudio) {
  72341. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  72342. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  72343. this._webAudioAnalyser.getFloatFrequencyData(this._floatFreqs);
  72344. }
  72345. return this._floatFreqs;
  72346. };
  72347. /**
  72348. * Renders the debug canvas
  72349. */
  72350. Analyser.prototype.drawDebugCanvas = function () {
  72351. var _this = this;
  72352. if (this._audioEngine.canUseWebAudio) {
  72353. if (!this._debugCanvas) {
  72354. this._debugCanvas = document.createElement("canvas");
  72355. this._debugCanvas.width = this.DEBUGCANVASSIZE.width;
  72356. this._debugCanvas.height = this.DEBUGCANVASSIZE.height;
  72357. this._debugCanvas.style.position = "absolute";
  72358. this._debugCanvas.style.top = this.DEBUGCANVASPOS.y + "px";
  72359. this._debugCanvas.style.left = this.DEBUGCANVASPOS.x + "px";
  72360. this._debugCanvasContext = this._debugCanvas.getContext("2d");
  72361. document.body.appendChild(this._debugCanvas);
  72362. this._registerFunc = function () {
  72363. _this.drawDebugCanvas();
  72364. };
  72365. this._scene.registerBeforeRender(this._registerFunc);
  72366. }
  72367. if (this._registerFunc && this._debugCanvasContext) {
  72368. var workingArray = this.getByteFrequencyData();
  72369. this._debugCanvasContext.fillStyle = 'rgb(0, 0, 0)';
  72370. this._debugCanvasContext.fillRect(0, 0, this.DEBUGCANVASSIZE.width, this.DEBUGCANVASSIZE.height);
  72371. // Draw the frequency domain chart.
  72372. for (var i = 0; i < this.getFrequencyBinCount(); i++) {
  72373. var value = workingArray[i];
  72374. var percent = value / this.BARGRAPHAMPLITUDE;
  72375. var height = this.DEBUGCANVASSIZE.height * percent;
  72376. var offset = this.DEBUGCANVASSIZE.height - height - 1;
  72377. var barWidth = this.DEBUGCANVASSIZE.width / this.getFrequencyBinCount();
  72378. var hue = i / this.getFrequencyBinCount() * 360;
  72379. this._debugCanvasContext.fillStyle = 'hsl(' + hue + ', 100%, 50%)';
  72380. this._debugCanvasContext.fillRect(i * barWidth, offset, barWidth, height);
  72381. }
  72382. }
  72383. }
  72384. };
  72385. /**
  72386. * Stops rendering the debug canvas and removes it
  72387. */
  72388. Analyser.prototype.stopDebugCanvas = function () {
  72389. if (this._debugCanvas) {
  72390. if (this._registerFunc) {
  72391. this._scene.unregisterBeforeRender(this._registerFunc);
  72392. this._registerFunc = null;
  72393. }
  72394. document.body.removeChild(this._debugCanvas);
  72395. this._debugCanvas = null;
  72396. this._debugCanvasContext = null;
  72397. }
  72398. };
  72399. /**
  72400. * Connects two audio nodes
  72401. * @param inputAudioNode defines first node to connect
  72402. * @param outputAudioNode defines second node to connect
  72403. */
  72404. Analyser.prototype.connectAudioNodes = function (inputAudioNode, outputAudioNode) {
  72405. if (this._audioEngine.canUseWebAudio) {
  72406. inputAudioNode.connect(this._webAudioAnalyser);
  72407. this._webAudioAnalyser.connect(outputAudioNode);
  72408. }
  72409. };
  72410. /**
  72411. * Releases all associated resources
  72412. */
  72413. Analyser.prototype.dispose = function () {
  72414. if (this._audioEngine.canUseWebAudio) {
  72415. this._webAudioAnalyser.disconnect();
  72416. }
  72417. };
  72418. return Analyser;
  72419. }());
  72420. BABYLON.Analyser = Analyser;
  72421. })(BABYLON || (BABYLON = {}));
  72422. //# sourceMappingURL=babylon.analyser.js.map
  72423. var BABYLON;
  72424. (function (BABYLON) {
  72425. /**
  72426. * Wraps one or more Sound objects and selects one with random weight for playback.
  72427. */
  72428. var WeightedSound = /** @class */ (function () {
  72429. /**
  72430. * Creates a new WeightedSound from the list of sounds given.
  72431. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  72432. * @param sounds Array of Sounds that will be selected from.
  72433. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  72434. */
  72435. function WeightedSound(loop, sounds, weights) {
  72436. var _this = this;
  72437. /** When true a Sound will be selected and played when the current playing Sound completes. */
  72438. this.loop = false;
  72439. this._coneInnerAngle = 360;
  72440. this._coneOuterAngle = 360;
  72441. this._volume = 1;
  72442. /** A Sound is currently playing. */
  72443. this.isPlaying = false;
  72444. /** A Sound is currently paused. */
  72445. this.isPaused = false;
  72446. this._sounds = [];
  72447. this._weights = [];
  72448. if (sounds.length !== weights.length) {
  72449. throw new Error('Sounds length does not equal weights length');
  72450. }
  72451. this.loop = loop;
  72452. this._weights = weights;
  72453. // Normalize the weights
  72454. var weightSum = 0;
  72455. for (var _i = 0, weights_1 = weights; _i < weights_1.length; _i++) {
  72456. var weight = weights_1[_i];
  72457. weightSum += weight;
  72458. }
  72459. var invWeightSum = weightSum > 0 ? 1 / weightSum : 0;
  72460. for (var i = 0; i < this._weights.length; i++) {
  72461. this._weights[i] *= invWeightSum;
  72462. }
  72463. this._sounds = sounds;
  72464. for (var _a = 0, _b = this._sounds; _a < _b.length; _a++) {
  72465. var sound = _b[_a];
  72466. sound.onEndedObservable.add(function () { _this._onended(); });
  72467. }
  72468. }
  72469. Object.defineProperty(WeightedSound.prototype, "directionalConeInnerAngle", {
  72470. /**
  72471. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  72472. */
  72473. get: function () {
  72474. return this._coneInnerAngle;
  72475. },
  72476. /**
  72477. * The size of cone in degress for a directional sound in which there will be no attenuation.
  72478. */
  72479. set: function (value) {
  72480. if (value !== this._coneInnerAngle) {
  72481. if (this._coneOuterAngle < value) {
  72482. BABYLON.Tools.Error("directionalConeInnerAngle: outer angle of the cone must be superior or equal to the inner angle.");
  72483. return;
  72484. }
  72485. this._coneInnerAngle = value;
  72486. for (var _i = 0, _a = this._sounds; _i < _a.length; _i++) {
  72487. var sound = _a[_i];
  72488. sound.directionalConeInnerAngle = value;
  72489. }
  72490. }
  72491. },
  72492. enumerable: true,
  72493. configurable: true
  72494. });
  72495. Object.defineProperty(WeightedSound.prototype, "directionalConeOuterAngle", {
  72496. /**
  72497. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  72498. * Listener angles between innerAngle and outerAngle will falloff linearly.
  72499. */
  72500. get: function () {
  72501. return this._coneOuterAngle;
  72502. },
  72503. /**
  72504. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  72505. * Listener angles between innerAngle and outerAngle will falloff linearly.
  72506. */
  72507. set: function (value) {
  72508. if (value !== this._coneOuterAngle) {
  72509. if (value < this._coneInnerAngle) {
  72510. BABYLON.Tools.Error("directionalConeOuterAngle: outer angle of the cone must be superior or equal to the inner angle.");
  72511. return;
  72512. }
  72513. this._coneOuterAngle = value;
  72514. for (var _i = 0, _a = this._sounds; _i < _a.length; _i++) {
  72515. var sound = _a[_i];
  72516. sound.directionalConeOuterAngle = value;
  72517. }
  72518. }
  72519. },
  72520. enumerable: true,
  72521. configurable: true
  72522. });
  72523. Object.defineProperty(WeightedSound.prototype, "volume", {
  72524. /**
  72525. * Playback volume.
  72526. */
  72527. get: function () {
  72528. return this._volume;
  72529. },
  72530. /**
  72531. * Playback volume.
  72532. */
  72533. set: function (value) {
  72534. if (value !== this._volume) {
  72535. for (var _i = 0, _a = this._sounds; _i < _a.length; _i++) {
  72536. var sound = _a[_i];
  72537. sound.setVolume(value);
  72538. }
  72539. }
  72540. },
  72541. enumerable: true,
  72542. configurable: true
  72543. });
  72544. WeightedSound.prototype._onended = function () {
  72545. if (this._currentIndex !== undefined) {
  72546. this._sounds[this._currentIndex].autoplay = false;
  72547. }
  72548. if (this.loop && this.isPlaying) {
  72549. this.play();
  72550. }
  72551. else {
  72552. this.isPlaying = false;
  72553. }
  72554. };
  72555. /**
  72556. * Suspend playback
  72557. */
  72558. WeightedSound.prototype.pause = function () {
  72559. this.isPaused = true;
  72560. if (this._currentIndex !== undefined) {
  72561. this._sounds[this._currentIndex].pause();
  72562. }
  72563. };
  72564. /**
  72565. * Stop playback
  72566. */
  72567. WeightedSound.prototype.stop = function () {
  72568. this.isPlaying = false;
  72569. if (this._currentIndex !== undefined) {
  72570. this._sounds[this._currentIndex].stop();
  72571. }
  72572. };
  72573. /**
  72574. * Start playback.
  72575. * @param startOffset Position the clip head at a specific time in seconds.
  72576. */
  72577. WeightedSound.prototype.play = function (startOffset) {
  72578. if (!this.isPaused) {
  72579. this.stop();
  72580. var randomValue = Math.random();
  72581. var total = 0;
  72582. for (var i = 0; i < this._weights.length; i++) {
  72583. total += this._weights[i];
  72584. if (randomValue <= total) {
  72585. this._currentIndex = i;
  72586. break;
  72587. }
  72588. }
  72589. }
  72590. var sound = this._sounds[this._currentIndex];
  72591. if (sound.isReady()) {
  72592. sound.play(0, this.isPaused ? undefined : startOffset);
  72593. }
  72594. else {
  72595. sound.autoplay = true;
  72596. }
  72597. this.isPlaying = true;
  72598. this.isPaused = false;
  72599. };
  72600. return WeightedSound;
  72601. }());
  72602. BABYLON.WeightedSound = WeightedSound;
  72603. })(BABYLON || (BABYLON = {}));
  72604. //# sourceMappingURL=babylon.weightedsound.js.map
  72605. var BABYLON;
  72606. (function (BABYLON) {
  72607. // Adds the parser to the scene parsers.
  72608. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_AUDIO, function (parsedData, scene, container, rootUrl) {
  72609. // TODO: add sound
  72610. var loadedSounds = [];
  72611. var loadedSound;
  72612. container.sounds = container.sounds || [];
  72613. if (parsedData.sounds !== undefined && parsedData.sounds !== null) {
  72614. for (var index = 0, cache = parsedData.sounds.length; index < cache; index++) {
  72615. var parsedSound = parsedData.sounds[index];
  72616. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  72617. if (!parsedSound.url) {
  72618. parsedSound.url = parsedSound.name;
  72619. }
  72620. if (!loadedSounds[parsedSound.url]) {
  72621. loadedSound = BABYLON.Sound.Parse(parsedSound, scene, rootUrl);
  72622. loadedSounds[parsedSound.url] = loadedSound;
  72623. container.sounds.push(loadedSound);
  72624. }
  72625. else {
  72626. container.sounds.push(BABYLON.Sound.Parse(parsedSound, scene, rootUrl, loadedSounds[parsedSound.url]));
  72627. }
  72628. }
  72629. else {
  72630. container.sounds.push(new BABYLON.Sound(parsedSound.name, null, scene));
  72631. }
  72632. }
  72633. }
  72634. loadedSounds = [];
  72635. });
  72636. Object.defineProperty(BABYLON.Scene.prototype, "mainSoundTrack", {
  72637. get: function () {
  72638. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72639. if (!compo) {
  72640. compo = new AudioSceneComponent(this);
  72641. this._addComponent(compo);
  72642. }
  72643. if (!this._mainSoundTrack) {
  72644. this._mainSoundTrack = new BABYLON.SoundTrack(this, { mainTrack: true });
  72645. }
  72646. return this._mainSoundTrack;
  72647. },
  72648. enumerable: true,
  72649. configurable: true
  72650. });
  72651. BABYLON.Scene.prototype.getSoundByName = function (name) {
  72652. var index;
  72653. for (index = 0; index < this.mainSoundTrack.soundCollection.length; index++) {
  72654. if (this.mainSoundTrack.soundCollection[index].name === name) {
  72655. return this.mainSoundTrack.soundCollection[index];
  72656. }
  72657. }
  72658. if (this.soundTracks) {
  72659. for (var sdIndex = 0; sdIndex < this.soundTracks.length; sdIndex++) {
  72660. for (index = 0; index < this.soundTracks[sdIndex].soundCollection.length; index++) {
  72661. if (this.soundTracks[sdIndex].soundCollection[index].name === name) {
  72662. return this.soundTracks[sdIndex].soundCollection[index];
  72663. }
  72664. }
  72665. }
  72666. }
  72667. return null;
  72668. };
  72669. Object.defineProperty(BABYLON.Scene.prototype, "audioEnabled", {
  72670. get: function () {
  72671. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72672. if (!compo) {
  72673. compo = new AudioSceneComponent(this);
  72674. this._addComponent(compo);
  72675. }
  72676. return compo.audioEnabled;
  72677. },
  72678. set: function (value) {
  72679. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72680. if (!compo) {
  72681. compo = new AudioSceneComponent(this);
  72682. this._addComponent(compo);
  72683. }
  72684. if (value) {
  72685. compo.enableAudio();
  72686. }
  72687. else {
  72688. compo.disableAudio();
  72689. }
  72690. },
  72691. enumerable: true,
  72692. configurable: true
  72693. });
  72694. Object.defineProperty(BABYLON.Scene.prototype, "headphone", {
  72695. get: function () {
  72696. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72697. if (!compo) {
  72698. compo = new AudioSceneComponent(this);
  72699. this._addComponent(compo);
  72700. }
  72701. return compo.headphone;
  72702. },
  72703. set: function (value) {
  72704. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72705. if (!compo) {
  72706. compo = new AudioSceneComponent(this);
  72707. this._addComponent(compo);
  72708. }
  72709. if (value) {
  72710. compo.switchAudioModeForHeadphones();
  72711. }
  72712. else {
  72713. compo.switchAudioModeForNormalSpeakers();
  72714. }
  72715. },
  72716. enumerable: true,
  72717. configurable: true
  72718. });
  72719. /**
  72720. * Defines the sound scene component responsible to manage any sounds
  72721. * in a given scene.
  72722. */
  72723. var AudioSceneComponent = /** @class */ (function () {
  72724. /**
  72725. * Creates a new instance of the component for the given scene
  72726. * @param scene Defines the scene to register the component in
  72727. */
  72728. function AudioSceneComponent(scene) {
  72729. /**
  72730. * The component name helpfull to identify the component in the list of scene components.
  72731. */
  72732. this.name = BABYLON.SceneComponentConstants.NAME_AUDIO;
  72733. this._audioEnabled = true;
  72734. this._headphone = false;
  72735. this.scene = scene;
  72736. scene.soundTracks = new Array();
  72737. scene.sounds = new Array();
  72738. }
  72739. Object.defineProperty(AudioSceneComponent.prototype, "audioEnabled", {
  72740. /**
  72741. * Gets whether audio is enabled or not.
  72742. * Please use related enable/disable method to switch state.
  72743. */
  72744. get: function () {
  72745. return this._audioEnabled;
  72746. },
  72747. enumerable: true,
  72748. configurable: true
  72749. });
  72750. Object.defineProperty(AudioSceneComponent.prototype, "headphone", {
  72751. /**
  72752. * Gets whether audio is outputing to headphone or not.
  72753. * Please use the according Switch methods to change output.
  72754. */
  72755. get: function () {
  72756. return this._headphone;
  72757. },
  72758. enumerable: true,
  72759. configurable: true
  72760. });
  72761. /**
  72762. * Registers the component in a given scene
  72763. */
  72764. AudioSceneComponent.prototype.register = function () {
  72765. this.scene._afterRenderStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDER_AUDIO, this, this._afterRender);
  72766. };
  72767. /**
  72768. * Rebuilds the elements related to this component in case of
  72769. * context lost for instance.
  72770. */
  72771. AudioSceneComponent.prototype.rebuild = function () {
  72772. // Nothing to do here. (Not rendering related)
  72773. };
  72774. /**
  72775. * Serializes the component data to the specified json object
  72776. * @param serializationObject The object to serialize to
  72777. */
  72778. AudioSceneComponent.prototype.serialize = function (serializationObject) {
  72779. serializationObject.sounds = [];
  72780. if (this.scene.soundTracks) {
  72781. for (var index = 0; index < this.scene.soundTracks.length; index++) {
  72782. var soundtrack = this.scene.soundTracks[index];
  72783. for (var soundId = 0; soundId < soundtrack.soundCollection.length; soundId++) {
  72784. serializationObject.sounds.push(soundtrack.soundCollection[soundId].serialize());
  72785. }
  72786. }
  72787. }
  72788. };
  72789. /**
  72790. * Adds all the element from the container to the scene
  72791. * @param container the container holding the elements
  72792. */
  72793. AudioSceneComponent.prototype.addFromContainer = function (container) {
  72794. var _this = this;
  72795. if (!container.sounds) {
  72796. return;
  72797. }
  72798. container.sounds.forEach(function (sound) {
  72799. sound.play();
  72800. sound.autoplay = true;
  72801. _this.scene.mainSoundTrack.AddSound(sound);
  72802. });
  72803. };
  72804. /**
  72805. * Removes all the elements in the container from the scene
  72806. * @param container contains the elements to remove
  72807. */
  72808. AudioSceneComponent.prototype.removeFromContainer = function (container) {
  72809. var _this = this;
  72810. if (!container.sounds) {
  72811. return;
  72812. }
  72813. container.sounds.forEach(function (sound) {
  72814. sound.stop();
  72815. sound.autoplay = false;
  72816. _this.scene.mainSoundTrack.RemoveSound(sound);
  72817. });
  72818. };
  72819. /**
  72820. * Disposes the component and the associated ressources.
  72821. */
  72822. AudioSceneComponent.prototype.dispose = function () {
  72823. var scene = this.scene;
  72824. if (scene._mainSoundTrack) {
  72825. scene.mainSoundTrack.dispose();
  72826. }
  72827. if (scene.soundTracks) {
  72828. for (var scIndex = 0; scIndex < scene.soundTracks.length; scIndex++) {
  72829. scene.soundTracks[scIndex].dispose();
  72830. }
  72831. }
  72832. };
  72833. /**
  72834. * Disables audio in the associated scene.
  72835. */
  72836. AudioSceneComponent.prototype.disableAudio = function () {
  72837. var scene = this.scene;
  72838. this._audioEnabled = false;
  72839. var i;
  72840. for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {
  72841. scene.mainSoundTrack.soundCollection[i].pause();
  72842. }
  72843. if (scene.soundTracks) {
  72844. for (i = 0; i < scene.soundTracks.length; i++) {
  72845. for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {
  72846. scene.soundTracks[i].soundCollection[j].pause();
  72847. }
  72848. }
  72849. }
  72850. };
  72851. /**
  72852. * Enables audio in the associated scene.
  72853. */
  72854. AudioSceneComponent.prototype.enableAudio = function () {
  72855. var scene = this.scene;
  72856. this._audioEnabled = true;
  72857. var i;
  72858. for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {
  72859. if (scene.mainSoundTrack.soundCollection[i].isPaused) {
  72860. scene.mainSoundTrack.soundCollection[i].play();
  72861. }
  72862. }
  72863. if (scene.soundTracks) {
  72864. for (i = 0; i < scene.soundTracks.length; i++) {
  72865. for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {
  72866. if (scene.soundTracks[i].soundCollection[j].isPaused) {
  72867. scene.soundTracks[i].soundCollection[j].play();
  72868. }
  72869. }
  72870. }
  72871. }
  72872. };
  72873. /**
  72874. * Switch audio to headphone output.
  72875. */
  72876. AudioSceneComponent.prototype.switchAudioModeForHeadphones = function () {
  72877. var scene = this.scene;
  72878. this._headphone = true;
  72879. scene.mainSoundTrack.switchPanningModelToHRTF();
  72880. if (scene.soundTracks) {
  72881. for (var i = 0; i < scene.soundTracks.length; i++) {
  72882. scene.soundTracks[i].switchPanningModelToHRTF();
  72883. }
  72884. }
  72885. };
  72886. /**
  72887. * Switch audio to normal speakers.
  72888. */
  72889. AudioSceneComponent.prototype.switchAudioModeForNormalSpeakers = function () {
  72890. var scene = this.scene;
  72891. this._headphone = false;
  72892. scene.mainSoundTrack.switchPanningModelToEqualPower();
  72893. if (scene.soundTracks) {
  72894. for (var i = 0; i < scene.soundTracks.length; i++) {
  72895. scene.soundTracks[i].switchPanningModelToEqualPower();
  72896. }
  72897. }
  72898. };
  72899. AudioSceneComponent.prototype._afterRender = function () {
  72900. var scene = this.scene;
  72901. if (!this._audioEnabled || !scene._mainSoundTrack || !scene.soundTracks || (scene._mainSoundTrack.soundCollection.length === 0 && scene.soundTracks.length === 1)) {
  72902. return;
  72903. }
  72904. var listeningCamera;
  72905. var audioEngine = BABYLON.Engine.audioEngine;
  72906. if (scene.activeCameras.length > 0) {
  72907. listeningCamera = scene.activeCameras[0];
  72908. }
  72909. else {
  72910. listeningCamera = scene.activeCamera;
  72911. }
  72912. if (listeningCamera && audioEngine.audioContext) {
  72913. audioEngine.audioContext.listener.setPosition(listeningCamera.position.x, listeningCamera.position.y, listeningCamera.position.z);
  72914. // for VR cameras
  72915. if (listeningCamera.rigCameras && listeningCamera.rigCameras.length > 0) {
  72916. listeningCamera = listeningCamera.rigCameras[0];
  72917. }
  72918. var mat = BABYLON.Matrix.Invert(listeningCamera.getViewMatrix());
  72919. var cameraDirection = BABYLON.Vector3.TransformNormal(new BABYLON.Vector3(0, 0, -1), mat);
  72920. cameraDirection.normalize();
  72921. // To avoid some errors on GearVR
  72922. if (!isNaN(cameraDirection.x) && !isNaN(cameraDirection.y) && !isNaN(cameraDirection.z)) {
  72923. audioEngine.audioContext.listener.setOrientation(cameraDirection.x, cameraDirection.y, cameraDirection.z, 0, 1, 0);
  72924. }
  72925. var i;
  72926. for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {
  72927. var sound = scene.mainSoundTrack.soundCollection[i];
  72928. if (sound.useCustomAttenuation) {
  72929. sound.updateDistanceFromListener();
  72930. }
  72931. }
  72932. if (scene.soundTracks) {
  72933. for (i = 0; i < scene.soundTracks.length; i++) {
  72934. for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {
  72935. sound = scene.soundTracks[i].soundCollection[j];
  72936. if (sound.useCustomAttenuation) {
  72937. sound.updateDistanceFromListener();
  72938. }
  72939. }
  72940. }
  72941. }
  72942. }
  72943. };
  72944. return AudioSceneComponent;
  72945. }());
  72946. BABYLON.AudioSceneComponent = AudioSceneComponent;
  72947. })(BABYLON || (BABYLON = {}));
  72948. //# sourceMappingURL=babylon.audioSceneComponent.js.map
  72949. var BABYLON;
  72950. (function (BABYLON) {
  72951. /**
  72952. * This defines an action helpful to play a defined sound on a triggered action.
  72953. */
  72954. var PlaySoundAction = /** @class */ (function (_super) {
  72955. __extends(PlaySoundAction, _super);
  72956. /**
  72957. * Instantiate the action
  72958. * @param triggerOptions defines the trigger options
  72959. * @param sound defines the sound to play
  72960. * @param condition defines the trigger related conditions
  72961. */
  72962. function PlaySoundAction(triggerOptions, sound, condition) {
  72963. var _this = _super.call(this, triggerOptions, condition) || this;
  72964. _this._sound = sound;
  72965. return _this;
  72966. }
  72967. /** @hidden */
  72968. PlaySoundAction.prototype._prepare = function () {
  72969. };
  72970. /**
  72971. * Execute the action and play the sound.
  72972. */
  72973. PlaySoundAction.prototype.execute = function () {
  72974. if (this._sound !== undefined) {
  72975. this._sound.play();
  72976. }
  72977. };
  72978. /**
  72979. * Serializes the actions and its related information.
  72980. * @param parent defines the object to serialize in
  72981. * @returns the serialized object
  72982. */
  72983. PlaySoundAction.prototype.serialize = function (parent) {
  72984. return _super.prototype._serialize.call(this, {
  72985. name: "PlaySoundAction",
  72986. properties: [{ name: "sound", value: this._sound.name }]
  72987. }, parent);
  72988. };
  72989. return PlaySoundAction;
  72990. }(BABYLON.Action));
  72991. BABYLON.PlaySoundAction = PlaySoundAction;
  72992. /**
  72993. * This defines an action helpful to stop a defined sound on a triggered action.
  72994. */
  72995. var StopSoundAction = /** @class */ (function (_super) {
  72996. __extends(StopSoundAction, _super);
  72997. /**
  72998. * Instantiate the action
  72999. * @param triggerOptions defines the trigger options
  73000. * @param sound defines the sound to stop
  73001. * @param condition defines the trigger related conditions
  73002. */
  73003. function StopSoundAction(triggerOptions, sound, condition) {
  73004. var _this = _super.call(this, triggerOptions, condition) || this;
  73005. _this._sound = sound;
  73006. return _this;
  73007. }
  73008. /** @hidden */
  73009. StopSoundAction.prototype._prepare = function () {
  73010. };
  73011. /**
  73012. * Execute the action and stop the sound.
  73013. */
  73014. StopSoundAction.prototype.execute = function () {
  73015. if (this._sound !== undefined) {
  73016. this._sound.stop();
  73017. }
  73018. };
  73019. /**
  73020. * Serializes the actions and its related information.
  73021. * @param parent defines the object to serialize in
  73022. * @returns the serialized object
  73023. */
  73024. StopSoundAction.prototype.serialize = function (parent) {
  73025. return _super.prototype._serialize.call(this, {
  73026. name: "StopSoundAction",
  73027. properties: [{ name: "sound", value: this._sound.name }]
  73028. }, parent);
  73029. };
  73030. return StopSoundAction;
  73031. }(BABYLON.Action));
  73032. BABYLON.StopSoundAction = StopSoundAction;
  73033. })(BABYLON || (BABYLON = {}));
  73034. //# sourceMappingURL=babylon.directAudioActions.js.map
  73035. var BABYLON;
  73036. (function (BABYLON) {
  73037. /**
  73038. * Class for creating a cube texture
  73039. */
  73040. var CubeTexture = /** @class */ (function (_super) {
  73041. __extends(CubeTexture, _super);
  73042. /**
  73043. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  73044. * as prefiltered data.
  73045. * @param rootUrl defines the url of the texture or the root name of the six images
  73046. * @param scene defines the scene the texture is attached to
  73047. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  73048. * @param noMipmap defines if mipmaps should be created or not
  73049. * @param files defines the six files to load for the different faces
  73050. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  73051. * @param onError defines a callback triggered in case of error during load
  73052. * @param format defines the internal format to use for the texture once loaded
  73053. * @param prefiltered defines whether or not the texture is created from prefiltered data
  73054. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  73055. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  73056. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  73057. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  73058. * @return the cube texture
  73059. */
  73060. function CubeTexture(rootUrl, scene, extensions, noMipmap, files, onLoad, onError, format, prefiltered, forcedExtension, createPolynomials, lodScale, lodOffset) {
  73061. if (extensions === void 0) { extensions = null; }
  73062. if (noMipmap === void 0) { noMipmap = false; }
  73063. if (files === void 0) { files = null; }
  73064. if (onLoad === void 0) { onLoad = null; }
  73065. if (onError === void 0) { onError = null; }
  73066. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  73067. if (prefiltered === void 0) { prefiltered = false; }
  73068. if (forcedExtension === void 0) { forcedExtension = null; }
  73069. if (createPolynomials === void 0) { createPolynomials = false; }
  73070. if (lodScale === void 0) { lodScale = 0.8; }
  73071. if (lodOffset === void 0) { lodOffset = 0; }
  73072. var _this = _super.call(this, scene) || this;
  73073. /**
  73074. * Gets or sets the center of the bounding box associated with the cube texture.
  73075. * It must define where the camera used to render the texture was set
  73076. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  73077. */
  73078. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  73079. _this._rotationY = 0;
  73080. /** @hidden */
  73081. _this._prefiltered = false;
  73082. _this.name = rootUrl;
  73083. _this.url = rootUrl;
  73084. _this._noMipmap = noMipmap;
  73085. _this.hasAlpha = false;
  73086. _this._format = format;
  73087. _this.isCube = true;
  73088. _this._textureMatrix = BABYLON.Matrix.Identity();
  73089. _this._createPolynomials = createPolynomials;
  73090. _this.coordinatesMode = BABYLON.Texture.CUBIC_MODE;
  73091. if (!rootUrl && !files) {
  73092. return _this;
  73093. }
  73094. var lastDot = rootUrl.lastIndexOf(".");
  73095. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? rootUrl.substring(lastDot).toLowerCase() : "");
  73096. var isDDS = (extension === ".dds");
  73097. var isEnv = (extension === ".env");
  73098. if (isEnv) {
  73099. _this.gammaSpace = false;
  73100. _this._prefiltered = false;
  73101. }
  73102. else {
  73103. _this._prefiltered = prefiltered;
  73104. if (prefiltered) {
  73105. _this.gammaSpace = false;
  73106. }
  73107. }
  73108. _this._texture = _this._getFromCache(rootUrl, noMipmap);
  73109. if (!files) {
  73110. if (!isEnv && !isDDS && !extensions) {
  73111. extensions = ["_px.jpg", "_py.jpg", "_pz.jpg", "_nx.jpg", "_ny.jpg", "_nz.jpg"];
  73112. }
  73113. files = [];
  73114. if (extensions) {
  73115. for (var index = 0; index < extensions.length; index++) {
  73116. files.push(rootUrl + extensions[index]);
  73117. }
  73118. }
  73119. }
  73120. _this._files = files;
  73121. if (!_this._texture) {
  73122. if (!scene.useDelayedTextureLoading) {
  73123. if (prefiltered) {
  73124. _this._texture = scene.getEngine().createPrefilteredCubeTexture(rootUrl, scene, lodScale, lodOffset, onLoad, onError, format, forcedExtension, _this._createPolynomials);
  73125. }
  73126. else {
  73127. _this._texture = scene.getEngine().createCubeTexture(rootUrl, scene, files, noMipmap, onLoad, onError, _this._format, forcedExtension, false, lodScale, lodOffset);
  73128. }
  73129. }
  73130. else {
  73131. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  73132. }
  73133. }
  73134. else if (onLoad) {
  73135. if (_this._texture.isReady) {
  73136. BABYLON.Tools.SetImmediate(function () { return onLoad(); });
  73137. }
  73138. else {
  73139. _this._texture.onLoadedObservable.add(onLoad);
  73140. }
  73141. }
  73142. return _this;
  73143. }
  73144. Object.defineProperty(CubeTexture.prototype, "boundingBoxSize", {
  73145. /**
  73146. * Returns the bounding box size
  73147. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  73148. */
  73149. get: function () {
  73150. return this._boundingBoxSize;
  73151. },
  73152. /**
  73153. * Gets or sets the size of the bounding box associated with the cube texture
  73154. * When defined, the cubemap will switch to local mode
  73155. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  73156. * @example https://www.babylonjs-playground.com/#RNASML
  73157. */
  73158. set: function (value) {
  73159. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  73160. return;
  73161. }
  73162. this._boundingBoxSize = value;
  73163. var scene = this.getScene();
  73164. if (scene) {
  73165. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  73166. }
  73167. },
  73168. enumerable: true,
  73169. configurable: true
  73170. });
  73171. Object.defineProperty(CubeTexture.prototype, "rotationY", {
  73172. /**
  73173. * Gets texture matrix rotation angle around Y axis radians.
  73174. */
  73175. get: function () {
  73176. return this._rotationY;
  73177. },
  73178. /**
  73179. * Sets texture matrix rotation angle around Y axis in radians.
  73180. */
  73181. set: function (value) {
  73182. this._rotationY = value;
  73183. this.setReflectionTextureMatrix(BABYLON.Matrix.RotationY(this._rotationY));
  73184. },
  73185. enumerable: true,
  73186. configurable: true
  73187. });
  73188. /**
  73189. * Creates a cube texture from an array of image urls
  73190. * @param files defines an array of image urls
  73191. * @param scene defines the hosting scene
  73192. * @param noMipmap specifies if mip maps are not used
  73193. * @returns a cube texture
  73194. */
  73195. CubeTexture.CreateFromImages = function (files, scene, noMipmap) {
  73196. var rootUrlKey = "";
  73197. files.forEach(function (url) { return rootUrlKey += url; });
  73198. return new CubeTexture(rootUrlKey, scene, null, noMipmap, files);
  73199. };
  73200. /**
  73201. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  73202. * @param url defines the url of the prefiltered texture
  73203. * @param scene defines the scene the texture is attached to
  73204. * @param forcedExtension defines the extension of the file if different from the url
  73205. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  73206. * @return the prefiltered texture
  73207. */
  73208. CubeTexture.CreateFromPrefilteredData = function (url, scene, forcedExtension, createPolynomials) {
  73209. if (forcedExtension === void 0) { forcedExtension = null; }
  73210. if (createPolynomials === void 0) { createPolynomials = true; }
  73211. return new CubeTexture(url, scene, null, false, null, null, null, undefined, true, forcedExtension, createPolynomials);
  73212. };
  73213. /**
  73214. * Delays loading of the cube texture
  73215. */
  73216. CubeTexture.prototype.delayLoad = function () {
  73217. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  73218. return;
  73219. }
  73220. var scene = this.getScene();
  73221. if (!scene) {
  73222. return;
  73223. }
  73224. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  73225. this._texture = this._getFromCache(this.url, this._noMipmap);
  73226. if (!this._texture) {
  73227. if (this._prefiltered) {
  73228. this._texture = scene.getEngine().createPrefilteredCubeTexture(this.url, scene, this.lodGenerationScale, this.lodGenerationOffset, undefined, undefined, this._format, undefined, this._createPolynomials);
  73229. }
  73230. else {
  73231. this._texture = scene.getEngine().createCubeTexture(this.url, scene, this._files, this._noMipmap, undefined, undefined, this._format);
  73232. }
  73233. }
  73234. };
  73235. /**
  73236. * Returns the reflection texture matrix
  73237. * @returns the reflection texture matrix
  73238. */
  73239. CubeTexture.prototype.getReflectionTextureMatrix = function () {
  73240. return this._textureMatrix;
  73241. };
  73242. /**
  73243. * Sets the reflection texture matrix
  73244. * @param value Reflection texture matrix
  73245. */
  73246. CubeTexture.prototype.setReflectionTextureMatrix = function (value) {
  73247. this._textureMatrix = value;
  73248. };
  73249. /**
  73250. * Parses text to create a cube texture
  73251. * @param parsedTexture define the serialized text to read from
  73252. * @param scene defines the hosting scene
  73253. * @param rootUrl defines the root url of the cube texture
  73254. * @returns a cube texture
  73255. */
  73256. CubeTexture.Parse = function (parsedTexture, scene, rootUrl) {
  73257. var texture = BABYLON.SerializationHelper.Parse(function () {
  73258. var prefiltered = false;
  73259. if (parsedTexture.prefiltered) {
  73260. prefiltered = parsedTexture.prefiltered;
  73261. }
  73262. return new CubeTexture(rootUrl + parsedTexture.name, scene, parsedTexture.extensions, false, null, null, null, undefined, prefiltered);
  73263. }, parsedTexture, scene);
  73264. // Local Cubemaps
  73265. if (parsedTexture.boundingBoxPosition) {
  73266. texture.boundingBoxPosition = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxPosition);
  73267. }
  73268. if (parsedTexture.boundingBoxSize) {
  73269. texture.boundingBoxSize = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxSize);
  73270. }
  73271. // Animations
  73272. if (parsedTexture.animations) {
  73273. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  73274. var parsedAnimation = parsedTexture.animations[animationIndex];
  73275. texture.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  73276. }
  73277. }
  73278. return texture;
  73279. };
  73280. /**
  73281. * Makes a clone, or deep copy, of the cube texture
  73282. * @returns a new cube texture
  73283. */
  73284. CubeTexture.prototype.clone = function () {
  73285. var _this = this;
  73286. var scene = this.getScene();
  73287. var uniqueId = 0;
  73288. var newCubeTexture = BABYLON.SerializationHelper.Clone(function () {
  73289. if (!scene) {
  73290. return _this;
  73291. }
  73292. var cubeTexture = new CubeTexture(_this.url, scene, _this._extensions, _this._noMipmap, _this._files);
  73293. uniqueId = cubeTexture.uniqueId;
  73294. return cubeTexture;
  73295. }, this);
  73296. newCubeTexture.uniqueId = uniqueId;
  73297. return newCubeTexture;
  73298. };
  73299. __decorate([
  73300. BABYLON.serialize("rotationY")
  73301. ], CubeTexture.prototype, "rotationY", null);
  73302. return CubeTexture;
  73303. }(BABYLON.BaseTexture));
  73304. BABYLON.CubeTexture = CubeTexture;
  73305. })(BABYLON || (BABYLON = {}));
  73306. //# sourceMappingURL=babylon.cubeTexture.js.map
  73307. var BABYLON;
  73308. (function (BABYLON) {
  73309. /**
  73310. * Raw cube texture where the raw buffers are passed in
  73311. */
  73312. var RawCubeTexture = /** @class */ (function (_super) {
  73313. __extends(RawCubeTexture, _super);
  73314. /**
  73315. * Creates a cube texture where the raw buffers are passed in.
  73316. * @param scene defines the scene the texture is attached to
  73317. * @param data defines the array of data to use to create each face
  73318. * @param size defines the size of the textures
  73319. * @param format defines the format of the data
  73320. * @param type defines the type of the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
  73321. * @param generateMipMaps defines if the engine should generate the mip levels
  73322. * @param invertY defines if data must be stored with Y axis inverted
  73323. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  73324. * @param compression defines the compression used (null by default)
  73325. */
  73326. function RawCubeTexture(scene, data, size, format, type, generateMipMaps, invertY, samplingMode, compression) {
  73327. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  73328. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  73329. if (generateMipMaps === void 0) { generateMipMaps = false; }
  73330. if (invertY === void 0) { invertY = false; }
  73331. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  73332. if (compression === void 0) { compression = null; }
  73333. var _this = _super.call(this, "", scene) || this;
  73334. _this._texture = scene.getEngine().createRawCubeTexture(data, size, format, type, generateMipMaps, invertY, samplingMode, compression);
  73335. return _this;
  73336. }
  73337. /**
  73338. * Updates the raw cube texture.
  73339. * @param data defines the data to store
  73340. * @param format defines the data format
  73341. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  73342. * @param invertY defines if data must be stored with Y axis inverted
  73343. * @param compression defines the compression used (null by default)
  73344. * @param level defines which level of the texture to update
  73345. */
  73346. RawCubeTexture.prototype.update = function (data, format, type, invertY, compression, level) {
  73347. if (compression === void 0) { compression = null; }
  73348. if (level === void 0) { level = 0; }
  73349. this._texture.getEngine().updateRawCubeTexture(this._texture, data, format, type, invertY, compression);
  73350. };
  73351. /**
  73352. * Updates a raw cube texture with RGBD encoded data.
  73353. * @param data defines the array of data [mipmap][face] to use to create each face
  73354. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  73355. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  73356. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  73357. * @returns a promsie that resolves when the operation is complete
  73358. */
  73359. RawCubeTexture.prototype.updateRGBDAsync = function (data, sphericalPolynomial, lodScale, lodOffset) {
  73360. if (sphericalPolynomial === void 0) { sphericalPolynomial = null; }
  73361. if (lodScale === void 0) { lodScale = 0.8; }
  73362. if (lodOffset === void 0) { lodOffset = 0; }
  73363. return RawCubeTexture._UpdateRGBDAsync(this._texture, data, sphericalPolynomial, lodScale, lodOffset);
  73364. };
  73365. /**
  73366. * Clones the raw cube texture.
  73367. * @return a new cube texture
  73368. */
  73369. RawCubeTexture.prototype.clone = function () {
  73370. var _this = this;
  73371. return BABYLON.SerializationHelper.Clone(function () {
  73372. var scene = _this.getScene();
  73373. var internalTexture = _this._texture;
  73374. var texture = new RawCubeTexture(scene, internalTexture._bufferViewArray, internalTexture.width, internalTexture.format, internalTexture.type, internalTexture.generateMipMaps, internalTexture.invertY, internalTexture.samplingMode, internalTexture._compression);
  73375. if (internalTexture.dataSource === BABYLON.InternalTexture.DATASOURCE_CUBERAW_RGBD) {
  73376. texture.updateRGBDAsync(internalTexture._bufferViewArrayArray, internalTexture._sphericalPolynomial, internalTexture._lodGenerationScale, internalTexture._lodGenerationOffset);
  73377. }
  73378. return texture;
  73379. }, this);
  73380. };
  73381. /** @hidden */
  73382. RawCubeTexture._UpdateRGBDAsync = function (internalTexture, data, sphericalPolynomial, lodScale, lodOffset) {
  73383. internalTexture._dataSource = BABYLON.InternalTexture.DATASOURCE_CUBERAW_RGBD;
  73384. internalTexture._bufferViewArrayArray = data;
  73385. internalTexture._lodGenerationScale = lodScale;
  73386. internalTexture._lodGenerationOffset = lodOffset;
  73387. internalTexture._sphericalPolynomial = sphericalPolynomial;
  73388. return BABYLON.EnvironmentTextureTools.UploadLevelsAsync(internalTexture, data).then(function () {
  73389. internalTexture.isReady = true;
  73390. });
  73391. };
  73392. return RawCubeTexture;
  73393. }(BABYLON.CubeTexture));
  73394. BABYLON.RawCubeTexture = RawCubeTexture;
  73395. })(BABYLON || (BABYLON = {}));
  73396. //# sourceMappingURL=babylon.rawCubeTexture.js.map
  73397. var BABYLON;
  73398. (function (BABYLON) {
  73399. /**
  73400. * This Helps creating a texture that will be created from a camera in your scene.
  73401. * It is basically a dynamic texture that could be used to create special effects for instance.
  73402. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  73403. */
  73404. var RenderTargetTexture = /** @class */ (function (_super) {
  73405. __extends(RenderTargetTexture, _super);
  73406. /**
  73407. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  73408. * or used a shadow, depth texture...
  73409. * @param name The friendly name of the texture
  73410. * @param size The size of the RTT (number if square, or {width: number, height:number} or {ratio:} to define a ratio from the main scene)
  73411. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  73412. * @param generateMipMaps True if mip maps need to be generated after render.
  73413. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  73414. * @param type The type of the buffer in the RTT (int, half float, float...)
  73415. * @param isCube True if a cube texture needs to be created
  73416. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  73417. * @param generateDepthBuffer True to generate a depth buffer
  73418. * @param generateStencilBuffer True to generate a stencil buffer
  73419. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  73420. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  73421. * @param delayAllocation if the texture allocation should be delayed (default: false)
  73422. */
  73423. function RenderTargetTexture(name, size, scene, generateMipMaps, doNotChangeAspectRatio, type, isCube, samplingMode, generateDepthBuffer, generateStencilBuffer, isMulti, format, delayAllocation) {
  73424. if (doNotChangeAspectRatio === void 0) { doNotChangeAspectRatio = true; }
  73425. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  73426. if (isCube === void 0) { isCube = false; }
  73427. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  73428. if (generateDepthBuffer === void 0) { generateDepthBuffer = true; }
  73429. if (generateStencilBuffer === void 0) { generateStencilBuffer = false; }
  73430. if (isMulti === void 0) { isMulti = false; }
  73431. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  73432. if (delayAllocation === void 0) { delayAllocation = false; }
  73433. var _this = _super.call(this, null, scene, !generateMipMaps) || this;
  73434. _this.isCube = isCube;
  73435. /**
  73436. * Define if particles should be rendered in your texture.
  73437. */
  73438. _this.renderParticles = true;
  73439. /**
  73440. * Define if sprites should be rendered in your texture.
  73441. */
  73442. _this.renderSprites = false;
  73443. /**
  73444. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  73445. */
  73446. _this.coordinatesMode = BABYLON.Texture.PROJECTION_MODE;
  73447. /**
  73448. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  73449. */
  73450. _this.ignoreCameraViewport = false;
  73451. /**
  73452. * An event triggered when the texture is unbind.
  73453. */
  73454. _this.onBeforeBindObservable = new BABYLON.Observable();
  73455. /**
  73456. * An event triggered when the texture is unbind.
  73457. */
  73458. _this.onAfterUnbindObservable = new BABYLON.Observable();
  73459. /**
  73460. * An event triggered before rendering the texture
  73461. */
  73462. _this.onBeforeRenderObservable = new BABYLON.Observable();
  73463. /**
  73464. * An event triggered after rendering the texture
  73465. */
  73466. _this.onAfterRenderObservable = new BABYLON.Observable();
  73467. /**
  73468. * An event triggered after the texture clear
  73469. */
  73470. _this.onClearObservable = new BABYLON.Observable();
  73471. _this._currentRefreshId = -1;
  73472. _this._refreshRate = 1;
  73473. _this._samples = 1;
  73474. /**
  73475. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  73476. * It must define where the camera used to render the texture is set
  73477. */
  73478. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  73479. scene = _this.getScene();
  73480. if (!scene) {
  73481. return _this;
  73482. }
  73483. _this.renderList = new Array();
  73484. _this._engine = scene.getEngine();
  73485. _this.name = name;
  73486. _this.isRenderTarget = true;
  73487. _this._initialSizeParameter = size;
  73488. _this._processSizeParameter(size);
  73489. _this._resizeObserver = _this.getScene().getEngine().onResizeObservable.add(function () {
  73490. });
  73491. _this._generateMipMaps = generateMipMaps ? true : false;
  73492. _this._doNotChangeAspectRatio = doNotChangeAspectRatio;
  73493. // Rendering groups
  73494. _this._renderingManager = new BABYLON.RenderingManager(scene);
  73495. _this._renderingManager._useSceneAutoClearSetup = true;
  73496. if (isMulti) {
  73497. return _this;
  73498. }
  73499. _this._renderTargetOptions = {
  73500. generateMipMaps: generateMipMaps,
  73501. type: type,
  73502. format: format,
  73503. samplingMode: samplingMode,
  73504. generateDepthBuffer: generateDepthBuffer,
  73505. generateStencilBuffer: generateStencilBuffer
  73506. };
  73507. if (samplingMode === BABYLON.Texture.NEAREST_SAMPLINGMODE) {
  73508. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  73509. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  73510. }
  73511. if (!delayAllocation) {
  73512. if (isCube) {
  73513. _this._texture = scene.getEngine().createRenderTargetCubeTexture(_this.getRenderSize(), _this._renderTargetOptions);
  73514. _this.coordinatesMode = BABYLON.Texture.INVCUBIC_MODE;
  73515. _this._textureMatrix = BABYLON.Matrix.Identity();
  73516. }
  73517. else {
  73518. _this._texture = scene.getEngine().createRenderTargetTexture(_this._size, _this._renderTargetOptions);
  73519. }
  73520. }
  73521. return _this;
  73522. }
  73523. Object.defineProperty(RenderTargetTexture.prototype, "renderList", {
  73524. /**
  73525. * Use this list to define the list of mesh you want to render.
  73526. */
  73527. get: function () {
  73528. return this._renderList;
  73529. },
  73530. set: function (value) {
  73531. this._renderList = value;
  73532. if (this._renderList) {
  73533. this._hookArray(this._renderList);
  73534. }
  73535. },
  73536. enumerable: true,
  73537. configurable: true
  73538. });
  73539. RenderTargetTexture.prototype._hookArray = function (array) {
  73540. var _this = this;
  73541. var oldPush = array.push;
  73542. array.push = function () {
  73543. var items = [];
  73544. for (var _i = 0; _i < arguments.length; _i++) {
  73545. items[_i] = arguments[_i];
  73546. }
  73547. var wasEmpty = array.length === 0;
  73548. var result = oldPush.apply(array, items);
  73549. if (wasEmpty) {
  73550. _this.getScene().meshes.forEach(function (mesh) {
  73551. mesh._markSubMeshesAsLightDirty();
  73552. });
  73553. }
  73554. return result;
  73555. };
  73556. var oldSplice = array.splice;
  73557. array.splice = function (index, deleteCount) {
  73558. var deleted = oldSplice.apply(array, [index, deleteCount]);
  73559. if (array.length === 0) {
  73560. _this.getScene().meshes.forEach(function (mesh) {
  73561. mesh._markSubMeshesAsLightDirty();
  73562. });
  73563. }
  73564. return deleted;
  73565. };
  73566. };
  73567. Object.defineProperty(RenderTargetTexture.prototype, "onAfterUnbind", {
  73568. /**
  73569. * Set a after unbind callback in the texture.
  73570. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  73571. */
  73572. set: function (callback) {
  73573. if (this._onAfterUnbindObserver) {
  73574. this.onAfterUnbindObservable.remove(this._onAfterUnbindObserver);
  73575. }
  73576. this._onAfterUnbindObserver = this.onAfterUnbindObservable.add(callback);
  73577. },
  73578. enumerable: true,
  73579. configurable: true
  73580. });
  73581. Object.defineProperty(RenderTargetTexture.prototype, "onBeforeRender", {
  73582. /**
  73583. * Set a before render callback in the texture.
  73584. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  73585. */
  73586. set: function (callback) {
  73587. if (this._onBeforeRenderObserver) {
  73588. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  73589. }
  73590. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  73591. },
  73592. enumerable: true,
  73593. configurable: true
  73594. });
  73595. Object.defineProperty(RenderTargetTexture.prototype, "onAfterRender", {
  73596. /**
  73597. * Set a after render callback in the texture.
  73598. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  73599. */
  73600. set: function (callback) {
  73601. if (this._onAfterRenderObserver) {
  73602. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  73603. }
  73604. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  73605. },
  73606. enumerable: true,
  73607. configurable: true
  73608. });
  73609. Object.defineProperty(RenderTargetTexture.prototype, "onClear", {
  73610. /**
  73611. * Set a clear callback in the texture.
  73612. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  73613. */
  73614. set: function (callback) {
  73615. if (this._onClearObserver) {
  73616. this.onClearObservable.remove(this._onClearObserver);
  73617. }
  73618. this._onClearObserver = this.onClearObservable.add(callback);
  73619. },
  73620. enumerable: true,
  73621. configurable: true
  73622. });
  73623. Object.defineProperty(RenderTargetTexture.prototype, "renderTargetOptions", {
  73624. /**
  73625. * Gets render target creation options that were used.
  73626. */
  73627. get: function () {
  73628. return this._renderTargetOptions;
  73629. },
  73630. enumerable: true,
  73631. configurable: true
  73632. });
  73633. RenderTargetTexture.prototype._onRatioRescale = function () {
  73634. if (this._sizeRatio) {
  73635. this.resize(this._initialSizeParameter);
  73636. }
  73637. };
  73638. Object.defineProperty(RenderTargetTexture.prototype, "boundingBoxSize", {
  73639. get: function () {
  73640. return this._boundingBoxSize;
  73641. },
  73642. /**
  73643. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  73644. * When defined, the cubemap will switch to local mode
  73645. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  73646. * @example https://www.babylonjs-playground.com/#RNASML
  73647. */
  73648. set: function (value) {
  73649. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  73650. return;
  73651. }
  73652. this._boundingBoxSize = value;
  73653. var scene = this.getScene();
  73654. if (scene) {
  73655. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  73656. }
  73657. },
  73658. enumerable: true,
  73659. configurable: true
  73660. });
  73661. /**
  73662. * Creates a depth stencil texture.
  73663. * This is only available in WebGL 2 or with the depth texture extension available.
  73664. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  73665. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  73666. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  73667. */
  73668. RenderTargetTexture.prototype.createDepthStencilTexture = function (comparisonFunction, bilinearFiltering, generateStencil) {
  73669. if (comparisonFunction === void 0) { comparisonFunction = 0; }
  73670. if (bilinearFiltering === void 0) { bilinearFiltering = true; }
  73671. if (generateStencil === void 0) { generateStencil = false; }
  73672. if (!this.getScene()) {
  73673. return;
  73674. }
  73675. var engine = this.getScene().getEngine();
  73676. this.depthStencilTexture = engine.createDepthStencilTexture(this._size, {
  73677. bilinearFiltering: bilinearFiltering,
  73678. comparisonFunction: comparisonFunction,
  73679. generateStencil: generateStencil,
  73680. isCube: this.isCube
  73681. });
  73682. engine.setFrameBufferDepthStencilTexture(this);
  73683. };
  73684. RenderTargetTexture.prototype._processSizeParameter = function (size) {
  73685. if (size.ratio) {
  73686. this._sizeRatio = size.ratio;
  73687. this._size = {
  73688. width: this._bestReflectionRenderTargetDimension(this._engine.getRenderWidth(), this._sizeRatio),
  73689. height: this._bestReflectionRenderTargetDimension(this._engine.getRenderHeight(), this._sizeRatio)
  73690. };
  73691. }
  73692. else {
  73693. this._size = size;
  73694. }
  73695. };
  73696. Object.defineProperty(RenderTargetTexture.prototype, "samples", {
  73697. /**
  73698. * Define the number of samples to use in case of MSAA.
  73699. * It defaults to one meaning no MSAA has been enabled.
  73700. */
  73701. get: function () {
  73702. return this._samples;
  73703. },
  73704. set: function (value) {
  73705. if (this._samples === value) {
  73706. return;
  73707. }
  73708. var scene = this.getScene();
  73709. if (!scene) {
  73710. return;
  73711. }
  73712. this._samples = scene.getEngine().updateRenderTargetTextureSampleCount(this._texture, value);
  73713. },
  73714. enumerable: true,
  73715. configurable: true
  73716. });
  73717. /**
  73718. * Resets the refresh counter of the texture and start bak from scratch.
  73719. * Could be useful to regenerate the texture if it is setup to render only once.
  73720. */
  73721. RenderTargetTexture.prototype.resetRefreshCounter = function () {
  73722. this._currentRefreshId = -1;
  73723. };
  73724. Object.defineProperty(RenderTargetTexture.prototype, "refreshRate", {
  73725. /**
  73726. * Define the refresh rate of the texture or the rendering frequency.
  73727. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  73728. */
  73729. get: function () {
  73730. return this._refreshRate;
  73731. },
  73732. set: function (value) {
  73733. this._refreshRate = value;
  73734. this.resetRefreshCounter();
  73735. },
  73736. enumerable: true,
  73737. configurable: true
  73738. });
  73739. /**
  73740. * Adds a post process to the render target rendering passes.
  73741. * @param postProcess define the post process to add
  73742. */
  73743. RenderTargetTexture.prototype.addPostProcess = function (postProcess) {
  73744. if (!this._postProcessManager) {
  73745. var scene = this.getScene();
  73746. if (!scene) {
  73747. return;
  73748. }
  73749. this._postProcessManager = new BABYLON.PostProcessManager(scene);
  73750. this._postProcesses = new Array();
  73751. }
  73752. this._postProcesses.push(postProcess);
  73753. this._postProcesses[0].autoClear = false;
  73754. };
  73755. /**
  73756. * Clear all the post processes attached to the render target
  73757. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  73758. */
  73759. RenderTargetTexture.prototype.clearPostProcesses = function (dispose) {
  73760. if (dispose === void 0) { dispose = false; }
  73761. if (!this._postProcesses) {
  73762. return;
  73763. }
  73764. if (dispose) {
  73765. for (var _i = 0, _a = this._postProcesses; _i < _a.length; _i++) {
  73766. var postProcess = _a[_i];
  73767. postProcess.dispose();
  73768. }
  73769. }
  73770. this._postProcesses = [];
  73771. };
  73772. /**
  73773. * Remove one of the post process from the list of attached post processes to the texture
  73774. * @param postProcess define the post process to remove from the list
  73775. */
  73776. RenderTargetTexture.prototype.removePostProcess = function (postProcess) {
  73777. if (!this._postProcesses) {
  73778. return;
  73779. }
  73780. var index = this._postProcesses.indexOf(postProcess);
  73781. if (index === -1) {
  73782. return;
  73783. }
  73784. this._postProcesses.splice(index, 1);
  73785. if (this._postProcesses.length > 0) {
  73786. this._postProcesses[0].autoClear = false;
  73787. }
  73788. };
  73789. /** @hidden */
  73790. RenderTargetTexture.prototype._shouldRender = function () {
  73791. if (this._currentRefreshId === -1) { // At least render once
  73792. this._currentRefreshId = 1;
  73793. return true;
  73794. }
  73795. if (this.refreshRate === this._currentRefreshId) {
  73796. this._currentRefreshId = 1;
  73797. return true;
  73798. }
  73799. this._currentRefreshId++;
  73800. return false;
  73801. };
  73802. /**
  73803. * Gets the actual render size of the texture.
  73804. * @returns the width of the render size
  73805. */
  73806. RenderTargetTexture.prototype.getRenderSize = function () {
  73807. return this.getRenderWidth();
  73808. };
  73809. /**
  73810. * Gets the actual render width of the texture.
  73811. * @returns the width of the render size
  73812. */
  73813. RenderTargetTexture.prototype.getRenderWidth = function () {
  73814. if (this._size.width) {
  73815. return this._size.width;
  73816. }
  73817. return this._size;
  73818. };
  73819. /**
  73820. * Gets the actual render height of the texture.
  73821. * @returns the height of the render size
  73822. */
  73823. RenderTargetTexture.prototype.getRenderHeight = function () {
  73824. if (this._size.width) {
  73825. return this._size.height;
  73826. }
  73827. return this._size;
  73828. };
  73829. Object.defineProperty(RenderTargetTexture.prototype, "canRescale", {
  73830. /**
  73831. * Get if the texture can be rescaled or not.
  73832. */
  73833. get: function () {
  73834. return true;
  73835. },
  73836. enumerable: true,
  73837. configurable: true
  73838. });
  73839. /**
  73840. * Resize the texture using a ratio.
  73841. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  73842. */
  73843. RenderTargetTexture.prototype.scale = function (ratio) {
  73844. var newSize = this.getRenderSize() * ratio;
  73845. this.resize(newSize);
  73846. };
  73847. /**
  73848. * Get the texture reflection matrix used to rotate/transform the reflection.
  73849. * @returns the reflection matrix
  73850. */
  73851. RenderTargetTexture.prototype.getReflectionTextureMatrix = function () {
  73852. if (this.isCube) {
  73853. return this._textureMatrix;
  73854. }
  73855. return _super.prototype.getReflectionTextureMatrix.call(this);
  73856. };
  73857. /**
  73858. * Resize the texture to a new desired size.
  73859. * Be carrefull as it will recreate all the data in the new texture.
  73860. * @param size Define the new size. It can be:
  73861. * - a number for squared texture,
  73862. * - an object containing { width: number, height: number }
  73863. * - or an object containing a ratio { ratio: number }
  73864. */
  73865. RenderTargetTexture.prototype.resize = function (size) {
  73866. this.releaseInternalTexture();
  73867. var scene = this.getScene();
  73868. if (!scene) {
  73869. return;
  73870. }
  73871. this._processSizeParameter(size);
  73872. if (this.isCube) {
  73873. this._texture = scene.getEngine().createRenderTargetCubeTexture(this.getRenderSize(), this._renderTargetOptions);
  73874. }
  73875. else {
  73876. this._texture = scene.getEngine().createRenderTargetTexture(this._size, this._renderTargetOptions);
  73877. }
  73878. };
  73879. /**
  73880. * Renders all the objects from the render list into the texture.
  73881. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  73882. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  73883. */
  73884. RenderTargetTexture.prototype.render = function (useCameraPostProcess, dumpForDebug) {
  73885. if (useCameraPostProcess === void 0) { useCameraPostProcess = false; }
  73886. if (dumpForDebug === void 0) { dumpForDebug = false; }
  73887. var scene = this.getScene();
  73888. if (!scene) {
  73889. return;
  73890. }
  73891. var engine = scene.getEngine();
  73892. if (this.useCameraPostProcesses !== undefined) {
  73893. useCameraPostProcess = this.useCameraPostProcesses;
  73894. }
  73895. if (this._waitingRenderList) {
  73896. this.renderList = [];
  73897. for (var index = 0; index < this._waitingRenderList.length; index++) {
  73898. var id = this._waitingRenderList[index];
  73899. var mesh_1 = scene.getMeshByID(id);
  73900. if (mesh_1) {
  73901. this.renderList.push(mesh_1);
  73902. }
  73903. }
  73904. delete this._waitingRenderList;
  73905. }
  73906. // Is predicate defined?
  73907. if (this.renderListPredicate) {
  73908. if (this.renderList) {
  73909. this.renderList.length = 0; // Clear previous renderList
  73910. }
  73911. else {
  73912. this.renderList = [];
  73913. }
  73914. var scene = this.getScene();
  73915. if (!scene) {
  73916. return;
  73917. }
  73918. var sceneMeshes = scene.meshes;
  73919. for (var index = 0; index < sceneMeshes.length; index++) {
  73920. var mesh = sceneMeshes[index];
  73921. if (this.renderListPredicate(mesh)) {
  73922. this.renderList.push(mesh);
  73923. }
  73924. }
  73925. }
  73926. this.onBeforeBindObservable.notifyObservers(this);
  73927. // Set custom projection.
  73928. // Needs to be before binding to prevent changing the aspect ratio.
  73929. var camera;
  73930. if (this.activeCamera) {
  73931. camera = this.activeCamera;
  73932. engine.setViewport(this.activeCamera.viewport, this.getRenderWidth(), this.getRenderHeight());
  73933. if (this.activeCamera !== scene.activeCamera) {
  73934. scene.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(true));
  73935. }
  73936. }
  73937. else {
  73938. camera = scene.activeCamera;
  73939. if (camera) {
  73940. engine.setViewport(camera.viewport, this.getRenderWidth(), this.getRenderHeight());
  73941. }
  73942. }
  73943. // Prepare renderingManager
  73944. this._renderingManager.reset();
  73945. var currentRenderList = this.renderList ? this.renderList : scene.getActiveMeshes().data;
  73946. var currentRenderListLength = this.renderList ? this.renderList.length : scene.getActiveMeshes().length;
  73947. var sceneRenderId = scene.getRenderId();
  73948. for (var meshIndex = 0; meshIndex < currentRenderListLength; meshIndex++) {
  73949. var mesh = currentRenderList[meshIndex];
  73950. if (mesh) {
  73951. if (!mesh.isReady(this.refreshRate === 0)) {
  73952. this.resetRefreshCounter();
  73953. continue;
  73954. }
  73955. mesh._preActivateForIntermediateRendering(sceneRenderId);
  73956. var isMasked = void 0;
  73957. if (!this.renderList && camera) {
  73958. isMasked = ((mesh.layerMask & camera.layerMask) === 0);
  73959. }
  73960. else {
  73961. isMasked = false;
  73962. }
  73963. if (mesh.isEnabled() && mesh.isVisible && mesh.subMeshes && !isMasked) {
  73964. mesh._activate(sceneRenderId);
  73965. for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
  73966. var subMesh = mesh.subMeshes[subIndex];
  73967. scene._activeIndices.addCount(subMesh.indexCount, false);
  73968. this._renderingManager.dispatch(subMesh, mesh);
  73969. }
  73970. }
  73971. }
  73972. }
  73973. for (var particleIndex = 0; particleIndex < scene.particleSystems.length; particleIndex++) {
  73974. var particleSystem = scene.particleSystems[particleIndex];
  73975. var emitter = particleSystem.emitter;
  73976. if (!particleSystem.isStarted() || !emitter || !emitter.position || !emitter.isEnabled()) {
  73977. continue;
  73978. }
  73979. if (currentRenderList.indexOf(emitter) >= 0) {
  73980. this._renderingManager.dispatchParticles(particleSystem);
  73981. }
  73982. }
  73983. if (this.isCube) {
  73984. for (var face = 0; face < 6; face++) {
  73985. this.renderToTarget(face, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug);
  73986. scene.incrementRenderId();
  73987. scene.resetCachedMaterial();
  73988. }
  73989. }
  73990. else {
  73991. this.renderToTarget(0, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug);
  73992. }
  73993. this.onAfterUnbindObservable.notifyObservers(this);
  73994. if (scene.activeCamera) {
  73995. if (this.activeCamera && this.activeCamera !== scene.activeCamera) {
  73996. scene.setTransformMatrix(scene.activeCamera.getViewMatrix(), scene.activeCamera.getProjectionMatrix(true));
  73997. }
  73998. engine.setViewport(scene.activeCamera.viewport);
  73999. }
  74000. scene.resetCachedMaterial();
  74001. };
  74002. RenderTargetTexture.prototype._bestReflectionRenderTargetDimension = function (renderDimension, scale) {
  74003. var minimum = 128;
  74004. var x = renderDimension * scale;
  74005. var curved = BABYLON.Tools.NearestPOT(x + (minimum * minimum / (minimum + x)));
  74006. // Ensure we don't exceed the render dimension (while staying POT)
  74007. return Math.min(BABYLON.Tools.FloorPOT(renderDimension), curved);
  74008. };
  74009. RenderTargetTexture.prototype.unbindFrameBuffer = function (engine, faceIndex) {
  74010. var _this = this;
  74011. if (!this._texture) {
  74012. return;
  74013. }
  74014. engine.unBindFramebuffer(this._texture, this.isCube, function () {
  74015. _this.onAfterRenderObservable.notifyObservers(faceIndex);
  74016. });
  74017. };
  74018. RenderTargetTexture.prototype.renderToTarget = function (faceIndex, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug) {
  74019. var scene = this.getScene();
  74020. if (!scene) {
  74021. return;
  74022. }
  74023. var engine = scene.getEngine();
  74024. if (!this._texture) {
  74025. return;
  74026. }
  74027. // Bind
  74028. if (this._postProcessManager) {
  74029. this._postProcessManager._prepareFrame(this._texture, this._postProcesses);
  74030. }
  74031. else if (!useCameraPostProcess || !scene.postProcessManager._prepareFrame(this._texture)) {
  74032. if (this._texture) {
  74033. engine.bindFramebuffer(this._texture, this.isCube ? faceIndex : undefined, undefined, undefined, this.ignoreCameraViewport, this.depthStencilTexture ? this.depthStencilTexture : undefined);
  74034. }
  74035. }
  74036. this.onBeforeRenderObservable.notifyObservers(faceIndex);
  74037. // Clear
  74038. if (this.onClearObservable.hasObservers()) {
  74039. this.onClearObservable.notifyObservers(engine);
  74040. }
  74041. else {
  74042. engine.clear(this.clearColor || scene.clearColor, true, true, true);
  74043. }
  74044. if (!this._doNotChangeAspectRatio) {
  74045. scene.updateTransformMatrix(true);
  74046. }
  74047. // Before Camera Draw
  74048. for (var _i = 0, _a = scene._beforeRenderTargetDrawStage; _i < _a.length; _i++) {
  74049. var step = _a[_i];
  74050. step.action(this);
  74051. }
  74052. // Render
  74053. this._renderingManager.render(this.customRenderFunction, currentRenderList, this.renderParticles, this.renderSprites);
  74054. // After Camera Draw
  74055. for (var _b = 0, _c = scene._afterRenderTargetDrawStage; _b < _c.length; _b++) {
  74056. var step = _c[_b];
  74057. step.action(this);
  74058. }
  74059. if (this._postProcessManager) {
  74060. this._postProcessManager._finalizeFrame(false, this._texture, faceIndex, this._postProcesses, this.ignoreCameraViewport);
  74061. }
  74062. else if (useCameraPostProcess) {
  74063. scene.postProcessManager._finalizeFrame(false, this._texture, faceIndex);
  74064. }
  74065. if (!this._doNotChangeAspectRatio) {
  74066. scene.updateTransformMatrix(true);
  74067. }
  74068. // Dump ?
  74069. if (dumpForDebug) {
  74070. BABYLON.Tools.DumpFramebuffer(this.getRenderWidth(), this.getRenderHeight(), engine);
  74071. }
  74072. // Unbind
  74073. if (!this.isCube || faceIndex === 5) {
  74074. if (this.isCube) {
  74075. if (faceIndex === 5) {
  74076. engine.generateMipMapsForCubemap(this._texture);
  74077. }
  74078. }
  74079. this.unbindFrameBuffer(engine, faceIndex);
  74080. }
  74081. else {
  74082. this.onAfterRenderObservable.notifyObservers(faceIndex);
  74083. }
  74084. };
  74085. /**
  74086. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  74087. * This allowed control for front to back rendering or reversly depending of the special needs.
  74088. *
  74089. * @param renderingGroupId The rendering group id corresponding to its index
  74090. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  74091. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  74092. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  74093. */
  74094. RenderTargetTexture.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  74095. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  74096. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  74097. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  74098. this._renderingManager.setRenderingOrder(renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn);
  74099. };
  74100. /**
  74101. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  74102. *
  74103. * @param renderingGroupId The rendering group id corresponding to its index
  74104. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  74105. */
  74106. RenderTargetTexture.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil) {
  74107. this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil);
  74108. this._renderingManager._useSceneAutoClearSetup = false;
  74109. };
  74110. /**
  74111. * Clones the texture.
  74112. * @returns the cloned texture
  74113. */
  74114. RenderTargetTexture.prototype.clone = function () {
  74115. var textureSize = this.getSize();
  74116. var newTexture = new RenderTargetTexture(this.name, textureSize, this.getScene(), this._renderTargetOptions.generateMipMaps, this._doNotChangeAspectRatio, this._renderTargetOptions.type, this.isCube, this._renderTargetOptions.samplingMode, this._renderTargetOptions.generateDepthBuffer, this._renderTargetOptions.generateStencilBuffer);
  74117. // Base texture
  74118. newTexture.hasAlpha = this.hasAlpha;
  74119. newTexture.level = this.level;
  74120. // RenderTarget Texture
  74121. newTexture.coordinatesMode = this.coordinatesMode;
  74122. if (this.renderList) {
  74123. newTexture.renderList = this.renderList.slice(0);
  74124. }
  74125. return newTexture;
  74126. };
  74127. /**
  74128. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  74129. * @returns The JSON representation of the texture
  74130. */
  74131. RenderTargetTexture.prototype.serialize = function () {
  74132. if (!this.name) {
  74133. return null;
  74134. }
  74135. var serializationObject = _super.prototype.serialize.call(this);
  74136. serializationObject.renderTargetSize = this.getRenderSize();
  74137. serializationObject.renderList = [];
  74138. if (this.renderList) {
  74139. for (var index = 0; index < this.renderList.length; index++) {
  74140. serializationObject.renderList.push(this.renderList[index].id);
  74141. }
  74142. }
  74143. return serializationObject;
  74144. };
  74145. /**
  74146. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  74147. */
  74148. RenderTargetTexture.prototype.disposeFramebufferObjects = function () {
  74149. var objBuffer = this.getInternalTexture();
  74150. var scene = this.getScene();
  74151. if (objBuffer && scene) {
  74152. scene.getEngine()._releaseFramebufferObjects(objBuffer);
  74153. }
  74154. };
  74155. /**
  74156. * Dispose the texture and release its associated resources.
  74157. */
  74158. RenderTargetTexture.prototype.dispose = function () {
  74159. if (this._postProcessManager) {
  74160. this._postProcessManager.dispose();
  74161. this._postProcessManager = null;
  74162. }
  74163. this.clearPostProcesses(true);
  74164. if (this._resizeObserver) {
  74165. this.getScene().getEngine().onResizeObservable.remove(this._resizeObserver);
  74166. this._resizeObserver = null;
  74167. }
  74168. this.renderList = null;
  74169. // Remove from custom render targets
  74170. var scene = this.getScene();
  74171. if (!scene) {
  74172. return;
  74173. }
  74174. var index = scene.customRenderTargets.indexOf(this);
  74175. if (index >= 0) {
  74176. scene.customRenderTargets.splice(index, 1);
  74177. }
  74178. for (var _i = 0, _a = scene.cameras; _i < _a.length; _i++) {
  74179. var camera = _a[_i];
  74180. index = camera.customRenderTargets.indexOf(this);
  74181. if (index >= 0) {
  74182. camera.customRenderTargets.splice(index, 1);
  74183. }
  74184. }
  74185. _super.prototype.dispose.call(this);
  74186. };
  74187. /** @hidden */
  74188. RenderTargetTexture.prototype._rebuild = function () {
  74189. if (this.refreshRate === RenderTargetTexture.REFRESHRATE_RENDER_ONCE) {
  74190. this.refreshRate = RenderTargetTexture.REFRESHRATE_RENDER_ONCE;
  74191. }
  74192. if (this._postProcessManager) {
  74193. this._postProcessManager._rebuild();
  74194. }
  74195. };
  74196. /**
  74197. * Clear the info related to rendering groups preventing retention point in material dispose.
  74198. */
  74199. RenderTargetTexture.prototype.freeRenderingGroups = function () {
  74200. if (this._renderingManager) {
  74201. this._renderingManager.freeRenderingGroups();
  74202. }
  74203. };
  74204. /**
  74205. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  74206. */
  74207. RenderTargetTexture.REFRESHRATE_RENDER_ONCE = 0;
  74208. /**
  74209. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  74210. */
  74211. RenderTargetTexture.REFRESHRATE_RENDER_ONEVERYFRAME = 1;
  74212. /**
  74213. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  74214. * the central point of your effect and can save a lot of performances.
  74215. */
  74216. RenderTargetTexture.REFRESHRATE_RENDER_ONEVERYTWOFRAMES = 2;
  74217. return RenderTargetTexture;
  74218. }(BABYLON.Texture));
  74219. BABYLON.RenderTargetTexture = RenderTargetTexture;
  74220. })(BABYLON || (BABYLON = {}));
  74221. //# sourceMappingURL=babylon.renderTargetTexture.js.map
  74222. var BABYLON;
  74223. (function (BABYLON) {
  74224. /**
  74225. * A multi render target, like a render target provides the ability to render to a texture.
  74226. * Unlike the render target, it can render to several draw buffers in one draw.
  74227. * This is specially interesting in deferred rendering or for any effects requiring more than
  74228. * just one color from a single pass.
  74229. */
  74230. var MultiRenderTarget = /** @class */ (function (_super) {
  74231. __extends(MultiRenderTarget, _super);
  74232. /**
  74233. * Instantiate a new multi render target texture.
  74234. * A multi render target, like a render target provides the ability to render to a texture.
  74235. * Unlike the render target, it can render to several draw buffers in one draw.
  74236. * This is specially interesting in deferred rendering or for any effects requiring more than
  74237. * just one color from a single pass.
  74238. * @param name Define the name of the texture
  74239. * @param size Define the size of the buffers to render to
  74240. * @param count Define the number of target we are rendering into
  74241. * @param scene Define the scene the texture belongs to
  74242. * @param options Define the options used to create the multi render target
  74243. */
  74244. function MultiRenderTarget(name, size, count, scene, options) {
  74245. var _this = this;
  74246. var generateMipMaps = options && options.generateMipMaps ? options.generateMipMaps : false;
  74247. var generateDepthTexture = options && options.generateDepthTexture ? options.generateDepthTexture : false;
  74248. var doNotChangeAspectRatio = !options || options.doNotChangeAspectRatio === undefined ? true : options.doNotChangeAspectRatio;
  74249. _this = _super.call(this, name, size, scene, generateMipMaps, doNotChangeAspectRatio) || this;
  74250. _this._engine = scene.getEngine();
  74251. if (!_this.isSupported) {
  74252. _this.dispose();
  74253. return;
  74254. }
  74255. var types = [];
  74256. var samplingModes = [];
  74257. for (var i = 0; i < count; i++) {
  74258. if (options && options.types && options.types[i] !== undefined) {
  74259. types.push(options.types[i]);
  74260. }
  74261. else {
  74262. types.push(options && options.defaultType ? options.defaultType : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  74263. }
  74264. if (options && options.samplingModes && options.samplingModes[i] !== undefined) {
  74265. samplingModes.push(options.samplingModes[i]);
  74266. }
  74267. else {
  74268. samplingModes.push(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  74269. }
  74270. }
  74271. var generateDepthBuffer = !options || options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  74272. var generateStencilBuffer = !options || options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;
  74273. _this._size = size;
  74274. _this._multiRenderTargetOptions = {
  74275. samplingModes: samplingModes,
  74276. generateMipMaps: generateMipMaps,
  74277. generateDepthBuffer: generateDepthBuffer,
  74278. generateStencilBuffer: generateStencilBuffer,
  74279. generateDepthTexture: generateDepthTexture,
  74280. types: types,
  74281. textureCount: count
  74282. };
  74283. _this._createInternalTextures();
  74284. _this._createTextures();
  74285. return _this;
  74286. }
  74287. Object.defineProperty(MultiRenderTarget.prototype, "isSupported", {
  74288. /**
  74289. * Get if draw buffers are currently supported by the used hardware and browser.
  74290. */
  74291. get: function () {
  74292. return this._engine.webGLVersion > 1 || this._engine.getCaps().drawBuffersExtension;
  74293. },
  74294. enumerable: true,
  74295. configurable: true
  74296. });
  74297. Object.defineProperty(MultiRenderTarget.prototype, "textures", {
  74298. /**
  74299. * Get the list of textures generated by the multi render target.
  74300. */
  74301. get: function () {
  74302. return this._textures;
  74303. },
  74304. enumerable: true,
  74305. configurable: true
  74306. });
  74307. Object.defineProperty(MultiRenderTarget.prototype, "depthTexture", {
  74308. /**
  74309. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  74310. */
  74311. get: function () {
  74312. return this._textures[this._textures.length - 1];
  74313. },
  74314. enumerable: true,
  74315. configurable: true
  74316. });
  74317. Object.defineProperty(MultiRenderTarget.prototype, "wrapU", {
  74318. /**
  74319. * Set the wrapping mode on U of all the textures we are rendering to.
  74320. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  74321. */
  74322. set: function (wrap) {
  74323. if (this._textures) {
  74324. for (var i = 0; i < this._textures.length; i++) {
  74325. this._textures[i].wrapU = wrap;
  74326. }
  74327. }
  74328. },
  74329. enumerable: true,
  74330. configurable: true
  74331. });
  74332. Object.defineProperty(MultiRenderTarget.prototype, "wrapV", {
  74333. /**
  74334. * Set the wrapping mode on V of all the textures we are rendering to.
  74335. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  74336. */
  74337. set: function (wrap) {
  74338. if (this._textures) {
  74339. for (var i = 0; i < this._textures.length; i++) {
  74340. this._textures[i].wrapV = wrap;
  74341. }
  74342. }
  74343. },
  74344. enumerable: true,
  74345. configurable: true
  74346. });
  74347. /** @hidden */
  74348. MultiRenderTarget.prototype._rebuild = function () {
  74349. this.releaseInternalTextures();
  74350. this._createInternalTextures();
  74351. for (var i = 0; i < this._internalTextures.length; i++) {
  74352. var texture = this._textures[i];
  74353. texture._texture = this._internalTextures[i];
  74354. }
  74355. // Keeps references to frame buffer and stencil/depth buffer
  74356. this._texture = this._internalTextures[0];
  74357. };
  74358. MultiRenderTarget.prototype._createInternalTextures = function () {
  74359. this._internalTextures = this._engine.createMultipleRenderTarget(this._size, this._multiRenderTargetOptions);
  74360. };
  74361. MultiRenderTarget.prototype._createTextures = function () {
  74362. this._textures = [];
  74363. for (var i = 0; i < this._internalTextures.length; i++) {
  74364. var texture = new BABYLON.Texture(null, this.getScene());
  74365. texture._texture = this._internalTextures[i];
  74366. this._textures.push(texture);
  74367. }
  74368. // Keeps references to frame buffer and stencil/depth buffer
  74369. this._texture = this._internalTextures[0];
  74370. };
  74371. Object.defineProperty(MultiRenderTarget.prototype, "samples", {
  74372. /**
  74373. * Define the number of samples used if MSAA is enabled.
  74374. */
  74375. get: function () {
  74376. return this._samples;
  74377. },
  74378. set: function (value) {
  74379. if (this._samples === value) {
  74380. return;
  74381. }
  74382. this._samples = this._engine.updateMultipleRenderTargetTextureSampleCount(this._internalTextures, value);
  74383. },
  74384. enumerable: true,
  74385. configurable: true
  74386. });
  74387. /**
  74388. * Resize all the textures in the multi render target.
  74389. * Be carrefull as it will recreate all the data in the new texture.
  74390. * @param size Define the new size
  74391. */
  74392. MultiRenderTarget.prototype.resize = function (size) {
  74393. this.releaseInternalTextures();
  74394. this._internalTextures = this._engine.createMultipleRenderTarget(size, this._multiRenderTargetOptions);
  74395. this._createInternalTextures();
  74396. };
  74397. MultiRenderTarget.prototype.unbindFrameBuffer = function (engine, faceIndex) {
  74398. var _this = this;
  74399. engine.unBindMultiColorAttachmentFramebuffer(this._internalTextures, this.isCube, function () {
  74400. _this.onAfterRenderObservable.notifyObservers(faceIndex);
  74401. });
  74402. };
  74403. /**
  74404. * Dispose the render targets and their associated resources
  74405. */
  74406. MultiRenderTarget.prototype.dispose = function () {
  74407. this.releaseInternalTextures();
  74408. _super.prototype.dispose.call(this);
  74409. };
  74410. /**
  74411. * Release all the underlying texture used as draw buffers.
  74412. */
  74413. MultiRenderTarget.prototype.releaseInternalTextures = function () {
  74414. if (!this._internalTextures) {
  74415. return;
  74416. }
  74417. for (var i = this._internalTextures.length - 1; i >= 0; i--) {
  74418. if (this._internalTextures[i] !== undefined) {
  74419. this._internalTextures[i].dispose();
  74420. this._internalTextures.splice(i, 1);
  74421. }
  74422. }
  74423. };
  74424. return MultiRenderTarget;
  74425. }(BABYLON.RenderTargetTexture));
  74426. BABYLON.MultiRenderTarget = MultiRenderTarget;
  74427. })(BABYLON || (BABYLON = {}));
  74428. //# sourceMappingURL=babylon.multiRenderTarget.js.map
  74429. var BABYLON;
  74430. (function (BABYLON) {
  74431. /**
  74432. * Mirror texture can be used to simulate the view from a mirror in a scene.
  74433. * It will dynamically be rendered every frame to adapt to the camera point of view.
  74434. * You can then easily use it as a reflectionTexture on a flat surface.
  74435. * In case the surface is not a plane, please consider relying on reflection probes.
  74436. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  74437. */
  74438. var MirrorTexture = /** @class */ (function (_super) {
  74439. __extends(MirrorTexture, _super);
  74440. /**
  74441. * Instantiates a Mirror Texture.
  74442. * Mirror texture can be used to simulate the view from a mirror in a scene.
  74443. * It will dynamically be rendered every frame to adapt to the camera point of view.
  74444. * You can then easily use it as a reflectionTexture on a flat surface.
  74445. * In case the surface is not a plane, please consider relying on reflection probes.
  74446. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  74447. * @param name
  74448. * @param size
  74449. * @param scene
  74450. * @param generateMipMaps
  74451. * @param type
  74452. * @param samplingMode
  74453. * @param generateDepthBuffer
  74454. */
  74455. function MirrorTexture(name, size, scene, generateMipMaps, type, samplingMode, generateDepthBuffer) {
  74456. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  74457. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  74458. if (generateDepthBuffer === void 0) { generateDepthBuffer = true; }
  74459. var _this = _super.call(this, name, size, scene, generateMipMaps, true, type, false, samplingMode, generateDepthBuffer) || this;
  74460. _this.scene = scene;
  74461. /**
  74462. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  74463. * It is possible to directly set the mirrorPlane by directly using a BABYLON.Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the mirrorPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the reflector as stated in the doc.
  74464. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  74465. */
  74466. _this.mirrorPlane = new BABYLON.Plane(0, 1, 0, 1);
  74467. _this._transformMatrix = BABYLON.Matrix.Zero();
  74468. _this._mirrorMatrix = BABYLON.Matrix.Zero();
  74469. _this._adaptiveBlurKernel = 0;
  74470. _this._blurKernelX = 0;
  74471. _this._blurKernelY = 0;
  74472. _this._blurRatio = 1.0;
  74473. _this.ignoreCameraViewport = true;
  74474. _this._updateGammaSpace();
  74475. _this._imageProcessingConfigChangeObserver = scene.imageProcessingConfiguration.onUpdateParameters.add(function () {
  74476. _this._updateGammaSpace;
  74477. });
  74478. _this.onBeforeRenderObservable.add(function () {
  74479. BABYLON.Matrix.ReflectionToRef(_this.mirrorPlane, _this._mirrorMatrix);
  74480. _this._savedViewMatrix = scene.getViewMatrix();
  74481. _this._mirrorMatrix.multiplyToRef(_this._savedViewMatrix, _this._transformMatrix);
  74482. scene.setTransformMatrix(_this._transformMatrix, scene.getProjectionMatrix());
  74483. scene.clipPlane = _this.mirrorPlane;
  74484. scene.getEngine().cullBackFaces = false;
  74485. scene._mirroredCameraPosition = BABYLON.Vector3.TransformCoordinates(scene.activeCamera.globalPosition, _this._mirrorMatrix);
  74486. });
  74487. _this.onAfterRenderObservable.add(function () {
  74488. scene.setTransformMatrix(_this._savedViewMatrix, scene.getProjectionMatrix());
  74489. scene.getEngine().cullBackFaces = true;
  74490. scene._mirroredCameraPosition = null;
  74491. delete scene.clipPlane;
  74492. });
  74493. return _this;
  74494. }
  74495. Object.defineProperty(MirrorTexture.prototype, "blurRatio", {
  74496. get: function () {
  74497. return this._blurRatio;
  74498. },
  74499. /**
  74500. * Define the blur ratio used to blur the reflection if needed.
  74501. */
  74502. set: function (value) {
  74503. if (this._blurRatio === value) {
  74504. return;
  74505. }
  74506. this._blurRatio = value;
  74507. this._preparePostProcesses();
  74508. },
  74509. enumerable: true,
  74510. configurable: true
  74511. });
  74512. Object.defineProperty(MirrorTexture.prototype, "adaptiveBlurKernel", {
  74513. /**
  74514. * Define the adaptive blur kernel used to blur the reflection if needed.
  74515. * This will autocompute the closest best match for the `blurKernel`
  74516. */
  74517. set: function (value) {
  74518. this._adaptiveBlurKernel = value;
  74519. this._autoComputeBlurKernel();
  74520. },
  74521. enumerable: true,
  74522. configurable: true
  74523. });
  74524. Object.defineProperty(MirrorTexture.prototype, "blurKernel", {
  74525. /**
  74526. * Define the blur kernel used to blur the reflection if needed.
  74527. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  74528. */
  74529. set: function (value) {
  74530. this.blurKernelX = value;
  74531. this.blurKernelY = value;
  74532. },
  74533. enumerable: true,
  74534. configurable: true
  74535. });
  74536. Object.defineProperty(MirrorTexture.prototype, "blurKernelX", {
  74537. get: function () {
  74538. return this._blurKernelX;
  74539. },
  74540. /**
  74541. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  74542. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  74543. */
  74544. set: function (value) {
  74545. if (this._blurKernelX === value) {
  74546. return;
  74547. }
  74548. this._blurKernelX = value;
  74549. this._preparePostProcesses();
  74550. },
  74551. enumerable: true,
  74552. configurable: true
  74553. });
  74554. Object.defineProperty(MirrorTexture.prototype, "blurKernelY", {
  74555. get: function () {
  74556. return this._blurKernelY;
  74557. },
  74558. /**
  74559. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  74560. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  74561. */
  74562. set: function (value) {
  74563. if (this._blurKernelY === value) {
  74564. return;
  74565. }
  74566. this._blurKernelY = value;
  74567. this._preparePostProcesses();
  74568. },
  74569. enumerable: true,
  74570. configurable: true
  74571. });
  74572. MirrorTexture.prototype._autoComputeBlurKernel = function () {
  74573. var engine = this.getScene().getEngine();
  74574. var dw = this.getRenderWidth() / engine.getRenderWidth();
  74575. var dh = this.getRenderHeight() / engine.getRenderHeight();
  74576. this.blurKernelX = this._adaptiveBlurKernel * dw;
  74577. this.blurKernelY = this._adaptiveBlurKernel * dh;
  74578. };
  74579. MirrorTexture.prototype._onRatioRescale = function () {
  74580. if (this._sizeRatio) {
  74581. this.resize(this._initialSizeParameter);
  74582. if (!this._adaptiveBlurKernel) {
  74583. this._preparePostProcesses();
  74584. }
  74585. }
  74586. if (this._adaptiveBlurKernel) {
  74587. this._autoComputeBlurKernel();
  74588. }
  74589. };
  74590. MirrorTexture.prototype._updateGammaSpace = function () {
  74591. this.gammaSpace = !this.scene.imageProcessingConfiguration.isEnabled || !this.scene.imageProcessingConfiguration.applyByPostProcess;
  74592. };
  74593. MirrorTexture.prototype._preparePostProcesses = function () {
  74594. this.clearPostProcesses(true);
  74595. if (this._blurKernelX && this._blurKernelY) {
  74596. var engine = this.getScene().getEngine();
  74597. var textureType = engine.getCaps().textureFloatRender ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  74598. this._blurX = new BABYLON.BlurPostProcess("horizontal blur", new BABYLON.Vector2(1.0, 0), this._blurKernelX, this._blurRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, textureType);
  74599. this._blurX.autoClear = false;
  74600. if (this._blurRatio === 1 && this.samples < 2 && this._texture) {
  74601. this._blurX.inputTexture = this._texture;
  74602. }
  74603. else {
  74604. this._blurX.alwaysForcePOT = true;
  74605. }
  74606. this._blurY = new BABYLON.BlurPostProcess("vertical blur", new BABYLON.Vector2(0, 1.0), this._blurKernelY, this._blurRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, textureType);
  74607. this._blurY.autoClear = false;
  74608. this._blurY.alwaysForcePOT = this._blurRatio !== 1;
  74609. this.addPostProcess(this._blurX);
  74610. this.addPostProcess(this._blurY);
  74611. }
  74612. else {
  74613. if (this._blurY) {
  74614. this.removePostProcess(this._blurY);
  74615. this._blurY.dispose();
  74616. this._blurY = null;
  74617. }
  74618. if (this._blurX) {
  74619. this.removePostProcess(this._blurX);
  74620. this._blurX.dispose();
  74621. this._blurX = null;
  74622. }
  74623. }
  74624. };
  74625. /**
  74626. * Clone the mirror texture.
  74627. * @returns the cloned texture
  74628. */
  74629. MirrorTexture.prototype.clone = function () {
  74630. var scene = this.getScene();
  74631. if (!scene) {
  74632. return this;
  74633. }
  74634. var textureSize = this.getSize();
  74635. var newTexture = new MirrorTexture(this.name, textureSize.width, scene, this._renderTargetOptions.generateMipMaps, this._renderTargetOptions.type, this._renderTargetOptions.samplingMode, this._renderTargetOptions.generateDepthBuffer);
  74636. // Base texture
  74637. newTexture.hasAlpha = this.hasAlpha;
  74638. newTexture.level = this.level;
  74639. // Mirror Texture
  74640. newTexture.mirrorPlane = this.mirrorPlane.clone();
  74641. if (this.renderList) {
  74642. newTexture.renderList = this.renderList.slice(0);
  74643. }
  74644. return newTexture;
  74645. };
  74646. /**
  74647. * Serialize the texture to a JSON representation you could use in Parse later on
  74648. * @returns the serialized JSON representation
  74649. */
  74650. MirrorTexture.prototype.serialize = function () {
  74651. if (!this.name) {
  74652. return null;
  74653. }
  74654. var serializationObject = _super.prototype.serialize.call(this);
  74655. serializationObject.mirrorPlane = this.mirrorPlane.asArray();
  74656. return serializationObject;
  74657. };
  74658. /**
  74659. * Dispose the texture and release its associated resources.
  74660. */
  74661. MirrorTexture.prototype.dispose = function () {
  74662. _super.prototype.dispose.call(this);
  74663. this.scene.imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingConfigChangeObserver);
  74664. };
  74665. return MirrorTexture;
  74666. }(BABYLON.RenderTargetTexture));
  74667. BABYLON.MirrorTexture = MirrorTexture;
  74668. })(BABYLON || (BABYLON = {}));
  74669. //# sourceMappingURL=babylon.mirrorTexture.js.map
  74670. var BABYLON;
  74671. (function (BABYLON) {
  74672. /**
  74673. * Creates a refraction texture used by refraction channel of the standard material.
  74674. * It is like a mirror but to see through a material.
  74675. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  74676. */
  74677. var RefractionTexture = /** @class */ (function (_super) {
  74678. __extends(RefractionTexture, _super);
  74679. /**
  74680. * Creates a refraction texture used by refraction channel of the standard material.
  74681. * It is like a mirror but to see through a material.
  74682. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  74683. * @param name Define the texture name
  74684. * @param size Define the size of the underlying texture
  74685. * @param scene Define the scene the refraction belongs to
  74686. * @param generateMipMaps Define if we need to generate mips level for the refraction
  74687. */
  74688. function RefractionTexture(name, size, scene, generateMipMaps) {
  74689. var _this = _super.call(this, name, size, scene, generateMipMaps, true) || this;
  74690. /**
  74691. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  74692. * It is possible to directly set the refractionPlane by directly using a BABYLON.Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the refractionPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the refractor as stated in the doc.
  74693. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  74694. */
  74695. _this.refractionPlane = new BABYLON.Plane(0, 1, 0, 1);
  74696. /**
  74697. * Define how deep under the surface we should see.
  74698. */
  74699. _this.depth = 2.0;
  74700. _this.onBeforeRenderObservable.add(function () {
  74701. scene.clipPlane = _this.refractionPlane;
  74702. });
  74703. _this.onAfterRenderObservable.add(function () {
  74704. delete scene.clipPlane;
  74705. });
  74706. return _this;
  74707. }
  74708. /**
  74709. * Clone the refraction texture.
  74710. * @returns the cloned texture
  74711. */
  74712. RefractionTexture.prototype.clone = function () {
  74713. var scene = this.getScene();
  74714. if (!scene) {
  74715. return this;
  74716. }
  74717. var textureSize = this.getSize();
  74718. var newTexture = new RefractionTexture(this.name, textureSize.width, scene, this._generateMipMaps);
  74719. // Base texture
  74720. newTexture.hasAlpha = this.hasAlpha;
  74721. newTexture.level = this.level;
  74722. // Refraction Texture
  74723. newTexture.refractionPlane = this.refractionPlane.clone();
  74724. if (this.renderList) {
  74725. newTexture.renderList = this.renderList.slice(0);
  74726. }
  74727. newTexture.depth = this.depth;
  74728. return newTexture;
  74729. };
  74730. /**
  74731. * Serialize the texture to a JSON representation you could use in Parse later on
  74732. * @returns the serialized JSON representation
  74733. */
  74734. RefractionTexture.prototype.serialize = function () {
  74735. if (!this.name) {
  74736. return null;
  74737. }
  74738. var serializationObject = _super.prototype.serialize.call(this);
  74739. serializationObject.mirrorPlane = this.refractionPlane.asArray();
  74740. serializationObject.depth = this.depth;
  74741. return serializationObject;
  74742. };
  74743. return RefractionTexture;
  74744. }(BABYLON.RenderTargetTexture));
  74745. BABYLON.RefractionTexture = RefractionTexture;
  74746. })(BABYLON || (BABYLON = {}));
  74747. //# sourceMappingURL=babylon.refractionTexture.js.map
  74748. var BABYLON;
  74749. (function (BABYLON) {
  74750. /**
  74751. * A class extending Texture allowing drawing on a texture
  74752. * @see http://doc.babylonjs.com/how_to/dynamictexture
  74753. */
  74754. var DynamicTexture = /** @class */ (function (_super) {
  74755. __extends(DynamicTexture, _super);
  74756. /**
  74757. * Creates a DynamicTexture
  74758. * @param name defines the name of the texture
  74759. * @param options provides 3 alternatives for width and height of texture, a canvas, object with width and height properties, number for both width and height
  74760. * @param scene defines the scene where you want the texture
  74761. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  74762. * @param samplingMode defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  74763. * @param format defines the texture format to use (default is BABYLON.Engine.TEXTUREFORMAT_RGBA)
  74764. */
  74765. function DynamicTexture(name, options, scene, generateMipMaps, samplingMode, format) {
  74766. if (scene === void 0) { scene = null; }
  74767. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  74768. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  74769. var _this = _super.call(this, null, scene, !generateMipMaps, undefined, samplingMode, undefined, undefined, undefined, undefined, format) || this;
  74770. _this.name = name;
  74771. _this._engine = _this.getScene().getEngine();
  74772. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  74773. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  74774. _this._generateMipMaps = generateMipMaps;
  74775. if (options.getContext) {
  74776. _this._canvas = options;
  74777. _this._texture = _this._engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);
  74778. }
  74779. else {
  74780. _this._canvas = document.createElement("canvas");
  74781. if (options.width || options.width === 0) {
  74782. _this._texture = _this._engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);
  74783. }
  74784. else {
  74785. _this._texture = _this._engine.createDynamicTexture(options, options, generateMipMaps, samplingMode);
  74786. }
  74787. }
  74788. var textureSize = _this.getSize();
  74789. _this._canvas.width = textureSize.width;
  74790. _this._canvas.height = textureSize.height;
  74791. _this._context = _this._canvas.getContext("2d");
  74792. return _this;
  74793. }
  74794. /**
  74795. * Get the current class name of the texture useful for serialization or dynamic coding.
  74796. * @returns "DynamicTexture"
  74797. */
  74798. DynamicTexture.prototype.getClassName = function () {
  74799. return "DynamicTexture";
  74800. };
  74801. Object.defineProperty(DynamicTexture.prototype, "canRescale", {
  74802. /**
  74803. * Gets the current state of canRescale
  74804. */
  74805. get: function () {
  74806. return true;
  74807. },
  74808. enumerable: true,
  74809. configurable: true
  74810. });
  74811. DynamicTexture.prototype._recreate = function (textureSize) {
  74812. this._canvas.width = textureSize.width;
  74813. this._canvas.height = textureSize.height;
  74814. this.releaseInternalTexture();
  74815. this._texture = this._engine.createDynamicTexture(textureSize.width, textureSize.height, this._generateMipMaps, this._samplingMode);
  74816. };
  74817. /**
  74818. * Scales the texture
  74819. * @param ratio the scale factor to apply to both width and height
  74820. */
  74821. DynamicTexture.prototype.scale = function (ratio) {
  74822. var textureSize = this.getSize();
  74823. textureSize.width *= ratio;
  74824. textureSize.height *= ratio;
  74825. this._recreate(textureSize);
  74826. };
  74827. /**
  74828. * Resizes the texture
  74829. * @param width the new width
  74830. * @param height the new height
  74831. */
  74832. DynamicTexture.prototype.scaleTo = function (width, height) {
  74833. var textureSize = this.getSize();
  74834. textureSize.width = width;
  74835. textureSize.height = height;
  74836. this._recreate(textureSize);
  74837. };
  74838. /**
  74839. * Gets the context of the canvas used by the texture
  74840. * @returns the canvas context of the dynamic texture
  74841. */
  74842. DynamicTexture.prototype.getContext = function () {
  74843. return this._context;
  74844. };
  74845. /**
  74846. * Clears the texture
  74847. */
  74848. DynamicTexture.prototype.clear = function () {
  74849. var size = this.getSize();
  74850. this._context.fillRect(0, 0, size.width, size.height);
  74851. };
  74852. /**
  74853. * Updates the texture
  74854. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  74855. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  74856. */
  74857. DynamicTexture.prototype.update = function (invertY, premulAlpha) {
  74858. if (premulAlpha === void 0) { premulAlpha = false; }
  74859. this._engine.updateDynamicTexture(this._texture, this._canvas, invertY === undefined ? true : invertY, premulAlpha, this._format || undefined);
  74860. };
  74861. /**
  74862. * Draws text onto the texture
  74863. * @param text defines the text to be drawn
  74864. * @param x defines the placement of the text from the left
  74865. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  74866. * @param font defines the font to be used with font-style, font-size, font-name
  74867. * @param color defines the color used for the text
  74868. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  74869. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  74870. * @param update defines whether texture is immediately update (default is true)
  74871. */
  74872. DynamicTexture.prototype.drawText = function (text, x, y, font, color, clearColor, invertY, update) {
  74873. if (update === void 0) { update = true; }
  74874. var size = this.getSize();
  74875. if (clearColor) {
  74876. this._context.fillStyle = clearColor;
  74877. this._context.fillRect(0, 0, size.width, size.height);
  74878. }
  74879. this._context.font = font;
  74880. if (x === null || x === undefined) {
  74881. var textSize = this._context.measureText(text);
  74882. x = (size.width - textSize.width) / 2;
  74883. }
  74884. if (y === null || y === undefined) {
  74885. var fontSize = parseInt((font.replace(/\D/g, '')));
  74886. y = (size.height / 2) + (fontSize / 3.65);
  74887. }
  74888. this._context.fillStyle = color;
  74889. this._context.fillText(text, x, y);
  74890. if (update) {
  74891. this.update(invertY);
  74892. }
  74893. };
  74894. /**
  74895. * Clones the texture
  74896. * @returns the clone of the texture.
  74897. */
  74898. DynamicTexture.prototype.clone = function () {
  74899. var scene = this.getScene();
  74900. if (!scene) {
  74901. return this;
  74902. }
  74903. var textureSize = this.getSize();
  74904. var newTexture = new DynamicTexture(this.name, textureSize, scene, this._generateMipMaps);
  74905. // Base texture
  74906. newTexture.hasAlpha = this.hasAlpha;
  74907. newTexture.level = this.level;
  74908. // Dynamic Texture
  74909. newTexture.wrapU = this.wrapU;
  74910. newTexture.wrapV = this.wrapV;
  74911. return newTexture;
  74912. };
  74913. /**
  74914. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  74915. * @returns a serialized dynamic texture object
  74916. */
  74917. DynamicTexture.prototype.serialize = function () {
  74918. var scene = this.getScene();
  74919. if (scene && !scene.isReady()) {
  74920. BABYLON.Tools.Warn("The scene must be ready before serializing the dynamic texture");
  74921. }
  74922. var serializationObject = _super.prototype.serialize.call(this);
  74923. serializationObject.base64String = this._canvas.toDataURL();
  74924. serializationObject.invertY = this._invertY;
  74925. serializationObject.samplingMode = this.samplingMode;
  74926. return serializationObject;
  74927. };
  74928. /** @hidden */
  74929. DynamicTexture.prototype._rebuild = function () {
  74930. this.update();
  74931. };
  74932. return DynamicTexture;
  74933. }(BABYLON.Texture));
  74934. BABYLON.DynamicTexture = DynamicTexture;
  74935. })(BABYLON || (BABYLON = {}));
  74936. //# sourceMappingURL=babylon.dynamicTexture.js.map
  74937. var BABYLON;
  74938. (function (BABYLON) {
  74939. /**
  74940. * If you want to display a video in your scene, this is the special texture for that.
  74941. * This special texture works similar to other textures, with the exception of a few parameters.
  74942. * @see https://doc.babylonjs.com/how_to/video_texture
  74943. */
  74944. var VideoTexture = /** @class */ (function (_super) {
  74945. __extends(VideoTexture, _super);
  74946. /**
  74947. * Creates a video texture.
  74948. * If you want to display a video in your scene, this is the special texture for that.
  74949. * This special texture works similar to other textures, with the exception of a few parameters.
  74950. * @see https://doc.babylonjs.com/how_to/video_texture
  74951. * @param name optional name, will detect from video source, if not defined
  74952. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  74953. * @param scene is obviously the current scene.
  74954. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  74955. * @param invertY is false by default but can be used to invert video on Y axis
  74956. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  74957. * @param settings allows finer control over video usage
  74958. */
  74959. function VideoTexture(name, src, scene, generateMipMaps, invertY, samplingMode, settings) {
  74960. if (generateMipMaps === void 0) { generateMipMaps = false; }
  74961. if (invertY === void 0) { invertY = false; }
  74962. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  74963. if (settings === void 0) { settings = {
  74964. autoPlay: true,
  74965. loop: true,
  74966. autoUpdateTexture: true,
  74967. }; }
  74968. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  74969. _this._onUserActionRequestedObservable = null;
  74970. _this._stillImageCaptured = false;
  74971. _this._displayingPosterTexture = false;
  74972. _this._createInternalTexture = function () {
  74973. if (_this._texture != null) {
  74974. if (_this._displayingPosterTexture) {
  74975. _this._texture.dispose();
  74976. _this._displayingPosterTexture = false;
  74977. }
  74978. else {
  74979. return;
  74980. }
  74981. }
  74982. if (!_this._engine.needPOTTextures ||
  74983. (BABYLON.Tools.IsExponentOfTwo(_this.video.videoWidth) && BABYLON.Tools.IsExponentOfTwo(_this.video.videoHeight))) {
  74984. _this.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  74985. _this.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  74986. }
  74987. else {
  74988. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  74989. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  74990. _this._generateMipMaps = false;
  74991. }
  74992. _this._texture = _this._engine.createDynamicTexture(_this.video.videoWidth, _this.video.videoHeight, _this._generateMipMaps, _this._samplingMode);
  74993. if (!_this.video.autoplay && !_this._settings.poster) {
  74994. var oldHandler_1 = _this.video.onplaying;
  74995. var error_1 = false;
  74996. _this.video.onplaying = function () {
  74997. _this.video.onplaying = oldHandler_1;
  74998. _this._texture.isReady = true;
  74999. _this._updateInternalTexture();
  75000. if (!error_1) {
  75001. _this.video.pause();
  75002. }
  75003. if (_this.onLoadObservable.hasObservers()) {
  75004. _this.onLoadObservable.notifyObservers(_this);
  75005. }
  75006. };
  75007. var playing = _this.video.play();
  75008. if (playing) {
  75009. playing.then(function () {
  75010. // Everything is good.
  75011. })
  75012. .catch(function () {
  75013. error_1 = true;
  75014. // On Chrome for instance, new policies might prevent playing without user interaction.
  75015. if (_this._onUserActionRequestedObservable && _this._onUserActionRequestedObservable.hasObservers()) {
  75016. _this._onUserActionRequestedObservable.notifyObservers(_this);
  75017. }
  75018. });
  75019. }
  75020. else {
  75021. _this.video.onplaying = oldHandler_1;
  75022. _this._texture.isReady = true;
  75023. _this._updateInternalTexture();
  75024. if (_this.onLoadObservable.hasObservers()) {
  75025. _this.onLoadObservable.notifyObservers(_this);
  75026. }
  75027. }
  75028. }
  75029. else {
  75030. _this._texture.isReady = true;
  75031. _this._updateInternalTexture();
  75032. if (_this.onLoadObservable.hasObservers()) {
  75033. _this.onLoadObservable.notifyObservers(_this);
  75034. }
  75035. }
  75036. };
  75037. _this.reset = function () {
  75038. if (_this._texture == null) {
  75039. return;
  75040. }
  75041. if (!_this._displayingPosterTexture) {
  75042. _this._texture.dispose();
  75043. _this._texture = null;
  75044. }
  75045. };
  75046. _this._updateInternalTexture = function (e) {
  75047. if (_this._texture == null || !_this._texture.isReady) {
  75048. return;
  75049. }
  75050. if (_this.video.readyState < _this.video.HAVE_CURRENT_DATA) {
  75051. return;
  75052. }
  75053. if (_this._displayingPosterTexture) {
  75054. return;
  75055. }
  75056. _this._engine.updateVideoTexture(_this._texture, _this.video, _this._invertY);
  75057. };
  75058. _this._engine = _this.getScene().getEngine();
  75059. _this._generateMipMaps = generateMipMaps;
  75060. _this._samplingMode = samplingMode;
  75061. _this.autoUpdateTexture = settings.autoUpdateTexture;
  75062. _this.name = name || _this._getName(src);
  75063. _this.video = _this._getVideo(src);
  75064. _this._settings = settings;
  75065. if (settings.poster) {
  75066. _this.video.poster = settings.poster;
  75067. }
  75068. if (settings.autoPlay !== undefined) {
  75069. _this.video.autoplay = settings.autoPlay;
  75070. }
  75071. if (settings.loop !== undefined) {
  75072. _this.video.loop = settings.loop;
  75073. }
  75074. _this.video.setAttribute("playsinline", "");
  75075. _this.video.addEventListener("paused", _this._updateInternalTexture);
  75076. _this.video.addEventListener("seeked", _this._updateInternalTexture);
  75077. _this.video.addEventListener("emptied", _this.reset);
  75078. _this._createInternalTextureOnEvent = (settings.poster && !settings.autoPlay) ? "play" : "canplay";
  75079. _this.video.addEventListener(_this._createInternalTextureOnEvent, _this._createInternalTexture);
  75080. var videoHasEnoughData = (_this.video.readyState >= _this.video.HAVE_CURRENT_DATA);
  75081. if (settings.poster &&
  75082. (!settings.autoPlay || !videoHasEnoughData)) {
  75083. _this._texture = _this._engine.createTexture(settings.poster, false, true, scene);
  75084. _this._displayingPosterTexture = true;
  75085. }
  75086. else if (videoHasEnoughData) {
  75087. _this._createInternalTexture();
  75088. }
  75089. return _this;
  75090. }
  75091. Object.defineProperty(VideoTexture.prototype, "onUserActionRequestedObservable", {
  75092. /**
  75093. * Event triggerd when a dom action is required by the user to play the video.
  75094. * This happens due to recent changes in browser policies preventing video to auto start.
  75095. */
  75096. get: function () {
  75097. if (!this._onUserActionRequestedObservable) {
  75098. this._onUserActionRequestedObservable = new BABYLON.Observable();
  75099. }
  75100. return this._onUserActionRequestedObservable;
  75101. },
  75102. enumerable: true,
  75103. configurable: true
  75104. });
  75105. VideoTexture.prototype._getName = function (src) {
  75106. if (src instanceof HTMLVideoElement) {
  75107. return src.currentSrc;
  75108. }
  75109. if (typeof src === "object") {
  75110. return src.toString();
  75111. }
  75112. return src;
  75113. };
  75114. VideoTexture.prototype._getVideo = function (src) {
  75115. if (src instanceof HTMLVideoElement) {
  75116. BABYLON.Tools.SetCorsBehavior(src.currentSrc, src);
  75117. return src;
  75118. }
  75119. var video = document.createElement("video");
  75120. if (typeof src === "string") {
  75121. BABYLON.Tools.SetCorsBehavior(src, video);
  75122. video.src = src;
  75123. }
  75124. else {
  75125. BABYLON.Tools.SetCorsBehavior(src[0], video);
  75126. src.forEach(function (url) {
  75127. var source = document.createElement("source");
  75128. source.src = url;
  75129. video.appendChild(source);
  75130. });
  75131. }
  75132. return video;
  75133. };
  75134. /**
  75135. * @hidden Internal method to initiate `update`.
  75136. */
  75137. VideoTexture.prototype._rebuild = function () {
  75138. this.update();
  75139. };
  75140. /**
  75141. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  75142. */
  75143. VideoTexture.prototype.update = function () {
  75144. if (!this.autoUpdateTexture) {
  75145. // Expecting user to call `updateTexture` manually
  75146. return;
  75147. }
  75148. this.updateTexture(true);
  75149. };
  75150. /**
  75151. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  75152. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  75153. */
  75154. VideoTexture.prototype.updateTexture = function (isVisible) {
  75155. if (!isVisible) {
  75156. return;
  75157. }
  75158. if (this.video.paused && this._stillImageCaptured) {
  75159. return;
  75160. }
  75161. this._stillImageCaptured = true;
  75162. this._updateInternalTexture();
  75163. };
  75164. /**
  75165. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  75166. * @param url New url.
  75167. */
  75168. VideoTexture.prototype.updateURL = function (url) {
  75169. this.video.src = url;
  75170. };
  75171. /**
  75172. * Dispose the texture and release its associated resources.
  75173. */
  75174. VideoTexture.prototype.dispose = function () {
  75175. _super.prototype.dispose.call(this);
  75176. if (this._onUserActionRequestedObservable) {
  75177. this._onUserActionRequestedObservable.clear();
  75178. this._onUserActionRequestedObservable = null;
  75179. }
  75180. this.video.removeEventListener(this._createInternalTextureOnEvent, this._createInternalTexture);
  75181. this.video.removeEventListener("paused", this._updateInternalTexture);
  75182. this.video.removeEventListener("seeked", this._updateInternalTexture);
  75183. this.video.removeEventListener("emptied", this.reset);
  75184. this.video.pause();
  75185. };
  75186. /**
  75187. * Creates a video texture straight from your WebCam video feed.
  75188. * @param scene Define the scene the texture should be created in
  75189. * @param onReady Define a callback to triggered once the texture will be ready
  75190. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  75191. */
  75192. VideoTexture.CreateFromWebCam = function (scene, onReady, constraints) {
  75193. var video = document.createElement("video");
  75194. video.setAttribute('autoplay', '');
  75195. video.setAttribute('muted', '');
  75196. video.setAttribute('playsinline', '');
  75197. var constraintsDeviceId;
  75198. if (constraints && constraints.deviceId) {
  75199. constraintsDeviceId = {
  75200. exact: constraints.deviceId,
  75201. };
  75202. }
  75203. window.URL = window.URL || window.webkitURL || window.mozURL || window.msURL;
  75204. if (navigator.mediaDevices) {
  75205. navigator.mediaDevices.getUserMedia({ video: constraints })
  75206. .then(function (stream) {
  75207. if (video.mozSrcObject !== undefined) {
  75208. // hack for Firefox < 19
  75209. video.mozSrcObject = stream;
  75210. }
  75211. else {
  75212. video.srcObject = stream;
  75213. }
  75214. var onPlaying = function () {
  75215. if (onReady) {
  75216. onReady(new VideoTexture("video", video, scene, true, true));
  75217. }
  75218. video.removeEventListener("playing", onPlaying);
  75219. };
  75220. video.addEventListener("playing", onPlaying);
  75221. video.play();
  75222. })
  75223. .catch(function (err) {
  75224. BABYLON.Tools.Error(err.name);
  75225. });
  75226. }
  75227. else {
  75228. navigator.getUserMedia =
  75229. navigator.getUserMedia ||
  75230. navigator.webkitGetUserMedia ||
  75231. navigator.mozGetUserMedia ||
  75232. navigator.msGetUserMedia;
  75233. if (navigator.getUserMedia) {
  75234. navigator.getUserMedia({
  75235. video: {
  75236. deviceId: constraintsDeviceId,
  75237. width: {
  75238. min: (constraints && constraints.minWidth) || 256,
  75239. max: (constraints && constraints.maxWidth) || 640,
  75240. },
  75241. height: {
  75242. min: (constraints && constraints.minHeight) || 256,
  75243. max: (constraints && constraints.maxHeight) || 480,
  75244. },
  75245. },
  75246. }, function (stream) {
  75247. if (video.mozSrcObject !== undefined) {
  75248. // hack for Firefox < 19
  75249. video.mozSrcObject = stream;
  75250. }
  75251. else {
  75252. video.src = (window.URL && window.URL.createObjectURL(stream)) || stream;
  75253. }
  75254. video.play();
  75255. if (onReady) {
  75256. onReady(new VideoTexture("video", video, scene, true, true));
  75257. }
  75258. }, function (e) {
  75259. BABYLON.Tools.Error(e.name);
  75260. });
  75261. }
  75262. }
  75263. };
  75264. return VideoTexture;
  75265. }(BABYLON.Texture));
  75266. BABYLON.VideoTexture = VideoTexture;
  75267. })(BABYLON || (BABYLON = {}));
  75268. //# sourceMappingURL=babylon.videoTexture.js.map
  75269. var BABYLON;
  75270. (function (BABYLON) {
  75271. /**
  75272. * Raw texture can help creating a texture directly from an array of data.
  75273. * This can be super useful if you either get the data from an uncompressed source or
  75274. * if you wish to create your texture pixel by pixel.
  75275. */
  75276. var RawTexture = /** @class */ (function (_super) {
  75277. __extends(RawTexture, _super);
  75278. /**
  75279. * Instantiates a new RawTexture.
  75280. * Raw texture can help creating a texture directly from an array of data.
  75281. * This can be super useful if you either get the data from an uncompressed source or
  75282. * if you wish to create your texture pixel by pixel.
  75283. * @param data define the array of data to use to create the texture
  75284. * @param width define the width of the texture
  75285. * @param height define the height of the texture
  75286. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  75287. * @param scene define the scene the texture belongs to
  75288. * @param generateMipMaps define whether mip maps should be generated or not
  75289. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75290. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75291. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75292. */
  75293. function RawTexture(data, width, height,
  75294. /**
  75295. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  75296. */
  75297. format, scene, generateMipMaps, invertY, samplingMode, type) {
  75298. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75299. if (invertY === void 0) { invertY = false; }
  75300. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75301. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75302. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  75303. _this.format = format;
  75304. _this._engine = scene.getEngine();
  75305. _this._texture = scene.getEngine().createRawTexture(data, width, height, format, generateMipMaps, invertY, samplingMode, null, type);
  75306. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  75307. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  75308. return _this;
  75309. }
  75310. /**
  75311. * Updates the texture underlying data.
  75312. * @param data Define the new data of the texture
  75313. */
  75314. RawTexture.prototype.update = function (data) {
  75315. this._engine.updateRawTexture(this._texture, data, this._texture.format, this._texture.invertY, undefined, this._texture.type);
  75316. };
  75317. /**
  75318. * Creates a luminance texture from some data.
  75319. * @param data Define the texture data
  75320. * @param width Define the width of the texture
  75321. * @param height Define the height of the texture
  75322. * @param scene Define the scene the texture belongs to
  75323. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75324. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75325. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75326. * @returns the luminance texture
  75327. */
  75328. RawTexture.CreateLuminanceTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  75329. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75330. if (invertY === void 0) { invertY = false; }
  75331. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75332. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_LUMINANCE, scene, generateMipMaps, invertY, samplingMode);
  75333. };
  75334. /**
  75335. * Creates a luminance alpha texture from some data.
  75336. * @param data Define the texture data
  75337. * @param width Define the width of the texture
  75338. * @param height Define the height of the texture
  75339. * @param scene Define the scene the texture belongs to
  75340. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75341. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75342. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75343. * @returns the luminance alpha texture
  75344. */
  75345. RawTexture.CreateLuminanceAlphaTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  75346. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75347. if (invertY === void 0) { invertY = false; }
  75348. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75349. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_LUMINANCE_ALPHA, scene, generateMipMaps, invertY, samplingMode);
  75350. };
  75351. /**
  75352. * Creates an alpha texture from some data.
  75353. * @param data Define the texture data
  75354. * @param width Define the width of the texture
  75355. * @param height Define the height of the texture
  75356. * @param scene Define the scene the texture belongs to
  75357. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75358. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75359. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75360. * @returns the alpha texture
  75361. */
  75362. RawTexture.CreateAlphaTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  75363. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75364. if (invertY === void 0) { invertY = false; }
  75365. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75366. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_ALPHA, scene, generateMipMaps, invertY, samplingMode);
  75367. };
  75368. /**
  75369. * Creates a RGB texture from some data.
  75370. * @param data Define the texture data
  75371. * @param width Define the width of the texture
  75372. * @param height Define the height of the texture
  75373. * @param scene Define the scene the texture belongs to
  75374. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75375. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75376. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75377. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75378. * @returns the RGB alpha texture
  75379. */
  75380. RawTexture.CreateRGBTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  75381. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75382. if (invertY === void 0) { invertY = false; }
  75383. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75384. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75385. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_RGB, scene, generateMipMaps, invertY, samplingMode, type);
  75386. };
  75387. /**
  75388. * Creates a RGBA texture from some data.
  75389. * @param data Define the texture data
  75390. * @param width Define the width of the texture
  75391. * @param height Define the height of the texture
  75392. * @param scene Define the scene the texture belongs to
  75393. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75394. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75395. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75396. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75397. * @returns the RGBA texture
  75398. */
  75399. RawTexture.CreateRGBATexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  75400. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75401. if (invertY === void 0) { invertY = false; }
  75402. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75403. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75404. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_RGBA, scene, generateMipMaps, invertY, samplingMode, type);
  75405. };
  75406. /**
  75407. * Creates a R texture from some data.
  75408. * @param data Define the texture data
  75409. * @param width Define the width of the texture
  75410. * @param height Define the height of the texture
  75411. * @param scene Define the scene the texture belongs to
  75412. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75413. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75414. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75415. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75416. * @returns the R texture
  75417. */
  75418. RawTexture.CreateRTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  75419. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75420. if (invertY === void 0) { invertY = false; }
  75421. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75422. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_FLOAT; }
  75423. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_R, scene, generateMipMaps, invertY, samplingMode, type);
  75424. };
  75425. return RawTexture;
  75426. }(BABYLON.Texture));
  75427. BABYLON.RawTexture = RawTexture;
  75428. })(BABYLON || (BABYLON = {}));
  75429. //# sourceMappingURL=babylon.rawTexture.js.map
  75430. var BABYLON;
  75431. (function (BABYLON) {
  75432. /**
  75433. * Class used to store 3D textures containing user data
  75434. */
  75435. var RawTexture3D = /** @class */ (function (_super) {
  75436. __extends(RawTexture3D, _super);
  75437. /**
  75438. * Create a new RawTexture3D
  75439. * @param data defines the data of the texture
  75440. * @param width defines the width of the texture
  75441. * @param height defines the height of the texture
  75442. * @param depth defines the depth of the texture
  75443. * @param format defines the texture format to use
  75444. * @param scene defines the hosting scene
  75445. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  75446. * @param invertY defines if texture must be stored with Y axis inverted
  75447. * @param samplingMode defines the sampling mode to use (BABYLON.Texture.TRILINEAR_SAMPLINGMODE by default)
  75448. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  75449. */
  75450. function RawTexture3D(data, width, height, depth,
  75451. /** Gets or sets the texture format to use */
  75452. format, scene, generateMipMaps, invertY, samplingMode, textureType) {
  75453. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75454. if (invertY === void 0) { invertY = false; }
  75455. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75456. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75457. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  75458. _this.format = format;
  75459. _this._engine = scene.getEngine();
  75460. _this._texture = scene.getEngine().createRawTexture3D(data, width, height, depth, format, generateMipMaps, invertY, samplingMode, undefined, textureType);
  75461. _this.is3D = true;
  75462. return _this;
  75463. }
  75464. /**
  75465. * Update the texture with new data
  75466. * @param data defines the data to store in the texture
  75467. */
  75468. RawTexture3D.prototype.update = function (data) {
  75469. if (!this._texture) {
  75470. return;
  75471. }
  75472. this._engine.updateRawTexture3D(this._texture, data, this._texture.format, this._texture.invertY, undefined, this._texture.type);
  75473. };
  75474. return RawTexture3D;
  75475. }(BABYLON.Texture));
  75476. BABYLON.RawTexture3D = RawTexture3D;
  75477. })(BABYLON || (BABYLON = {}));
  75478. //# sourceMappingURL=babylon.rawTexture3D.js.map
  75479. var BABYLON;
  75480. (function (BABYLON) {
  75481. /**
  75482. * PostProcessManager is used to manage one or more post processes or post process pipelines
  75483. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  75484. */
  75485. var PostProcessManager = /** @class */ (function () {
  75486. /**
  75487. * Creates a new instance PostProcess
  75488. * @param scene The scene that the post process is associated with.
  75489. */
  75490. function PostProcessManager(scene) {
  75491. this._vertexBuffers = {};
  75492. this._scene = scene;
  75493. }
  75494. PostProcessManager.prototype._prepareBuffers = function () {
  75495. if (this._vertexBuffers[BABYLON.VertexBuffer.PositionKind]) {
  75496. return;
  75497. }
  75498. // VBO
  75499. var vertices = [];
  75500. vertices.push(1, 1);
  75501. vertices.push(-1, 1);
  75502. vertices.push(-1, -1);
  75503. vertices.push(1, -1);
  75504. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(this._scene.getEngine(), vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  75505. this._buildIndexBuffer();
  75506. };
  75507. PostProcessManager.prototype._buildIndexBuffer = function () {
  75508. // Indices
  75509. var indices = [];
  75510. indices.push(0);
  75511. indices.push(1);
  75512. indices.push(2);
  75513. indices.push(0);
  75514. indices.push(2);
  75515. indices.push(3);
  75516. this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);
  75517. };
  75518. /**
  75519. * Rebuilds the vertex buffers of the manager.
  75520. * @hidden
  75521. */
  75522. PostProcessManager.prototype._rebuild = function () {
  75523. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  75524. if (!vb) {
  75525. return;
  75526. }
  75527. vb._rebuild();
  75528. this._buildIndexBuffer();
  75529. };
  75530. // Methods
  75531. /**
  75532. * Prepares a frame to be run through a post process.
  75533. * @param sourceTexture The input texture to the post procesess. (default: null)
  75534. * @param postProcesses An array of post processes to be run. (default: null)
  75535. * @returns True if the post processes were able to be run.
  75536. * @hidden
  75537. */
  75538. PostProcessManager.prototype._prepareFrame = function (sourceTexture, postProcesses) {
  75539. if (sourceTexture === void 0) { sourceTexture = null; }
  75540. if (postProcesses === void 0) { postProcesses = null; }
  75541. var camera = this._scene.activeCamera;
  75542. if (!camera) {
  75543. return false;
  75544. }
  75545. var postProcesses = postProcesses || camera._postProcesses.filter(function (pp) { return pp != null; });
  75546. if (!postProcesses || postProcesses.length === 0 || !this._scene.postProcessesEnabled) {
  75547. return false;
  75548. }
  75549. postProcesses[0].activate(camera, sourceTexture, postProcesses !== null && postProcesses !== undefined);
  75550. return true;
  75551. };
  75552. /**
  75553. * Manually render a set of post processes to a texture.
  75554. * @param postProcesses An array of post processes to be run.
  75555. * @param targetTexture The target texture to render to.
  75556. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  75557. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  75558. * @param lodLevel defines which lod of the texture to render to
  75559. */
  75560. PostProcessManager.prototype.directRender = function (postProcesses, targetTexture, forceFullscreenViewport, faceIndex, lodLevel) {
  75561. if (targetTexture === void 0) { targetTexture = null; }
  75562. if (forceFullscreenViewport === void 0) { forceFullscreenViewport = false; }
  75563. if (faceIndex === void 0) { faceIndex = 0; }
  75564. if (lodLevel === void 0) { lodLevel = 0; }
  75565. var engine = this._scene.getEngine();
  75566. for (var index = 0; index < postProcesses.length; index++) {
  75567. if (index < postProcesses.length - 1) {
  75568. postProcesses[index + 1].activate(this._scene.activeCamera, targetTexture);
  75569. }
  75570. else {
  75571. if (targetTexture) {
  75572. engine.bindFramebuffer(targetTexture, faceIndex, undefined, undefined, forceFullscreenViewport, undefined, lodLevel);
  75573. }
  75574. else {
  75575. engine.restoreDefaultFramebuffer();
  75576. }
  75577. }
  75578. var pp = postProcesses[index];
  75579. var effect = pp.apply();
  75580. if (effect) {
  75581. pp.onBeforeRenderObservable.notifyObservers(effect);
  75582. // VBOs
  75583. this._prepareBuffers();
  75584. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  75585. // Draw order
  75586. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  75587. pp.onAfterRenderObservable.notifyObservers(effect);
  75588. }
  75589. }
  75590. // Restore depth buffer
  75591. engine.setDepthBuffer(true);
  75592. engine.setDepthWrite(true);
  75593. };
  75594. /**
  75595. * Finalize the result of the output of the postprocesses.
  75596. * @param doNotPresent If true the result will not be displayed to the screen.
  75597. * @param targetTexture The target texture to render to.
  75598. * @param faceIndex The index of the face to bind the target texture to.
  75599. * @param postProcesses The array of post processes to render.
  75600. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  75601. * @hidden
  75602. */
  75603. PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture, faceIndex, postProcesses, forceFullscreenViewport) {
  75604. if (forceFullscreenViewport === void 0) { forceFullscreenViewport = false; }
  75605. var camera = this._scene.activeCamera;
  75606. if (!camera) {
  75607. return;
  75608. }
  75609. postProcesses = postProcesses || camera._postProcesses.filter(function (pp) { return pp != null; });
  75610. if (postProcesses.length === 0 || !this._scene.postProcessesEnabled) {
  75611. return;
  75612. }
  75613. var engine = this._scene.getEngine();
  75614. for (var index = 0, len = postProcesses.length; index < len; index++) {
  75615. var pp = postProcesses[index];
  75616. if (index < len - 1) {
  75617. pp._outputTexture = postProcesses[index + 1].activate(camera, targetTexture);
  75618. }
  75619. else {
  75620. if (targetTexture) {
  75621. engine.bindFramebuffer(targetTexture, faceIndex, undefined, undefined, forceFullscreenViewport);
  75622. pp._outputTexture = targetTexture;
  75623. }
  75624. else {
  75625. engine.restoreDefaultFramebuffer();
  75626. pp._outputTexture = null;
  75627. }
  75628. }
  75629. if (doNotPresent) {
  75630. break;
  75631. }
  75632. var effect = pp.apply();
  75633. if (effect) {
  75634. pp.onBeforeRenderObservable.notifyObservers(effect);
  75635. // VBOs
  75636. this._prepareBuffers();
  75637. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  75638. // Draw order
  75639. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  75640. pp.onAfterRenderObservable.notifyObservers(effect);
  75641. }
  75642. }
  75643. // Restore states
  75644. engine.setDepthBuffer(true);
  75645. engine.setDepthWrite(true);
  75646. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  75647. };
  75648. /**
  75649. * Disposes of the post process manager.
  75650. */
  75651. PostProcessManager.prototype.dispose = function () {
  75652. var buffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  75653. if (buffer) {
  75654. buffer.dispose();
  75655. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  75656. }
  75657. if (this._indexBuffer) {
  75658. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  75659. this._indexBuffer = null;
  75660. }
  75661. };
  75662. return PostProcessManager;
  75663. }());
  75664. BABYLON.PostProcessManager = PostProcessManager;
  75665. })(BABYLON || (BABYLON = {}));
  75666. //# sourceMappingURL=babylon.postProcessManager.js.map
  75667. var BABYLON;
  75668. (function (BABYLON) {
  75669. /**
  75670. * PostProcess can be used to apply a shader to a texture after it has been rendered
  75671. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  75672. */
  75673. var PostProcess = /** @class */ (function () {
  75674. /**
  75675. * Creates a new instance PostProcess
  75676. * @param name The name of the PostProcess.
  75677. * @param fragmentUrl The url of the fragment shader to be used.
  75678. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  75679. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  75680. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  75681. * @param camera The camera to apply the render pass to.
  75682. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  75683. * @param engine The engine which the post process will be applied. (default: current engine)
  75684. * @param reusable If the post process can be reused on the same frame. (default: false)
  75685. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  75686. * @param textureType Type of textures used when performing the post process. (default: 0)
  75687. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  75688. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  75689. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  75690. */
  75691. function PostProcess(
  75692. /** Name of the PostProcess. */
  75693. name, fragmentUrl, parameters, samplers, options, camera, samplingMode, engine, reusable, defines, textureType, vertexUrl, indexParameters, blockCompilation) {
  75694. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.NEAREST_SAMPLINGMODE; }
  75695. if (defines === void 0) { defines = null; }
  75696. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75697. if (vertexUrl === void 0) { vertexUrl = "postprocess"; }
  75698. if (blockCompilation === void 0) { blockCompilation = false; }
  75699. this.name = name;
  75700. /**
  75701. * Width of the texture to apply the post process on
  75702. */
  75703. this.width = -1;
  75704. /**
  75705. * Height of the texture to apply the post process on
  75706. */
  75707. this.height = -1;
  75708. /**
  75709. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  75710. * @hidden
  75711. */
  75712. this._outputTexture = null;
  75713. /**
  75714. * If the buffer needs to be cleared before applying the post process. (default: true)
  75715. * Should be set to false if shader will overwrite all previous pixels.
  75716. */
  75717. this.autoClear = true;
  75718. /**
  75719. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  75720. */
  75721. this.alphaMode = BABYLON.Engine.ALPHA_DISABLE;
  75722. /**
  75723. * Animations to be used for the post processing
  75724. */
  75725. this.animations = new Array();
  75726. /**
  75727. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  75728. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  75729. */
  75730. this.enablePixelPerfectMode = false;
  75731. /**
  75732. * Force the postprocess to be applied without taking in account viewport
  75733. */
  75734. this.forceFullscreenViewport = true;
  75735. /**
  75736. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  75737. *
  75738. * | Value | Type | Description |
  75739. * | ----- | ----------------------------------- | ----------- |
  75740. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  75741. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  75742. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  75743. *
  75744. */
  75745. this.scaleMode = BABYLON.Engine.SCALEMODE_FLOOR;
  75746. /**
  75747. * Force textures to be a power of two (default: false)
  75748. */
  75749. this.alwaysForcePOT = false;
  75750. this._samples = 1;
  75751. /**
  75752. * Modify the scale of the post process to be the same as the viewport (default: false)
  75753. */
  75754. this.adaptScaleToCurrentViewport = false;
  75755. this._reusable = false;
  75756. /**
  75757. * Smart array of input and output textures for the post process.
  75758. * @hidden
  75759. */
  75760. this._textures = new BABYLON.SmartArray(2);
  75761. /**
  75762. * The index in _textures that corresponds to the output texture.
  75763. * @hidden
  75764. */
  75765. this._currentRenderTextureInd = 0;
  75766. this._scaleRatio = new BABYLON.Vector2(1, 1);
  75767. this._texelSize = BABYLON.Vector2.Zero();
  75768. // Events
  75769. /**
  75770. * An event triggered when the postprocess is activated.
  75771. */
  75772. this.onActivateObservable = new BABYLON.Observable();
  75773. /**
  75774. * An event triggered when the postprocess changes its size.
  75775. */
  75776. this.onSizeChangedObservable = new BABYLON.Observable();
  75777. /**
  75778. * An event triggered when the postprocess applies its effect.
  75779. */
  75780. this.onApplyObservable = new BABYLON.Observable();
  75781. /**
  75782. * An event triggered before rendering the postprocess
  75783. */
  75784. this.onBeforeRenderObservable = new BABYLON.Observable();
  75785. /**
  75786. * An event triggered after rendering the postprocess
  75787. */
  75788. this.onAfterRenderObservable = new BABYLON.Observable();
  75789. if (camera != null) {
  75790. this._camera = camera;
  75791. this._scene = camera.getScene();
  75792. camera.attachPostProcess(this);
  75793. this._engine = this._scene.getEngine();
  75794. this._scene.postProcesses.push(this);
  75795. }
  75796. else if (engine) {
  75797. this._engine = engine;
  75798. this._engine.postProcesses.push(this);
  75799. }
  75800. this._options = options;
  75801. this.renderTargetSamplingMode = samplingMode ? samplingMode : BABYLON.Texture.NEAREST_SAMPLINGMODE;
  75802. this._reusable = reusable || false;
  75803. this._textureType = textureType;
  75804. this._samplers = samplers || [];
  75805. this._samplers.push("textureSampler");
  75806. this._fragmentUrl = fragmentUrl;
  75807. this._vertexUrl = vertexUrl;
  75808. this._parameters = parameters || [];
  75809. this._parameters.push("scale");
  75810. this._indexParameters = indexParameters;
  75811. if (!blockCompilation) {
  75812. this.updateEffect(defines);
  75813. }
  75814. }
  75815. Object.defineProperty(PostProcess.prototype, "samples", {
  75816. /**
  75817. * Number of sample textures (default: 1)
  75818. */
  75819. get: function () {
  75820. return this._samples;
  75821. },
  75822. set: function (n) {
  75823. var _this = this;
  75824. this._samples = n;
  75825. this._textures.forEach(function (texture) {
  75826. if (texture.samples !== _this._samples) {
  75827. _this._engine.updateRenderTargetTextureSampleCount(texture, _this._samples);
  75828. }
  75829. });
  75830. },
  75831. enumerable: true,
  75832. configurable: true
  75833. });
  75834. Object.defineProperty(PostProcess.prototype, "onActivate", {
  75835. /**
  75836. * A function that is added to the onActivateObservable
  75837. */
  75838. set: function (callback) {
  75839. if (this._onActivateObserver) {
  75840. this.onActivateObservable.remove(this._onActivateObserver);
  75841. }
  75842. if (callback) {
  75843. this._onActivateObserver = this.onActivateObservable.add(callback);
  75844. }
  75845. },
  75846. enumerable: true,
  75847. configurable: true
  75848. });
  75849. Object.defineProperty(PostProcess.prototype, "onSizeChanged", {
  75850. /**
  75851. * A function that is added to the onSizeChangedObservable
  75852. */
  75853. set: function (callback) {
  75854. if (this._onSizeChangedObserver) {
  75855. this.onSizeChangedObservable.remove(this._onSizeChangedObserver);
  75856. }
  75857. this._onSizeChangedObserver = this.onSizeChangedObservable.add(callback);
  75858. },
  75859. enumerable: true,
  75860. configurable: true
  75861. });
  75862. Object.defineProperty(PostProcess.prototype, "onApply", {
  75863. /**
  75864. * A function that is added to the onApplyObservable
  75865. */
  75866. set: function (callback) {
  75867. if (this._onApplyObserver) {
  75868. this.onApplyObservable.remove(this._onApplyObserver);
  75869. }
  75870. this._onApplyObserver = this.onApplyObservable.add(callback);
  75871. },
  75872. enumerable: true,
  75873. configurable: true
  75874. });
  75875. Object.defineProperty(PostProcess.prototype, "onBeforeRender", {
  75876. /**
  75877. * A function that is added to the onBeforeRenderObservable
  75878. */
  75879. set: function (callback) {
  75880. if (this._onBeforeRenderObserver) {
  75881. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  75882. }
  75883. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  75884. },
  75885. enumerable: true,
  75886. configurable: true
  75887. });
  75888. Object.defineProperty(PostProcess.prototype, "onAfterRender", {
  75889. /**
  75890. * A function that is added to the onAfterRenderObservable
  75891. */
  75892. set: function (callback) {
  75893. if (this._onAfterRenderObserver) {
  75894. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  75895. }
  75896. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  75897. },
  75898. enumerable: true,
  75899. configurable: true
  75900. });
  75901. Object.defineProperty(PostProcess.prototype, "inputTexture", {
  75902. /**
  75903. * The input texture for this post process and the output texture of the previous post process. When added to a pipeline the previous post process will
  75904. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  75905. */
  75906. get: function () {
  75907. return this._textures.data[this._currentRenderTextureInd];
  75908. },
  75909. set: function (value) {
  75910. this._forcedOutputTexture = value;
  75911. },
  75912. enumerable: true,
  75913. configurable: true
  75914. });
  75915. /**
  75916. * Gets the camera which post process is applied to.
  75917. * @returns The camera the post process is applied to.
  75918. */
  75919. PostProcess.prototype.getCamera = function () {
  75920. return this._camera;
  75921. };
  75922. Object.defineProperty(PostProcess.prototype, "texelSize", {
  75923. /**
  75924. * Gets the texel size of the postprocess.
  75925. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  75926. */
  75927. get: function () {
  75928. if (this._shareOutputWithPostProcess) {
  75929. return this._shareOutputWithPostProcess.texelSize;
  75930. }
  75931. if (this._forcedOutputTexture) {
  75932. this._texelSize.copyFromFloats(1.0 / this._forcedOutputTexture.width, 1.0 / this._forcedOutputTexture.height);
  75933. }
  75934. return this._texelSize;
  75935. },
  75936. enumerable: true,
  75937. configurable: true
  75938. });
  75939. /**
  75940. * Gets the engine which this post process belongs to.
  75941. * @returns The engine the post process was enabled with.
  75942. */
  75943. PostProcess.prototype.getEngine = function () {
  75944. return this._engine;
  75945. };
  75946. /**
  75947. * The effect that is created when initializing the post process.
  75948. * @returns The created effect corrisponding the the postprocess.
  75949. */
  75950. PostProcess.prototype.getEffect = function () {
  75951. return this._effect;
  75952. };
  75953. /**
  75954. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  75955. * @param postProcess The post process to share the output with.
  75956. * @returns This post process.
  75957. */
  75958. PostProcess.prototype.shareOutputWith = function (postProcess) {
  75959. this._disposeTextures();
  75960. this._shareOutputWithPostProcess = postProcess;
  75961. return this;
  75962. };
  75963. /**
  75964. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  75965. * This should be called if the post process that shares output with this post process is disabled/disposed.
  75966. */
  75967. PostProcess.prototype.useOwnOutput = function () {
  75968. if (this._textures.length == 0) {
  75969. this._textures = new BABYLON.SmartArray(2);
  75970. }
  75971. this._shareOutputWithPostProcess = null;
  75972. };
  75973. /**
  75974. * Updates the effect with the current post process compile time values and recompiles the shader.
  75975. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  75976. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  75977. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  75978. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  75979. * @param onCompiled Called when the shader has been compiled.
  75980. * @param onError Called if there is an error when compiling a shader.
  75981. */
  75982. PostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  75983. if (defines === void 0) { defines = null; }
  75984. if (uniforms === void 0) { uniforms = null; }
  75985. if (samplers === void 0) { samplers = null; }
  75986. this._effect = this._engine.createEffect({ vertex: this._vertexUrl, fragment: this._fragmentUrl }, ["position"], uniforms || this._parameters, samplers || this._samplers, defines !== null ? defines : "", undefined, onCompiled, onError, indexParameters || this._indexParameters);
  75987. };
  75988. /**
  75989. * The post process is reusable if it can be used multiple times within one frame.
  75990. * @returns If the post process is reusable
  75991. */
  75992. PostProcess.prototype.isReusable = function () {
  75993. return this._reusable;
  75994. };
  75995. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  75996. PostProcess.prototype.markTextureDirty = function () {
  75997. this.width = -1;
  75998. };
  75999. /**
  76000. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  76001. * When this post process is used in a pipeline, this is call will bind the input texture of this post process to the output of the previous.
  76002. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  76003. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  76004. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  76005. * @returns The target texture that was bound to be written to.
  76006. */
  76007. PostProcess.prototype.activate = function (camera, sourceTexture, forceDepthStencil) {
  76008. var _this = this;
  76009. if (sourceTexture === void 0) { sourceTexture = null; }
  76010. camera = camera || this._camera;
  76011. var scene = camera.getScene();
  76012. var engine = scene.getEngine();
  76013. var maxSize = engine.getCaps().maxTextureSize;
  76014. var requiredWidth = ((sourceTexture ? sourceTexture.width : this._engine.getRenderWidth(true)) * this._options) | 0;
  76015. var requiredHeight = ((sourceTexture ? sourceTexture.height : this._engine.getRenderHeight(true)) * this._options) | 0;
  76016. // If rendering to a webvr camera's left or right eye only half the width should be used to avoid resize when rendered to screen
  76017. var webVRCamera = camera.parent;
  76018. if (webVRCamera && (webVRCamera.leftCamera == camera || webVRCamera.rightCamera == camera)) {
  76019. requiredWidth /= 2;
  76020. }
  76021. var desiredWidth = (this._options.width || requiredWidth);
  76022. var desiredHeight = this._options.height || requiredHeight;
  76023. if (!this._shareOutputWithPostProcess && !this._forcedOutputTexture) {
  76024. if (this.adaptScaleToCurrentViewport) {
  76025. var currentViewport = engine.currentViewport;
  76026. if (currentViewport) {
  76027. desiredWidth *= currentViewport.width;
  76028. desiredHeight *= currentViewport.height;
  76029. }
  76030. }
  76031. if (this.renderTargetSamplingMode === BABYLON.Texture.TRILINEAR_SAMPLINGMODE || this.alwaysForcePOT) {
  76032. if (!this._options.width) {
  76033. desiredWidth = engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(desiredWidth, maxSize, this.scaleMode) : desiredWidth;
  76034. }
  76035. if (!this._options.height) {
  76036. desiredHeight = engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(desiredHeight, maxSize, this.scaleMode) : desiredHeight;
  76037. }
  76038. }
  76039. if (this.width !== desiredWidth || this.height !== desiredHeight) {
  76040. if (this._textures.length > 0) {
  76041. for (var i = 0; i < this._textures.length; i++) {
  76042. this._engine._releaseTexture(this._textures.data[i]);
  76043. }
  76044. this._textures.reset();
  76045. }
  76046. this.width = desiredWidth;
  76047. this.height = desiredHeight;
  76048. var textureSize = { width: this.width, height: this.height };
  76049. var textureOptions = {
  76050. generateMipMaps: false,
  76051. generateDepthBuffer: forceDepthStencil || camera._postProcesses.indexOf(this) === 0,
  76052. generateStencilBuffer: (forceDepthStencil || camera._postProcesses.indexOf(this) === 0) && this._engine.isStencilEnable,
  76053. samplingMode: this.renderTargetSamplingMode,
  76054. type: this._textureType
  76055. };
  76056. this._textures.push(this._engine.createRenderTargetTexture(textureSize, textureOptions));
  76057. if (this._reusable) {
  76058. this._textures.push(this._engine.createRenderTargetTexture(textureSize, textureOptions));
  76059. }
  76060. this._texelSize.copyFromFloats(1.0 / this.width, 1.0 / this.height);
  76061. this.onSizeChangedObservable.notifyObservers(this);
  76062. }
  76063. this._textures.forEach(function (texture) {
  76064. if (texture.samples !== _this.samples) {
  76065. _this._engine.updateRenderTargetTextureSampleCount(texture, _this.samples);
  76066. }
  76067. });
  76068. }
  76069. var target;
  76070. if (this._shareOutputWithPostProcess) {
  76071. target = this._shareOutputWithPostProcess.inputTexture;
  76072. }
  76073. else if (this._forcedOutputTexture) {
  76074. target = this._forcedOutputTexture;
  76075. this.width = this._forcedOutputTexture.width;
  76076. this.height = this._forcedOutputTexture.height;
  76077. }
  76078. else {
  76079. target = this.inputTexture;
  76080. }
  76081. // Bind the input of this post process to be used as the output of the previous post process.
  76082. if (this.enablePixelPerfectMode) {
  76083. this._scaleRatio.copyFromFloats(requiredWidth / desiredWidth, requiredHeight / desiredHeight);
  76084. this._engine.bindFramebuffer(target, 0, requiredWidth, requiredHeight, this.forceFullscreenViewport);
  76085. }
  76086. else {
  76087. this._scaleRatio.copyFromFloats(1, 1);
  76088. this._engine.bindFramebuffer(target, 0, undefined, undefined, this.forceFullscreenViewport);
  76089. }
  76090. this.onActivateObservable.notifyObservers(camera);
  76091. // Clear
  76092. if (this.autoClear && this.alphaMode === BABYLON.Engine.ALPHA_DISABLE) {
  76093. this._engine.clear(this.clearColor ? this.clearColor : scene.clearColor, scene._allowPostProcessClearColor, true, true);
  76094. }
  76095. if (this._reusable) {
  76096. this._currentRenderTextureInd = (this._currentRenderTextureInd + 1) % 2;
  76097. }
  76098. return target;
  76099. };
  76100. Object.defineProperty(PostProcess.prototype, "isSupported", {
  76101. /**
  76102. * If the post process is supported.
  76103. */
  76104. get: function () {
  76105. return this._effect.isSupported;
  76106. },
  76107. enumerable: true,
  76108. configurable: true
  76109. });
  76110. Object.defineProperty(PostProcess.prototype, "aspectRatio", {
  76111. /**
  76112. * The aspect ratio of the output texture.
  76113. */
  76114. get: function () {
  76115. if (this._shareOutputWithPostProcess) {
  76116. return this._shareOutputWithPostProcess.aspectRatio;
  76117. }
  76118. if (this._forcedOutputTexture) {
  76119. return this._forcedOutputTexture.width / this._forcedOutputTexture.height;
  76120. }
  76121. return this.width / this.height;
  76122. },
  76123. enumerable: true,
  76124. configurable: true
  76125. });
  76126. /**
  76127. * Get a value indicating if the post-process is ready to be used
  76128. * @returns true if the post-process is ready (shader is compiled)
  76129. */
  76130. PostProcess.prototype.isReady = function () {
  76131. return this._effect && this._effect.isReady();
  76132. };
  76133. /**
  76134. * Binds all textures and uniforms to the shader, this will be run on every pass.
  76135. * @returns the effect corrisponding to this post process. Null if not compiled or not ready.
  76136. */
  76137. PostProcess.prototype.apply = function () {
  76138. // Check
  76139. if (!this._effect || !this._effect.isReady()) {
  76140. return null;
  76141. }
  76142. // States
  76143. this._engine.enableEffect(this._effect);
  76144. this._engine.setState(false);
  76145. this._engine.setDepthBuffer(false);
  76146. this._engine.setDepthWrite(false);
  76147. // Alpha
  76148. this._engine.setAlphaMode(this.alphaMode);
  76149. if (this.alphaConstants) {
  76150. this.getEngine().setAlphaConstants(this.alphaConstants.r, this.alphaConstants.g, this.alphaConstants.b, this.alphaConstants.a);
  76151. }
  76152. // Bind the output texture of the preivous post process as the input to this post process.
  76153. var source;
  76154. if (this._shareOutputWithPostProcess) {
  76155. source = this._shareOutputWithPostProcess.inputTexture;
  76156. }
  76157. else if (this._forcedOutputTexture) {
  76158. source = this._forcedOutputTexture;
  76159. }
  76160. else {
  76161. source = this.inputTexture;
  76162. }
  76163. this._effect._bindTexture("textureSampler", source);
  76164. // Parameters
  76165. this._effect.setVector2("scale", this._scaleRatio);
  76166. this.onApplyObservable.notifyObservers(this._effect);
  76167. return this._effect;
  76168. };
  76169. PostProcess.prototype._disposeTextures = function () {
  76170. if (this._shareOutputWithPostProcess || this._forcedOutputTexture) {
  76171. return;
  76172. }
  76173. if (this._textures.length > 0) {
  76174. for (var i = 0; i < this._textures.length; i++) {
  76175. this._engine._releaseTexture(this._textures.data[i]);
  76176. }
  76177. }
  76178. this._textures.dispose();
  76179. };
  76180. /**
  76181. * Disposes the post process.
  76182. * @param camera The camera to dispose the post process on.
  76183. */
  76184. PostProcess.prototype.dispose = function (camera) {
  76185. camera = camera || this._camera;
  76186. this._disposeTextures();
  76187. if (this._scene) {
  76188. var index_1 = this._scene.postProcesses.indexOf(this);
  76189. if (index_1 !== -1) {
  76190. this._scene.postProcesses.splice(index_1, 1);
  76191. }
  76192. }
  76193. else {
  76194. var index_2 = this._engine.postProcesses.indexOf(this);
  76195. if (index_2 !== -1) {
  76196. this._engine.postProcesses.splice(index_2, 1);
  76197. }
  76198. }
  76199. if (!camera) {
  76200. return;
  76201. }
  76202. camera.detachPostProcess(this);
  76203. var index = camera._postProcesses.indexOf(this);
  76204. if (index === 0 && camera._postProcesses.length > 0) {
  76205. var firstPostProcess = this._camera._getFirstPostProcess();
  76206. if (firstPostProcess) {
  76207. firstPostProcess.markTextureDirty();
  76208. }
  76209. }
  76210. this.onActivateObservable.clear();
  76211. this.onAfterRenderObservable.clear();
  76212. this.onApplyObservable.clear();
  76213. this.onBeforeRenderObservable.clear();
  76214. this.onSizeChangedObservable.clear();
  76215. };
  76216. return PostProcess;
  76217. }());
  76218. BABYLON.PostProcess = PostProcess;
  76219. })(BABYLON || (BABYLON = {}));
  76220. //# sourceMappingURL=babylon.postProcess.js.map
  76221. var BABYLON;
  76222. (function (BABYLON) {
  76223. /**
  76224. * PassPostProcess which produces an output the same as it's input
  76225. */
  76226. var PassPostProcess = /** @class */ (function (_super) {
  76227. __extends(PassPostProcess, _super);
  76228. /**
  76229. * Creates the PassPostProcess
  76230. * @param name The name of the effect.
  76231. * @param options The required width/height ratio to downsize to before computing the render pass.
  76232. * @param camera The camera to apply the render pass to.
  76233. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  76234. * @param engine The engine which the post process will be applied. (default: current engine)
  76235. * @param reusable If the post process can be reused on the same frame. (default: false)
  76236. * @param textureType The type of texture to be used when performing the post processing.
  76237. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  76238. */
  76239. function PassPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  76240. if (camera === void 0) { camera = null; }
  76241. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  76242. if (blockCompilation === void 0) { blockCompilation = false; }
  76243. return _super.call(this, name, "pass", null, null, options, camera, samplingMode, engine, reusable, undefined, textureType, undefined, null, blockCompilation) || this;
  76244. }
  76245. return PassPostProcess;
  76246. }(BABYLON.PostProcess));
  76247. BABYLON.PassPostProcess = PassPostProcess;
  76248. /**
  76249. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  76250. */
  76251. var PassCubePostProcess = /** @class */ (function (_super) {
  76252. __extends(PassCubePostProcess, _super);
  76253. /**
  76254. * Creates the PassCubePostProcess
  76255. * @param name The name of the effect.
  76256. * @param options The required width/height ratio to downsize to before computing the render pass.
  76257. * @param camera The camera to apply the render pass to.
  76258. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  76259. * @param engine The engine which the post process will be applied. (default: current engine)
  76260. * @param reusable If the post process can be reused on the same frame. (default: false)
  76261. * @param textureType The type of texture to be used when performing the post processing.
  76262. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  76263. */
  76264. function PassCubePostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  76265. if (camera === void 0) { camera = null; }
  76266. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  76267. if (blockCompilation === void 0) { blockCompilation = false; }
  76268. var _this = _super.call(this, name, "passCube", null, null, options, camera, samplingMode, engine, reusable, "#define POSITIVEX", textureType, undefined, null, blockCompilation) || this;
  76269. _this._face = 0;
  76270. return _this;
  76271. }
  76272. Object.defineProperty(PassCubePostProcess.prototype, "face", {
  76273. /**
  76274. * Gets or sets the cube face to display.
  76275. * * 0 is +X
  76276. * * 1 is -X
  76277. * * 2 is +Y
  76278. * * 3 is -Y
  76279. * * 4 is +Z
  76280. * * 5 is -Z
  76281. */
  76282. get: function () {
  76283. return this._face;
  76284. },
  76285. set: function (value) {
  76286. if (value < 0 || value > 5) {
  76287. return;
  76288. }
  76289. this._face = value;
  76290. switch (this._face) {
  76291. case 0:
  76292. this.updateEffect("#define POSITIVEX");
  76293. break;
  76294. case 1:
  76295. this.updateEffect("#define NEGATIVEX");
  76296. break;
  76297. case 2:
  76298. this.updateEffect("#define POSITIVEY");
  76299. break;
  76300. case 3:
  76301. this.updateEffect("#define NEGATIVEY");
  76302. break;
  76303. case 4:
  76304. this.updateEffect("#define POSITIVEZ");
  76305. break;
  76306. case 5:
  76307. this.updateEffect("#define NEGATIVEZ");
  76308. break;
  76309. }
  76310. },
  76311. enumerable: true,
  76312. configurable: true
  76313. });
  76314. return PassCubePostProcess;
  76315. }(BABYLON.PostProcess));
  76316. BABYLON.PassCubePostProcess = PassCubePostProcess;
  76317. })(BABYLON || (BABYLON = {}));
  76318. //# sourceMappingURL=babylon.passPostProcess.js.map
  76319. var __assign = (this && this.__assign) || function () {
  76320. __assign = Object.assign || function(t) {
  76321. for (var s, i = 1, n = arguments.length; i < n; i++) {
  76322. s = arguments[i];
  76323. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  76324. t[p] = s[p];
  76325. }
  76326. return t;
  76327. };
  76328. return __assign.apply(this, arguments);
  76329. };
  76330. var BABYLON;
  76331. (function (BABYLON) {
  76332. /**
  76333. * Default implementation IShadowGenerator.
  76334. * This is the main object responsible of generating shadows in the framework.
  76335. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  76336. */
  76337. var ShadowGenerator = /** @class */ (function () {
  76338. /**
  76339. * Creates a ShadowGenerator object.
  76340. * A ShadowGenerator is the required tool to use the shadows.
  76341. * Each light casting shadows needs to use its own ShadowGenerator.
  76342. * Documentation : http://doc.babylonjs.com/tutorials/shadows
  76343. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  76344. * @param light The light object generating the shadows.
  76345. * @param usefulFloatFirst By default the generator will try to use half float textures but if you need precision (for self shadowing for instance), you can use this option to enforce full float texture.
  76346. */
  76347. function ShadowGenerator(mapSize, light, usefulFloatFirst) {
  76348. this._bias = 0.00005;
  76349. this._normalBias = 0;
  76350. this._blurBoxOffset = 1;
  76351. this._blurScale = 2;
  76352. this._blurKernel = 1;
  76353. this._useKernelBlur = false;
  76354. this._filter = ShadowGenerator.FILTER_NONE;
  76355. this._filteringQuality = ShadowGenerator.QUALITY_HIGH;
  76356. this._contactHardeningLightSizeUVRatio = 0.1;
  76357. this._darkness = 0;
  76358. this._transparencyShadow = false;
  76359. /**
  76360. * Controls the extent to which the shadows fade out at the edge of the frustum
  76361. * Used only by directionals and spots
  76362. */
  76363. this.frustumEdgeFalloff = 0;
  76364. /**
  76365. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  76366. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  76367. * It might on the other hand introduce peter panning.
  76368. */
  76369. this.forceBackFacesOnly = false;
  76370. this._lightDirection = BABYLON.Vector3.Zero();
  76371. this._viewMatrix = BABYLON.Matrix.Zero();
  76372. this._projectionMatrix = BABYLON.Matrix.Zero();
  76373. this._transformMatrix = BABYLON.Matrix.Zero();
  76374. this._cachedPosition = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  76375. this._cachedDirection = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  76376. this._currentFaceIndex = 0;
  76377. this._currentFaceIndexCache = 0;
  76378. this._defaultTextureMatrix = BABYLON.Matrix.Identity();
  76379. this._mapSize = mapSize;
  76380. this._light = light;
  76381. this._scene = light.getScene();
  76382. light._shadowGenerator = this;
  76383. var component = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_SHADOWGENERATOR);
  76384. if (!component) {
  76385. component = new BABYLON.ShadowGeneratorSceneComponent(this._scene);
  76386. this._scene._addComponent(component);
  76387. }
  76388. // Texture type fallback from float to int if not supported.
  76389. var caps = this._scene.getEngine().getCaps();
  76390. if (!usefulFloatFirst) {
  76391. if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
  76392. this._textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  76393. }
  76394. else if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {
  76395. this._textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  76396. }
  76397. else {
  76398. this._textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  76399. }
  76400. }
  76401. else {
  76402. if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {
  76403. this._textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  76404. }
  76405. else if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
  76406. this._textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  76407. }
  76408. else {
  76409. this._textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  76410. }
  76411. }
  76412. this._initializeGenerator();
  76413. this._applyFilterValues();
  76414. }
  76415. Object.defineProperty(ShadowGenerator.prototype, "bias", {
  76416. /**
  76417. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  76418. */
  76419. get: function () {
  76420. return this._bias;
  76421. },
  76422. /**
  76423. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  76424. */
  76425. set: function (bias) {
  76426. this._bias = bias;
  76427. },
  76428. enumerable: true,
  76429. configurable: true
  76430. });
  76431. Object.defineProperty(ShadowGenerator.prototype, "normalBias", {
  76432. /**
  76433. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  76434. */
  76435. get: function () {
  76436. return this._normalBias;
  76437. },
  76438. /**
  76439. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  76440. */
  76441. set: function (normalBias) {
  76442. this._normalBias = normalBias;
  76443. },
  76444. enumerable: true,
  76445. configurable: true
  76446. });
  76447. Object.defineProperty(ShadowGenerator.prototype, "blurBoxOffset", {
  76448. /**
  76449. * Gets the blur box offset: offset applied during the blur pass.
  76450. * Only useful if useKernelBlur = false
  76451. */
  76452. get: function () {
  76453. return this._blurBoxOffset;
  76454. },
  76455. /**
  76456. * Sets the blur box offset: offset applied during the blur pass.
  76457. * Only useful if useKernelBlur = false
  76458. */
  76459. set: function (value) {
  76460. if (this._blurBoxOffset === value) {
  76461. return;
  76462. }
  76463. this._blurBoxOffset = value;
  76464. this._disposeBlurPostProcesses();
  76465. },
  76466. enumerable: true,
  76467. configurable: true
  76468. });
  76469. Object.defineProperty(ShadowGenerator.prototype, "blurScale", {
  76470. /**
  76471. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  76472. * 2 means half of the size.
  76473. */
  76474. get: function () {
  76475. return this._blurScale;
  76476. },
  76477. /**
  76478. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  76479. * 2 means half of the size.
  76480. */
  76481. set: function (value) {
  76482. if (this._blurScale === value) {
  76483. return;
  76484. }
  76485. this._blurScale = value;
  76486. this._disposeBlurPostProcesses();
  76487. },
  76488. enumerable: true,
  76489. configurable: true
  76490. });
  76491. Object.defineProperty(ShadowGenerator.prototype, "blurKernel", {
  76492. /**
  76493. * Gets the blur kernel: kernel size of the blur pass.
  76494. * Only useful if useKernelBlur = true
  76495. */
  76496. get: function () {
  76497. return this._blurKernel;
  76498. },
  76499. /**
  76500. * Sets the blur kernel: kernel size of the blur pass.
  76501. * Only useful if useKernelBlur = true
  76502. */
  76503. set: function (value) {
  76504. if (this._blurKernel === value) {
  76505. return;
  76506. }
  76507. this._blurKernel = value;
  76508. this._disposeBlurPostProcesses();
  76509. },
  76510. enumerable: true,
  76511. configurable: true
  76512. });
  76513. Object.defineProperty(ShadowGenerator.prototype, "useKernelBlur", {
  76514. /**
  76515. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  76516. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  76517. */
  76518. get: function () {
  76519. return this._useKernelBlur;
  76520. },
  76521. /**
  76522. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  76523. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  76524. */
  76525. set: function (value) {
  76526. if (this._useKernelBlur === value) {
  76527. return;
  76528. }
  76529. this._useKernelBlur = value;
  76530. this._disposeBlurPostProcesses();
  76531. },
  76532. enumerable: true,
  76533. configurable: true
  76534. });
  76535. Object.defineProperty(ShadowGenerator.prototype, "depthScale", {
  76536. /**
  76537. * Gets the depth scale used in ESM mode.
  76538. */
  76539. get: function () {
  76540. return this._depthScale !== undefined ? this._depthScale : this._light.getDepthScale();
  76541. },
  76542. /**
  76543. * Sets the depth scale used in ESM mode.
  76544. * This can override the scale stored on the light.
  76545. */
  76546. set: function (value) {
  76547. this._depthScale = value;
  76548. },
  76549. enumerable: true,
  76550. configurable: true
  76551. });
  76552. Object.defineProperty(ShadowGenerator.prototype, "filter", {
  76553. /**
  76554. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  76555. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  76556. */
  76557. get: function () {
  76558. return this._filter;
  76559. },
  76560. /**
  76561. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  76562. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  76563. */
  76564. set: function (value) {
  76565. // Blurring the cubemap is going to be too expensive. Reverting to unblurred version
  76566. if (this._light.needCube()) {
  76567. if (value === ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP) {
  76568. this.useExponentialShadowMap = true;
  76569. return;
  76570. }
  76571. else if (value === ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP) {
  76572. this.useCloseExponentialShadowMap = true;
  76573. return;
  76574. }
  76575. // PCF on cubemap would also be expensive
  76576. else if (value === ShadowGenerator.FILTER_PCF || value === ShadowGenerator.FILTER_PCSS) {
  76577. this.usePoissonSampling = true;
  76578. return;
  76579. }
  76580. }
  76581. // Weblg1 fallback for PCF.
  76582. if (value === ShadowGenerator.FILTER_PCF || value === ShadowGenerator.FILTER_PCSS) {
  76583. if (this._scene.getEngine().webGLVersion === 1) {
  76584. this.usePoissonSampling = true;
  76585. return;
  76586. }
  76587. }
  76588. if (this._filter === value) {
  76589. return;
  76590. }
  76591. this._filter = value;
  76592. this._disposeBlurPostProcesses();
  76593. this._applyFilterValues();
  76594. this._light._markMeshesAsLightDirty();
  76595. },
  76596. enumerable: true,
  76597. configurable: true
  76598. });
  76599. Object.defineProperty(ShadowGenerator.prototype, "usePoissonSampling", {
  76600. /**
  76601. * Gets if the current filter is set to Poisson Sampling.
  76602. */
  76603. get: function () {
  76604. return this.filter === ShadowGenerator.FILTER_POISSONSAMPLING;
  76605. },
  76606. /**
  76607. * Sets the current filter to Poisson Sampling.
  76608. */
  76609. set: function (value) {
  76610. if (!value && this.filter !== ShadowGenerator.FILTER_POISSONSAMPLING) {
  76611. return;
  76612. }
  76613. this.filter = (value ? ShadowGenerator.FILTER_POISSONSAMPLING : ShadowGenerator.FILTER_NONE);
  76614. },
  76615. enumerable: true,
  76616. configurable: true
  76617. });
  76618. Object.defineProperty(ShadowGenerator.prototype, "useExponentialShadowMap", {
  76619. /**
  76620. * Gets if the current filter is set to ESM.
  76621. */
  76622. get: function () {
  76623. return this.filter === ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP;
  76624. },
  76625. /**
  76626. * Sets the current filter is to ESM.
  76627. */
  76628. set: function (value) {
  76629. if (!value && this.filter !== ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP) {
  76630. return;
  76631. }
  76632. this.filter = (value ? ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  76633. },
  76634. enumerable: true,
  76635. configurable: true
  76636. });
  76637. Object.defineProperty(ShadowGenerator.prototype, "useBlurExponentialShadowMap", {
  76638. /**
  76639. * Gets if the current filter is set to filtered ESM.
  76640. */
  76641. get: function () {
  76642. return this.filter === ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP;
  76643. },
  76644. /**
  76645. * Gets if the current filter is set to filtered ESM.
  76646. */
  76647. set: function (value) {
  76648. if (!value && this.filter !== ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP) {
  76649. return;
  76650. }
  76651. this.filter = (value ? ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  76652. },
  76653. enumerable: true,
  76654. configurable: true
  76655. });
  76656. Object.defineProperty(ShadowGenerator.prototype, "useCloseExponentialShadowMap", {
  76657. /**
  76658. * Gets if the current filter is set to "close ESM" (using the inverse of the
  76659. * exponential to prevent steep falloff artifacts).
  76660. */
  76661. get: function () {
  76662. return this.filter === ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP;
  76663. },
  76664. /**
  76665. * Sets the current filter to "close ESM" (using the inverse of the
  76666. * exponential to prevent steep falloff artifacts).
  76667. */
  76668. set: function (value) {
  76669. if (!value && this.filter !== ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP) {
  76670. return;
  76671. }
  76672. this.filter = (value ? ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  76673. },
  76674. enumerable: true,
  76675. configurable: true
  76676. });
  76677. Object.defineProperty(ShadowGenerator.prototype, "useBlurCloseExponentialShadowMap", {
  76678. /**
  76679. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  76680. * exponential to prevent steep falloff artifacts).
  76681. */
  76682. get: function () {
  76683. return this.filter === ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP;
  76684. },
  76685. /**
  76686. * Sets the current filter to filtered "close ESM" (using the inverse of the
  76687. * exponential to prevent steep falloff artifacts).
  76688. */
  76689. set: function (value) {
  76690. if (!value && this.filter !== ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP) {
  76691. return;
  76692. }
  76693. this.filter = (value ? ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  76694. },
  76695. enumerable: true,
  76696. configurable: true
  76697. });
  76698. Object.defineProperty(ShadowGenerator.prototype, "usePercentageCloserFiltering", {
  76699. /**
  76700. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  76701. */
  76702. get: function () {
  76703. return this.filter === ShadowGenerator.FILTER_PCF;
  76704. },
  76705. /**
  76706. * Sets the current filter to "PCF" (percentage closer filtering).
  76707. */
  76708. set: function (value) {
  76709. if (!value && this.filter !== ShadowGenerator.FILTER_PCF) {
  76710. return;
  76711. }
  76712. this.filter = (value ? ShadowGenerator.FILTER_PCF : ShadowGenerator.FILTER_NONE);
  76713. },
  76714. enumerable: true,
  76715. configurable: true
  76716. });
  76717. Object.defineProperty(ShadowGenerator.prototype, "filteringQuality", {
  76718. /**
  76719. * Gets the PCF or PCSS Quality.
  76720. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  76721. */
  76722. get: function () {
  76723. return this._filteringQuality;
  76724. },
  76725. /**
  76726. * Sets the PCF or PCSS Quality.
  76727. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  76728. */
  76729. set: function (filteringQuality) {
  76730. this._filteringQuality = filteringQuality;
  76731. },
  76732. enumerable: true,
  76733. configurable: true
  76734. });
  76735. Object.defineProperty(ShadowGenerator.prototype, "useContactHardeningShadow", {
  76736. /**
  76737. * Gets if the current filter is set to "PCSS" (contact hardening).
  76738. */
  76739. get: function () {
  76740. return this.filter === ShadowGenerator.FILTER_PCSS;
  76741. },
  76742. /**
  76743. * Sets the current filter to "PCSS" (contact hardening).
  76744. */
  76745. set: function (value) {
  76746. if (!value && this.filter !== ShadowGenerator.FILTER_PCSS) {
  76747. return;
  76748. }
  76749. this.filter = (value ? ShadowGenerator.FILTER_PCSS : ShadowGenerator.FILTER_NONE);
  76750. },
  76751. enumerable: true,
  76752. configurable: true
  76753. });
  76754. Object.defineProperty(ShadowGenerator.prototype, "contactHardeningLightSizeUVRatio", {
  76755. /**
  76756. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  76757. * Using a ratio helps keeping shape stability independently of the map size.
  76758. *
  76759. * It does not account for the light projection as it was having too much
  76760. * instability during the light setup or during light position changes.
  76761. *
  76762. * Only valid if useContactHardeningShadow is true.
  76763. */
  76764. get: function () {
  76765. return this._contactHardeningLightSizeUVRatio;
  76766. },
  76767. /**
  76768. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  76769. * Using a ratio helps keeping shape stability independently of the map size.
  76770. *
  76771. * It does not account for the light projection as it was having too much
  76772. * instability during the light setup or during light position changes.
  76773. *
  76774. * Only valid if useContactHardeningShadow is true.
  76775. */
  76776. set: function (contactHardeningLightSizeUVRatio) {
  76777. this._contactHardeningLightSizeUVRatio = contactHardeningLightSizeUVRatio;
  76778. },
  76779. enumerable: true,
  76780. configurable: true
  76781. });
  76782. /**
  76783. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  76784. * 0 means strongest and 1 would means no shadow.
  76785. * @returns the darkness.
  76786. */
  76787. ShadowGenerator.prototype.getDarkness = function () {
  76788. return this._darkness;
  76789. };
  76790. /**
  76791. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  76792. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  76793. * @returns the shadow generator allowing fluent coding.
  76794. */
  76795. ShadowGenerator.prototype.setDarkness = function (darkness) {
  76796. if (darkness >= 1.0) {
  76797. this._darkness = 1.0;
  76798. }
  76799. else if (darkness <= 0.0) {
  76800. this._darkness = 0.0;
  76801. }
  76802. else {
  76803. this._darkness = darkness;
  76804. }
  76805. return this;
  76806. };
  76807. /**
  76808. * Sets the ability to have transparent shadow (boolean).
  76809. * @param transparent True if transparent else False
  76810. * @returns the shadow generator allowing fluent coding
  76811. */
  76812. ShadowGenerator.prototype.setTransparencyShadow = function (transparent) {
  76813. this._transparencyShadow = transparent;
  76814. return this;
  76815. };
  76816. /**
  76817. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  76818. * @returns The render target texture if present otherwise, null
  76819. */
  76820. ShadowGenerator.prototype.getShadowMap = function () {
  76821. return this._shadowMap;
  76822. };
  76823. /**
  76824. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  76825. * @returns The render target texture if the shadow map is present otherwise, null
  76826. */
  76827. ShadowGenerator.prototype.getShadowMapForRendering = function () {
  76828. if (this._shadowMap2) {
  76829. return this._shadowMap2;
  76830. }
  76831. return this._shadowMap;
  76832. };
  76833. /**
  76834. * Helper function to add a mesh and its descendants to the list of shadow casters.
  76835. * @param mesh Mesh to add
  76836. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  76837. * @returns the Shadow Generator itself
  76838. */
  76839. ShadowGenerator.prototype.addShadowCaster = function (mesh, includeDescendants) {
  76840. if (includeDescendants === void 0) { includeDescendants = true; }
  76841. var _a;
  76842. if (!this._shadowMap) {
  76843. return this;
  76844. }
  76845. if (!this._shadowMap.renderList) {
  76846. this._shadowMap.renderList = [];
  76847. }
  76848. this._shadowMap.renderList.push(mesh);
  76849. if (includeDescendants) {
  76850. (_a = this._shadowMap.renderList).push.apply(_a, mesh.getChildMeshes());
  76851. }
  76852. return this;
  76853. };
  76854. /**
  76855. * Helper function to remove a mesh and its descendants from the list of shadow casters
  76856. * @param mesh Mesh to remove
  76857. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  76858. * @returns the Shadow Generator itself
  76859. */
  76860. ShadowGenerator.prototype.removeShadowCaster = function (mesh, includeDescendants) {
  76861. if (includeDescendants === void 0) { includeDescendants = true; }
  76862. if (!this._shadowMap || !this._shadowMap.renderList) {
  76863. return this;
  76864. }
  76865. var index = this._shadowMap.renderList.indexOf(mesh);
  76866. if (index !== -1) {
  76867. this._shadowMap.renderList.splice(index, 1);
  76868. }
  76869. if (includeDescendants) {
  76870. for (var _i = 0, _a = mesh.getChildren(); _i < _a.length; _i++) {
  76871. var child = _a[_i];
  76872. this.removeShadowCaster(child);
  76873. }
  76874. }
  76875. return this;
  76876. };
  76877. /**
  76878. * Returns the associated light object.
  76879. * @returns the light generating the shadow
  76880. */
  76881. ShadowGenerator.prototype.getLight = function () {
  76882. return this._light;
  76883. };
  76884. ShadowGenerator.prototype._initializeGenerator = function () {
  76885. this._light._markMeshesAsLightDirty();
  76886. this._initializeShadowMap();
  76887. };
  76888. ShadowGenerator.prototype._initializeShadowMap = function () {
  76889. var _this = this;
  76890. // Render target
  76891. var engine = this._scene.getEngine();
  76892. if (engine.webGLVersion > 1) {
  76893. this._shadowMap = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap", this._mapSize, this._scene, false, true, this._textureType, this._light.needCube(), undefined, false, false);
  76894. this._shadowMap.createDepthStencilTexture(BABYLON.Engine.LESS, true);
  76895. }
  76896. else {
  76897. this._shadowMap = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap", this._mapSize, this._scene, false, true, this._textureType, this._light.needCube());
  76898. }
  76899. this._shadowMap.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  76900. this._shadowMap.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  76901. this._shadowMap.anisotropicFilteringLevel = 1;
  76902. this._shadowMap.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  76903. this._shadowMap.renderParticles = false;
  76904. this._shadowMap.ignoreCameraViewport = true;
  76905. // Record Face Index before render.
  76906. this._shadowMap.onBeforeRenderObservable.add(function (faceIndex) {
  76907. _this._currentFaceIndex = faceIndex;
  76908. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  76909. engine.setColorWrite(false);
  76910. }
  76911. });
  76912. // Custom render function.
  76913. this._shadowMap.customRenderFunction = this._renderForShadowMap.bind(this);
  76914. // Blur if required afer render.
  76915. this._shadowMap.onAfterUnbindObservable.add(function () {
  76916. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  76917. engine.setColorWrite(true);
  76918. }
  76919. if (!_this.useBlurExponentialShadowMap && !_this.useBlurCloseExponentialShadowMap) {
  76920. return;
  76921. }
  76922. var shadowMap = _this.getShadowMapForRendering();
  76923. if (shadowMap) {
  76924. _this._scene.postProcessManager.directRender(_this._blurPostProcesses, shadowMap.getInternalTexture(), true);
  76925. }
  76926. });
  76927. // Clear according to the chosen filter.
  76928. var clearZero = new BABYLON.Color4(0, 0, 0, 0);
  76929. var clearOne = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  76930. this._shadowMap.onClearObservable.add(function (engine) {
  76931. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  76932. engine.clear(clearOne, false, true, false);
  76933. }
  76934. else if (_this.useExponentialShadowMap || _this.useBlurExponentialShadowMap) {
  76935. engine.clear(clearZero, true, true, false);
  76936. }
  76937. else {
  76938. engine.clear(clearOne, true, true, false);
  76939. }
  76940. });
  76941. };
  76942. ShadowGenerator.prototype._initializeBlurRTTAndPostProcesses = function () {
  76943. var _this = this;
  76944. var engine = this._scene.getEngine();
  76945. var targetSize = this._mapSize / this.blurScale;
  76946. if (!this.useKernelBlur || this.blurScale !== 1.0) {
  76947. this._shadowMap2 = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap2", targetSize, this._scene, false, true, this._textureType);
  76948. this._shadowMap2.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  76949. this._shadowMap2.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  76950. this._shadowMap2.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  76951. }
  76952. if (this.useKernelBlur) {
  76953. this._kernelBlurXPostprocess = new BABYLON.BlurPostProcess(this._light.name + "KernelBlurX", new BABYLON.Vector2(1, 0), this.blurKernel, 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, this._textureType);
  76954. this._kernelBlurXPostprocess.width = targetSize;
  76955. this._kernelBlurXPostprocess.height = targetSize;
  76956. this._kernelBlurXPostprocess.onApplyObservable.add(function (effect) {
  76957. effect.setTexture("textureSampler", _this._shadowMap);
  76958. });
  76959. this._kernelBlurYPostprocess = new BABYLON.BlurPostProcess(this._light.name + "KernelBlurY", new BABYLON.Vector2(0, 1), this.blurKernel, 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, this._textureType);
  76960. this._kernelBlurXPostprocess.autoClear = false;
  76961. this._kernelBlurYPostprocess.autoClear = false;
  76962. if (this._textureType === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  76963. this._kernelBlurXPostprocess.packedFloat = true;
  76964. this._kernelBlurYPostprocess.packedFloat = true;
  76965. }
  76966. this._blurPostProcesses = [this._kernelBlurXPostprocess, this._kernelBlurYPostprocess];
  76967. }
  76968. else {
  76969. this._boxBlurPostprocess = new BABYLON.PostProcess(this._light.name + "DepthBoxBlur", "depthBoxBlur", ["screenSize", "boxOffset"], [], 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, "#define OFFSET " + this._blurBoxOffset, this._textureType);
  76970. this._boxBlurPostprocess.onApplyObservable.add(function (effect) {
  76971. effect.setFloat2("screenSize", targetSize, targetSize);
  76972. effect.setTexture("textureSampler", _this._shadowMap);
  76973. });
  76974. this._boxBlurPostprocess.autoClear = false;
  76975. this._blurPostProcesses = [this._boxBlurPostprocess];
  76976. }
  76977. };
  76978. ShadowGenerator.prototype._renderForShadowMap = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  76979. var index;
  76980. var engine = this._scene.getEngine();
  76981. if (depthOnlySubMeshes.length) {
  76982. engine.setColorWrite(false);
  76983. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  76984. this._renderSubMeshForShadowMap(depthOnlySubMeshes.data[index]);
  76985. }
  76986. engine.setColorWrite(true);
  76987. }
  76988. for (index = 0; index < opaqueSubMeshes.length; index++) {
  76989. this._renderSubMeshForShadowMap(opaqueSubMeshes.data[index]);
  76990. }
  76991. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  76992. this._renderSubMeshForShadowMap(alphaTestSubMeshes.data[index]);
  76993. }
  76994. if (this._transparencyShadow) {
  76995. for (index = 0; index < transparentSubMeshes.length; index++) {
  76996. this._renderSubMeshForShadowMap(transparentSubMeshes.data[index]);
  76997. }
  76998. }
  76999. };
  77000. ShadowGenerator.prototype._renderSubMeshForShadowMap = function (subMesh) {
  77001. var _this = this;
  77002. var mesh = subMesh.getRenderingMesh();
  77003. var scene = this._scene;
  77004. var engine = scene.getEngine();
  77005. var material = subMesh.getMaterial();
  77006. if (!material || subMesh.verticesCount === 0) {
  77007. return;
  77008. }
  77009. // Culling
  77010. engine.setState(material.backFaceCulling);
  77011. // Managing instances
  77012. var batch = mesh._getInstancesRenderList(subMesh._id);
  77013. if (batch.mustReturn) {
  77014. return;
  77015. }
  77016. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  77017. if (this.isReady(subMesh, hardwareInstancedRendering)) {
  77018. engine.enableEffect(this._effect);
  77019. mesh._bind(subMesh, this._effect, BABYLON.Material.TriangleFillMode);
  77020. this._effect.setFloat3("biasAndScale", this.bias, this.normalBias, this.depthScale);
  77021. this._effect.setMatrix("viewProjection", this.getTransformMatrix());
  77022. if (this.getLight().getTypeID() === BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  77023. this._effect.setVector3("lightData", this._cachedDirection);
  77024. }
  77025. else {
  77026. this._effect.setVector3("lightData", this._cachedPosition);
  77027. }
  77028. if (scene.activeCamera) {
  77029. this._effect.setFloat2("depthValues", this.getLight().getDepthMinZ(scene.activeCamera), this.getLight().getDepthMinZ(scene.activeCamera) + this.getLight().getDepthMaxZ(scene.activeCamera));
  77030. }
  77031. // Alpha test
  77032. if (material && material.needAlphaTesting()) {
  77033. var alphaTexture = material.getAlphaTestTexture();
  77034. if (alphaTexture) {
  77035. this._effect.setTexture("diffuseSampler", alphaTexture);
  77036. this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix() || this._defaultTextureMatrix);
  77037. }
  77038. }
  77039. // Bones
  77040. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  77041. var skeleton = mesh.skeleton;
  77042. if (skeleton.isUsingTextureForMatrices) {
  77043. var boneTexture = skeleton.getTransformMatrixTexture();
  77044. if (!boneTexture) {
  77045. return;
  77046. }
  77047. this._effect.setTexture("boneSampler", boneTexture);
  77048. this._effect.setFloat("boneTextureWidth", 4.0 * (skeleton.bones.length + 1));
  77049. }
  77050. else {
  77051. this._effect.setMatrices("mBones", skeleton.getTransformMatrices((mesh)));
  77052. }
  77053. }
  77054. // Morph targets
  77055. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._effect);
  77056. if (this.forceBackFacesOnly) {
  77057. engine.setState(true, 0, false, true);
  77058. }
  77059. // Draw
  77060. mesh._processRendering(subMesh, this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  77061. if (this.forceBackFacesOnly) {
  77062. engine.setState(true, 0, false, false);
  77063. }
  77064. }
  77065. else {
  77066. // Need to reset refresh rate of the shadowMap
  77067. if (this._shadowMap) {
  77068. this._shadowMap.resetRefreshCounter();
  77069. }
  77070. }
  77071. };
  77072. ShadowGenerator.prototype._applyFilterValues = function () {
  77073. if (!this._shadowMap) {
  77074. return;
  77075. }
  77076. if (this.filter === ShadowGenerator.FILTER_NONE || this.filter === ShadowGenerator.FILTER_PCSS) {
  77077. this._shadowMap.updateSamplingMode(BABYLON.Texture.NEAREST_SAMPLINGMODE);
  77078. }
  77079. else {
  77080. this._shadowMap.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  77081. }
  77082. };
  77083. /**
  77084. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  77085. * @param onCompiled Callback triggered at the and of the effects compilation
  77086. * @param options Sets of optional options forcing the compilation with different modes
  77087. */
  77088. ShadowGenerator.prototype.forceCompilation = function (onCompiled, options) {
  77089. var _this = this;
  77090. var localOptions = __assign({ useInstances: false }, options);
  77091. var shadowMap = this.getShadowMap();
  77092. if (!shadowMap) {
  77093. if (onCompiled) {
  77094. onCompiled(this);
  77095. }
  77096. return;
  77097. }
  77098. var renderList = shadowMap.renderList;
  77099. if (!renderList) {
  77100. if (onCompiled) {
  77101. onCompiled(this);
  77102. }
  77103. return;
  77104. }
  77105. var subMeshes = new Array();
  77106. for (var _i = 0, renderList_1 = renderList; _i < renderList_1.length; _i++) {
  77107. var mesh = renderList_1[_i];
  77108. subMeshes.push.apply(subMeshes, mesh.subMeshes);
  77109. }
  77110. if (subMeshes.length === 0) {
  77111. if (onCompiled) {
  77112. onCompiled(this);
  77113. }
  77114. return;
  77115. }
  77116. var currentIndex = 0;
  77117. var checkReady = function () {
  77118. if (!_this._scene || !_this._scene.getEngine()) {
  77119. return;
  77120. }
  77121. while (_this.isReady(subMeshes[currentIndex], localOptions.useInstances)) {
  77122. currentIndex++;
  77123. if (currentIndex >= subMeshes.length) {
  77124. if (onCompiled) {
  77125. onCompiled(_this);
  77126. }
  77127. return;
  77128. }
  77129. }
  77130. setTimeout(checkReady, 16);
  77131. };
  77132. checkReady();
  77133. };
  77134. /**
  77135. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  77136. * @param options Sets of optional options forcing the compilation with different modes
  77137. * @returns A promise that resolves when the compilation completes
  77138. */
  77139. ShadowGenerator.prototype.forceCompilationAsync = function (options) {
  77140. var _this = this;
  77141. return new Promise(function (resolve) {
  77142. _this.forceCompilation(function () {
  77143. resolve();
  77144. }, options);
  77145. });
  77146. };
  77147. /**
  77148. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  77149. * @param subMesh The submesh we want to render in the shadow map
  77150. * @param useInstances Defines wether will draw in the map using instances
  77151. * @returns true if ready otherwise, false
  77152. */
  77153. ShadowGenerator.prototype.isReady = function (subMesh, useInstances) {
  77154. var defines = [];
  77155. if (this._textureType !== BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  77156. defines.push("#define FLOAT");
  77157. }
  77158. if (this.useExponentialShadowMap || this.useBlurExponentialShadowMap) {
  77159. defines.push("#define ESM");
  77160. }
  77161. else if (this.usePercentageCloserFiltering || this.useContactHardeningShadow) {
  77162. defines.push("#define DEPTHTEXTURE");
  77163. }
  77164. var attribs = [BABYLON.VertexBuffer.PositionKind];
  77165. var mesh = subMesh.getMesh();
  77166. var material = subMesh.getMaterial();
  77167. // Normal bias.
  77168. if (this.normalBias && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  77169. attribs.push(BABYLON.VertexBuffer.NormalKind);
  77170. defines.push("#define NORMAL");
  77171. if (mesh.nonUniformScaling) {
  77172. defines.push("#define NONUNIFORMSCALING");
  77173. }
  77174. if (this.getLight().getTypeID() === BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  77175. defines.push("#define DIRECTIONINLIGHTDATA");
  77176. }
  77177. }
  77178. // Alpha test
  77179. if (material && material.needAlphaTesting()) {
  77180. var alphaTexture = material.getAlphaTestTexture();
  77181. if (alphaTexture) {
  77182. defines.push("#define ALPHATEST");
  77183. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  77184. attribs.push(BABYLON.VertexBuffer.UVKind);
  77185. defines.push("#define UV1");
  77186. }
  77187. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  77188. if (alphaTexture.coordinatesIndex === 1) {
  77189. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  77190. defines.push("#define UV2");
  77191. }
  77192. }
  77193. }
  77194. }
  77195. // Bones
  77196. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  77197. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  77198. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  77199. if (mesh.numBoneInfluencers > 4) {
  77200. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  77201. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  77202. }
  77203. var skeleton = mesh.skeleton;
  77204. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  77205. if (skeleton.isUsingTextureForMatrices) {
  77206. defines.push("#define BONETEXTURE");
  77207. }
  77208. else {
  77209. defines.push("#define BonesPerMesh " + (skeleton.bones.length + 1));
  77210. }
  77211. }
  77212. else {
  77213. defines.push("#define NUM_BONE_INFLUENCERS 0");
  77214. }
  77215. // Morph targets
  77216. var manager = mesh.morphTargetManager;
  77217. var morphInfluencers = 0;
  77218. if (manager) {
  77219. if (manager.numInfluencers > 0) {
  77220. defines.push("#define MORPHTARGETS");
  77221. morphInfluencers = manager.numInfluencers;
  77222. defines.push("#define NUM_MORPH_INFLUENCERS " + morphInfluencers);
  77223. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, { "NUM_MORPH_INFLUENCERS": morphInfluencers });
  77224. }
  77225. }
  77226. // Instances
  77227. if (useInstances) {
  77228. defines.push("#define INSTANCES");
  77229. attribs.push("world0");
  77230. attribs.push("world1");
  77231. attribs.push("world2");
  77232. attribs.push("world3");
  77233. }
  77234. // Get correct effect
  77235. var join = defines.join("\n");
  77236. if (this._cachedDefines !== join) {
  77237. this._cachedDefines = join;
  77238. this._effect = this._scene.getEngine().createEffect("shadowMap", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "lightData", "depthValues", "biasAndScale", "morphTargetInfluences", "boneTextureWidth"], ["diffuseSampler", "boneSampler"], join, undefined, undefined, undefined, { maxSimultaneousMorphTargets: morphInfluencers });
  77239. }
  77240. if (!this._effect.isReady()) {
  77241. return false;
  77242. }
  77243. if (this.useBlurExponentialShadowMap || this.useBlurCloseExponentialShadowMap) {
  77244. if (!this._blurPostProcesses || !this._blurPostProcesses.length) {
  77245. this._initializeBlurRTTAndPostProcesses();
  77246. }
  77247. }
  77248. if (this._kernelBlurXPostprocess && !this._kernelBlurXPostprocess.isReady()) {
  77249. return false;
  77250. }
  77251. if (this._kernelBlurYPostprocess && !this._kernelBlurYPostprocess.isReady()) {
  77252. return false;
  77253. }
  77254. if (this._boxBlurPostprocess && !this._boxBlurPostprocess.isReady()) {
  77255. return false;
  77256. }
  77257. return true;
  77258. };
  77259. /**
  77260. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  77261. * @param defines Defines of the material we want to update
  77262. * @param lightIndex Index of the light in the enabled light list of the material
  77263. */
  77264. ShadowGenerator.prototype.prepareDefines = function (defines, lightIndex) {
  77265. var scene = this._scene;
  77266. var light = this._light;
  77267. if (!scene.shadowsEnabled || !light.shadowEnabled) {
  77268. return;
  77269. }
  77270. defines["SHADOW" + lightIndex] = true;
  77271. if (this.useContactHardeningShadow) {
  77272. defines["SHADOWPCSS" + lightIndex] = true;
  77273. if (this._filteringQuality === ShadowGenerator.QUALITY_LOW) {
  77274. defines["SHADOWLOWQUALITY" + lightIndex] = true;
  77275. }
  77276. else if (this._filteringQuality === ShadowGenerator.QUALITY_MEDIUM) {
  77277. defines["SHADOWMEDIUMQUALITY" + lightIndex] = true;
  77278. }
  77279. // else default to high.
  77280. }
  77281. if (this.usePercentageCloserFiltering) {
  77282. defines["SHADOWPCF" + lightIndex] = true;
  77283. if (this._filteringQuality === ShadowGenerator.QUALITY_LOW) {
  77284. defines["SHADOWLOWQUALITY" + lightIndex] = true;
  77285. }
  77286. else if (this._filteringQuality === ShadowGenerator.QUALITY_MEDIUM) {
  77287. defines["SHADOWMEDIUMQUALITY" + lightIndex] = true;
  77288. }
  77289. // else default to high.
  77290. }
  77291. else if (this.usePoissonSampling) {
  77292. defines["SHADOWPOISSON" + lightIndex] = true;
  77293. }
  77294. else if (this.useExponentialShadowMap || this.useBlurExponentialShadowMap) {
  77295. defines["SHADOWESM" + lightIndex] = true;
  77296. }
  77297. else if (this.useCloseExponentialShadowMap || this.useBlurCloseExponentialShadowMap) {
  77298. defines["SHADOWCLOSEESM" + lightIndex] = true;
  77299. }
  77300. if (light.needCube()) {
  77301. defines["SHADOWCUBE" + lightIndex] = true;
  77302. }
  77303. };
  77304. /**
  77305. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  77306. * defined in the generator but impacting the effect).
  77307. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  77308. * @param effect The effect we are binfing the information for
  77309. */
  77310. ShadowGenerator.prototype.bindShadowLight = function (lightIndex, effect) {
  77311. var light = this._light;
  77312. var scene = this._scene;
  77313. if (!scene.shadowsEnabled || !light.shadowEnabled) {
  77314. return;
  77315. }
  77316. var camera = scene.activeCamera;
  77317. if (!camera) {
  77318. return;
  77319. }
  77320. var shadowMap = this.getShadowMap();
  77321. if (!shadowMap) {
  77322. return;
  77323. }
  77324. if (!light.needCube()) {
  77325. effect.setMatrix("lightMatrix" + lightIndex, this.getTransformMatrix());
  77326. }
  77327. // Only PCF uses depth stencil texture.
  77328. if (this._filter === ShadowGenerator.FILTER_PCF) {
  77329. effect.setDepthStencilTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  77330. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), shadowMap.getSize().width, 1 / shadowMap.getSize().width, this.frustumEdgeFalloff, lightIndex);
  77331. }
  77332. else if (this._filter === ShadowGenerator.FILTER_PCSS) {
  77333. effect.setDepthStencilTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  77334. effect.setTexture("depthSampler" + lightIndex, this.getShadowMapForRendering());
  77335. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), 1 / shadowMap.getSize().width, this._contactHardeningLightSizeUVRatio * shadowMap.getSize().width, this.frustumEdgeFalloff, lightIndex);
  77336. }
  77337. else {
  77338. effect.setTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  77339. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), this.blurScale / shadowMap.getSize().width, this.depthScale, this.frustumEdgeFalloff, lightIndex);
  77340. }
  77341. light._uniformBuffer.updateFloat2("depthValues", this.getLight().getDepthMinZ(camera), this.getLight().getDepthMinZ(camera) + this.getLight().getDepthMaxZ(camera), lightIndex);
  77342. };
  77343. /**
  77344. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  77345. * (eq to shadow prjection matrix * light transform matrix)
  77346. * @returns The transform matrix used to create the shadow map
  77347. */
  77348. ShadowGenerator.prototype.getTransformMatrix = function () {
  77349. var scene = this._scene;
  77350. if (this._currentRenderID === scene.getRenderId() && this._currentFaceIndexCache === this._currentFaceIndex) {
  77351. return this._transformMatrix;
  77352. }
  77353. this._currentRenderID = scene.getRenderId();
  77354. this._currentFaceIndexCache = this._currentFaceIndex;
  77355. var lightPosition = this._light.position;
  77356. if (this._light.computeTransformedInformation()) {
  77357. lightPosition = this._light.transformedPosition;
  77358. }
  77359. BABYLON.Vector3.NormalizeToRef(this._light.getShadowDirection(this._currentFaceIndex), this._lightDirection);
  77360. if (Math.abs(BABYLON.Vector3.Dot(this._lightDirection, BABYLON.Vector3.Up())) === 1.0) {
  77361. this._lightDirection.z = 0.0000000000001; // Required to avoid perfectly perpendicular light
  77362. }
  77363. if (this._light.needProjectionMatrixCompute() || !this._cachedPosition || !this._cachedDirection || !lightPosition.equals(this._cachedPosition) || !this._lightDirection.equals(this._cachedDirection)) {
  77364. this._cachedPosition.copyFrom(lightPosition);
  77365. this._cachedDirection.copyFrom(this._lightDirection);
  77366. BABYLON.Matrix.LookAtLHToRef(lightPosition, lightPosition.add(this._lightDirection), BABYLON.Vector3.Up(), this._viewMatrix);
  77367. var shadowMap = this.getShadowMap();
  77368. if (shadowMap) {
  77369. var renderList = shadowMap.renderList;
  77370. if (renderList) {
  77371. this._light.setShadowProjectionMatrix(this._projectionMatrix, this._viewMatrix, renderList);
  77372. }
  77373. }
  77374. this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  77375. }
  77376. return this._transformMatrix;
  77377. };
  77378. /**
  77379. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  77380. * Cube and 2D textures for instance.
  77381. */
  77382. ShadowGenerator.prototype.recreateShadowMap = function () {
  77383. var shadowMap = this._shadowMap;
  77384. if (!shadowMap) {
  77385. return;
  77386. }
  77387. // Track render list.
  77388. var renderList = shadowMap.renderList;
  77389. // Clean up existing data.
  77390. this._disposeRTTandPostProcesses();
  77391. // Reinitializes.
  77392. this._initializeGenerator();
  77393. // Reaffect the filter to ensure a correct fallback if necessary.
  77394. this.filter = this.filter;
  77395. // Reaffect the filter.
  77396. this._applyFilterValues();
  77397. // Reaffect Render List.
  77398. this._shadowMap.renderList = renderList;
  77399. };
  77400. ShadowGenerator.prototype._disposeBlurPostProcesses = function () {
  77401. if (this._shadowMap2) {
  77402. this._shadowMap2.dispose();
  77403. this._shadowMap2 = null;
  77404. }
  77405. if (this._boxBlurPostprocess) {
  77406. this._boxBlurPostprocess.dispose();
  77407. this._boxBlurPostprocess = null;
  77408. }
  77409. if (this._kernelBlurXPostprocess) {
  77410. this._kernelBlurXPostprocess.dispose();
  77411. this._kernelBlurXPostprocess = null;
  77412. }
  77413. if (this._kernelBlurYPostprocess) {
  77414. this._kernelBlurYPostprocess.dispose();
  77415. this._kernelBlurYPostprocess = null;
  77416. }
  77417. this._blurPostProcesses = [];
  77418. };
  77419. ShadowGenerator.prototype._disposeRTTandPostProcesses = function () {
  77420. if (this._shadowMap) {
  77421. this._shadowMap.dispose();
  77422. this._shadowMap = null;
  77423. }
  77424. this._disposeBlurPostProcesses();
  77425. };
  77426. /**
  77427. * Disposes the ShadowGenerator.
  77428. * Returns nothing.
  77429. */
  77430. ShadowGenerator.prototype.dispose = function () {
  77431. this._disposeRTTandPostProcesses();
  77432. if (this._light) {
  77433. this._light._shadowGenerator = null;
  77434. this._light._markMeshesAsLightDirty();
  77435. }
  77436. };
  77437. /**
  77438. * Serializes the shadow generator setup to a json object.
  77439. * @returns The serialized JSON object
  77440. */
  77441. ShadowGenerator.prototype.serialize = function () {
  77442. var serializationObject = {};
  77443. var shadowMap = this.getShadowMap();
  77444. if (!shadowMap) {
  77445. return serializationObject;
  77446. }
  77447. serializationObject.lightId = this._light.id;
  77448. serializationObject.mapSize = shadowMap.getRenderSize();
  77449. serializationObject.useExponentialShadowMap = this.useExponentialShadowMap;
  77450. serializationObject.useBlurExponentialShadowMap = this.useBlurExponentialShadowMap;
  77451. serializationObject.useCloseExponentialShadowMap = this.useBlurExponentialShadowMap;
  77452. serializationObject.useBlurCloseExponentialShadowMap = this.useBlurExponentialShadowMap;
  77453. serializationObject.usePoissonSampling = this.usePoissonSampling;
  77454. serializationObject.forceBackFacesOnly = this.forceBackFacesOnly;
  77455. serializationObject.depthScale = this.depthScale;
  77456. serializationObject.darkness = this.getDarkness();
  77457. serializationObject.blurBoxOffset = this.blurBoxOffset;
  77458. serializationObject.blurKernel = this.blurKernel;
  77459. serializationObject.blurScale = this.blurScale;
  77460. serializationObject.useKernelBlur = this.useKernelBlur;
  77461. serializationObject.transparencyShadow = this._transparencyShadow;
  77462. serializationObject.frustumEdgeFalloff = this.frustumEdgeFalloff;
  77463. serializationObject.bias = this.bias;
  77464. serializationObject.normalBias = this.normalBias;
  77465. serializationObject.usePercentageCloserFiltering = this.usePercentageCloserFiltering;
  77466. serializationObject.useContactHardeningShadow = this.useContactHardeningShadow;
  77467. serializationObject.filteringQuality = this.filteringQuality;
  77468. serializationObject.contactHardeningLightSizeUVRatio = this.contactHardeningLightSizeUVRatio;
  77469. serializationObject.renderList = [];
  77470. if (shadowMap.renderList) {
  77471. for (var meshIndex = 0; meshIndex < shadowMap.renderList.length; meshIndex++) {
  77472. var mesh = shadowMap.renderList[meshIndex];
  77473. serializationObject.renderList.push(mesh.id);
  77474. }
  77475. }
  77476. return serializationObject;
  77477. };
  77478. /**
  77479. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  77480. * @param parsedShadowGenerator The JSON object to parse
  77481. * @param scene The scene to create the shadow map for
  77482. * @returns The parsed shadow generator
  77483. */
  77484. ShadowGenerator.Parse = function (parsedShadowGenerator, scene) {
  77485. var light = scene.getLightByID(parsedShadowGenerator.lightId);
  77486. var shadowGenerator = new ShadowGenerator(parsedShadowGenerator.mapSize, light);
  77487. var shadowMap = shadowGenerator.getShadowMap();
  77488. for (var meshIndex = 0; meshIndex < parsedShadowGenerator.renderList.length; meshIndex++) {
  77489. var meshes = scene.getMeshesByID(parsedShadowGenerator.renderList[meshIndex]);
  77490. meshes.forEach(function (mesh) {
  77491. if (!shadowMap) {
  77492. return;
  77493. }
  77494. if (!shadowMap.renderList) {
  77495. shadowMap.renderList = [];
  77496. }
  77497. shadowMap.renderList.push(mesh);
  77498. });
  77499. }
  77500. if (parsedShadowGenerator.usePoissonSampling) {
  77501. shadowGenerator.usePoissonSampling = true;
  77502. }
  77503. else if (parsedShadowGenerator.useExponentialShadowMap) {
  77504. shadowGenerator.useExponentialShadowMap = true;
  77505. }
  77506. else if (parsedShadowGenerator.useBlurExponentialShadowMap) {
  77507. shadowGenerator.useBlurExponentialShadowMap = true;
  77508. }
  77509. else if (parsedShadowGenerator.useCloseExponentialShadowMap) {
  77510. shadowGenerator.useCloseExponentialShadowMap = true;
  77511. }
  77512. else if (parsedShadowGenerator.useBlurCloseExponentialShadowMap) {
  77513. shadowGenerator.useBlurCloseExponentialShadowMap = true;
  77514. }
  77515. else if (parsedShadowGenerator.usePercentageCloserFiltering) {
  77516. shadowGenerator.usePercentageCloserFiltering = true;
  77517. }
  77518. else if (parsedShadowGenerator.useContactHardeningShadow) {
  77519. shadowGenerator.useContactHardeningShadow = true;
  77520. }
  77521. if (parsedShadowGenerator.filteringQuality) {
  77522. shadowGenerator.filteringQuality = parsedShadowGenerator.filteringQuality;
  77523. }
  77524. if (parsedShadowGenerator.contactHardeningLightSizeUVRatio) {
  77525. shadowGenerator.contactHardeningLightSizeUVRatio = parsedShadowGenerator.contactHardeningLightSizeUVRatio;
  77526. }
  77527. // Backward compat
  77528. else if (parsedShadowGenerator.useVarianceShadowMap) {
  77529. shadowGenerator.useExponentialShadowMap = true;
  77530. }
  77531. else if (parsedShadowGenerator.useBlurVarianceShadowMap) {
  77532. shadowGenerator.useBlurExponentialShadowMap = true;
  77533. }
  77534. if (parsedShadowGenerator.depthScale) {
  77535. shadowGenerator.depthScale = parsedShadowGenerator.depthScale;
  77536. }
  77537. if (parsedShadowGenerator.blurScale) {
  77538. shadowGenerator.blurScale = parsedShadowGenerator.blurScale;
  77539. }
  77540. if (parsedShadowGenerator.blurBoxOffset) {
  77541. shadowGenerator.blurBoxOffset = parsedShadowGenerator.blurBoxOffset;
  77542. }
  77543. if (parsedShadowGenerator.useKernelBlur) {
  77544. shadowGenerator.useKernelBlur = parsedShadowGenerator.useKernelBlur;
  77545. }
  77546. if (parsedShadowGenerator.blurKernel) {
  77547. shadowGenerator.blurKernel = parsedShadowGenerator.blurKernel;
  77548. }
  77549. if (parsedShadowGenerator.bias !== undefined) {
  77550. shadowGenerator.bias = parsedShadowGenerator.bias;
  77551. }
  77552. if (parsedShadowGenerator.normalBias !== undefined) {
  77553. shadowGenerator.normalBias = parsedShadowGenerator.normalBias;
  77554. }
  77555. if (parsedShadowGenerator.frustumEdgeFalloff !== undefined) {
  77556. shadowGenerator.frustumEdgeFalloff = parsedShadowGenerator.frustumEdgeFalloff;
  77557. }
  77558. if (parsedShadowGenerator.darkness) {
  77559. shadowGenerator.setDarkness(parsedShadowGenerator.darkness);
  77560. }
  77561. if (parsedShadowGenerator.transparencyShadow) {
  77562. shadowGenerator.setTransparencyShadow(true);
  77563. }
  77564. shadowGenerator.forceBackFacesOnly = parsedShadowGenerator.forceBackFacesOnly;
  77565. return shadowGenerator;
  77566. };
  77567. /**
  77568. * Shadow generator mode None: no filtering applied.
  77569. */
  77570. ShadowGenerator.FILTER_NONE = 0;
  77571. /**
  77572. * Shadow generator mode ESM: Exponential Shadow Mapping.
  77573. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77574. */
  77575. ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP = 1;
  77576. /**
  77577. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  77578. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  77579. */
  77580. ShadowGenerator.FILTER_POISSONSAMPLING = 2;
  77581. /**
  77582. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  77583. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77584. */
  77585. ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP = 3;
  77586. /**
  77587. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  77588. * edge artifacts on steep falloff.
  77589. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77590. */
  77591. ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP = 4;
  77592. /**
  77593. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  77594. * edge artifacts on steep falloff.
  77595. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77596. */
  77597. ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP = 5;
  77598. /**
  77599. * Shadow generator mode PCF: Percentage Closer Filtering
  77600. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  77601. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  77602. */
  77603. ShadowGenerator.FILTER_PCF = 6;
  77604. /**
  77605. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  77606. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  77607. * Contact Hardening
  77608. */
  77609. ShadowGenerator.FILTER_PCSS = 7;
  77610. /**
  77611. * Reserved for PCF and PCSS
  77612. * Highest Quality.
  77613. *
  77614. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  77615. *
  77616. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  77617. */
  77618. ShadowGenerator.QUALITY_HIGH = 0;
  77619. /**
  77620. * Reserved for PCF and PCSS
  77621. * Good tradeoff for quality/perf cross devices
  77622. *
  77623. * Execute PCF on a 3*3 kernel.
  77624. *
  77625. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  77626. */
  77627. ShadowGenerator.QUALITY_MEDIUM = 1;
  77628. /**
  77629. * Reserved for PCF and PCSS
  77630. * The lowest quality but the fastest.
  77631. *
  77632. * Execute PCF on a 1*1 kernel.
  77633. *
  77634. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  77635. */
  77636. ShadowGenerator.QUALITY_LOW = 2;
  77637. return ShadowGenerator;
  77638. }());
  77639. BABYLON.ShadowGenerator = ShadowGenerator;
  77640. })(BABYLON || (BABYLON = {}));
  77641. //# sourceMappingURL=babylon.shadowGenerator.js.map
  77642. var BABYLON;
  77643. (function (BABYLON) {
  77644. // Adds the parser to the scene parsers.
  77645. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_SHADOWGENERATOR, function (parsedData, scene, container, rootUrl) {
  77646. // Shadows
  77647. if (parsedData.shadowGenerators !== undefined && parsedData.shadowGenerators !== null) {
  77648. for (var index = 0, cache = parsedData.shadowGenerators.length; index < cache; index++) {
  77649. var parsedShadowGenerator = parsedData.shadowGenerators[index];
  77650. BABYLON.ShadowGenerator.Parse(parsedShadowGenerator, scene);
  77651. // SG would be available on their associated lights
  77652. }
  77653. }
  77654. });
  77655. /**
  77656. * Defines the shadow generator component responsible to manage any shadow generators
  77657. * in a given scene.
  77658. */
  77659. var ShadowGeneratorSceneComponent = /** @class */ (function () {
  77660. /**
  77661. * Creates a new instance of the component for the given scene
  77662. * @param scene Defines the scene to register the component in
  77663. */
  77664. function ShadowGeneratorSceneComponent(scene) {
  77665. /**
  77666. * The component name helpfull to identify the component in the list of scene components.
  77667. */
  77668. this.name = BABYLON.SceneComponentConstants.NAME_SHADOWGENERATOR;
  77669. this.scene = scene;
  77670. }
  77671. /**
  77672. * Registers the component in a given scene
  77673. */
  77674. ShadowGeneratorSceneComponent.prototype.register = function () {
  77675. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_SHADOWGENERATOR, this, this._gatherRenderTargets);
  77676. };
  77677. /**
  77678. * Rebuilds the elements related to this component in case of
  77679. * context lost for instance.
  77680. */
  77681. ShadowGeneratorSceneComponent.prototype.rebuild = function () {
  77682. // Nothing To Do Here.
  77683. };
  77684. /**
  77685. * Serializes the component data to the specified json object
  77686. * @param serializationObject The object to serialize to
  77687. */
  77688. ShadowGeneratorSceneComponent.prototype.serialize = function (serializationObject) {
  77689. // Shadows
  77690. serializationObject.shadowGenerators = [];
  77691. var lights = this.scene.lights;
  77692. for (var _i = 0, lights_1 = lights; _i < lights_1.length; _i++) {
  77693. var light = lights_1[_i];
  77694. var shadowGenerator = light.getShadowGenerator();
  77695. if (shadowGenerator) {
  77696. serializationObject.shadowGenerators.push(shadowGenerator.serialize());
  77697. }
  77698. }
  77699. };
  77700. /**
  77701. * Adds all the element from the container to the scene
  77702. * @param container the container holding the elements
  77703. */
  77704. ShadowGeneratorSceneComponent.prototype.addFromContainer = function (container) {
  77705. // Nothing To Do Here. (directly attached to a light)
  77706. };
  77707. /**
  77708. * Removes all the elements in the container from the scene
  77709. * @param container contains the elements to remove
  77710. */
  77711. ShadowGeneratorSceneComponent.prototype.removeFromContainer = function (container) {
  77712. // Nothing To Do Here. (directly attached to a light)
  77713. };
  77714. /**
  77715. * Rebuilds the elements related to this component in case of
  77716. * context lost for instance.
  77717. */
  77718. ShadowGeneratorSceneComponent.prototype.dispose = function () {
  77719. // Nothing To Do Here.
  77720. };
  77721. ShadowGeneratorSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  77722. // Shadows
  77723. var scene = this.scene;
  77724. if (this.scene.shadowsEnabled) {
  77725. for (var lightIndex = 0; lightIndex < scene.lights.length; lightIndex++) {
  77726. var light = scene.lights[lightIndex];
  77727. var shadowGenerator = light.getShadowGenerator();
  77728. if (light.isEnabled() && light.shadowEnabled && shadowGenerator) {
  77729. var shadowMap = (shadowGenerator.getShadowMap());
  77730. if (scene.textures.indexOf(shadowMap) !== -1) {
  77731. renderTargets.push(shadowMap);
  77732. }
  77733. }
  77734. }
  77735. }
  77736. };
  77737. return ShadowGeneratorSceneComponent;
  77738. }());
  77739. BABYLON.ShadowGeneratorSceneComponent = ShadowGeneratorSceneComponent;
  77740. })(BABYLON || (BABYLON = {}));
  77741. //# sourceMappingURL=babylon.shadowGeneratorSceneComponent.js.map
  77742. var BABYLON;
  77743. (function (BABYLON) {
  77744. /**
  77745. * Class used for the default loading screen
  77746. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  77747. */
  77748. var DefaultLoadingScreen = /** @class */ (function () {
  77749. /**
  77750. * Creates a new default loading screen
  77751. * @param _renderingCanvas defines the canvas used to render the scene
  77752. * @param _loadingText defines the default text to display
  77753. * @param _loadingDivBackgroundColor defines the default background color
  77754. */
  77755. function DefaultLoadingScreen(_renderingCanvas, _loadingText, _loadingDivBackgroundColor) {
  77756. if (_loadingText === void 0) { _loadingText = ""; }
  77757. if (_loadingDivBackgroundColor === void 0) { _loadingDivBackgroundColor = "black"; }
  77758. var _this = this;
  77759. this._renderingCanvas = _renderingCanvas;
  77760. this._loadingText = _loadingText;
  77761. this._loadingDivBackgroundColor = _loadingDivBackgroundColor;
  77762. // Resize
  77763. this._resizeLoadingUI = function () {
  77764. var canvasRect = _this._renderingCanvas.getBoundingClientRect();
  77765. var canvasPositioning = window.getComputedStyle(_this._renderingCanvas).position;
  77766. if (!_this._loadingDiv) {
  77767. return;
  77768. }
  77769. _this._loadingDiv.style.position = (canvasPositioning === "fixed") ? "fixed" : "absolute";
  77770. _this._loadingDiv.style.left = canvasRect.left + "px";
  77771. _this._loadingDiv.style.top = canvasRect.top + "px";
  77772. _this._loadingDiv.style.width = canvasRect.width + "px";
  77773. _this._loadingDiv.style.height = canvasRect.height + "px";
  77774. };
  77775. }
  77776. /**
  77777. * Function called to display the loading screen
  77778. */
  77779. DefaultLoadingScreen.prototype.displayLoadingUI = function () {
  77780. if (this._loadingDiv) {
  77781. // Do not add a loading screen if there is already one
  77782. return;
  77783. }
  77784. this._loadingDiv = document.createElement("div");
  77785. this._loadingDiv.id = "babylonjsLoadingDiv";
  77786. this._loadingDiv.style.opacity = "0";
  77787. this._loadingDiv.style.transition = "opacity 1.5s ease";
  77788. this._loadingDiv.style.pointerEvents = "none";
  77789. // Loading text
  77790. this._loadingTextDiv = document.createElement("div");
  77791. this._loadingTextDiv.style.position = "absolute";
  77792. this._loadingTextDiv.style.left = "0";
  77793. this._loadingTextDiv.style.top = "50%";
  77794. this._loadingTextDiv.style.marginTop = "80px";
  77795. this._loadingTextDiv.style.width = "100%";
  77796. this._loadingTextDiv.style.height = "20px";
  77797. this._loadingTextDiv.style.fontFamily = "Arial";
  77798. this._loadingTextDiv.style.fontSize = "14px";
  77799. this._loadingTextDiv.style.color = "white";
  77800. this._loadingTextDiv.style.textAlign = "center";
  77801. this._loadingTextDiv.innerHTML = "Loading";
  77802. this._loadingDiv.appendChild(this._loadingTextDiv);
  77803. //set the predefined text
  77804. this._loadingTextDiv.innerHTML = this._loadingText;
  77805. // Generating keyframes
  77806. var style = document.createElement('style');
  77807. style.type = 'text/css';
  77808. var keyFrames = "@-webkit-keyframes spin1 { 0% { -webkit-transform: rotate(0deg);}\n 100% { -webkit-transform: rotate(360deg);}\n } @keyframes spin1 { 0% { transform: rotate(0deg);}\n 100% { transform: rotate(360deg);}\n }";
  77809. style.innerHTML = keyFrames;
  77810. document.getElementsByTagName('head')[0].appendChild(style);
  77811. // Loading img
  77812. var imgBack = new Image();
  77813. imgBack.src = "data:image/png;base64,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";
  77814. imgBack.style.position = "absolute";
  77815. imgBack.style.left = "50%";
  77816. imgBack.style.top = "50%";
  77817. imgBack.style.marginLeft = "-60px";
  77818. imgBack.style.marginTop = "-60px";
  77819. imgBack.style.animation = "spin1 2s infinite ease-in-out";
  77820. imgBack.style.webkitAnimation = "spin1 2s infinite ease-in-out";
  77821. imgBack.style.transformOrigin = "50% 50%";
  77822. imgBack.style.webkitTransformOrigin = "50% 50%";
  77823. this._loadingDiv.appendChild(imgBack);
  77824. this._resizeLoadingUI();
  77825. window.addEventListener("resize", this._resizeLoadingUI);
  77826. this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
  77827. document.body.appendChild(this._loadingDiv);
  77828. this._loadingDiv.style.opacity = "1";
  77829. };
  77830. /**
  77831. * Function called to hide the loading screen
  77832. */
  77833. DefaultLoadingScreen.prototype.hideLoadingUI = function () {
  77834. var _this = this;
  77835. if (!this._loadingDiv) {
  77836. return;
  77837. }
  77838. var onTransitionEnd = function () {
  77839. if (!_this._loadingDiv) {
  77840. return;
  77841. }
  77842. if (_this._loadingDiv.parentElement) {
  77843. _this._loadingDiv.parentElement.removeChild(_this._loadingDiv);
  77844. }
  77845. window.removeEventListener("resize", _this._resizeLoadingUI);
  77846. _this._loadingDiv = null;
  77847. };
  77848. this._loadingDiv.style.opacity = "0";
  77849. this._loadingDiv.addEventListener("transitionend", onTransitionEnd);
  77850. };
  77851. Object.defineProperty(DefaultLoadingScreen.prototype, "loadingUIText", {
  77852. get: function () {
  77853. return this._loadingText;
  77854. },
  77855. /**
  77856. * Gets or sets the text to display while loading
  77857. */
  77858. set: function (text) {
  77859. this._loadingText = text;
  77860. if (this._loadingTextDiv) {
  77861. this._loadingTextDiv.innerHTML = this._loadingText;
  77862. }
  77863. },
  77864. enumerable: true,
  77865. configurable: true
  77866. });
  77867. Object.defineProperty(DefaultLoadingScreen.prototype, "loadingUIBackgroundColor", {
  77868. /**
  77869. * Gets or sets the color to use for the background
  77870. */
  77871. get: function () {
  77872. return this._loadingDivBackgroundColor;
  77873. },
  77874. set: function (color) {
  77875. this._loadingDivBackgroundColor = color;
  77876. if (!this._loadingDiv) {
  77877. return;
  77878. }
  77879. this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
  77880. },
  77881. enumerable: true,
  77882. configurable: true
  77883. });
  77884. return DefaultLoadingScreen;
  77885. }());
  77886. BABYLON.DefaultLoadingScreen = DefaultLoadingScreen;
  77887. })(BABYLON || (BABYLON = {}));
  77888. //# sourceMappingURL=babylon.loadingScreen.js.map
  77889. var BABYLON;
  77890. (function (BABYLON) {
  77891. /**
  77892. * Class used to represent data loading progression
  77893. */
  77894. var SceneLoaderProgressEvent = /** @class */ (function () {
  77895. /**
  77896. * Create a new progress event
  77897. * @param lengthComputable defines if data length to load can be evaluated
  77898. * @param loaded defines the loaded data length
  77899. * @param total defines the data length to load
  77900. */
  77901. function SceneLoaderProgressEvent(
  77902. /** defines if data length to load can be evaluated */
  77903. lengthComputable,
  77904. /** defines the loaded data length */
  77905. loaded,
  77906. /** defines the data length to load */
  77907. total) {
  77908. this.lengthComputable = lengthComputable;
  77909. this.loaded = loaded;
  77910. this.total = total;
  77911. }
  77912. /**
  77913. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  77914. * @param event defines the source event
  77915. * @returns a new SceneLoaderProgressEvent
  77916. */
  77917. SceneLoaderProgressEvent.FromProgressEvent = function (event) {
  77918. return new SceneLoaderProgressEvent(event.lengthComputable, event.loaded, event.total);
  77919. };
  77920. return SceneLoaderProgressEvent;
  77921. }());
  77922. BABYLON.SceneLoaderProgressEvent = SceneLoaderProgressEvent;
  77923. /**
  77924. * Class used to load scene from various file formats using registered plugins
  77925. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  77926. */
  77927. var SceneLoader = /** @class */ (function () {
  77928. function SceneLoader() {
  77929. }
  77930. Object.defineProperty(SceneLoader, "ForceFullSceneLoadingForIncremental", {
  77931. /**
  77932. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  77933. */
  77934. get: function () {
  77935. return SceneLoader._ForceFullSceneLoadingForIncremental;
  77936. },
  77937. set: function (value) {
  77938. SceneLoader._ForceFullSceneLoadingForIncremental = value;
  77939. },
  77940. enumerable: true,
  77941. configurable: true
  77942. });
  77943. Object.defineProperty(SceneLoader, "ShowLoadingScreen", {
  77944. /**
  77945. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  77946. */
  77947. get: function () {
  77948. return SceneLoader._ShowLoadingScreen;
  77949. },
  77950. set: function (value) {
  77951. SceneLoader._ShowLoadingScreen = value;
  77952. },
  77953. enumerable: true,
  77954. configurable: true
  77955. });
  77956. Object.defineProperty(SceneLoader, "loggingLevel", {
  77957. /**
  77958. * Defines the current logging level (while loading the scene)
  77959. * @ignorenaming
  77960. */
  77961. get: function () {
  77962. return SceneLoader._loggingLevel;
  77963. },
  77964. set: function (value) {
  77965. SceneLoader._loggingLevel = value;
  77966. },
  77967. enumerable: true,
  77968. configurable: true
  77969. });
  77970. Object.defineProperty(SceneLoader, "CleanBoneMatrixWeights", {
  77971. /**
  77972. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  77973. */
  77974. get: function () {
  77975. return SceneLoader._CleanBoneMatrixWeights;
  77976. },
  77977. set: function (value) {
  77978. SceneLoader._CleanBoneMatrixWeights = value;
  77979. },
  77980. enumerable: true,
  77981. configurable: true
  77982. });
  77983. SceneLoader._getDefaultPlugin = function () {
  77984. return SceneLoader._registeredPlugins[".babylon"];
  77985. };
  77986. SceneLoader._getPluginForExtension = function (extension) {
  77987. var registeredPlugin = SceneLoader._registeredPlugins[extension];
  77988. if (registeredPlugin) {
  77989. return registeredPlugin;
  77990. }
  77991. BABYLON.Tools.Warn("Unable to find a plugin to load " + extension + " files. Trying to use .babylon default plugin. To load from a specific filetype (eg. gltf) see: http://doc.babylonjs.com/how_to/load_from_any_file_type");
  77992. return SceneLoader._getDefaultPlugin();
  77993. };
  77994. SceneLoader._getPluginForDirectLoad = function (data) {
  77995. for (var extension in SceneLoader._registeredPlugins) {
  77996. var plugin = SceneLoader._registeredPlugins[extension].plugin;
  77997. if (plugin.canDirectLoad && plugin.canDirectLoad(data)) {
  77998. return SceneLoader._registeredPlugins[extension];
  77999. }
  78000. }
  78001. return SceneLoader._getDefaultPlugin();
  78002. };
  78003. SceneLoader._getPluginForFilename = function (sceneFilename) {
  78004. var queryStringPosition = sceneFilename.indexOf("?");
  78005. if (queryStringPosition !== -1) {
  78006. sceneFilename = sceneFilename.substring(0, queryStringPosition);
  78007. }
  78008. var dotPosition = sceneFilename.lastIndexOf(".");
  78009. var extension = sceneFilename.substring(dotPosition, sceneFilename.length).toLowerCase();
  78010. return SceneLoader._getPluginForExtension(extension);
  78011. };
  78012. // use babylon file loader directly if sceneFilename is prefixed with "data:"
  78013. SceneLoader._getDirectLoad = function (sceneFilename) {
  78014. if (sceneFilename.substr(0, 5) === "data:") {
  78015. return sceneFilename.substr(5);
  78016. }
  78017. return null;
  78018. };
  78019. SceneLoader._loadData = function (fileInfo, scene, onSuccess, onProgress, onError, onDispose, pluginExtension) {
  78020. var directLoad = SceneLoader._getDirectLoad(fileInfo.name);
  78021. var registeredPlugin = pluginExtension ? SceneLoader._getPluginForExtension(pluginExtension) : (directLoad ? SceneLoader._getPluginForDirectLoad(fileInfo.name) : SceneLoader._getPluginForFilename(fileInfo.name));
  78022. var plugin;
  78023. if (registeredPlugin.plugin.createPlugin) {
  78024. plugin = registeredPlugin.plugin.createPlugin();
  78025. }
  78026. else {
  78027. plugin = registeredPlugin.plugin;
  78028. }
  78029. var useArrayBuffer = registeredPlugin.isBinary;
  78030. var offlineProvider;
  78031. SceneLoader.OnPluginActivatedObservable.notifyObservers(plugin);
  78032. var dataCallback = function (data, responseURL) {
  78033. if (scene.isDisposed) {
  78034. onError("Scene has been disposed");
  78035. return;
  78036. }
  78037. scene.offlineProvider = offlineProvider;
  78038. onSuccess(plugin, data, responseURL);
  78039. };
  78040. var request = null;
  78041. var pluginDisposed = false;
  78042. var onDisposeObservable = plugin.onDisposeObservable;
  78043. if (onDisposeObservable) {
  78044. onDisposeObservable.add(function () {
  78045. pluginDisposed = true;
  78046. if (request) {
  78047. request.abort();
  78048. request = null;
  78049. }
  78050. onDispose();
  78051. });
  78052. }
  78053. var manifestChecked = function () {
  78054. if (pluginDisposed) {
  78055. return;
  78056. }
  78057. request = BABYLON.Tools.LoadFile(fileInfo.url, dataCallback, onProgress ? function (event) {
  78058. onProgress(SceneLoaderProgressEvent.FromProgressEvent(event));
  78059. } : undefined, offlineProvider, useArrayBuffer, function (request, exception) {
  78060. onError("Failed to load scene." + (exception ? " " + exception.message : ""), exception);
  78061. });
  78062. };
  78063. if (directLoad) {
  78064. dataCallback(directLoad);
  78065. return plugin;
  78066. }
  78067. var file = BABYLON.FilesInput.FilesToLoad[fileInfo.name.toLowerCase()];
  78068. if (fileInfo.rootUrl.indexOf("file:") === -1 || (fileInfo.rootUrl.indexOf("file:") !== -1 && !file)) {
  78069. var engine = scene.getEngine();
  78070. var canUseOfflineSupport = engine.enableOfflineSupport;
  78071. if (canUseOfflineSupport) {
  78072. // Also check for exceptions
  78073. var exceptionFound = false;
  78074. for (var _i = 0, _a = scene.disableOfflineSupportExceptionRules; _i < _a.length; _i++) {
  78075. var regex = _a[_i];
  78076. if (regex.test(fileInfo.url)) {
  78077. exceptionFound = true;
  78078. break;
  78079. }
  78080. }
  78081. canUseOfflineSupport = !exceptionFound;
  78082. }
  78083. if (canUseOfflineSupport && BABYLON.Engine.OfflineProviderFactory) {
  78084. // Checking if a manifest file has been set for this scene and if offline mode has been requested
  78085. offlineProvider = BABYLON.Engine.OfflineProviderFactory(fileInfo.url, manifestChecked, engine.disableManifestCheck);
  78086. }
  78087. else {
  78088. manifestChecked();
  78089. }
  78090. }
  78091. // Loading file from disk via input file or drag'n'drop
  78092. else {
  78093. if (file) {
  78094. request = BABYLON.Tools.ReadFile(file, dataCallback, onProgress, useArrayBuffer);
  78095. }
  78096. else {
  78097. onError("Unable to find file named " + fileInfo.name);
  78098. }
  78099. }
  78100. return plugin;
  78101. };
  78102. SceneLoader._getFileInfo = function (rootUrl, sceneFilename) {
  78103. var url;
  78104. var name;
  78105. if (!sceneFilename) {
  78106. url = rootUrl;
  78107. name = BABYLON.Tools.GetFilename(rootUrl);
  78108. rootUrl = BABYLON.Tools.GetFolderPath(rootUrl);
  78109. }
  78110. else {
  78111. if (sceneFilename.substr(0, 1) === "/") {
  78112. BABYLON.Tools.Error("Wrong sceneFilename parameter");
  78113. return null;
  78114. }
  78115. url = rootUrl + sceneFilename;
  78116. name = sceneFilename;
  78117. }
  78118. return {
  78119. url: url,
  78120. rootUrl: rootUrl,
  78121. name: name
  78122. };
  78123. };
  78124. // Public functions
  78125. /**
  78126. * Gets a plugin that can load the given extension
  78127. * @param extension defines the extension to load
  78128. * @returns a plugin or null if none works
  78129. */
  78130. SceneLoader.GetPluginForExtension = function (extension) {
  78131. return SceneLoader._getPluginForExtension(extension).plugin;
  78132. };
  78133. /**
  78134. * Gets a boolean indicating that the given extension can be loaded
  78135. * @param extension defines the extension to load
  78136. * @returns true if the extension is supported
  78137. */
  78138. SceneLoader.IsPluginForExtensionAvailable = function (extension) {
  78139. return !!SceneLoader._registeredPlugins[extension];
  78140. };
  78141. /**
  78142. * Adds a new plugin to the list of registered plugins
  78143. * @param plugin defines the plugin to add
  78144. */
  78145. SceneLoader.RegisterPlugin = function (plugin) {
  78146. if (typeof plugin.extensions === "string") {
  78147. var extension = plugin.extensions;
  78148. SceneLoader._registeredPlugins[extension.toLowerCase()] = {
  78149. plugin: plugin,
  78150. isBinary: false
  78151. };
  78152. }
  78153. else {
  78154. var extensions = plugin.extensions;
  78155. Object.keys(extensions).forEach(function (extension) {
  78156. SceneLoader._registeredPlugins[extension.toLowerCase()] = {
  78157. plugin: plugin,
  78158. isBinary: extensions[extension].isBinary
  78159. };
  78160. });
  78161. }
  78162. };
  78163. /**
  78164. * Import meshes into a scene
  78165. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  78166. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  78167. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene (default: empty string)
  78168. * @param scene the instance of BABYLON.Scene to append to
  78169. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  78170. * @param onProgress a callback with a progress event for each file being loaded
  78171. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  78172. * @param pluginExtension the extension used to determine the plugin
  78173. * @returns The loaded plugin
  78174. */
  78175. SceneLoader.ImportMesh = function (meshNames, rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  78176. if (sceneFilename === void 0) { sceneFilename = ""; }
  78177. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78178. if (onSuccess === void 0) { onSuccess = null; }
  78179. if (onProgress === void 0) { onProgress = null; }
  78180. if (onError === void 0) { onError = null; }
  78181. if (pluginExtension === void 0) { pluginExtension = null; }
  78182. if (!scene) {
  78183. BABYLON.Tools.Error("No scene available to import mesh to");
  78184. return null;
  78185. }
  78186. var fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);
  78187. if (!fileInfo) {
  78188. return null;
  78189. }
  78190. var loadingToken = {};
  78191. scene._addPendingData(loadingToken);
  78192. var disposeHandler = function () {
  78193. scene._removePendingData(loadingToken);
  78194. };
  78195. var errorHandler = function (message, exception) {
  78196. var errorMessage = "Unable to import meshes from " + fileInfo.url + ": " + message;
  78197. if (onError) {
  78198. onError(scene, errorMessage, exception);
  78199. }
  78200. else {
  78201. BABYLON.Tools.Error(errorMessage);
  78202. // should the exception be thrown?
  78203. }
  78204. disposeHandler();
  78205. };
  78206. var progressHandler = onProgress ? function (event) {
  78207. try {
  78208. onProgress(event);
  78209. }
  78210. catch (e) {
  78211. errorHandler("Error in onProgress callback", e);
  78212. }
  78213. } : undefined;
  78214. var successHandler = function (meshes, particleSystems, skeletons, animationGroups) {
  78215. scene.importedMeshesFiles.push(fileInfo.url);
  78216. if (onSuccess) {
  78217. try {
  78218. onSuccess(meshes, particleSystems, skeletons, animationGroups);
  78219. }
  78220. catch (e) {
  78221. errorHandler("Error in onSuccess callback", e);
  78222. }
  78223. }
  78224. scene._removePendingData(loadingToken);
  78225. };
  78226. return SceneLoader._loadData(fileInfo, scene, function (plugin, data, responseURL) {
  78227. if (plugin.rewriteRootURL) {
  78228. fileInfo.rootUrl = plugin.rewriteRootURL(fileInfo.rootUrl, responseURL);
  78229. }
  78230. if (plugin.importMesh) {
  78231. var syncedPlugin = plugin;
  78232. var meshes = new Array();
  78233. var particleSystems = new Array();
  78234. var skeletons = new Array();
  78235. if (!syncedPlugin.importMesh(meshNames, scene, data, fileInfo.rootUrl, meshes, particleSystems, skeletons, errorHandler)) {
  78236. return;
  78237. }
  78238. scene.loadingPluginName = plugin.name;
  78239. successHandler(meshes, particleSystems, skeletons, []);
  78240. }
  78241. else {
  78242. var asyncedPlugin = plugin;
  78243. asyncedPlugin.importMeshAsync(meshNames, scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then(function (result) {
  78244. scene.loadingPluginName = plugin.name;
  78245. successHandler(result.meshes, result.particleSystems, result.skeletons, result.animationGroups);
  78246. }).catch(function (error) {
  78247. errorHandler(error.message, error);
  78248. });
  78249. }
  78250. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  78251. };
  78252. /**
  78253. * Import meshes into a scene
  78254. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  78255. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  78256. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene (default: empty string)
  78257. * @param scene the instance of BABYLON.Scene to append to
  78258. * @param onProgress a callback with a progress event for each file being loaded
  78259. * @param pluginExtension the extension used to determine the plugin
  78260. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  78261. */
  78262. SceneLoader.ImportMeshAsync = function (meshNames, rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  78263. if (sceneFilename === void 0) { sceneFilename = ""; }
  78264. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78265. if (onProgress === void 0) { onProgress = null; }
  78266. if (pluginExtension === void 0) { pluginExtension = null; }
  78267. return new Promise(function (resolve, reject) {
  78268. SceneLoader.ImportMesh(meshNames, rootUrl, sceneFilename, scene, function (meshes, particleSystems, skeletons, animationGroups) {
  78269. resolve({
  78270. meshes: meshes,
  78271. particleSystems: particleSystems,
  78272. skeletons: skeletons,
  78273. animationGroups: animationGroups
  78274. });
  78275. }, onProgress, function (scene, message, exception) {
  78276. reject(exception || new Error(message));
  78277. }, pluginExtension);
  78278. });
  78279. };
  78280. /**
  78281. * Load a scene
  78282. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  78283. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene (default: empty string)
  78284. * @param engine is the instance of BABYLON.Engine to use to create the scene
  78285. * @param onSuccess a callback with the scene when import succeeds
  78286. * @param onProgress a callback with a progress event for each file being loaded
  78287. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  78288. * @param pluginExtension the extension used to determine the plugin
  78289. * @returns The loaded plugin
  78290. */
  78291. SceneLoader.Load = function (rootUrl, sceneFilename, engine, onSuccess, onProgress, onError, pluginExtension) {
  78292. if (onSuccess === void 0) { onSuccess = null; }
  78293. if (onProgress === void 0) { onProgress = null; }
  78294. if (onError === void 0) { onError = null; }
  78295. if (pluginExtension === void 0) { pluginExtension = null; }
  78296. return SceneLoader.Append(rootUrl, sceneFilename, new BABYLON.Scene(engine), onSuccess, onProgress, onError, pluginExtension);
  78297. };
  78298. /**
  78299. * Load a scene
  78300. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  78301. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene (default: empty string)
  78302. * @param engine is the instance of BABYLON.Engine to use to create the scene
  78303. * @param onProgress a callback with a progress event for each file being loaded
  78304. * @param pluginExtension the extension used to determine the plugin
  78305. * @returns The loaded scene
  78306. */
  78307. SceneLoader.LoadAsync = function (rootUrl, sceneFilename, engine, onProgress, pluginExtension) {
  78308. if (onProgress === void 0) { onProgress = null; }
  78309. if (pluginExtension === void 0) { pluginExtension = null; }
  78310. return new Promise(function (resolve, reject) {
  78311. SceneLoader.Load(rootUrl, sceneFilename, engine, function (scene) {
  78312. resolve(scene);
  78313. }, onProgress, function (scene, message, exception) {
  78314. reject(exception || new Error(message));
  78315. }, pluginExtension);
  78316. });
  78317. };
  78318. /**
  78319. * Append a scene
  78320. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  78321. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene (default: empty string)
  78322. * @param scene is the instance of BABYLON.Scene to append to
  78323. * @param onSuccess a callback with the scene when import succeeds
  78324. * @param onProgress a callback with a progress event for each file being loaded
  78325. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  78326. * @param pluginExtension the extension used to determine the plugin
  78327. * @returns The loaded plugin
  78328. */
  78329. SceneLoader.Append = function (rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  78330. if (sceneFilename === void 0) { sceneFilename = ""; }
  78331. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78332. if (onSuccess === void 0) { onSuccess = null; }
  78333. if (onProgress === void 0) { onProgress = null; }
  78334. if (onError === void 0) { onError = null; }
  78335. if (pluginExtension === void 0) { pluginExtension = null; }
  78336. if (!scene) {
  78337. BABYLON.Tools.Error("No scene available to append to");
  78338. return null;
  78339. }
  78340. var fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);
  78341. if (!fileInfo) {
  78342. return null;
  78343. }
  78344. if (SceneLoader.ShowLoadingScreen) {
  78345. scene.getEngine().displayLoadingUI();
  78346. }
  78347. var loadingToken = {};
  78348. scene._addPendingData(loadingToken);
  78349. var disposeHandler = function () {
  78350. scene._removePendingData(loadingToken);
  78351. scene.getEngine().hideLoadingUI();
  78352. };
  78353. var errorHandler = function (message, exception) {
  78354. var errorMessage = "Unable to load from " + fileInfo.url + (message ? ": " + message : "");
  78355. if (onError) {
  78356. onError(scene, errorMessage, exception);
  78357. }
  78358. else {
  78359. BABYLON.Tools.Error(errorMessage);
  78360. // should the exception be thrown?
  78361. }
  78362. disposeHandler();
  78363. };
  78364. var progressHandler = onProgress ? function (event) {
  78365. try {
  78366. onProgress(event);
  78367. }
  78368. catch (e) {
  78369. errorHandler("Error in onProgress callback", e);
  78370. }
  78371. } : undefined;
  78372. var successHandler = function () {
  78373. if (onSuccess) {
  78374. try {
  78375. onSuccess(scene);
  78376. }
  78377. catch (e) {
  78378. errorHandler("Error in onSuccess callback", e);
  78379. }
  78380. }
  78381. scene._removePendingData(loadingToken);
  78382. };
  78383. return SceneLoader._loadData(fileInfo, scene, function (plugin, data, responseURL) {
  78384. if (plugin.load) {
  78385. var syncedPlugin = plugin;
  78386. if (!syncedPlugin.load(scene, data, fileInfo.rootUrl, errorHandler)) {
  78387. return;
  78388. }
  78389. scene.loadingPluginName = plugin.name;
  78390. successHandler();
  78391. }
  78392. else {
  78393. var asyncedPlugin = plugin;
  78394. asyncedPlugin.loadAsync(scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then(function () {
  78395. scene.loadingPluginName = plugin.name;
  78396. successHandler();
  78397. }).catch(function (error) {
  78398. errorHandler(error.message, error);
  78399. });
  78400. }
  78401. if (SceneLoader.ShowLoadingScreen) {
  78402. scene.executeWhenReady(function () {
  78403. scene.getEngine().hideLoadingUI();
  78404. });
  78405. }
  78406. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  78407. };
  78408. /**
  78409. * Append a scene
  78410. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  78411. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene (default: empty string)
  78412. * @param scene is the instance of BABYLON.Scene to append to
  78413. * @param onProgress a callback with a progress event for each file being loaded
  78414. * @param pluginExtension the extension used to determine the plugin
  78415. * @returns The given scene
  78416. */
  78417. SceneLoader.AppendAsync = function (rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  78418. if (sceneFilename === void 0) { sceneFilename = ""; }
  78419. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78420. if (onProgress === void 0) { onProgress = null; }
  78421. if (pluginExtension === void 0) { pluginExtension = null; }
  78422. return new Promise(function (resolve, reject) {
  78423. SceneLoader.Append(rootUrl, sceneFilename, scene, function (scene) {
  78424. resolve(scene);
  78425. }, onProgress, function (scene, message, exception) {
  78426. reject(exception || new Error(message));
  78427. }, pluginExtension);
  78428. });
  78429. };
  78430. /**
  78431. * Load a scene into an asset container
  78432. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  78433. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene (default: empty string)
  78434. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  78435. * @param onSuccess a callback with the scene when import succeeds
  78436. * @param onProgress a callback with a progress event for each file being loaded
  78437. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  78438. * @param pluginExtension the extension used to determine the plugin
  78439. * @returns The loaded plugin
  78440. */
  78441. SceneLoader.LoadAssetContainer = function (rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  78442. if (sceneFilename === void 0) { sceneFilename = ""; }
  78443. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78444. if (onSuccess === void 0) { onSuccess = null; }
  78445. if (onProgress === void 0) { onProgress = null; }
  78446. if (onError === void 0) { onError = null; }
  78447. if (pluginExtension === void 0) { pluginExtension = null; }
  78448. if (!scene) {
  78449. BABYLON.Tools.Error("No scene available to load asset container to");
  78450. return null;
  78451. }
  78452. var fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);
  78453. if (!fileInfo) {
  78454. return null;
  78455. }
  78456. var loadingToken = {};
  78457. scene._addPendingData(loadingToken);
  78458. var disposeHandler = function () {
  78459. scene._removePendingData(loadingToken);
  78460. };
  78461. var errorHandler = function (message, exception) {
  78462. var errorMessage = "Unable to load assets from " + fileInfo.url + (message ? ": " + message : "");
  78463. if (onError) {
  78464. onError(scene, errorMessage, exception);
  78465. }
  78466. else {
  78467. BABYLON.Tools.Error(errorMessage);
  78468. // should the exception be thrown?
  78469. }
  78470. disposeHandler();
  78471. };
  78472. var progressHandler = onProgress ? function (event) {
  78473. try {
  78474. onProgress(event);
  78475. }
  78476. catch (e) {
  78477. errorHandler("Error in onProgress callback", e);
  78478. }
  78479. } : undefined;
  78480. var successHandler = function (assets) {
  78481. if (onSuccess) {
  78482. try {
  78483. onSuccess(assets);
  78484. }
  78485. catch (e) {
  78486. errorHandler("Error in onSuccess callback", e);
  78487. }
  78488. }
  78489. scene._removePendingData(loadingToken);
  78490. };
  78491. return SceneLoader._loadData(fileInfo, scene, function (plugin, data, responseURL) {
  78492. if (plugin.loadAssetContainer) {
  78493. var syncedPlugin = plugin;
  78494. var assetContainer = syncedPlugin.loadAssetContainer(scene, data, fileInfo.rootUrl, errorHandler);
  78495. if (!assetContainer) {
  78496. return;
  78497. }
  78498. scene.loadingPluginName = plugin.name;
  78499. successHandler(assetContainer);
  78500. }
  78501. else if (plugin.loadAssetContainerAsync) {
  78502. var asyncedPlugin = plugin;
  78503. asyncedPlugin.loadAssetContainerAsync(scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then(function (assetContainer) {
  78504. scene.loadingPluginName = plugin.name;
  78505. successHandler(assetContainer);
  78506. }).catch(function (error) {
  78507. errorHandler(error.message, error);
  78508. });
  78509. }
  78510. else {
  78511. errorHandler("LoadAssetContainer is not supported by this plugin. Plugin did not provide a loadAssetContainer or loadAssetContainerAsync method.");
  78512. }
  78513. if (SceneLoader.ShowLoadingScreen) {
  78514. scene.executeWhenReady(function () {
  78515. scene.getEngine().hideLoadingUI();
  78516. });
  78517. }
  78518. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  78519. };
  78520. /**
  78521. * Load a scene into an asset container
  78522. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  78523. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene (default: empty string)
  78524. * @param scene is the instance of BABYLON.Scene to append to
  78525. * @param onProgress a callback with a progress event for each file being loaded
  78526. * @param pluginExtension the extension used to determine the plugin
  78527. * @returns The loaded asset container
  78528. */
  78529. SceneLoader.LoadAssetContainerAsync = function (rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  78530. if (sceneFilename === void 0) { sceneFilename = ""; }
  78531. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78532. if (onProgress === void 0) { onProgress = null; }
  78533. if (pluginExtension === void 0) { pluginExtension = null; }
  78534. return new Promise(function (resolve, reject) {
  78535. SceneLoader.LoadAssetContainer(rootUrl, sceneFilename, scene, function (assetContainer) {
  78536. resolve(assetContainer);
  78537. }, onProgress, function (scene, message, exception) {
  78538. reject(exception || new Error(message));
  78539. }, pluginExtension);
  78540. });
  78541. };
  78542. // Flags
  78543. SceneLoader._ForceFullSceneLoadingForIncremental = false;
  78544. SceneLoader._ShowLoadingScreen = true;
  78545. SceneLoader._CleanBoneMatrixWeights = false;
  78546. /**
  78547. * No logging while loading
  78548. */
  78549. SceneLoader.NO_LOGGING = 0;
  78550. /**
  78551. * Minimal logging while loading
  78552. */
  78553. SceneLoader.MINIMAL_LOGGING = 1;
  78554. /**
  78555. * Summary logging while loading
  78556. */
  78557. SceneLoader.SUMMARY_LOGGING = 2;
  78558. /**
  78559. * Detailled logging while loading
  78560. */
  78561. SceneLoader.DETAILED_LOGGING = 3;
  78562. SceneLoader._loggingLevel = SceneLoader.NO_LOGGING;
  78563. // Members
  78564. /**
  78565. * Event raised when a plugin is used to load a scene
  78566. */
  78567. SceneLoader.OnPluginActivatedObservable = new BABYLON.Observable();
  78568. SceneLoader._registeredPlugins = {};
  78569. return SceneLoader;
  78570. }());
  78571. BABYLON.SceneLoader = SceneLoader;
  78572. })(BABYLON || (BABYLON = {}));
  78573. //# sourceMappingURL=babylon.sceneLoader.js.map
  78574. var BABYLON;
  78575. (function (BABYLON) {
  78576. var parseMaterialById = function (id, parsedData, scene, rootUrl) {
  78577. for (var index = 0, cache = parsedData.materials.length; index < cache; index++) {
  78578. var parsedMaterial = parsedData.materials[index];
  78579. if (parsedMaterial.id === id) {
  78580. return BABYLON.Material.Parse(parsedMaterial, scene, rootUrl);
  78581. }
  78582. }
  78583. return null;
  78584. };
  78585. var isDescendantOf = function (mesh, names, hierarchyIds) {
  78586. for (var i in names) {
  78587. if (mesh.name === names[i]) {
  78588. hierarchyIds.push(mesh.id);
  78589. return true;
  78590. }
  78591. }
  78592. if (mesh.parentId && hierarchyIds.indexOf(mesh.parentId) !== -1) {
  78593. hierarchyIds.push(mesh.id);
  78594. return true;
  78595. }
  78596. return false;
  78597. };
  78598. var logOperation = function (operation, producer) {
  78599. return operation + " of " + (producer ? producer.file + " from " + producer.name + " version: " + producer.version + ", exporter version: " + producer.exporter_version : "unknown");
  78600. };
  78601. var loadAssetContainer = function (scene, data, rootUrl, onError, addToScene) {
  78602. if (addToScene === void 0) { addToScene = false; }
  78603. var container = new BABYLON.AssetContainer(scene);
  78604. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  78605. // when SceneLoader.debugLogging = true (default), or exception encountered.
  78606. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  78607. // and avoid problems with multiple concurrent .babylon loads.
  78608. var log = "importScene has failed JSON parse";
  78609. try {
  78610. var parsedData = JSON.parse(data);
  78611. log = "";
  78612. var fullDetails = BABYLON.SceneLoader.loggingLevel === BABYLON.SceneLoader.DETAILED_LOGGING;
  78613. var index;
  78614. var cache;
  78615. // Lights
  78616. if (parsedData.lights !== undefined && parsedData.lights !== null) {
  78617. for (index = 0, cache = parsedData.lights.length; index < cache; index++) {
  78618. var parsedLight = parsedData.lights[index];
  78619. var light = BABYLON.Light.Parse(parsedLight, scene);
  78620. if (light) {
  78621. container.lights.push(light);
  78622. log += (index === 0 ? "\n\tLights:" : "");
  78623. log += "\n\t\t" + light.toString(fullDetails);
  78624. }
  78625. }
  78626. }
  78627. // Animations
  78628. if (parsedData.animations !== undefined && parsedData.animations !== null) {
  78629. for (index = 0, cache = parsedData.animations.length; index < cache; index++) {
  78630. var parsedAnimation = parsedData.animations[index];
  78631. var animation = BABYLON.Animation.Parse(parsedAnimation);
  78632. scene.animations.push(animation);
  78633. container.animations.push(animation);
  78634. log += (index === 0 ? "\n\tAnimations:" : "");
  78635. log += "\n\t\t" + animation.toString(fullDetails);
  78636. }
  78637. }
  78638. // Materials
  78639. if (parsedData.materials !== undefined && parsedData.materials !== null) {
  78640. for (index = 0, cache = parsedData.materials.length; index < cache; index++) {
  78641. var parsedMaterial = parsedData.materials[index];
  78642. var mat = BABYLON.Material.Parse(parsedMaterial, scene, rootUrl);
  78643. container.materials.push(mat);
  78644. log += (index === 0 ? "\n\tMaterials:" : "");
  78645. log += "\n\t\t" + mat.toString(fullDetails);
  78646. }
  78647. }
  78648. if (parsedData.multiMaterials !== undefined && parsedData.multiMaterials !== null) {
  78649. for (index = 0, cache = parsedData.multiMaterials.length; index < cache; index++) {
  78650. var parsedMultiMaterial = parsedData.multiMaterials[index];
  78651. var mmat = BABYLON.Material.ParseMultiMaterial(parsedMultiMaterial, scene);
  78652. container.multiMaterials.push(mmat);
  78653. log += (index === 0 ? "\n\tMultiMaterials:" : "");
  78654. log += "\n\t\t" + mmat.toString(fullDetails);
  78655. }
  78656. }
  78657. // Morph targets
  78658. if (parsedData.morphTargetManagers !== undefined && parsedData.morphTargetManagers !== null) {
  78659. for (var _i = 0, _a = parsedData.morphTargetManagers; _i < _a.length; _i++) {
  78660. var managerData = _a[_i];
  78661. container.morphTargetManagers.push(BABYLON.MorphTargetManager.Parse(managerData, scene));
  78662. }
  78663. }
  78664. // Skeletons
  78665. if (parsedData.skeletons !== undefined && parsedData.skeletons !== null) {
  78666. for (index = 0, cache = parsedData.skeletons.length; index < cache; index++) {
  78667. var parsedSkeleton = parsedData.skeletons[index];
  78668. var skeleton = BABYLON.Skeleton.Parse(parsedSkeleton, scene);
  78669. container.skeletons.push(skeleton);
  78670. log += (index === 0 ? "\n\tSkeletons:" : "");
  78671. log += "\n\t\t" + skeleton.toString(fullDetails);
  78672. }
  78673. }
  78674. // Geometries
  78675. var geometries = parsedData.geometries;
  78676. if (geometries !== undefined && geometries !== null) {
  78677. var addedGeometry = new Array();
  78678. // Boxes
  78679. var boxes = geometries.boxes;
  78680. if (boxes !== undefined && boxes !== null) {
  78681. for (index = 0, cache = boxes.length; index < cache; index++) {
  78682. var parsedBox = boxes[index];
  78683. addedGeometry.push(BABYLON.BoxGeometry.Parse(parsedBox, scene));
  78684. }
  78685. }
  78686. // Spheres
  78687. var spheres = geometries.spheres;
  78688. if (spheres !== undefined && spheres !== null) {
  78689. for (index = 0, cache = spheres.length; index < cache; index++) {
  78690. var parsedSphere = spheres[index];
  78691. addedGeometry.push(BABYLON.SphereGeometry.Parse(parsedSphere, scene));
  78692. }
  78693. }
  78694. // Cylinders
  78695. var cylinders = geometries.cylinders;
  78696. if (cylinders !== undefined && cylinders !== null) {
  78697. for (index = 0, cache = cylinders.length; index < cache; index++) {
  78698. var parsedCylinder = cylinders[index];
  78699. addedGeometry.push(BABYLON.CylinderGeometry.Parse(parsedCylinder, scene));
  78700. }
  78701. }
  78702. // Toruses
  78703. var toruses = geometries.toruses;
  78704. if (toruses !== undefined && toruses !== null) {
  78705. for (index = 0, cache = toruses.length; index < cache; index++) {
  78706. var parsedTorus = toruses[index];
  78707. addedGeometry.push(BABYLON.TorusGeometry.Parse(parsedTorus, scene));
  78708. }
  78709. }
  78710. // Grounds
  78711. var grounds = geometries.grounds;
  78712. if (grounds !== undefined && grounds !== null) {
  78713. for (index = 0, cache = grounds.length; index < cache; index++) {
  78714. var parsedGround = grounds[index];
  78715. addedGeometry.push(BABYLON.GroundGeometry.Parse(parsedGround, scene));
  78716. }
  78717. }
  78718. // Planes
  78719. var planes = geometries.planes;
  78720. if (planes !== undefined && planes !== null) {
  78721. for (index = 0, cache = planes.length; index < cache; index++) {
  78722. var parsedPlane = planes[index];
  78723. addedGeometry.push(BABYLON.PlaneGeometry.Parse(parsedPlane, scene));
  78724. }
  78725. }
  78726. // TorusKnots
  78727. var torusKnots = geometries.torusKnots;
  78728. if (torusKnots !== undefined && torusKnots !== null) {
  78729. for (index = 0, cache = torusKnots.length; index < cache; index++) {
  78730. var parsedTorusKnot = torusKnots[index];
  78731. addedGeometry.push(BABYLON.TorusKnotGeometry.Parse(parsedTorusKnot, scene));
  78732. }
  78733. }
  78734. // VertexData
  78735. var vertexData = geometries.vertexData;
  78736. if (vertexData !== undefined && vertexData !== null) {
  78737. for (index = 0, cache = vertexData.length; index < cache; index++) {
  78738. var parsedVertexData = vertexData[index];
  78739. addedGeometry.push(BABYLON.Geometry.Parse(parsedVertexData, scene, rootUrl));
  78740. }
  78741. }
  78742. addedGeometry.forEach(function (g) {
  78743. if (g) {
  78744. container.geometries.push(g);
  78745. }
  78746. });
  78747. }
  78748. // Transform nodes
  78749. if (parsedData.transformNodes !== undefined && parsedData.transformNodes !== null) {
  78750. for (index = 0, cache = parsedData.transformNodes.length; index < cache; index++) {
  78751. var parsedTransformNode = parsedData.transformNodes[index];
  78752. var node = BABYLON.TransformNode.Parse(parsedTransformNode, scene, rootUrl);
  78753. container.transformNodes.push(node);
  78754. }
  78755. }
  78756. // Meshes
  78757. if (parsedData.meshes !== undefined && parsedData.meshes !== null) {
  78758. for (index = 0, cache = parsedData.meshes.length; index < cache; index++) {
  78759. var parsedMesh = parsedData.meshes[index];
  78760. var mesh = BABYLON.Mesh.Parse(parsedMesh, scene, rootUrl);
  78761. container.meshes.push(mesh);
  78762. log += (index === 0 ? "\n\tMeshes:" : "");
  78763. log += "\n\t\t" + mesh.toString(fullDetails);
  78764. }
  78765. }
  78766. // Cameras
  78767. if (parsedData.cameras !== undefined && parsedData.cameras !== null) {
  78768. for (index = 0, cache = parsedData.cameras.length; index < cache; index++) {
  78769. var parsedCamera = parsedData.cameras[index];
  78770. var camera = BABYLON.Camera.Parse(parsedCamera, scene);
  78771. container.cameras.push(camera);
  78772. log += (index === 0 ? "\n\tCameras:" : "");
  78773. log += "\n\t\t" + camera.toString(fullDetails);
  78774. }
  78775. }
  78776. // Animation Groups
  78777. if (parsedData.animationGroups !== undefined && parsedData.animationGroups !== null) {
  78778. for (index = 0, cache = parsedData.animationGroups.length; index < cache; index++) {
  78779. var parsedAnimationGroup = parsedData.animationGroups[index];
  78780. var animationGroup = BABYLON.AnimationGroup.Parse(parsedAnimationGroup, scene);
  78781. container.animationGroups.push(animationGroup);
  78782. log += (index === 0 ? "\n\tAnimationGroups:" : "");
  78783. log += "\n\t\t" + animationGroup.toString(fullDetails);
  78784. }
  78785. }
  78786. // Browsing all the graph to connect the dots
  78787. for (index = 0, cache = scene.cameras.length; index < cache; index++) {
  78788. var camera = scene.cameras[index];
  78789. if (camera._waitingParentId) {
  78790. camera.parent = scene.getLastEntryByID(camera._waitingParentId);
  78791. camera._waitingParentId = null;
  78792. }
  78793. }
  78794. for (index = 0, cache = scene.lights.length; index < cache; index++) {
  78795. var light_1 = scene.lights[index];
  78796. if (light_1 && light_1._waitingParentId) {
  78797. light_1.parent = scene.getLastEntryByID(light_1._waitingParentId);
  78798. light_1._waitingParentId = null;
  78799. }
  78800. }
  78801. // Connect parents & children and parse actions
  78802. for (index = 0, cache = scene.transformNodes.length; index < cache; index++) {
  78803. var transformNode = scene.transformNodes[index];
  78804. if (transformNode._waitingParentId) {
  78805. transformNode.parent = scene.getLastEntryByID(transformNode._waitingParentId);
  78806. transformNode._waitingParentId = null;
  78807. }
  78808. }
  78809. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  78810. var mesh = scene.meshes[index];
  78811. if (mesh._waitingParentId) {
  78812. mesh.parent = scene.getLastEntryByID(mesh._waitingParentId);
  78813. mesh._waitingParentId = null;
  78814. }
  78815. }
  78816. // freeze world matrix application
  78817. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  78818. var currentMesh = scene.meshes[index];
  78819. if (currentMesh._waitingFreezeWorldMatrix) {
  78820. currentMesh.freezeWorldMatrix();
  78821. currentMesh._waitingFreezeWorldMatrix = null;
  78822. }
  78823. else {
  78824. currentMesh.computeWorldMatrix(true);
  78825. }
  78826. }
  78827. // Lights exclusions / inclusions
  78828. for (index = 0, cache = scene.lights.length; index < cache; index++) {
  78829. var light_2 = scene.lights[index];
  78830. // Excluded check
  78831. if (light_2._excludedMeshesIds.length > 0) {
  78832. for (var excludedIndex = 0; excludedIndex < light_2._excludedMeshesIds.length; excludedIndex++) {
  78833. var excludedMesh = scene.getMeshByID(light_2._excludedMeshesIds[excludedIndex]);
  78834. if (excludedMesh) {
  78835. light_2.excludedMeshes.push(excludedMesh);
  78836. }
  78837. }
  78838. light_2._excludedMeshesIds = [];
  78839. }
  78840. // Included check
  78841. if (light_2._includedOnlyMeshesIds.length > 0) {
  78842. for (var includedOnlyIndex = 0; includedOnlyIndex < light_2._includedOnlyMeshesIds.length; includedOnlyIndex++) {
  78843. var includedOnlyMesh = scene.getMeshByID(light_2._includedOnlyMeshesIds[includedOnlyIndex]);
  78844. if (includedOnlyMesh) {
  78845. light_2.includedOnlyMeshes.push(includedOnlyMesh);
  78846. }
  78847. }
  78848. light_2._includedOnlyMeshesIds = [];
  78849. }
  78850. }
  78851. BABYLON.AbstractScene.Parse(parsedData, scene, container, rootUrl);
  78852. // Actions (scene) Done last as it can access other objects.
  78853. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  78854. var mesh = scene.meshes[index];
  78855. if (mesh._waitingActions) {
  78856. BABYLON.ActionManager.Parse(mesh._waitingActions, mesh, scene);
  78857. mesh._waitingActions = null;
  78858. }
  78859. }
  78860. if (parsedData.actions !== undefined && parsedData.actions !== null) {
  78861. BABYLON.ActionManager.Parse(parsedData.actions, null, scene);
  78862. }
  78863. if (!addToScene) {
  78864. container.removeAllFromScene();
  78865. }
  78866. }
  78867. catch (err) {
  78868. var msg = logOperation("loadAssets", parsedData ? parsedData.producer : "Unknown") + log;
  78869. if (onError) {
  78870. onError(msg, err);
  78871. }
  78872. else {
  78873. BABYLON.Tools.Log(msg);
  78874. throw err;
  78875. }
  78876. }
  78877. finally {
  78878. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  78879. BABYLON.Tools.Log(logOperation("loadAssets", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  78880. }
  78881. }
  78882. return container;
  78883. };
  78884. BABYLON.SceneLoader.RegisterPlugin({
  78885. name: "babylon.js",
  78886. extensions: ".babylon",
  78887. canDirectLoad: function (data) {
  78888. if (data.indexOf("babylon") !== -1) { // We consider that the producer string is filled
  78889. return true;
  78890. }
  78891. return false;
  78892. },
  78893. importMesh: function (meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons, onError) {
  78894. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  78895. // when SceneLoader.debugLogging = true (default), or exception encountered.
  78896. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  78897. // and avoid problems with multiple concurrent .babylon loads.
  78898. var log = "importMesh has failed JSON parse";
  78899. try {
  78900. var parsedData = JSON.parse(data);
  78901. log = "";
  78902. var fullDetails = BABYLON.SceneLoader.loggingLevel === BABYLON.SceneLoader.DETAILED_LOGGING;
  78903. if (!meshesNames) {
  78904. meshesNames = null;
  78905. }
  78906. else if (!Array.isArray(meshesNames)) {
  78907. meshesNames = [meshesNames];
  78908. }
  78909. var hierarchyIds = new Array();
  78910. if (parsedData.meshes !== undefined && parsedData.meshes !== null) {
  78911. var loadedSkeletonsIds = [];
  78912. var loadedMaterialsIds = [];
  78913. var index;
  78914. var cache;
  78915. for (index = 0, cache = parsedData.meshes.length; index < cache; index++) {
  78916. var parsedMesh = parsedData.meshes[index];
  78917. if (meshesNames === null || isDescendantOf(parsedMesh, meshesNames, hierarchyIds)) {
  78918. if (meshesNames !== null) {
  78919. // Remove found mesh name from list.
  78920. delete meshesNames[meshesNames.indexOf(parsedMesh.name)];
  78921. }
  78922. //Geometry?
  78923. if (parsedMesh.geometryId !== undefined && parsedMesh.geometryId !== null) {
  78924. //does the file contain geometries?
  78925. if (parsedData.geometries !== undefined && parsedData.geometries !== null) {
  78926. //find the correct geometry and add it to the scene
  78927. var found = false;
  78928. ["boxes", "spheres", "cylinders", "toruses", "grounds", "planes", "torusKnots", "vertexData"].forEach(function (geometryType) {
  78929. if (found === true || !parsedData.geometries[geometryType] || !(Array.isArray(parsedData.geometries[geometryType]))) {
  78930. return;
  78931. }
  78932. else {
  78933. parsedData.geometries[geometryType].forEach(function (parsedGeometryData) {
  78934. if (parsedGeometryData.id === parsedMesh.geometryId) {
  78935. switch (geometryType) {
  78936. case "boxes":
  78937. BABYLON.BoxGeometry.Parse(parsedGeometryData, scene);
  78938. break;
  78939. case "spheres":
  78940. BABYLON.SphereGeometry.Parse(parsedGeometryData, scene);
  78941. break;
  78942. case "cylinders":
  78943. BABYLON.CylinderGeometry.Parse(parsedGeometryData, scene);
  78944. break;
  78945. case "toruses":
  78946. BABYLON.TorusGeometry.Parse(parsedGeometryData, scene);
  78947. break;
  78948. case "grounds":
  78949. BABYLON.GroundGeometry.Parse(parsedGeometryData, scene);
  78950. break;
  78951. case "planes":
  78952. BABYLON.PlaneGeometry.Parse(parsedGeometryData, scene);
  78953. break;
  78954. case "torusKnots":
  78955. BABYLON.TorusKnotGeometry.Parse(parsedGeometryData, scene);
  78956. break;
  78957. case "vertexData":
  78958. BABYLON.Geometry.Parse(parsedGeometryData, scene, rootUrl);
  78959. break;
  78960. }
  78961. found = true;
  78962. }
  78963. });
  78964. }
  78965. });
  78966. if (found === false) {
  78967. BABYLON.Tools.Warn("Geometry not found for mesh " + parsedMesh.id);
  78968. }
  78969. }
  78970. }
  78971. // Material ?
  78972. if (parsedMesh.materialId) {
  78973. var materialFound = (loadedMaterialsIds.indexOf(parsedMesh.materialId) !== -1);
  78974. if (materialFound === false && parsedData.multiMaterials !== undefined && parsedData.multiMaterials !== null) {
  78975. for (var multimatIndex = 0, multimatCache = parsedData.multiMaterials.length; multimatIndex < multimatCache; multimatIndex++) {
  78976. var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex];
  78977. if (parsedMultiMaterial.id === parsedMesh.materialId) {
  78978. for (var matIndex = 0, matCache = parsedMultiMaterial.materials.length; matIndex < matCache; matIndex++) {
  78979. var subMatId = parsedMultiMaterial.materials[matIndex];
  78980. loadedMaterialsIds.push(subMatId);
  78981. var mat = parseMaterialById(subMatId, parsedData, scene, rootUrl);
  78982. if (mat) {
  78983. log += "\n\tMaterial " + mat.toString(fullDetails);
  78984. }
  78985. }
  78986. loadedMaterialsIds.push(parsedMultiMaterial.id);
  78987. var mmat = BABYLON.Material.ParseMultiMaterial(parsedMultiMaterial, scene);
  78988. if (mmat) {
  78989. materialFound = true;
  78990. log += "\n\tMulti-Material " + mmat.toString(fullDetails);
  78991. }
  78992. break;
  78993. }
  78994. }
  78995. }
  78996. if (materialFound === false) {
  78997. loadedMaterialsIds.push(parsedMesh.materialId);
  78998. var mat = parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl);
  78999. if (!mat) {
  79000. BABYLON.Tools.Warn("Material not found for mesh " + parsedMesh.id);
  79001. }
  79002. else {
  79003. log += "\n\tMaterial " + mat.toString(fullDetails);
  79004. }
  79005. }
  79006. }
  79007. // Skeleton ?
  79008. if (parsedMesh.skeletonId > -1 && parsedData.skeletons !== undefined && parsedData.skeletons !== null) {
  79009. var skeletonAlreadyLoaded = (loadedSkeletonsIds.indexOf(parsedMesh.skeletonId) > -1);
  79010. if (skeletonAlreadyLoaded === false) {
  79011. for (var skeletonIndex = 0, skeletonCache = parsedData.skeletons.length; skeletonIndex < skeletonCache; skeletonIndex++) {
  79012. var parsedSkeleton = parsedData.skeletons[skeletonIndex];
  79013. if (parsedSkeleton.id === parsedMesh.skeletonId) {
  79014. var skeleton = BABYLON.Skeleton.Parse(parsedSkeleton, scene);
  79015. skeletons.push(skeleton);
  79016. loadedSkeletonsIds.push(parsedSkeleton.id);
  79017. log += "\n\tSkeleton " + skeleton.toString(fullDetails);
  79018. }
  79019. }
  79020. }
  79021. }
  79022. // Morph targets ?
  79023. if (parsedData.morphTargetManagers !== undefined && parsedData.morphTargetManagers !== null) {
  79024. for (var _i = 0, _a = parsedData.morphTargetManagers; _i < _a.length; _i++) {
  79025. var managerData = _a[_i];
  79026. BABYLON.MorphTargetManager.Parse(managerData, scene);
  79027. }
  79028. }
  79029. var mesh = BABYLON.Mesh.Parse(parsedMesh, scene, rootUrl);
  79030. meshes.push(mesh);
  79031. log += "\n\tMesh " + mesh.toString(fullDetails);
  79032. }
  79033. }
  79034. // Connecting parents
  79035. var currentMesh;
  79036. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  79037. currentMesh = scene.meshes[index];
  79038. if (currentMesh._waitingParentId) {
  79039. currentMesh.parent = scene.getLastEntryByID(currentMesh._waitingParentId);
  79040. currentMesh._waitingParentId = null;
  79041. }
  79042. }
  79043. // freeze and compute world matrix application
  79044. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  79045. currentMesh = scene.meshes[index];
  79046. if (currentMesh._waitingFreezeWorldMatrix) {
  79047. currentMesh.freezeWorldMatrix();
  79048. currentMesh._waitingFreezeWorldMatrix = null;
  79049. }
  79050. else {
  79051. currentMesh.computeWorldMatrix(true);
  79052. }
  79053. }
  79054. }
  79055. // Particles
  79056. if (parsedData.particleSystems !== undefined && parsedData.particleSystems !== null) {
  79057. var parser = BABYLON.AbstractScene.GetIndividualParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM);
  79058. if (parser) {
  79059. for (index = 0, cache = parsedData.particleSystems.length; index < cache; index++) {
  79060. var parsedParticleSystem = parsedData.particleSystems[index];
  79061. if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) {
  79062. particleSystems.push(parser(parsedParticleSystem, scene, rootUrl));
  79063. }
  79064. }
  79065. }
  79066. }
  79067. return true;
  79068. }
  79069. catch (err) {
  79070. var msg = logOperation("importMesh", parsedData ? parsedData.producer : "Unknown") + log;
  79071. if (onError) {
  79072. onError(msg, err);
  79073. }
  79074. else {
  79075. BABYLON.Tools.Log(msg);
  79076. throw err;
  79077. }
  79078. }
  79079. finally {
  79080. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  79081. BABYLON.Tools.Log(logOperation("importMesh", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  79082. }
  79083. }
  79084. return false;
  79085. },
  79086. load: function (scene, data, rootUrl, onError) {
  79087. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  79088. // when SceneLoader.debugLogging = true (default), or exception encountered.
  79089. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  79090. // and avoid problems with multiple concurrent .babylon loads.
  79091. var log = "importScene has failed JSON parse";
  79092. try {
  79093. var parsedData = JSON.parse(data);
  79094. log = "";
  79095. // Scene
  79096. if (parsedData.useDelayedTextureLoading !== undefined && parsedData.useDelayedTextureLoading !== null) {
  79097. scene.useDelayedTextureLoading = parsedData.useDelayedTextureLoading && !BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental;
  79098. }
  79099. if (parsedData.autoClear !== undefined && parsedData.autoClear !== null) {
  79100. scene.autoClear = parsedData.autoClear;
  79101. }
  79102. if (parsedData.clearColor !== undefined && parsedData.clearColor !== null) {
  79103. scene.clearColor = BABYLON.Color4.FromArray(parsedData.clearColor);
  79104. }
  79105. if (parsedData.ambientColor !== undefined && parsedData.ambientColor !== null) {
  79106. scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor);
  79107. }
  79108. if (parsedData.gravity !== undefined && parsedData.gravity !== null) {
  79109. scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity);
  79110. }
  79111. // Fog
  79112. if (parsedData.fogMode && parsedData.fogMode !== 0) {
  79113. scene.fogMode = parsedData.fogMode;
  79114. scene.fogColor = BABYLON.Color3.FromArray(parsedData.fogColor);
  79115. scene.fogStart = parsedData.fogStart;
  79116. scene.fogEnd = parsedData.fogEnd;
  79117. scene.fogDensity = parsedData.fogDensity;
  79118. log += "\tFog mode for scene: ";
  79119. switch (scene.fogMode) {
  79120. // getters not compiling, so using hardcoded
  79121. case 1:
  79122. log += "exp\n";
  79123. break;
  79124. case 2:
  79125. log += "exp2\n";
  79126. break;
  79127. case 3:
  79128. log += "linear\n";
  79129. break;
  79130. }
  79131. }
  79132. //Physics
  79133. if (parsedData.physicsEnabled) {
  79134. var physicsPlugin;
  79135. if (parsedData.physicsEngine === "cannon") {
  79136. physicsPlugin = new BABYLON.CannonJSPlugin();
  79137. }
  79138. else if (parsedData.physicsEngine === "oimo") {
  79139. physicsPlugin = new BABYLON.OimoJSPlugin();
  79140. }
  79141. log = "\tPhysics engine " + (parsedData.physicsEngine ? parsedData.physicsEngine : "oimo") + " enabled\n";
  79142. //else - default engine, which is currently oimo
  79143. var physicsGravity = parsedData.physicsGravity ? BABYLON.Vector3.FromArray(parsedData.physicsGravity) : null;
  79144. scene.enablePhysics(physicsGravity, physicsPlugin);
  79145. }
  79146. // Metadata
  79147. if (parsedData.metadata !== undefined && parsedData.metadata !== null) {
  79148. scene.metadata = parsedData.metadata;
  79149. }
  79150. //collisions, if defined. otherwise, default is true
  79151. if (parsedData.collisionsEnabled !== undefined && parsedData.collisionsEnabled !== null) {
  79152. scene.collisionsEnabled = parsedData.collisionsEnabled;
  79153. }
  79154. scene.workerCollisions = !!parsedData.workerCollisions;
  79155. var container = loadAssetContainer(scene, data, rootUrl, onError, true);
  79156. if (!container) {
  79157. return false;
  79158. }
  79159. if (parsedData.autoAnimate) {
  79160. scene.beginAnimation(scene, parsedData.autoAnimateFrom, parsedData.autoAnimateTo, parsedData.autoAnimateLoop, parsedData.autoAnimateSpeed || 1.0);
  79161. }
  79162. if (parsedData.activeCameraID !== undefined && parsedData.activeCameraID !== null) {
  79163. scene.setActiveCameraByID(parsedData.activeCameraID);
  79164. }
  79165. // Environment texture
  79166. if (parsedData.environmentTexture !== undefined && parsedData.environmentTexture !== null) {
  79167. if (parsedData.environmentTextureType && parsedData.environmentTextureType === "BABYLON.HDRCubeTexture") {
  79168. var hdrSize = (parsedData.environmentTextureSize) ? parsedData.environmentTextureSize : 128;
  79169. var hdrTexture = new BABYLON.HDRCubeTexture(rootUrl + parsedData.environmentTexture, scene, hdrSize);
  79170. if (parsedData.environmentTextureRotationY) {
  79171. hdrTexture.rotationY = parsedData.environmentTextureRotationY;
  79172. }
  79173. scene.environmentTexture = hdrTexture;
  79174. }
  79175. else {
  79176. var cubeTexture = BABYLON.CubeTexture.CreateFromPrefilteredData(rootUrl + parsedData.environmentTexture, scene);
  79177. if (parsedData.environmentTextureRotationY) {
  79178. cubeTexture.rotationY = parsedData.environmentTextureRotationY;
  79179. }
  79180. scene.environmentTexture = cubeTexture;
  79181. }
  79182. if (parsedData.createDefaultSkybox === true) {
  79183. var skyboxScale = (scene.activeCamera !== undefined && scene.activeCamera !== null) ? (scene.activeCamera.maxZ - scene.activeCamera.minZ) / 2 : 1000;
  79184. var skyboxBlurLevel = parsedData.skyboxBlurLevel || 0;
  79185. scene.createDefaultSkybox(undefined, true, skyboxScale, skyboxBlurLevel);
  79186. }
  79187. }
  79188. // Finish
  79189. return true;
  79190. }
  79191. catch (err) {
  79192. var msg = logOperation("importScene", parsedData ? parsedData.producer : "Unknown") + log;
  79193. if (onError) {
  79194. onError(msg, err);
  79195. }
  79196. else {
  79197. BABYLON.Tools.Log(msg);
  79198. throw err;
  79199. }
  79200. }
  79201. finally {
  79202. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  79203. BABYLON.Tools.Log(logOperation("importScene", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  79204. }
  79205. }
  79206. return false;
  79207. },
  79208. loadAssetContainer: function (scene, data, rootUrl, onError) {
  79209. var container = loadAssetContainer(scene, data, rootUrl, onError);
  79210. return container;
  79211. }
  79212. });
  79213. })(BABYLON || (BABYLON = {}));
  79214. //# sourceMappingURL=babylon.babylonFileLoader.js.map
  79215. var BABYLON;
  79216. (function (BABYLON) {
  79217. /**
  79218. * Class used to help managing file picking and drag'n'drop
  79219. */
  79220. var FilesInput = /** @class */ (function () {
  79221. /**
  79222. * Creates a new FilesInput
  79223. * @param engine defines the rendering engine
  79224. * @param scene defines the hosting scene
  79225. * @param sceneLoadedCallback callback called when scene is loaded
  79226. * @param progressCallback callback called to track progress
  79227. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  79228. * @param textureLoadingCallback callback called when a texture is loading
  79229. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  79230. * @param onReloadCallback callback called when a reload is requested
  79231. * @param errorCallback callback call if an error occurs
  79232. */
  79233. function FilesInput(engine, scene, sceneLoadedCallback, progressCallback, additionalRenderLoopLogicCallback, textureLoadingCallback, startingProcessingFilesCallback, onReloadCallback, errorCallback) {
  79234. /**
  79235. * Callback called when a file is processed
  79236. */
  79237. this.onProcessFileCallback = function () { return true; };
  79238. this._engine = engine;
  79239. this._currentScene = scene;
  79240. this._sceneLoadedCallback = sceneLoadedCallback;
  79241. this._progressCallback = progressCallback;
  79242. this._additionalRenderLoopLogicCallback = additionalRenderLoopLogicCallback;
  79243. this._textureLoadingCallback = textureLoadingCallback;
  79244. this._startingProcessingFilesCallback = startingProcessingFilesCallback;
  79245. this._onReloadCallback = onReloadCallback;
  79246. this._errorCallback = errorCallback;
  79247. }
  79248. /**
  79249. * Calls this function to listen to drag'n'drop events on a specific DOM element
  79250. * @param elementToMonitor defines the DOM element to track
  79251. */
  79252. FilesInput.prototype.monitorElementForDragNDrop = function (elementToMonitor) {
  79253. var _this = this;
  79254. if (elementToMonitor) {
  79255. this._elementToMonitor = elementToMonitor;
  79256. this._dragEnterHandler = function (e) { _this.drag(e); };
  79257. this._dragOverHandler = function (e) { _this.drag(e); };
  79258. this._dropHandler = function (e) { _this.drop(e); };
  79259. this._elementToMonitor.addEventListener("dragenter", this._dragEnterHandler, false);
  79260. this._elementToMonitor.addEventListener("dragover", this._dragOverHandler, false);
  79261. this._elementToMonitor.addEventListener("drop", this._dropHandler, false);
  79262. }
  79263. };
  79264. /**
  79265. * Release all associated resources
  79266. */
  79267. FilesInput.prototype.dispose = function () {
  79268. if (!this._elementToMonitor) {
  79269. return;
  79270. }
  79271. this._elementToMonitor.removeEventListener("dragenter", this._dragEnterHandler);
  79272. this._elementToMonitor.removeEventListener("dragover", this._dragOverHandler);
  79273. this._elementToMonitor.removeEventListener("drop", this._dropHandler);
  79274. };
  79275. FilesInput.prototype.renderFunction = function () {
  79276. if (this._additionalRenderLoopLogicCallback) {
  79277. this._additionalRenderLoopLogicCallback();
  79278. }
  79279. if (this._currentScene) {
  79280. if (this._textureLoadingCallback) {
  79281. var remaining = this._currentScene.getWaitingItemsCount();
  79282. if (remaining > 0) {
  79283. this._textureLoadingCallback(remaining);
  79284. }
  79285. }
  79286. this._currentScene.render();
  79287. }
  79288. };
  79289. FilesInput.prototype.drag = function (e) {
  79290. e.stopPropagation();
  79291. e.preventDefault();
  79292. };
  79293. FilesInput.prototype.drop = function (eventDrop) {
  79294. eventDrop.stopPropagation();
  79295. eventDrop.preventDefault();
  79296. this.loadFiles(eventDrop);
  79297. };
  79298. FilesInput.prototype._traverseFolder = function (folder, files, remaining, callback) {
  79299. var _this = this;
  79300. var reader = folder.createReader();
  79301. var relativePath = folder.fullPath.replace(/^\//, "").replace(/(.+?)\/?$/, "$1/");
  79302. reader.readEntries(function (entries) {
  79303. remaining.count += entries.length;
  79304. for (var _i = 0, entries_1 = entries; _i < entries_1.length; _i++) {
  79305. var entry = entries_1[_i];
  79306. if (entry.isFile) {
  79307. entry.file(function (file) {
  79308. file.correctName = relativePath + file.name;
  79309. files.push(file);
  79310. if (--remaining.count === 0) {
  79311. callback();
  79312. }
  79313. });
  79314. }
  79315. else if (entry.isDirectory) {
  79316. _this._traverseFolder(entry, files, remaining, callback);
  79317. }
  79318. }
  79319. if (--remaining.count) {
  79320. callback();
  79321. }
  79322. });
  79323. };
  79324. FilesInput.prototype._processFiles = function (files) {
  79325. for (var i = 0; i < files.length; i++) {
  79326. var name = files[i].correctName.toLowerCase();
  79327. var extension = name.split('.').pop();
  79328. if (!this.onProcessFileCallback(files[i], name, extension)) {
  79329. continue;
  79330. }
  79331. if ((extension === "babylon" || extension === "stl" || extension === "obj" || extension === "gltf" || extension === "glb")
  79332. && name.indexOf(".binary.babylon") === -1 && name.indexOf(".incremental.babylon") === -1) {
  79333. this._sceneFileToLoad = files[i];
  79334. }
  79335. FilesInput.FilesToLoad[name] = files[i];
  79336. }
  79337. };
  79338. /**
  79339. * Load files from a drop event
  79340. * @param event defines the drop event to use as source
  79341. */
  79342. FilesInput.prototype.loadFiles = function (event) {
  79343. var _this = this;
  79344. // Handling data transfer via drag'n'drop
  79345. if (event && event.dataTransfer && event.dataTransfer.files) {
  79346. this._filesToLoad = event.dataTransfer.files;
  79347. }
  79348. // Handling files from input files
  79349. if (event && event.target && event.target.files) {
  79350. this._filesToLoad = event.target.files;
  79351. }
  79352. if (!this._filesToLoad || this._filesToLoad.length === 0) {
  79353. return;
  79354. }
  79355. if (this._startingProcessingFilesCallback) {
  79356. this._startingProcessingFilesCallback(this._filesToLoad);
  79357. }
  79358. if (this._filesToLoad && this._filesToLoad.length > 0) {
  79359. var files_1 = new Array();
  79360. var folders = [];
  79361. var items = event.dataTransfer ? event.dataTransfer.items : null;
  79362. for (var i = 0; i < this._filesToLoad.length; i++) {
  79363. var fileToLoad = this._filesToLoad[i];
  79364. var name_1 = fileToLoad.name.toLowerCase();
  79365. var entry = void 0;
  79366. fileToLoad.correctName = name_1;
  79367. if (items) {
  79368. var item = items[i];
  79369. if (item.getAsEntry) {
  79370. entry = item.getAsEntry();
  79371. }
  79372. else if (item.webkitGetAsEntry) {
  79373. entry = item.webkitGetAsEntry();
  79374. }
  79375. }
  79376. if (!entry) {
  79377. files_1.push(fileToLoad);
  79378. }
  79379. else {
  79380. if (entry.isDirectory) {
  79381. folders.push(entry);
  79382. }
  79383. else {
  79384. files_1.push(fileToLoad);
  79385. }
  79386. }
  79387. }
  79388. if (folders.length === 0) {
  79389. this._processFiles(files_1);
  79390. this._processReload();
  79391. }
  79392. else {
  79393. var remaining = { count: folders.length };
  79394. for (var _i = 0, folders_1 = folders; _i < folders_1.length; _i++) {
  79395. var folder = folders_1[_i];
  79396. this._traverseFolder(folder, files_1, remaining, function () {
  79397. _this._processFiles(files_1);
  79398. if (remaining.count === 0) {
  79399. _this._processReload();
  79400. }
  79401. });
  79402. }
  79403. }
  79404. }
  79405. };
  79406. FilesInput.prototype._processReload = function () {
  79407. if (this._onReloadCallback) {
  79408. this._onReloadCallback(this._sceneFileToLoad);
  79409. }
  79410. else {
  79411. this.reload();
  79412. }
  79413. };
  79414. /**
  79415. * Reload the current scene from the loaded files
  79416. */
  79417. FilesInput.prototype.reload = function () {
  79418. var _this = this;
  79419. // If a scene file has been provided
  79420. if (this._sceneFileToLoad) {
  79421. if (this._currentScene) {
  79422. if (BABYLON.Tools.errorsCount > 0) {
  79423. BABYLON.Tools.ClearLogCache();
  79424. }
  79425. this._engine.stopRenderLoop();
  79426. }
  79427. BABYLON.SceneLoader.LoadAsync("file:", this._sceneFileToLoad.name, this._engine, function (progress) {
  79428. if (_this._progressCallback) {
  79429. _this._progressCallback(progress);
  79430. }
  79431. }).then(function (scene) {
  79432. if (_this._currentScene) {
  79433. _this._currentScene.dispose();
  79434. }
  79435. _this._currentScene = scene;
  79436. if (_this._sceneLoadedCallback) {
  79437. _this._sceneLoadedCallback(_this._sceneFileToLoad, _this._currentScene);
  79438. }
  79439. // Wait for textures and shaders to be ready
  79440. _this._currentScene.executeWhenReady(function () {
  79441. _this._engine.runRenderLoop(function () {
  79442. _this.renderFunction();
  79443. });
  79444. });
  79445. }).catch(function (error) {
  79446. if (_this._errorCallback) {
  79447. _this._errorCallback(_this._sceneFileToLoad, _this._currentScene, error.message);
  79448. }
  79449. });
  79450. }
  79451. else {
  79452. BABYLON.Tools.Error("Please provide a valid .babylon file.");
  79453. }
  79454. };
  79455. /**
  79456. * List of files ready to be loaded
  79457. */
  79458. FilesInput.FilesToLoad = {};
  79459. return FilesInput;
  79460. }());
  79461. BABYLON.FilesInput = FilesInput;
  79462. })(BABYLON || (BABYLON = {}));
  79463. //# sourceMappingURL=babylon.filesInput.js.map
  79464. var BABYLON;
  79465. (function (BABYLON) {
  79466. /**
  79467. * Class used to store custom tags
  79468. */
  79469. var Tags = /** @class */ (function () {
  79470. function Tags() {
  79471. }
  79472. /**
  79473. * Adds support for tags on the given object
  79474. * @param obj defines the object to use
  79475. */
  79476. Tags.EnableFor = function (obj) {
  79477. obj._tags = obj._tags || {};
  79478. obj.hasTags = function () {
  79479. return Tags.HasTags(obj);
  79480. };
  79481. obj.addTags = function (tagsString) {
  79482. return Tags.AddTagsTo(obj, tagsString);
  79483. };
  79484. obj.removeTags = function (tagsString) {
  79485. return Tags.RemoveTagsFrom(obj, tagsString);
  79486. };
  79487. obj.matchesTagsQuery = function (tagsQuery) {
  79488. return Tags.MatchesQuery(obj, tagsQuery);
  79489. };
  79490. };
  79491. /**
  79492. * Removes tags support
  79493. * @param obj defines the object to use
  79494. */
  79495. Tags.DisableFor = function (obj) {
  79496. delete obj._tags;
  79497. delete obj.hasTags;
  79498. delete obj.addTags;
  79499. delete obj.removeTags;
  79500. delete obj.matchesTagsQuery;
  79501. };
  79502. /**
  79503. * Gets a boolean indicating if the given object has tags
  79504. * @param obj defines the object to use
  79505. * @returns a boolean
  79506. */
  79507. Tags.HasTags = function (obj) {
  79508. if (!obj._tags) {
  79509. return false;
  79510. }
  79511. return !BABYLON.Tools.IsEmpty(obj._tags);
  79512. };
  79513. /**
  79514. * Gets the tags available on a given object
  79515. * @param obj defines the object to use
  79516. * @param asString defines if the tags must be returned as a string instead of an array of strings
  79517. * @returns the tags
  79518. */
  79519. Tags.GetTags = function (obj, asString) {
  79520. if (asString === void 0) { asString = true; }
  79521. if (!obj._tags) {
  79522. return null;
  79523. }
  79524. if (asString) {
  79525. var tagsArray = [];
  79526. for (var tag in obj._tags) {
  79527. if (obj._tags.hasOwnProperty(tag) && obj._tags[tag] === true) {
  79528. tagsArray.push(tag);
  79529. }
  79530. }
  79531. return tagsArray.join(" ");
  79532. }
  79533. else {
  79534. return obj._tags;
  79535. }
  79536. };
  79537. /**
  79538. * Adds tags to an object
  79539. * @param obj defines the object to use
  79540. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  79541. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  79542. */
  79543. Tags.AddTagsTo = function (obj, tagsString) {
  79544. if (!tagsString) {
  79545. return;
  79546. }
  79547. if (typeof tagsString !== "string") {
  79548. return;
  79549. }
  79550. var tags = tagsString.split(" ");
  79551. tags.forEach(function (tag, index, array) {
  79552. Tags._AddTagTo(obj, tag);
  79553. });
  79554. };
  79555. /**
  79556. * @hidden
  79557. */
  79558. Tags._AddTagTo = function (obj, tag) {
  79559. tag = tag.trim();
  79560. if (tag === "" || tag === "true" || tag === "false") {
  79561. return;
  79562. }
  79563. if (tag.match(/[\s]/) || tag.match(/^([!]|([|]|[&]){2})/)) {
  79564. return;
  79565. }
  79566. Tags.EnableFor(obj);
  79567. obj._tags[tag] = true;
  79568. };
  79569. /**
  79570. * Removes specific tags from a specific object
  79571. * @param obj defines the object to use
  79572. * @param tagsString defines the tags to remove
  79573. */
  79574. Tags.RemoveTagsFrom = function (obj, tagsString) {
  79575. if (!Tags.HasTags(obj)) {
  79576. return;
  79577. }
  79578. var tags = tagsString.split(" ");
  79579. for (var t in tags) {
  79580. Tags._RemoveTagFrom(obj, tags[t]);
  79581. }
  79582. };
  79583. /**
  79584. * @hidden
  79585. */
  79586. Tags._RemoveTagFrom = function (obj, tag) {
  79587. delete obj._tags[tag];
  79588. };
  79589. /**
  79590. * Defines if tags hosted on an object match a given query
  79591. * @param obj defines the object to use
  79592. * @param tagsQuery defines the tag query
  79593. * @returns a boolean
  79594. */
  79595. Tags.MatchesQuery = function (obj, tagsQuery) {
  79596. if (tagsQuery === undefined) {
  79597. return true;
  79598. }
  79599. if (tagsQuery === "") {
  79600. return Tags.HasTags(obj);
  79601. }
  79602. return BABYLON.AndOrNotEvaluator.Eval(tagsQuery, function (r) { return Tags.HasTags(obj) && obj._tags[r]; });
  79603. };
  79604. return Tags;
  79605. }());
  79606. BABYLON.Tags = Tags;
  79607. })(BABYLON || (BABYLON = {}));
  79608. //# sourceMappingURL=babylon.tags.js.map
  79609. var BABYLON;
  79610. (function (BABYLON) {
  79611. /**
  79612. * Class used to evalaute queries containing `and` and `or` operators
  79613. */
  79614. var AndOrNotEvaluator = /** @class */ (function () {
  79615. function AndOrNotEvaluator() {
  79616. }
  79617. /**
  79618. * Evaluate a query
  79619. * @param query defines the query to evaluate
  79620. * @param evaluateCallback defines the callback used to filter result
  79621. * @returns true if the query matches
  79622. */
  79623. AndOrNotEvaluator.Eval = function (query, evaluateCallback) {
  79624. if (!query.match(/\([^\(\)]*\)/g)) {
  79625. query = AndOrNotEvaluator._HandleParenthesisContent(query, evaluateCallback);
  79626. }
  79627. else {
  79628. query = query.replace(/\([^\(\)]*\)/g, function (r) {
  79629. // remove parenthesis
  79630. r = r.slice(1, r.length - 1);
  79631. return AndOrNotEvaluator._HandleParenthesisContent(r, evaluateCallback);
  79632. });
  79633. }
  79634. if (query === "true") {
  79635. return true;
  79636. }
  79637. if (query === "false") {
  79638. return false;
  79639. }
  79640. return AndOrNotEvaluator.Eval(query, evaluateCallback);
  79641. };
  79642. AndOrNotEvaluator._HandleParenthesisContent = function (parenthesisContent, evaluateCallback) {
  79643. evaluateCallback = evaluateCallback || (function (r) {
  79644. return r === "true" ? true : false;
  79645. });
  79646. var result;
  79647. var or = parenthesisContent.split("||");
  79648. for (var i in or) {
  79649. if (or.hasOwnProperty(i)) {
  79650. var ori = AndOrNotEvaluator._SimplifyNegation(or[i].trim());
  79651. var and = ori.split("&&");
  79652. if (and.length > 1) {
  79653. for (var j = 0; j < and.length; ++j) {
  79654. var andj = AndOrNotEvaluator._SimplifyNegation(and[j].trim());
  79655. if (andj !== "true" && andj !== "false") {
  79656. if (andj[0] === "!") {
  79657. result = !evaluateCallback(andj.substring(1));
  79658. }
  79659. else {
  79660. result = evaluateCallback(andj);
  79661. }
  79662. }
  79663. else {
  79664. result = andj === "true" ? true : false;
  79665. }
  79666. if (!result) { // no need to continue since 'false && ... && ...' will always return false
  79667. ori = "false";
  79668. break;
  79669. }
  79670. }
  79671. }
  79672. if (result || ori === "true") { // no need to continue since 'true || ... || ...' will always return true
  79673. result = true;
  79674. break;
  79675. }
  79676. // result equals false (or undefined)
  79677. if (ori !== "true" && ori !== "false") {
  79678. if (ori[0] === "!") {
  79679. result = !evaluateCallback(ori.substring(1));
  79680. }
  79681. else {
  79682. result = evaluateCallback(ori);
  79683. }
  79684. }
  79685. else {
  79686. result = ori === "true" ? true : false;
  79687. }
  79688. }
  79689. }
  79690. // the whole parenthesis scope is replaced by 'true' or 'false'
  79691. return result ? "true" : "false";
  79692. };
  79693. AndOrNotEvaluator._SimplifyNegation = function (booleanString) {
  79694. booleanString = booleanString.replace(/^[\s!]+/, function (r) {
  79695. // remove whitespaces
  79696. r = r.replace(/[\s]/g, function () { return ""; });
  79697. return r.length % 2 ? "!" : "";
  79698. });
  79699. booleanString = booleanString.trim();
  79700. if (booleanString === "!true") {
  79701. booleanString = "false";
  79702. }
  79703. else if (booleanString === "!false") {
  79704. booleanString = "true";
  79705. }
  79706. return booleanString;
  79707. };
  79708. return AndOrNotEvaluator;
  79709. }());
  79710. BABYLON.AndOrNotEvaluator = AndOrNotEvaluator;
  79711. })(BABYLON || (BABYLON = {}));
  79712. //# sourceMappingURL=babylon.andOrNotEvaluator.js.map
  79713. var BABYLON;
  79714. (function (BABYLON) {
  79715. // Sets the default offline provider to Babylon.js
  79716. BABYLON.Engine.OfflineProviderFactory = function (urlToScene, callbackManifestChecked, disableManifestCheck) {
  79717. if (disableManifestCheck === void 0) { disableManifestCheck = false; }
  79718. return new Database(urlToScene, callbackManifestChecked, disableManifestCheck);
  79719. };
  79720. /**
  79721. * Class used to enable access to IndexedDB
  79722. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  79723. */
  79724. var Database = /** @class */ (function () {
  79725. /**
  79726. * Creates a new Database
  79727. * @param urlToScene defines the url to load the scene
  79728. * @param callbackManifestChecked defines the callback to use when manifest is checked
  79729. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  79730. */
  79731. function Database(urlToScene, callbackManifestChecked, disableManifestCheck) {
  79732. if (disableManifestCheck === void 0) { disableManifestCheck = false; }
  79733. var _this = this;
  79734. // Handling various flavors of prefixed version of IndexedDB
  79735. this._idbFactory = (window.indexedDB || window.mozIndexedDB || window.webkitIndexedDB || window.msIndexedDB);
  79736. this._callbackManifestChecked = callbackManifestChecked;
  79737. this._currentSceneUrl = Database._ReturnFullUrlLocation(urlToScene);
  79738. this._db = null;
  79739. this._enableSceneOffline = false;
  79740. this._enableTexturesOffline = false;
  79741. this._manifestVersionFound = 0;
  79742. this._mustUpdateRessources = false;
  79743. this._hasReachedQuota = false;
  79744. if (!Database.IDBStorageEnabled) {
  79745. this._callbackManifestChecked(true);
  79746. }
  79747. else {
  79748. if (disableManifestCheck) {
  79749. this._enableSceneOffline = true;
  79750. this._enableTexturesOffline = true;
  79751. this._manifestVersionFound = 1;
  79752. BABYLON.Tools.SetImmediate(function () {
  79753. _this._callbackManifestChecked(true);
  79754. });
  79755. }
  79756. else {
  79757. this._checkManifestFile();
  79758. }
  79759. }
  79760. }
  79761. Object.defineProperty(Database.prototype, "enableSceneOffline", {
  79762. /**
  79763. * Gets a boolean indicating if scene must be saved in the database
  79764. */
  79765. get: function () {
  79766. return this._enableSceneOffline;
  79767. },
  79768. enumerable: true,
  79769. configurable: true
  79770. });
  79771. Object.defineProperty(Database.prototype, "enableTexturesOffline", {
  79772. /**
  79773. * Gets a boolean indicating if textures must be saved in the database
  79774. */
  79775. get: function () {
  79776. return this._enableTexturesOffline;
  79777. },
  79778. enumerable: true,
  79779. configurable: true
  79780. });
  79781. Database.prototype._checkManifestFile = function () {
  79782. var _this = this;
  79783. var noManifestFile = function () {
  79784. _this._enableSceneOffline = false;
  79785. _this._enableTexturesOffline = false;
  79786. _this._callbackManifestChecked(false);
  79787. };
  79788. var timeStampUsed = false;
  79789. var manifestURL = this._currentSceneUrl + ".manifest";
  79790. var xhr = new XMLHttpRequest();
  79791. if (navigator.onLine) {
  79792. // Adding a timestamp to by-pass browsers' cache
  79793. timeStampUsed = true;
  79794. manifestURL = manifestURL + (manifestURL.match(/\?/) == null ? "?" : "&") + Date.now();
  79795. }
  79796. xhr.open("GET", manifestURL, true);
  79797. xhr.addEventListener("load", function () {
  79798. if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, 1)) {
  79799. try {
  79800. var manifestFile = JSON.parse(xhr.response);
  79801. _this._enableSceneOffline = manifestFile.enableSceneOffline;
  79802. _this._enableTexturesOffline = manifestFile.enableTexturesOffline && Database.IsUASupportingBlobStorage;
  79803. if (manifestFile.version && !isNaN(parseInt(manifestFile.version))) {
  79804. _this._manifestVersionFound = manifestFile.version;
  79805. }
  79806. if (_this._callbackManifestChecked) {
  79807. _this._callbackManifestChecked(true);
  79808. }
  79809. }
  79810. catch (ex) {
  79811. noManifestFile();
  79812. }
  79813. }
  79814. else {
  79815. noManifestFile();
  79816. }
  79817. }, false);
  79818. xhr.addEventListener("error", function (event) {
  79819. if (timeStampUsed) {
  79820. timeStampUsed = false;
  79821. // Let's retry without the timeStamp
  79822. // It could fail when coupled with HTML5 Offline API
  79823. var retryManifestURL = _this._currentSceneUrl + ".manifest";
  79824. xhr.open("GET", retryManifestURL, true);
  79825. if (BABYLON.Tools.UseCustomRequestHeaders) {
  79826. BABYLON.Tools.InjectCustomRequestHeaders(xhr);
  79827. }
  79828. xhr.send();
  79829. }
  79830. else {
  79831. noManifestFile();
  79832. }
  79833. }, false);
  79834. try {
  79835. if (BABYLON.Tools.UseCustomRequestHeaders) {
  79836. BABYLON.Tools.InjectCustomRequestHeaders(xhr);
  79837. }
  79838. xhr.send();
  79839. }
  79840. catch (ex) {
  79841. BABYLON.Tools.Error("Error on XHR send request.");
  79842. this._callbackManifestChecked(false);
  79843. }
  79844. };
  79845. /**
  79846. * Open the database and make it available
  79847. * @param successCallback defines the callback to call on success
  79848. * @param errorCallback defines the callback to call on error
  79849. */
  79850. Database.prototype.open = function (successCallback, errorCallback) {
  79851. var _this = this;
  79852. var handleError = function () {
  79853. _this._isSupported = false;
  79854. if (errorCallback) {
  79855. errorCallback();
  79856. }
  79857. };
  79858. if (!this._idbFactory || !(this._enableSceneOffline || this._enableTexturesOffline)) {
  79859. // Your browser doesn't support IndexedDB
  79860. this._isSupported = false;
  79861. if (errorCallback) {
  79862. errorCallback();
  79863. }
  79864. }
  79865. else {
  79866. // If the DB hasn't been opened or created yet
  79867. if (!this._db) {
  79868. this._hasReachedQuota = false;
  79869. this._isSupported = true;
  79870. var request = this._idbFactory.open("babylonjs", 1);
  79871. // Could occur if user is blocking the quota for the DB and/or doesn't grant access to IndexedDB
  79872. request.onerror = function (event) {
  79873. handleError();
  79874. };
  79875. // executes when a version change transaction cannot complete due to other active transactions
  79876. request.onblocked = function (event) {
  79877. BABYLON.Tools.Error("IDB request blocked. Please reload the page.");
  79878. handleError();
  79879. };
  79880. // DB has been opened successfully
  79881. request.onsuccess = function (event) {
  79882. _this._db = request.result;
  79883. successCallback();
  79884. };
  79885. // Initialization of the DB. Creating Scenes & Textures stores
  79886. request.onupgradeneeded = function (event) {
  79887. _this._db = (event.target).result;
  79888. if (_this._db) {
  79889. try {
  79890. _this._db.createObjectStore("scenes", { keyPath: "sceneUrl" });
  79891. _this._db.createObjectStore("versions", { keyPath: "sceneUrl" });
  79892. _this._db.createObjectStore("textures", { keyPath: "textureUrl" });
  79893. }
  79894. catch (ex) {
  79895. BABYLON.Tools.Error("Error while creating object stores. Exception: " + ex.message);
  79896. handleError();
  79897. }
  79898. }
  79899. };
  79900. }
  79901. // DB has already been created and opened
  79902. else {
  79903. if (successCallback) {
  79904. successCallback();
  79905. }
  79906. }
  79907. }
  79908. };
  79909. /**
  79910. * Loads an image from the database
  79911. * @param url defines the url to load from
  79912. * @param image defines the target DOM image
  79913. */
  79914. Database.prototype.loadImage = function (url, image) {
  79915. var _this = this;
  79916. var completeURL = Database._ReturnFullUrlLocation(url);
  79917. var saveAndLoadImage = function () {
  79918. if (!_this._hasReachedQuota && _this._db !== null) {
  79919. // the texture is not yet in the DB, let's try to save it
  79920. _this._saveImageIntoDBAsync(completeURL, image);
  79921. }
  79922. // If the texture is not in the DB and we've reached the DB quota limit
  79923. // let's load it directly from the web
  79924. else {
  79925. image.src = url;
  79926. }
  79927. };
  79928. if (!this._mustUpdateRessources) {
  79929. this._loadImageFromDBAsync(completeURL, image, saveAndLoadImage);
  79930. }
  79931. // First time we're download the images or update requested in the manifest file by a version change
  79932. else {
  79933. saveAndLoadImage();
  79934. }
  79935. };
  79936. Database.prototype._loadImageFromDBAsync = function (url, image, notInDBCallback) {
  79937. if (this._isSupported && this._db !== null) {
  79938. var texture;
  79939. var transaction = this._db.transaction(["textures"]);
  79940. transaction.onabort = function (event) {
  79941. image.src = url;
  79942. };
  79943. transaction.oncomplete = function (event) {
  79944. var blobTextureURL;
  79945. if (texture) {
  79946. var URL = window.URL || window.webkitURL;
  79947. blobTextureURL = URL.createObjectURL(texture.data);
  79948. image.onerror = function () {
  79949. BABYLON.Tools.Error("Error loading image from blob URL: " + blobTextureURL + " switching back to web url: " + url);
  79950. image.src = url;
  79951. };
  79952. image.src = blobTextureURL;
  79953. }
  79954. else {
  79955. notInDBCallback();
  79956. }
  79957. };
  79958. var getRequest = transaction.objectStore("textures").get(url);
  79959. getRequest.onsuccess = function (event) {
  79960. texture = (event.target).result;
  79961. };
  79962. getRequest.onerror = function (event) {
  79963. BABYLON.Tools.Error("Error loading texture " + url + " from DB.");
  79964. image.src = url;
  79965. };
  79966. }
  79967. else {
  79968. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  79969. image.src = url;
  79970. }
  79971. };
  79972. Database.prototype._saveImageIntoDBAsync = function (url, image) {
  79973. var _this = this;
  79974. if (this._isSupported) {
  79975. // In case of error (type not supported or quota exceeded), we're at least sending back XHR data to allow texture loading later on
  79976. var generateBlobUrl = function () {
  79977. var blobTextureURL;
  79978. if (blob) {
  79979. var URL = window.URL || window.webkitURL;
  79980. try {
  79981. blobTextureURL = URL.createObjectURL(blob);
  79982. }
  79983. // Chrome is raising a type error if we're setting the oneTimeOnly parameter
  79984. catch (ex) {
  79985. blobTextureURL = URL.createObjectURL(blob);
  79986. }
  79987. }
  79988. if (blobTextureURL) {
  79989. image.src = blobTextureURL;
  79990. }
  79991. };
  79992. if (Database.IsUASupportingBlobStorage) { // Create XHR
  79993. var xhr = new XMLHttpRequest(), blob;
  79994. xhr.open("GET", url, true);
  79995. xhr.responseType = "blob";
  79996. xhr.addEventListener("load", function () {
  79997. if (xhr.status === 200 && _this._db) {
  79998. // Blob as response (XHR2)
  79999. blob = xhr.response;
  80000. var transaction = _this._db.transaction(["textures"], "readwrite");
  80001. // the transaction could abort because of a QuotaExceededError error
  80002. transaction.onabort = function (event) {
  80003. try {
  80004. //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  80005. var srcElement = (event.srcElement || event.target);
  80006. var error = srcElement.error;
  80007. if (error && error.name === "QuotaExceededError") {
  80008. _this._hasReachedQuota = true;
  80009. }
  80010. }
  80011. catch (ex) { }
  80012. generateBlobUrl();
  80013. };
  80014. transaction.oncomplete = function (event) {
  80015. generateBlobUrl();
  80016. };
  80017. var newTexture = { textureUrl: url, data: blob };
  80018. try {
  80019. // Put the blob into the dabase
  80020. var addRequest = transaction.objectStore("textures").put(newTexture);
  80021. addRequest.onsuccess = function (event) {
  80022. };
  80023. addRequest.onerror = function (event) {
  80024. generateBlobUrl();
  80025. };
  80026. }
  80027. catch (ex) {
  80028. // "DataCloneError" generated by Chrome when you try to inject blob into IndexedDB
  80029. if (ex.code === 25) {
  80030. Database.IsUASupportingBlobStorage = false;
  80031. _this._enableTexturesOffline = false;
  80032. }
  80033. image.src = url;
  80034. }
  80035. }
  80036. else {
  80037. image.src = url;
  80038. }
  80039. }, false);
  80040. xhr.addEventListener("error", function (event) {
  80041. BABYLON.Tools.Error("Error in XHR request in BABYLON.Database.");
  80042. image.src = url;
  80043. }, false);
  80044. if (BABYLON.Tools.CustomRequestHeaders) {
  80045. BABYLON.Tools.InjectCustomRequestHeaders(xhr);
  80046. }
  80047. xhr.send();
  80048. }
  80049. else {
  80050. image.src = url;
  80051. }
  80052. }
  80053. else {
  80054. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  80055. image.src = url;
  80056. }
  80057. };
  80058. Database.prototype._checkVersionFromDB = function (url, versionLoaded) {
  80059. var _this = this;
  80060. var updateVersion = function () {
  80061. // the version is not yet in the DB or we need to update it
  80062. _this._saveVersionIntoDBAsync(url, versionLoaded);
  80063. };
  80064. this._loadVersionFromDBAsync(url, versionLoaded, updateVersion);
  80065. };
  80066. Database.prototype._loadVersionFromDBAsync = function (url, callback, updateInDBCallback) {
  80067. var _this = this;
  80068. if (this._isSupported && this._db) {
  80069. var version;
  80070. try {
  80071. var transaction = this._db.transaction(["versions"]);
  80072. transaction.oncomplete = function (event) {
  80073. if (version) {
  80074. // If the version in the JSON file is different from the version in DB
  80075. if (_this._manifestVersionFound !== version.data) {
  80076. _this._mustUpdateRessources = true;
  80077. updateInDBCallback();
  80078. }
  80079. else {
  80080. callback(version.data);
  80081. }
  80082. }
  80083. // version was not found in DB
  80084. else {
  80085. _this._mustUpdateRessources = true;
  80086. updateInDBCallback();
  80087. }
  80088. };
  80089. transaction.onabort = function (event) {
  80090. callback(-1);
  80091. };
  80092. var getRequest = transaction.objectStore("versions").get(url);
  80093. getRequest.onsuccess = function (event) {
  80094. version = (event.target).result;
  80095. };
  80096. getRequest.onerror = function (event) {
  80097. BABYLON.Tools.Error("Error loading version for scene " + url + " from DB.");
  80098. callback(-1);
  80099. };
  80100. }
  80101. catch (ex) {
  80102. BABYLON.Tools.Error("Error while accessing 'versions' object store (READ OP). Exception: " + ex.message);
  80103. callback(-1);
  80104. }
  80105. }
  80106. else {
  80107. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  80108. callback(-1);
  80109. }
  80110. };
  80111. Database.prototype._saveVersionIntoDBAsync = function (url, callback) {
  80112. var _this = this;
  80113. if (this._isSupported && !this._hasReachedQuota && this._db) {
  80114. try {
  80115. // Open a transaction to the database
  80116. var transaction = this._db.transaction(["versions"], "readwrite");
  80117. // the transaction could abort because of a QuotaExceededError error
  80118. transaction.onabort = function (event) {
  80119. try { //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  80120. var error = event.srcElement['error'];
  80121. if (error && error.name === "QuotaExceededError") {
  80122. _this._hasReachedQuota = true;
  80123. }
  80124. }
  80125. catch (ex) { }
  80126. callback(-1);
  80127. };
  80128. transaction.oncomplete = function (event) {
  80129. callback(_this._manifestVersionFound);
  80130. };
  80131. var newVersion = { sceneUrl: url, data: this._manifestVersionFound };
  80132. // Put the scene into the database
  80133. var addRequest = transaction.objectStore("versions").put(newVersion);
  80134. addRequest.onsuccess = function (event) {
  80135. };
  80136. addRequest.onerror = function (event) {
  80137. BABYLON.Tools.Error("Error in DB add version request in BABYLON.Database.");
  80138. };
  80139. }
  80140. catch (ex) {
  80141. BABYLON.Tools.Error("Error while accessing 'versions' object store (WRITE OP). Exception: " + ex.message);
  80142. callback(-1);
  80143. }
  80144. }
  80145. else {
  80146. callback(-1);
  80147. }
  80148. };
  80149. /**
  80150. * Loads a file from database
  80151. * @param url defines the URL to load from
  80152. * @param sceneLoaded defines a callback to call on success
  80153. * @param progressCallBack defines a callback to call when progress changed
  80154. * @param errorCallback defines a callback to call on error
  80155. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  80156. */
  80157. Database.prototype.loadFile = function (url, sceneLoaded, progressCallBack, errorCallback, useArrayBuffer) {
  80158. var _this = this;
  80159. var completeUrl = Database._ReturnFullUrlLocation(url);
  80160. var saveAndLoadFile = function () {
  80161. // the scene is not yet in the DB, let's try to save it
  80162. _this._saveFileAsync(completeUrl, sceneLoaded, progressCallBack, useArrayBuffer, errorCallback);
  80163. };
  80164. this._checkVersionFromDB(completeUrl, function (version) {
  80165. if (version !== -1) {
  80166. if (!_this._mustUpdateRessources) {
  80167. _this._loadFileAsync(completeUrl, sceneLoaded, saveAndLoadFile, useArrayBuffer);
  80168. }
  80169. else {
  80170. _this._saveFileAsync(completeUrl, sceneLoaded, progressCallBack, useArrayBuffer, errorCallback);
  80171. }
  80172. }
  80173. else {
  80174. if (errorCallback) {
  80175. errorCallback();
  80176. }
  80177. }
  80178. });
  80179. };
  80180. Database.prototype._loadFileAsync = function (url, callback, notInDBCallback, useArrayBuffer) {
  80181. if (this._isSupported && this._db) {
  80182. var targetStore;
  80183. if (url.indexOf(".babylon") !== -1) {
  80184. targetStore = "scenes";
  80185. }
  80186. else {
  80187. targetStore = "textures";
  80188. }
  80189. var file;
  80190. var transaction = this._db.transaction([targetStore]);
  80191. transaction.oncomplete = function (event) {
  80192. if (file) {
  80193. callback(file.data);
  80194. }
  80195. // file was not found in DB
  80196. else {
  80197. notInDBCallback();
  80198. }
  80199. };
  80200. transaction.onabort = function (event) {
  80201. notInDBCallback();
  80202. };
  80203. var getRequest = transaction.objectStore(targetStore).get(url);
  80204. getRequest.onsuccess = function (event) {
  80205. file = (event.target).result;
  80206. };
  80207. getRequest.onerror = function (event) {
  80208. BABYLON.Tools.Error("Error loading file " + url + " from DB.");
  80209. notInDBCallback();
  80210. };
  80211. }
  80212. else {
  80213. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  80214. callback();
  80215. }
  80216. };
  80217. Database.prototype._saveFileAsync = function (url, callback, progressCallback, useArrayBuffer, errorCallback) {
  80218. var _this = this;
  80219. if (this._isSupported) {
  80220. var targetStore;
  80221. if (url.indexOf(".babylon") !== -1) {
  80222. targetStore = "scenes";
  80223. }
  80224. else {
  80225. targetStore = "textures";
  80226. }
  80227. // Create XHR
  80228. var xhr = new XMLHttpRequest();
  80229. var fileData;
  80230. xhr.open("GET", url + "?" + Date.now(), true);
  80231. if (useArrayBuffer) {
  80232. xhr.responseType = "arraybuffer";
  80233. }
  80234. if (progressCallback) {
  80235. xhr.onprogress = progressCallback;
  80236. }
  80237. xhr.addEventListener("load", function () {
  80238. if (xhr.status === 200 || (xhr.status < 400 && BABYLON.Tools.ValidateXHRData(xhr, !useArrayBuffer ? 1 : 6))) {
  80239. // Blob as response (XHR2)
  80240. fileData = !useArrayBuffer ? xhr.responseText : xhr.response;
  80241. if (!_this._hasReachedQuota && _this._db) {
  80242. // Open a transaction to the database
  80243. var transaction = _this._db.transaction([targetStore], "readwrite");
  80244. // the transaction could abort because of a QuotaExceededError error
  80245. transaction.onabort = function (event) {
  80246. try {
  80247. //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  80248. var error = event.srcElement['error'];
  80249. if (error && error.name === "QuotaExceededError") {
  80250. _this._hasReachedQuota = true;
  80251. }
  80252. }
  80253. catch (ex) { }
  80254. callback(fileData);
  80255. };
  80256. transaction.oncomplete = function (event) {
  80257. callback(fileData);
  80258. };
  80259. var newFile;
  80260. if (targetStore === "scenes") {
  80261. newFile = { sceneUrl: url, data: fileData, version: _this._manifestVersionFound };
  80262. }
  80263. else {
  80264. newFile = { textureUrl: url, data: fileData };
  80265. }
  80266. try {
  80267. // Put the scene into the database
  80268. var addRequest = transaction.objectStore(targetStore).put(newFile);
  80269. addRequest.onsuccess = function (event) {
  80270. };
  80271. addRequest.onerror = function (event) {
  80272. BABYLON.Tools.Error("Error in DB add file request in BABYLON.Database.");
  80273. };
  80274. }
  80275. catch (ex) {
  80276. callback(fileData);
  80277. }
  80278. }
  80279. else {
  80280. callback(fileData);
  80281. }
  80282. }
  80283. else {
  80284. if (xhr.status >= 400 && errorCallback) {
  80285. errorCallback(xhr);
  80286. }
  80287. else {
  80288. callback();
  80289. }
  80290. }
  80291. }, false);
  80292. xhr.addEventListener("error", function (event) {
  80293. BABYLON.Tools.Error("error on XHR request.");
  80294. callback();
  80295. }, false);
  80296. if (BABYLON.Tools.UseCustomRequestHeaders) {
  80297. BABYLON.Tools.InjectCustomRequestHeaders(xhr);
  80298. }
  80299. xhr.send();
  80300. }
  80301. else {
  80302. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or Babylon.js Database is not open.");
  80303. callback();
  80304. }
  80305. };
  80306. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  80307. Database.IsUASupportingBlobStorage = true;
  80308. /**
  80309. * Gets a boolean indicating if Database storate is enabled (off by default)
  80310. */
  80311. Database.IDBStorageEnabled = false;
  80312. Database._ParseURL = function (url) {
  80313. var a = document.createElement('a');
  80314. a.href = url;
  80315. var urlWithoutHash = url.substring(0, url.lastIndexOf("#"));
  80316. var fileName = url.substring(urlWithoutHash.lastIndexOf("/") + 1, url.length);
  80317. var absLocation = url.substring(0, url.indexOf(fileName, 0));
  80318. return absLocation;
  80319. };
  80320. Database._ReturnFullUrlLocation = function (url) {
  80321. if (url.indexOf("http:/") === -1 && url.indexOf("https:/") === -1) {
  80322. return (Database._ParseURL(window.location.href) + url);
  80323. }
  80324. else {
  80325. return url;
  80326. }
  80327. };
  80328. return Database;
  80329. }());
  80330. BABYLON.Database = Database;
  80331. })(BABYLON || (BABYLON = {}));
  80332. //# sourceMappingURL=babylon.database.js.map
  80333. var BABYLON;
  80334. (function (BABYLON) {
  80335. /**
  80336. * This represents all the required information to add a fresnel effect on a material:
  80337. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  80338. */
  80339. var FresnelParameters = /** @class */ (function () {
  80340. function FresnelParameters() {
  80341. this._isEnabled = true;
  80342. /**
  80343. * Define the color used on edges (grazing angle)
  80344. */
  80345. this.leftColor = BABYLON.Color3.White();
  80346. /**
  80347. * Define the color used on center
  80348. */
  80349. this.rightColor = BABYLON.Color3.Black();
  80350. /**
  80351. * Define bias applied to computed fresnel term
  80352. */
  80353. this.bias = 0;
  80354. /**
  80355. * Defined the power exponent applied to fresnel term
  80356. */
  80357. this.power = 1;
  80358. }
  80359. Object.defineProperty(FresnelParameters.prototype, "isEnabled", {
  80360. /**
  80361. * Define if the fresnel effect is enable or not.
  80362. */
  80363. get: function () {
  80364. return this._isEnabled;
  80365. },
  80366. set: function (value) {
  80367. if (this._isEnabled === value) {
  80368. return;
  80369. }
  80370. this._isEnabled = value;
  80371. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.FresnelDirtyFlag | BABYLON.Material.MiscDirtyFlag);
  80372. },
  80373. enumerable: true,
  80374. configurable: true
  80375. });
  80376. /**
  80377. * Clones the current fresnel and its valuues
  80378. * @returns a clone fresnel configuration
  80379. */
  80380. FresnelParameters.prototype.clone = function () {
  80381. var newFresnelParameters = new FresnelParameters();
  80382. BABYLON.Tools.DeepCopy(this, newFresnelParameters);
  80383. return newFresnelParameters;
  80384. };
  80385. /**
  80386. * Serializes the current fresnel parameters to a JSON representation.
  80387. * @return the JSON serialization
  80388. */
  80389. FresnelParameters.prototype.serialize = function () {
  80390. var serializationObject = {};
  80391. serializationObject.isEnabled = this.isEnabled;
  80392. serializationObject.leftColor = this.leftColor.asArray();
  80393. serializationObject.rightColor = this.rightColor.asArray();
  80394. serializationObject.bias = this.bias;
  80395. serializationObject.power = this.power;
  80396. return serializationObject;
  80397. };
  80398. /**
  80399. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  80400. * @param parsedFresnelParameters Define the JSON representation
  80401. * @returns the parsed parameters
  80402. */
  80403. FresnelParameters.Parse = function (parsedFresnelParameters) {
  80404. var fresnelParameters = new FresnelParameters();
  80405. fresnelParameters.isEnabled = parsedFresnelParameters.isEnabled;
  80406. fresnelParameters.leftColor = BABYLON.Color3.FromArray(parsedFresnelParameters.leftColor);
  80407. fresnelParameters.rightColor = BABYLON.Color3.FromArray(parsedFresnelParameters.rightColor);
  80408. fresnelParameters.bias = parsedFresnelParameters.bias;
  80409. fresnelParameters.power = parsedFresnelParameters.power || 1.0;
  80410. return fresnelParameters;
  80411. };
  80412. return FresnelParameters;
  80413. }());
  80414. BABYLON.FresnelParameters = FresnelParameters;
  80415. })(BABYLON || (BABYLON = {}));
  80416. //# sourceMappingURL=babylon.fresnelParameters.js.map
  80417. var BABYLON;
  80418. (function (BABYLON) {
  80419. /**
  80420. * A multi-material is used to apply different materials to different parts of the same object without the need of
  80421. * separate meshes. This can be use to improve performances.
  80422. * @see http://doc.babylonjs.com/how_to/multi_materials
  80423. */
  80424. var MultiMaterial = /** @class */ (function (_super) {
  80425. __extends(MultiMaterial, _super);
  80426. /**
  80427. * Instantiates a new Multi Material
  80428. * A multi-material is used to apply different materials to different parts of the same object without the need of
  80429. * separate meshes. This can be use to improve performances.
  80430. * @see http://doc.babylonjs.com/how_to/multi_materials
  80431. * @param name Define the name in the scene
  80432. * @param scene Define the scene the material belongs to
  80433. */
  80434. function MultiMaterial(name, scene) {
  80435. var _this = _super.call(this, name, scene, true) || this;
  80436. scene.multiMaterials.push(_this);
  80437. _this.subMaterials = new Array();
  80438. _this._storeEffectOnSubMeshes = true; // multimaterial is considered like a push material
  80439. return _this;
  80440. }
  80441. Object.defineProperty(MultiMaterial.prototype, "subMaterials", {
  80442. /**
  80443. * Gets or Sets the list of Materials used within the multi material.
  80444. * They need to be ordered according to the submeshes order in the associated mesh
  80445. */
  80446. get: function () {
  80447. return this._subMaterials;
  80448. },
  80449. set: function (value) {
  80450. this._subMaterials = value;
  80451. this._hookArray(value);
  80452. },
  80453. enumerable: true,
  80454. configurable: true
  80455. });
  80456. /**
  80457. * Function used to align with Node.getChildren()
  80458. * @returns the list of Materials used within the multi material
  80459. */
  80460. MultiMaterial.prototype.getChildren = function () {
  80461. return this.subMaterials;
  80462. };
  80463. MultiMaterial.prototype._hookArray = function (array) {
  80464. var _this = this;
  80465. var oldPush = array.push;
  80466. array.push = function () {
  80467. var items = [];
  80468. for (var _i = 0; _i < arguments.length; _i++) {
  80469. items[_i] = arguments[_i];
  80470. }
  80471. var result = oldPush.apply(array, items);
  80472. _this._markAllSubMeshesAsTexturesDirty();
  80473. return result;
  80474. };
  80475. var oldSplice = array.splice;
  80476. array.splice = function (index, deleteCount) {
  80477. var deleted = oldSplice.apply(array, [index, deleteCount]);
  80478. _this._markAllSubMeshesAsTexturesDirty();
  80479. return deleted;
  80480. };
  80481. };
  80482. /**
  80483. * Get one of the submaterial by its index in the submaterials array
  80484. * @param index The index to look the sub material at
  80485. * @returns The Material if the index has been defined
  80486. */
  80487. MultiMaterial.prototype.getSubMaterial = function (index) {
  80488. if (index < 0 || index >= this.subMaterials.length) {
  80489. return this.getScene().defaultMaterial;
  80490. }
  80491. return this.subMaterials[index];
  80492. };
  80493. /**
  80494. * Get the list of active textures for the whole sub materials list.
  80495. * @returns All the textures that will be used during the rendering
  80496. */
  80497. MultiMaterial.prototype.getActiveTextures = function () {
  80498. var _a;
  80499. return (_a = _super.prototype.getActiveTextures.call(this)).concat.apply(_a, this.subMaterials.map(function (subMaterial) {
  80500. if (subMaterial) {
  80501. return subMaterial.getActiveTextures();
  80502. }
  80503. else {
  80504. return [];
  80505. }
  80506. }));
  80507. };
  80508. /**
  80509. * Gets the current class name of the material e.g. "MultiMaterial"
  80510. * Mainly use in serialization.
  80511. * @returns the class name
  80512. */
  80513. MultiMaterial.prototype.getClassName = function () {
  80514. return "MultiMaterial";
  80515. };
  80516. /**
  80517. * Checks if the material is ready to render the requested sub mesh
  80518. * @param mesh Define the mesh the submesh belongs to
  80519. * @param subMesh Define the sub mesh to look readyness for
  80520. * @param useInstances Define whether or not the material is used with instances
  80521. * @returns true if ready, otherwise false
  80522. */
  80523. MultiMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  80524. for (var index = 0; index < this.subMaterials.length; index++) {
  80525. var subMaterial = this.subMaterials[index];
  80526. if (subMaterial) {
  80527. if (subMaterial._storeEffectOnSubMeshes) {
  80528. if (!subMaterial.isReadyForSubMesh(mesh, subMesh, useInstances)) {
  80529. return false;
  80530. }
  80531. continue;
  80532. }
  80533. if (!subMaterial.isReady(mesh)) {
  80534. return false;
  80535. }
  80536. }
  80537. }
  80538. return true;
  80539. };
  80540. /**
  80541. * Clones the current material and its related sub materials
  80542. * @param name Define the name of the newly cloned material
  80543. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  80544. * @returns the cloned material
  80545. */
  80546. MultiMaterial.prototype.clone = function (name, cloneChildren) {
  80547. var newMultiMaterial = new MultiMaterial(name, this.getScene());
  80548. for (var index = 0; index < this.subMaterials.length; index++) {
  80549. var subMaterial = null;
  80550. var current = this.subMaterials[index];
  80551. if (cloneChildren && current) {
  80552. subMaterial = current.clone(name + "-" + current.name);
  80553. }
  80554. else {
  80555. subMaterial = this.subMaterials[index];
  80556. }
  80557. newMultiMaterial.subMaterials.push(subMaterial);
  80558. }
  80559. return newMultiMaterial;
  80560. };
  80561. /**
  80562. * Serializes the materials into a JSON representation.
  80563. * @returns the JSON representation
  80564. */
  80565. MultiMaterial.prototype.serialize = function () {
  80566. var serializationObject = {};
  80567. serializationObject.name = this.name;
  80568. serializationObject.id = this.id;
  80569. if (BABYLON.Tags) {
  80570. serializationObject.tags = BABYLON.Tags.GetTags(this);
  80571. }
  80572. serializationObject.materials = [];
  80573. for (var matIndex = 0; matIndex < this.subMaterials.length; matIndex++) {
  80574. var subMat = this.subMaterials[matIndex];
  80575. if (subMat) {
  80576. serializationObject.materials.push(subMat.id);
  80577. }
  80578. else {
  80579. serializationObject.materials.push(null);
  80580. }
  80581. }
  80582. return serializationObject;
  80583. };
  80584. /**
  80585. * Dispose the material and release its associated resources
  80586. * @param forceDisposeEffect Define if we want to force disposing the associated effect (if false the shader is not released and could be reuse later on)
  80587. * @param forceDisposeTextures Define if we want to force disposing the associated textures (if false, they will not be disposed and can still be use elsewhere in the app)
  80588. */
  80589. MultiMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  80590. var scene = this.getScene();
  80591. if (!scene) {
  80592. return;
  80593. }
  80594. var index = scene.multiMaterials.indexOf(this);
  80595. if (index >= 0) {
  80596. scene.multiMaterials.splice(index, 1);
  80597. }
  80598. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  80599. };
  80600. return MultiMaterial;
  80601. }(BABYLON.Material));
  80602. BABYLON.MultiMaterial = MultiMaterial;
  80603. })(BABYLON || (BABYLON = {}));
  80604. //# sourceMappingURL=babylon.multiMaterial.js.map
  80605. var BABYLON;
  80606. (function (BABYLON) {
  80607. /**
  80608. * Manage the touch inputs to control the movement of a free camera.
  80609. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  80610. */
  80611. var FreeCameraTouchInput = /** @class */ (function () {
  80612. function FreeCameraTouchInput() {
  80613. /**
  80614. * Defines the touch sensibility for rotation.
  80615. * The higher the faster.
  80616. */
  80617. this.touchAngularSensibility = 200000.0;
  80618. /**
  80619. * Defines the touch sensibility for move.
  80620. * The higher the faster.
  80621. */
  80622. this.touchMoveSensibility = 250.0;
  80623. this._offsetX = null;
  80624. this._offsetY = null;
  80625. this._pointerPressed = new Array();
  80626. }
  80627. /**
  80628. * Attach the input controls to a specific dom element to get the input from.
  80629. * @param element Defines the element the controls should be listened from
  80630. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  80631. */
  80632. FreeCameraTouchInput.prototype.attachControl = function (element, noPreventDefault) {
  80633. var _this = this;
  80634. var previousPosition = null;
  80635. if (this._pointerInput === undefined) {
  80636. this._onLostFocus = function (evt) {
  80637. _this._offsetX = null;
  80638. _this._offsetY = null;
  80639. };
  80640. this._pointerInput = function (p, s) {
  80641. var evt = p.event;
  80642. if (evt.pointerType === "mouse") {
  80643. return;
  80644. }
  80645. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  80646. if (!noPreventDefault) {
  80647. evt.preventDefault();
  80648. }
  80649. _this._pointerPressed.push(evt.pointerId);
  80650. if (_this._pointerPressed.length !== 1) {
  80651. return;
  80652. }
  80653. previousPosition = {
  80654. x: evt.clientX,
  80655. y: evt.clientY
  80656. };
  80657. }
  80658. else if (p.type === BABYLON.PointerEventTypes.POINTERUP) {
  80659. if (!noPreventDefault) {
  80660. evt.preventDefault();
  80661. }
  80662. var index = _this._pointerPressed.indexOf(evt.pointerId);
  80663. if (index === -1) {
  80664. return;
  80665. }
  80666. _this._pointerPressed.splice(index, 1);
  80667. if (index != 0) {
  80668. return;
  80669. }
  80670. previousPosition = null;
  80671. _this._offsetX = null;
  80672. _this._offsetY = null;
  80673. }
  80674. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  80675. if (!noPreventDefault) {
  80676. evt.preventDefault();
  80677. }
  80678. if (!previousPosition) {
  80679. return;
  80680. }
  80681. var index = _this._pointerPressed.indexOf(evt.pointerId);
  80682. if (index != 0) {
  80683. return;
  80684. }
  80685. _this._offsetX = evt.clientX - previousPosition.x;
  80686. _this._offsetY = -(evt.clientY - previousPosition.y);
  80687. }
  80688. };
  80689. }
  80690. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE);
  80691. if (this._onLostFocus) {
  80692. element.addEventListener("blur", this._onLostFocus);
  80693. }
  80694. };
  80695. /**
  80696. * Detach the current controls from the specified dom element.
  80697. * @param element Defines the element to stop listening the inputs from
  80698. */
  80699. FreeCameraTouchInput.prototype.detachControl = function (element) {
  80700. if (this._pointerInput && element) {
  80701. if (this._observer) {
  80702. this.camera.getScene().onPointerObservable.remove(this._observer);
  80703. this._observer = null;
  80704. }
  80705. if (this._onLostFocus) {
  80706. element.removeEventListener("blur", this._onLostFocus);
  80707. this._onLostFocus = null;
  80708. }
  80709. this._pointerPressed = [];
  80710. this._offsetX = null;
  80711. this._offsetY = null;
  80712. }
  80713. };
  80714. /**
  80715. * Update the current camera state depending on the inputs that have been used this frame.
  80716. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  80717. */
  80718. FreeCameraTouchInput.prototype.checkInputs = function () {
  80719. if (this._offsetX && this._offsetY) {
  80720. var camera = this.camera;
  80721. camera.cameraRotation.y += this._offsetX / this.touchAngularSensibility;
  80722. if (this._pointerPressed.length > 1) {
  80723. camera.cameraRotation.x += -this._offsetY / this.touchAngularSensibility;
  80724. }
  80725. else {
  80726. var speed = camera._computeLocalCameraSpeed();
  80727. var direction = new BABYLON.Vector3(0, 0, speed * this._offsetY / this.touchMoveSensibility);
  80728. BABYLON.Matrix.RotationYawPitchRollToRef(camera.rotation.y, camera.rotation.x, 0, camera._cameraRotationMatrix);
  80729. camera.cameraDirection.addInPlace(BABYLON.Vector3.TransformCoordinates(direction, camera._cameraRotationMatrix));
  80730. }
  80731. }
  80732. };
  80733. /**
  80734. * Gets the class name of the current intput.
  80735. * @returns the class name
  80736. */
  80737. FreeCameraTouchInput.prototype.getClassName = function () {
  80738. return "FreeCameraTouchInput";
  80739. };
  80740. /**
  80741. * Get the friendly name associated with the input class.
  80742. * @returns the input friendly name
  80743. */
  80744. FreeCameraTouchInput.prototype.getSimpleName = function () {
  80745. return "touch";
  80746. };
  80747. __decorate([
  80748. BABYLON.serialize()
  80749. ], FreeCameraTouchInput.prototype, "touchAngularSensibility", void 0);
  80750. __decorate([
  80751. BABYLON.serialize()
  80752. ], FreeCameraTouchInput.prototype, "touchMoveSensibility", void 0);
  80753. return FreeCameraTouchInput;
  80754. }());
  80755. BABYLON.FreeCameraTouchInput = FreeCameraTouchInput;
  80756. BABYLON.CameraInputTypes["FreeCameraTouchInput"] = FreeCameraTouchInput;
  80757. })(BABYLON || (BABYLON = {}));
  80758. //# sourceMappingURL=babylon.freeCameraTouchInput.js.map
  80759. var BABYLON;
  80760. (function (BABYLON) {
  80761. BABYLON.Node.AddNodeConstructor("TouchCamera", function (name, scene) {
  80762. return function () { return new TouchCamera(name, BABYLON.Vector3.Zero(), scene); };
  80763. });
  80764. /**
  80765. * This represents a FPS type of camera controlled by touch.
  80766. * This is like a universal camera minus the Gamepad controls.
  80767. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  80768. */
  80769. var TouchCamera = /** @class */ (function (_super) {
  80770. __extends(TouchCamera, _super);
  80771. /**
  80772. * Instantiates a new touch camera.
  80773. * This represents a FPS type of camera controlled by touch.
  80774. * This is like a universal camera minus the Gamepad controls.
  80775. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  80776. * @param name Define the name of the camera in the scene
  80777. * @param position Define the start position of the camera in the scene
  80778. * @param scene Define the scene the camera belongs to
  80779. */
  80780. function TouchCamera(name, position, scene) {
  80781. var _this = _super.call(this, name, position, scene) || this;
  80782. _this.inputs.addTouch();
  80783. _this._setupInputs();
  80784. return _this;
  80785. }
  80786. Object.defineProperty(TouchCamera.prototype, "touchAngularSensibility", {
  80787. /**
  80788. * Defines the touch sensibility for rotation.
  80789. * The higher the faster.
  80790. */
  80791. get: function () {
  80792. var touch = this.inputs.attached["touch"];
  80793. if (touch) {
  80794. return touch.touchAngularSensibility;
  80795. }
  80796. return 0;
  80797. },
  80798. set: function (value) {
  80799. var touch = this.inputs.attached["touch"];
  80800. if (touch) {
  80801. touch.touchAngularSensibility = value;
  80802. }
  80803. },
  80804. enumerable: true,
  80805. configurable: true
  80806. });
  80807. Object.defineProperty(TouchCamera.prototype, "touchMoveSensibility", {
  80808. /**
  80809. * Defines the touch sensibility for move.
  80810. * The higher the faster.
  80811. */
  80812. get: function () {
  80813. var touch = this.inputs.attached["touch"];
  80814. if (touch) {
  80815. return touch.touchMoveSensibility;
  80816. }
  80817. return 0;
  80818. },
  80819. set: function (value) {
  80820. var touch = this.inputs.attached["touch"];
  80821. if (touch) {
  80822. touch.touchMoveSensibility = value;
  80823. }
  80824. },
  80825. enumerable: true,
  80826. configurable: true
  80827. });
  80828. /**
  80829. * Gets the current object class name.
  80830. * @return the class name
  80831. */
  80832. TouchCamera.prototype.getClassName = function () {
  80833. return "TouchCamera";
  80834. };
  80835. /** @hidden */
  80836. TouchCamera.prototype._setupInputs = function () {
  80837. var mouse = this.inputs.attached["mouse"];
  80838. if (mouse) {
  80839. mouse.touchEnabled = false;
  80840. }
  80841. };
  80842. return TouchCamera;
  80843. }(BABYLON.FreeCamera));
  80844. BABYLON.TouchCamera = TouchCamera;
  80845. })(BABYLON || (BABYLON = {}));
  80846. //# sourceMappingURL=babylon.touchCamera.js.map
  80847. var BABYLON;
  80848. (function (BABYLON) {
  80849. /**
  80850. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  80851. * This is the base class of any Procedural texture and contains most of the shareable code.
  80852. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  80853. */
  80854. var ProceduralTexture = /** @class */ (function (_super) {
  80855. __extends(ProceduralTexture, _super);
  80856. /**
  80857. * Instantiates a new procedural texture.
  80858. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  80859. * This is the base class of any Procedural texture and contains most of the shareable code.
  80860. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  80861. * @param name Define the name of the texture
  80862. * @param size Define the size of the texture to create
  80863. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  80864. * @param scene Define the scene the texture belongs to
  80865. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  80866. * @param generateMipMaps Define if the texture should creates mip maps or not
  80867. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  80868. */
  80869. function ProceduralTexture(name, size, fragment, scene, fallbackTexture, generateMipMaps, isCube) {
  80870. if (fallbackTexture === void 0) { fallbackTexture = null; }
  80871. if (generateMipMaps === void 0) { generateMipMaps = true; }
  80872. if (isCube === void 0) { isCube = false; }
  80873. var _this = _super.call(this, null, scene, !generateMipMaps) || this;
  80874. _this.isCube = isCube;
  80875. /**
  80876. * Define if the texture is enabled or not (disabled texture will not render)
  80877. */
  80878. _this.isEnabled = true;
  80879. /**
  80880. * Define if the texture must be cleared before rendering (default is true)
  80881. */
  80882. _this.autoClear = true;
  80883. /**
  80884. * Event raised when the texture is generated
  80885. */
  80886. _this.onGeneratedObservable = new BABYLON.Observable();
  80887. /** @hidden */
  80888. _this._textures = {};
  80889. _this._currentRefreshId = -1;
  80890. _this._refreshRate = 1;
  80891. _this._vertexBuffers = {};
  80892. _this._uniforms = new Array();
  80893. _this._samplers = new Array();
  80894. _this._floats = {};
  80895. _this._ints = {};
  80896. _this._floatsArrays = {};
  80897. _this._colors3 = {};
  80898. _this._colors4 = {};
  80899. _this._vectors2 = {};
  80900. _this._vectors3 = {};
  80901. _this._matrices = {};
  80902. _this._fallbackTextureUsed = false;
  80903. _this._cachedDefines = "";
  80904. _this._contentUpdateId = -1;
  80905. scene = _this.getScene();
  80906. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_PROCEDURALTEXTURE);
  80907. if (!component) {
  80908. component = new BABYLON.ProceduralTextureSceneComponent(scene);
  80909. scene._addComponent(component);
  80910. }
  80911. scene.proceduralTextures.push(_this);
  80912. _this._engine = scene.getEngine();
  80913. _this.name = name;
  80914. _this.isRenderTarget = true;
  80915. _this._size = size;
  80916. _this._generateMipMaps = generateMipMaps;
  80917. _this.setFragment(fragment);
  80918. _this._fallbackTexture = fallbackTexture;
  80919. if (isCube) {
  80920. _this._texture = _this._engine.createRenderTargetCubeTexture(size, { generateMipMaps: generateMipMaps, generateDepthBuffer: false, generateStencilBuffer: false });
  80921. _this.setFloat("face", 0);
  80922. }
  80923. else {
  80924. _this._texture = _this._engine.createRenderTargetTexture(size, { generateMipMaps: generateMipMaps, generateDepthBuffer: false, generateStencilBuffer: false });
  80925. }
  80926. // VBO
  80927. var vertices = [];
  80928. vertices.push(1, 1);
  80929. vertices.push(-1, 1);
  80930. vertices.push(-1, -1);
  80931. vertices.push(1, -1);
  80932. _this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(_this._engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  80933. _this._createIndexBuffer();
  80934. return _this;
  80935. }
  80936. /**
  80937. * The effect that is created when initializing the post process.
  80938. * @returns The created effect corrisponding the the postprocess.
  80939. */
  80940. ProceduralTexture.prototype.getEffect = function () {
  80941. return this._effect;
  80942. };
  80943. /**
  80944. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  80945. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  80946. */
  80947. ProceduralTexture.prototype.getContent = function () {
  80948. if (this._contentData && this._currentRefreshId == this._contentUpdateId) {
  80949. return this._contentData;
  80950. }
  80951. this._contentData = this.readPixels(0, 0, this._contentData);
  80952. this._contentUpdateId = this._currentRefreshId;
  80953. return this._contentData;
  80954. };
  80955. ProceduralTexture.prototype._createIndexBuffer = function () {
  80956. var engine = this._engine;
  80957. // Indices
  80958. var indices = [];
  80959. indices.push(0);
  80960. indices.push(1);
  80961. indices.push(2);
  80962. indices.push(0);
  80963. indices.push(2);
  80964. indices.push(3);
  80965. this._indexBuffer = engine.createIndexBuffer(indices);
  80966. };
  80967. /** @hidden */
  80968. ProceduralTexture.prototype._rebuild = function () {
  80969. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  80970. if (vb) {
  80971. vb._rebuild();
  80972. }
  80973. this._createIndexBuffer();
  80974. if (this.refreshRate === BABYLON.RenderTargetTexture.REFRESHRATE_RENDER_ONCE) {
  80975. this.refreshRate = BABYLON.RenderTargetTexture.REFRESHRATE_RENDER_ONCE;
  80976. }
  80977. };
  80978. /**
  80979. * Resets the texture in order to recreate its associated resources.
  80980. * This can be called in case of context loss
  80981. */
  80982. ProceduralTexture.prototype.reset = function () {
  80983. if (this._effect === undefined) {
  80984. return;
  80985. }
  80986. var engine = this._engine;
  80987. engine._releaseEffect(this._effect);
  80988. };
  80989. ProceduralTexture.prototype._getDefines = function () {
  80990. return "";
  80991. };
  80992. /**
  80993. * Is the texture ready to be used ? (rendered at least once)
  80994. * @returns true if ready, otherwise, false.
  80995. */
  80996. ProceduralTexture.prototype.isReady = function () {
  80997. var _this = this;
  80998. var engine = this._engine;
  80999. var shaders;
  81000. if (!this._fragment) {
  81001. return false;
  81002. }
  81003. if (this._fallbackTextureUsed) {
  81004. return true;
  81005. }
  81006. var defines = this._getDefines();
  81007. if (this._effect && defines === this._cachedDefines && this._effect.isReady()) {
  81008. return true;
  81009. }
  81010. if (this._fragment.fragmentElement !== undefined) {
  81011. shaders = { vertex: "procedural", fragmentElement: this._fragment.fragmentElement };
  81012. }
  81013. else {
  81014. shaders = { vertex: "procedural", fragment: this._fragment };
  81015. }
  81016. this._cachedDefines = defines;
  81017. this._effect = engine.createEffect(shaders, [BABYLON.VertexBuffer.PositionKind], this._uniforms, this._samplers, defines, undefined, undefined, function () {
  81018. _this.releaseInternalTexture();
  81019. if (_this._fallbackTexture) {
  81020. _this._texture = _this._fallbackTexture._texture;
  81021. if (_this._texture) {
  81022. _this._texture.incrementReferences();
  81023. }
  81024. }
  81025. _this._fallbackTextureUsed = true;
  81026. });
  81027. return this._effect.isReady();
  81028. };
  81029. /**
  81030. * Resets the refresh counter of the texture and start bak from scratch.
  81031. * Could be useful to regenerate the texture if it is setup to render only once.
  81032. */
  81033. ProceduralTexture.prototype.resetRefreshCounter = function () {
  81034. this._currentRefreshId = -1;
  81035. };
  81036. /**
  81037. * Set the fragment shader to use in order to render the texture.
  81038. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  81039. */
  81040. ProceduralTexture.prototype.setFragment = function (fragment) {
  81041. this._fragment = fragment;
  81042. };
  81043. Object.defineProperty(ProceduralTexture.prototype, "refreshRate", {
  81044. /**
  81045. * Define the refresh rate of the texture or the rendering frequency.
  81046. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  81047. */
  81048. get: function () {
  81049. return this._refreshRate;
  81050. },
  81051. set: function (value) {
  81052. this._refreshRate = value;
  81053. this.resetRefreshCounter();
  81054. },
  81055. enumerable: true,
  81056. configurable: true
  81057. });
  81058. /** @hidden */
  81059. ProceduralTexture.prototype._shouldRender = function () {
  81060. if (!this.isEnabled || !this.isReady() || !this._texture) {
  81061. if (this._texture) {
  81062. this._texture.isReady = false;
  81063. }
  81064. return false;
  81065. }
  81066. if (this._fallbackTextureUsed) {
  81067. return false;
  81068. }
  81069. if (this._currentRefreshId === -1) { // At least render once
  81070. this._currentRefreshId = 1;
  81071. return true;
  81072. }
  81073. if (this.refreshRate === this._currentRefreshId) {
  81074. this._currentRefreshId = 1;
  81075. return true;
  81076. }
  81077. this._currentRefreshId++;
  81078. return false;
  81079. };
  81080. /**
  81081. * Get the size the texture is rendering at.
  81082. * @returns the size (texture is always squared)
  81083. */
  81084. ProceduralTexture.prototype.getRenderSize = function () {
  81085. return this._size;
  81086. };
  81087. /**
  81088. * Resize the texture to new value.
  81089. * @param size Define the new size the texture should have
  81090. * @param generateMipMaps Define whether the new texture should create mip maps
  81091. */
  81092. ProceduralTexture.prototype.resize = function (size, generateMipMaps) {
  81093. if (this._fallbackTextureUsed) {
  81094. return;
  81095. }
  81096. this.releaseInternalTexture();
  81097. this._texture = this._engine.createRenderTargetTexture(size, generateMipMaps);
  81098. // Update properties
  81099. this._size = size;
  81100. this._generateMipMaps = generateMipMaps;
  81101. };
  81102. ProceduralTexture.prototype._checkUniform = function (uniformName) {
  81103. if (this._uniforms.indexOf(uniformName) === -1) {
  81104. this._uniforms.push(uniformName);
  81105. }
  81106. };
  81107. /**
  81108. * Set a texture in the shader program used to render.
  81109. * @param name Define the name of the uniform samplers as defined in the shader
  81110. * @param texture Define the texture to bind to this sampler
  81111. * @return the texture itself allowing "fluent" like uniform updates
  81112. */
  81113. ProceduralTexture.prototype.setTexture = function (name, texture) {
  81114. if (this._samplers.indexOf(name) === -1) {
  81115. this._samplers.push(name);
  81116. }
  81117. this._textures[name] = texture;
  81118. return this;
  81119. };
  81120. /**
  81121. * Set a float in the shader.
  81122. * @param name Define the name of the uniform as defined in the shader
  81123. * @param value Define the value to give to the uniform
  81124. * @return the texture itself allowing "fluent" like uniform updates
  81125. */
  81126. ProceduralTexture.prototype.setFloat = function (name, value) {
  81127. this._checkUniform(name);
  81128. this._floats[name] = value;
  81129. return this;
  81130. };
  81131. /**
  81132. * Set a int in the shader.
  81133. * @param name Define the name of the uniform as defined in the shader
  81134. * @param value Define the value to give to the uniform
  81135. * @return the texture itself allowing "fluent" like uniform updates
  81136. */
  81137. ProceduralTexture.prototype.setInt = function (name, value) {
  81138. this._checkUniform(name);
  81139. this._ints[name] = value;
  81140. return this;
  81141. };
  81142. /**
  81143. * Set an array of floats in the shader.
  81144. * @param name Define the name of the uniform as defined in the shader
  81145. * @param value Define the value to give to the uniform
  81146. * @return the texture itself allowing "fluent" like uniform updates
  81147. */
  81148. ProceduralTexture.prototype.setFloats = function (name, value) {
  81149. this._checkUniform(name);
  81150. this._floatsArrays[name] = value;
  81151. return this;
  81152. };
  81153. /**
  81154. * Set a vec3 in the shader from a Color3.
  81155. * @param name Define the name of the uniform as defined in the shader
  81156. * @param value Define the value to give to the uniform
  81157. * @return the texture itself allowing "fluent" like uniform updates
  81158. */
  81159. ProceduralTexture.prototype.setColor3 = function (name, value) {
  81160. this._checkUniform(name);
  81161. this._colors3[name] = value;
  81162. return this;
  81163. };
  81164. /**
  81165. * Set a vec4 in the shader from a Color4.
  81166. * @param name Define the name of the uniform as defined in the shader
  81167. * @param value Define the value to give to the uniform
  81168. * @return the texture itself allowing "fluent" like uniform updates
  81169. */
  81170. ProceduralTexture.prototype.setColor4 = function (name, value) {
  81171. this._checkUniform(name);
  81172. this._colors4[name] = value;
  81173. return this;
  81174. };
  81175. /**
  81176. * Set a vec2 in the shader from a Vector2.
  81177. * @param name Define the name of the uniform as defined in the shader
  81178. * @param value Define the value to give to the uniform
  81179. * @return the texture itself allowing "fluent" like uniform updates
  81180. */
  81181. ProceduralTexture.prototype.setVector2 = function (name, value) {
  81182. this._checkUniform(name);
  81183. this._vectors2[name] = value;
  81184. return this;
  81185. };
  81186. /**
  81187. * Set a vec3 in the shader from a Vector3.
  81188. * @param name Define the name of the uniform as defined in the shader
  81189. * @param value Define the value to give to the uniform
  81190. * @return the texture itself allowing "fluent" like uniform updates
  81191. */
  81192. ProceduralTexture.prototype.setVector3 = function (name, value) {
  81193. this._checkUniform(name);
  81194. this._vectors3[name] = value;
  81195. return this;
  81196. };
  81197. /**
  81198. * Set a mat4 in the shader from a MAtrix.
  81199. * @param name Define the name of the uniform as defined in the shader
  81200. * @param value Define the value to give to the uniform
  81201. * @return the texture itself allowing "fluent" like uniform updates
  81202. */
  81203. ProceduralTexture.prototype.setMatrix = function (name, value) {
  81204. this._checkUniform(name);
  81205. this._matrices[name] = value;
  81206. return this;
  81207. };
  81208. /**
  81209. * Render the texture to its associated render target.
  81210. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  81211. */
  81212. ProceduralTexture.prototype.render = function (useCameraPostProcess) {
  81213. var scene = this.getScene();
  81214. if (!scene) {
  81215. return;
  81216. }
  81217. var engine = this._engine;
  81218. // Render
  81219. engine.enableEffect(this._effect);
  81220. engine.setState(false);
  81221. // Texture
  81222. for (var name in this._textures) {
  81223. this._effect.setTexture(name, this._textures[name]);
  81224. }
  81225. // Float
  81226. for (name in this._ints) {
  81227. this._effect.setInt(name, this._ints[name]);
  81228. }
  81229. // Float
  81230. for (name in this._floats) {
  81231. this._effect.setFloat(name, this._floats[name]);
  81232. }
  81233. // Floats
  81234. for (name in this._floatsArrays) {
  81235. this._effect.setArray(name, this._floatsArrays[name]);
  81236. }
  81237. // Color3
  81238. for (name in this._colors3) {
  81239. this._effect.setColor3(name, this._colors3[name]);
  81240. }
  81241. // Color4
  81242. for (name in this._colors4) {
  81243. var color = this._colors4[name];
  81244. this._effect.setFloat4(name, color.r, color.g, color.b, color.a);
  81245. }
  81246. // Vector2
  81247. for (name in this._vectors2) {
  81248. this._effect.setVector2(name, this._vectors2[name]);
  81249. }
  81250. // Vector3
  81251. for (name in this._vectors3) {
  81252. this._effect.setVector3(name, this._vectors3[name]);
  81253. }
  81254. // Matrix
  81255. for (name in this._matrices) {
  81256. this._effect.setMatrix(name, this._matrices[name]);
  81257. }
  81258. if (!this._texture) {
  81259. return;
  81260. }
  81261. if (this.isCube) {
  81262. for (var face = 0; face < 6; face++) {
  81263. engine.bindFramebuffer(this._texture, face, undefined, undefined, true);
  81264. // VBOs
  81265. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  81266. this._effect.setFloat("face", face);
  81267. // Clear
  81268. if (this.autoClear) {
  81269. engine.clear(scene.clearColor, true, false, false);
  81270. }
  81271. // Draw order
  81272. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  81273. // Mipmaps
  81274. if (face === 5) {
  81275. engine.generateMipMapsForCubemap(this._texture);
  81276. }
  81277. }
  81278. }
  81279. else {
  81280. engine.bindFramebuffer(this._texture, 0, undefined, undefined, true);
  81281. // VBOs
  81282. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  81283. // Clear
  81284. if (this.autoClear) {
  81285. engine.clear(scene.clearColor, true, false, false);
  81286. }
  81287. // Draw order
  81288. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  81289. }
  81290. // Unbind
  81291. engine.unBindFramebuffer(this._texture, this.isCube);
  81292. if (this.onGenerated) {
  81293. this.onGenerated();
  81294. }
  81295. this.onGeneratedObservable.notifyObservers(this);
  81296. };
  81297. /**
  81298. * Clone the texture.
  81299. * @returns the cloned texture
  81300. */
  81301. ProceduralTexture.prototype.clone = function () {
  81302. var textureSize = this.getSize();
  81303. var newTexture = new ProceduralTexture(this.name, textureSize.width, this._fragment, this.getScene(), this._fallbackTexture, this._generateMipMaps);
  81304. // Base texture
  81305. newTexture.hasAlpha = this.hasAlpha;
  81306. newTexture.level = this.level;
  81307. // RenderTarget Texture
  81308. newTexture.coordinatesMode = this.coordinatesMode;
  81309. return newTexture;
  81310. };
  81311. /**
  81312. * Dispose the texture and release its asoociated resources.
  81313. */
  81314. ProceduralTexture.prototype.dispose = function () {
  81315. var scene = this.getScene();
  81316. if (!scene) {
  81317. return;
  81318. }
  81319. var index = scene.proceduralTextures.indexOf(this);
  81320. if (index >= 0) {
  81321. scene.proceduralTextures.splice(index, 1);
  81322. }
  81323. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  81324. if (vertexBuffer) {
  81325. vertexBuffer.dispose();
  81326. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  81327. }
  81328. if (this._indexBuffer && this._engine._releaseBuffer(this._indexBuffer)) {
  81329. this._indexBuffer = null;
  81330. }
  81331. _super.prototype.dispose.call(this);
  81332. };
  81333. __decorate([
  81334. BABYLON.serialize()
  81335. ], ProceduralTexture.prototype, "isEnabled", void 0);
  81336. __decorate([
  81337. BABYLON.serialize()
  81338. ], ProceduralTexture.prototype, "autoClear", void 0);
  81339. __decorate([
  81340. BABYLON.serialize()
  81341. ], ProceduralTexture.prototype, "_generateMipMaps", void 0);
  81342. __decorate([
  81343. BABYLON.serialize()
  81344. ], ProceduralTexture.prototype, "_size", void 0);
  81345. __decorate([
  81346. BABYLON.serialize()
  81347. ], ProceduralTexture.prototype, "refreshRate", null);
  81348. return ProceduralTexture;
  81349. }(BABYLON.Texture));
  81350. BABYLON.ProceduralTexture = ProceduralTexture;
  81351. })(BABYLON || (BABYLON = {}));
  81352. //# sourceMappingURL=babylon.proceduralTexture.js.map
  81353. var BABYLON;
  81354. (function (BABYLON) {
  81355. /**
  81356. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  81357. * in a given scene.
  81358. */
  81359. var ProceduralTextureSceneComponent = /** @class */ (function () {
  81360. /**
  81361. * Creates a new instance of the component for the given scene
  81362. * @param scene Defines the scene to register the component in
  81363. */
  81364. function ProceduralTextureSceneComponent(scene) {
  81365. /**
  81366. * The component name helpfull to identify the component in the list of scene components.
  81367. */
  81368. this.name = BABYLON.SceneComponentConstants.NAME_PROCEDURALTEXTURE;
  81369. this.scene = scene;
  81370. this.scene.proceduralTextures = new Array();
  81371. scene.layers = new Array();
  81372. }
  81373. /**
  81374. * Registers the component in a given scene
  81375. */
  81376. ProceduralTextureSceneComponent.prototype.register = function () {
  81377. this.scene._beforeClearStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECLEAR_PROCEDURALTEXTURE, this, this._beforeClear);
  81378. };
  81379. /**
  81380. * Rebuilds the elements related to this component in case of
  81381. * context lost for instance.
  81382. */
  81383. ProceduralTextureSceneComponent.prototype.rebuild = function () {
  81384. // Nothing to do here.
  81385. };
  81386. /**
  81387. * Disposes the component and the associated ressources.
  81388. */
  81389. ProceduralTextureSceneComponent.prototype.dispose = function () {
  81390. // Nothing to do here.
  81391. };
  81392. ProceduralTextureSceneComponent.prototype._beforeClear = function () {
  81393. if (this.scene.proceduralTexturesEnabled) {
  81394. BABYLON.Tools.StartPerformanceCounter("Procedural textures", this.scene.proceduralTextures.length > 0);
  81395. for (var proceduralIndex = 0; proceduralIndex < this.scene.proceduralTextures.length; proceduralIndex++) {
  81396. var proceduralTexture = this.scene.proceduralTextures[proceduralIndex];
  81397. if (proceduralTexture._shouldRender()) {
  81398. proceduralTexture.render();
  81399. }
  81400. }
  81401. BABYLON.Tools.EndPerformanceCounter("Procedural textures", this.scene.proceduralTextures.length > 0);
  81402. }
  81403. };
  81404. return ProceduralTextureSceneComponent;
  81405. }());
  81406. BABYLON.ProceduralTextureSceneComponent = ProceduralTextureSceneComponent;
  81407. })(BABYLON || (BABYLON = {}));
  81408. //# sourceMappingURL=babylon.proceduralTextureSceneComponent.js.map
  81409. var BABYLON;
  81410. (function (BABYLON) {
  81411. /**
  81412. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  81413. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  81414. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  81415. */
  81416. var CustomProceduralTexture = /** @class */ (function (_super) {
  81417. __extends(CustomProceduralTexture, _super);
  81418. /**
  81419. * Instantiates a new Custom Procedural Texture.
  81420. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  81421. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  81422. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  81423. * @param name Define the name of the texture
  81424. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  81425. * @param size Define the size of the texture to create
  81426. * @param scene Define the scene the texture belongs to
  81427. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  81428. * @param generateMipMaps Define if the texture should creates mip maps or not
  81429. */
  81430. function CustomProceduralTexture(name, texturePath, size, scene, fallbackTexture, generateMipMaps) {
  81431. var _this = _super.call(this, name, size, null, scene, fallbackTexture, generateMipMaps) || this;
  81432. _this._animate = true;
  81433. _this._time = 0;
  81434. _this._texturePath = texturePath;
  81435. //Try to load json
  81436. _this._loadJson(texturePath);
  81437. _this.refreshRate = 1;
  81438. return _this;
  81439. }
  81440. CustomProceduralTexture.prototype._loadJson = function (jsonUrl) {
  81441. var _this = this;
  81442. var noConfigFile = function () {
  81443. BABYLON.Tools.Log("No config file found in " + jsonUrl + " trying to use ShadersStore or DOM element");
  81444. try {
  81445. _this.setFragment(_this._texturePath);
  81446. }
  81447. catch (ex) {
  81448. BABYLON.Tools.Error("No json or ShaderStore or DOM element found for CustomProceduralTexture");
  81449. }
  81450. };
  81451. var configFileUrl = jsonUrl + "/config.json";
  81452. var xhr = new XMLHttpRequest();
  81453. xhr.open("GET", configFileUrl, true);
  81454. xhr.addEventListener("load", function () {
  81455. if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, 1)) {
  81456. try {
  81457. _this._config = JSON.parse(xhr.response);
  81458. _this.updateShaderUniforms();
  81459. _this.updateTextures();
  81460. _this.setFragment(_this._texturePath + "/custom");
  81461. _this._animate = _this._config.animate;
  81462. _this.refreshRate = _this._config.refreshrate;
  81463. }
  81464. catch (ex) {
  81465. noConfigFile();
  81466. }
  81467. }
  81468. else {
  81469. noConfigFile();
  81470. }
  81471. }, false);
  81472. xhr.addEventListener("error", function () {
  81473. noConfigFile();
  81474. }, false);
  81475. try {
  81476. if (BABYLON.Tools.UseCustomRequestHeaders) {
  81477. BABYLON.Tools.InjectCustomRequestHeaders(xhr);
  81478. }
  81479. xhr.send();
  81480. }
  81481. catch (ex) {
  81482. BABYLON.Tools.Error("CustomProceduralTexture: Error on XHR send request.");
  81483. }
  81484. };
  81485. /**
  81486. * Is the texture ready to be used ? (rendered at least once)
  81487. * @returns true if ready, otherwise, false.
  81488. */
  81489. CustomProceduralTexture.prototype.isReady = function () {
  81490. if (!_super.prototype.isReady.call(this)) {
  81491. return false;
  81492. }
  81493. for (var name in this._textures) {
  81494. var texture = this._textures[name];
  81495. if (!texture.isReady()) {
  81496. return false;
  81497. }
  81498. }
  81499. return true;
  81500. };
  81501. /**
  81502. * Render the texture to its associated render target.
  81503. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  81504. */
  81505. CustomProceduralTexture.prototype.render = function (useCameraPostProcess) {
  81506. var scene = this.getScene();
  81507. if (this._animate && scene) {
  81508. this._time += scene.getAnimationRatio() * 0.03;
  81509. this.updateShaderUniforms();
  81510. }
  81511. _super.prototype.render.call(this, useCameraPostProcess);
  81512. };
  81513. /**
  81514. * Update the list of dependant textures samplers in the shader.
  81515. */
  81516. CustomProceduralTexture.prototype.updateTextures = function () {
  81517. for (var i = 0; i < this._config.sampler2Ds.length; i++) {
  81518. this.setTexture(this._config.sampler2Ds[i].sample2Dname, new BABYLON.Texture(this._texturePath + "/" + this._config.sampler2Ds[i].textureRelativeUrl, this.getScene()));
  81519. }
  81520. };
  81521. /**
  81522. * Update the uniform values of the procedural texture in the shader.
  81523. */
  81524. CustomProceduralTexture.prototype.updateShaderUniforms = function () {
  81525. if (this._config) {
  81526. for (var j = 0; j < this._config.uniforms.length; j++) {
  81527. var uniform = this._config.uniforms[j];
  81528. switch (uniform.type) {
  81529. case "float":
  81530. this.setFloat(uniform.name, uniform.value);
  81531. break;
  81532. case "color3":
  81533. this.setColor3(uniform.name, new BABYLON.Color3(uniform.r, uniform.g, uniform.b));
  81534. break;
  81535. case "color4":
  81536. this.setColor4(uniform.name, new BABYLON.Color4(uniform.r, uniform.g, uniform.b, uniform.a));
  81537. break;
  81538. case "vector2":
  81539. this.setVector2(uniform.name, new BABYLON.Vector2(uniform.x, uniform.y));
  81540. break;
  81541. case "vector3":
  81542. this.setVector3(uniform.name, new BABYLON.Vector3(uniform.x, uniform.y, uniform.z));
  81543. break;
  81544. }
  81545. }
  81546. }
  81547. this.setFloat("time", this._time);
  81548. };
  81549. Object.defineProperty(CustomProceduralTexture.prototype, "animate", {
  81550. /**
  81551. * Define if the texture animates or not.
  81552. */
  81553. get: function () {
  81554. return this._animate;
  81555. },
  81556. set: function (value) {
  81557. this._animate = value;
  81558. },
  81559. enumerable: true,
  81560. configurable: true
  81561. });
  81562. return CustomProceduralTexture;
  81563. }(BABYLON.ProceduralTexture));
  81564. BABYLON.CustomProceduralTexture = CustomProceduralTexture;
  81565. })(BABYLON || (BABYLON = {}));
  81566. //# sourceMappingURL=babylon.customProceduralTexture.js.map
  81567. var BABYLON;
  81568. (function (BABYLON) {
  81569. /**
  81570. * Manage the gamepad inputs to control a free camera.
  81571. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  81572. */
  81573. var FreeCameraGamepadInput = /** @class */ (function () {
  81574. function FreeCameraGamepadInput() {
  81575. /**
  81576. * Defines the gamepad rotation sensiblity.
  81577. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  81578. */
  81579. this.gamepadAngularSensibility = 200;
  81580. /**
  81581. * Defines the gamepad move sensiblity.
  81582. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  81583. */
  81584. this.gamepadMoveSensibility = 40;
  81585. this._cameraTransform = BABYLON.Matrix.Identity();
  81586. this._deltaTransform = BABYLON.Vector3.Zero();
  81587. this._vector3 = BABYLON.Vector3.Zero();
  81588. this._vector2 = BABYLON.Vector2.Zero();
  81589. }
  81590. /**
  81591. * Attach the input controls to a specific dom element to get the input from.
  81592. * @param element Defines the element the controls should be listened from
  81593. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  81594. */
  81595. FreeCameraGamepadInput.prototype.attachControl = function (element, noPreventDefault) {
  81596. var _this = this;
  81597. var manager = this.camera.getScene().gamepadManager;
  81598. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  81599. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  81600. // prioritize XBOX gamepads.
  81601. if (!_this.gamepad || gamepad.type === BABYLON.Gamepad.XBOX) {
  81602. _this.gamepad = gamepad;
  81603. }
  81604. }
  81605. });
  81606. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  81607. if (_this.gamepad === gamepad) {
  81608. _this.gamepad = null;
  81609. }
  81610. });
  81611. this.gamepad = manager.getGamepadByType(BABYLON.Gamepad.XBOX);
  81612. };
  81613. /**
  81614. * Detach the current controls from the specified dom element.
  81615. * @param element Defines the element to stop listening the inputs from
  81616. */
  81617. FreeCameraGamepadInput.prototype.detachControl = function (element) {
  81618. this.camera.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  81619. this.camera.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  81620. this.gamepad = null;
  81621. };
  81622. /**
  81623. * Update the current camera state depending on the inputs that have been used this frame.
  81624. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  81625. */
  81626. FreeCameraGamepadInput.prototype.checkInputs = function () {
  81627. if (this.gamepad && this.gamepad.leftStick) {
  81628. var camera = this.camera;
  81629. var LSValues = this.gamepad.leftStick;
  81630. var normalizedLX = LSValues.x / this.gamepadMoveSensibility;
  81631. var normalizedLY = LSValues.y / this.gamepadMoveSensibility;
  81632. LSValues.x = Math.abs(normalizedLX) > 0.005 ? 0 + normalizedLX : 0;
  81633. LSValues.y = Math.abs(normalizedLY) > 0.005 ? 0 + normalizedLY : 0;
  81634. var RSValues = this.gamepad.rightStick;
  81635. if (RSValues) {
  81636. var normalizedRX = RSValues.x / this.gamepadAngularSensibility;
  81637. var normalizedRY = RSValues.y / this.gamepadAngularSensibility;
  81638. RSValues.x = Math.abs(normalizedRX) > 0.001 ? 0 + normalizedRX : 0;
  81639. RSValues.y = Math.abs(normalizedRY) > 0.001 ? 0 + normalizedRY : 0;
  81640. }
  81641. else {
  81642. RSValues = { x: 0, y: 0 };
  81643. }
  81644. if (!camera.rotationQuaternion) {
  81645. BABYLON.Matrix.RotationYawPitchRollToRef(camera.rotation.y, camera.rotation.x, 0, this._cameraTransform);
  81646. }
  81647. else {
  81648. camera.rotationQuaternion.toRotationMatrix(this._cameraTransform);
  81649. }
  81650. var speed = camera._computeLocalCameraSpeed() * 50.0;
  81651. this._vector3.copyFromFloats(LSValues.x * speed, 0, -LSValues.y * speed);
  81652. BABYLON.Vector3.TransformCoordinatesToRef(this._vector3, this._cameraTransform, this._deltaTransform);
  81653. camera.cameraDirection.addInPlace(this._deltaTransform);
  81654. this._vector2.copyFromFloats(RSValues.y, RSValues.x);
  81655. camera.cameraRotation.addInPlace(this._vector2);
  81656. }
  81657. };
  81658. /**
  81659. * Gets the class name of the current intput.
  81660. * @returns the class name
  81661. */
  81662. FreeCameraGamepadInput.prototype.getClassName = function () {
  81663. return "FreeCameraGamepadInput";
  81664. };
  81665. /**
  81666. * Get the friendly name associated with the input class.
  81667. * @returns the input friendly name
  81668. */
  81669. FreeCameraGamepadInput.prototype.getSimpleName = function () {
  81670. return "gamepad";
  81671. };
  81672. __decorate([
  81673. BABYLON.serialize()
  81674. ], FreeCameraGamepadInput.prototype, "gamepadAngularSensibility", void 0);
  81675. __decorate([
  81676. BABYLON.serialize()
  81677. ], FreeCameraGamepadInput.prototype, "gamepadMoveSensibility", void 0);
  81678. return FreeCameraGamepadInput;
  81679. }());
  81680. BABYLON.FreeCameraGamepadInput = FreeCameraGamepadInput;
  81681. BABYLON.CameraInputTypes["FreeCameraGamepadInput"] = FreeCameraGamepadInput;
  81682. })(BABYLON || (BABYLON = {}));
  81683. //# sourceMappingURL=babylon.freeCameraGamepadInput.js.map
  81684. var BABYLON;
  81685. (function (BABYLON) {
  81686. /**
  81687. * Manage the gamepad inputs to control an arc rotate camera.
  81688. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  81689. */
  81690. var ArcRotateCameraGamepadInput = /** @class */ (function () {
  81691. function ArcRotateCameraGamepadInput() {
  81692. /**
  81693. * Defines the gamepad rotation sensiblity.
  81694. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  81695. */
  81696. this.gamepadRotationSensibility = 80;
  81697. /**
  81698. * Defines the gamepad move sensiblity.
  81699. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  81700. */
  81701. this.gamepadMoveSensibility = 40;
  81702. }
  81703. /**
  81704. * Attach the input controls to a specific dom element to get the input from.
  81705. * @param element Defines the element the controls should be listened from
  81706. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  81707. */
  81708. ArcRotateCameraGamepadInput.prototype.attachControl = function (element, noPreventDefault) {
  81709. var _this = this;
  81710. var manager = this.camera.getScene().gamepadManager;
  81711. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  81712. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  81713. // prioritize XBOX gamepads.
  81714. if (!_this.gamepad || gamepad.type === BABYLON.Gamepad.XBOX) {
  81715. _this.gamepad = gamepad;
  81716. }
  81717. }
  81718. });
  81719. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  81720. if (_this.gamepad === gamepad) {
  81721. _this.gamepad = null;
  81722. }
  81723. });
  81724. this.gamepad = manager.getGamepadByType(BABYLON.Gamepad.XBOX);
  81725. };
  81726. /**
  81727. * Detach the current controls from the specified dom element.
  81728. * @param element Defines the element to stop listening the inputs from
  81729. */
  81730. ArcRotateCameraGamepadInput.prototype.detachControl = function (element) {
  81731. this.camera.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  81732. this.camera.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  81733. this.gamepad = null;
  81734. };
  81735. /**
  81736. * Update the current camera state depending on the inputs that have been used this frame.
  81737. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  81738. */
  81739. ArcRotateCameraGamepadInput.prototype.checkInputs = function () {
  81740. if (this.gamepad) {
  81741. var camera = this.camera;
  81742. var RSValues = this.gamepad.rightStick;
  81743. if (RSValues) {
  81744. if (RSValues.x != 0) {
  81745. var normalizedRX = RSValues.x / this.gamepadRotationSensibility;
  81746. if (normalizedRX != 0 && Math.abs(normalizedRX) > 0.005) {
  81747. camera.inertialAlphaOffset += normalizedRX;
  81748. }
  81749. }
  81750. if (RSValues.y != 0) {
  81751. var normalizedRY = RSValues.y / this.gamepadRotationSensibility;
  81752. if (normalizedRY != 0 && Math.abs(normalizedRY) > 0.005) {
  81753. camera.inertialBetaOffset += normalizedRY;
  81754. }
  81755. }
  81756. }
  81757. var LSValues = this.gamepad.leftStick;
  81758. if (LSValues && LSValues.y != 0) {
  81759. var normalizedLY = LSValues.y / this.gamepadMoveSensibility;
  81760. if (normalizedLY != 0 && Math.abs(normalizedLY) > 0.005) {
  81761. this.camera.inertialRadiusOffset -= normalizedLY;
  81762. }
  81763. }
  81764. }
  81765. };
  81766. /**
  81767. * Gets the class name of the current intput.
  81768. * @returns the class name
  81769. */
  81770. ArcRotateCameraGamepadInput.prototype.getClassName = function () {
  81771. return "ArcRotateCameraGamepadInput";
  81772. };
  81773. /**
  81774. * Get the friendly name associated with the input class.
  81775. * @returns the input friendly name
  81776. */
  81777. ArcRotateCameraGamepadInput.prototype.getSimpleName = function () {
  81778. return "gamepad";
  81779. };
  81780. __decorate([
  81781. BABYLON.serialize()
  81782. ], ArcRotateCameraGamepadInput.prototype, "gamepadRotationSensibility", void 0);
  81783. __decorate([
  81784. BABYLON.serialize()
  81785. ], ArcRotateCameraGamepadInput.prototype, "gamepadMoveSensibility", void 0);
  81786. return ArcRotateCameraGamepadInput;
  81787. }());
  81788. BABYLON.ArcRotateCameraGamepadInput = ArcRotateCameraGamepadInput;
  81789. BABYLON.CameraInputTypes["ArcRotateCameraGamepadInput"] = ArcRotateCameraGamepadInput;
  81790. })(BABYLON || (BABYLON = {}));
  81791. //# sourceMappingURL=babylon.arcRotateCameraGamepadInput.js.map
  81792. var BABYLON;
  81793. (function (BABYLON) {
  81794. /**
  81795. * Manager for handling gamepads
  81796. */
  81797. var GamepadManager = /** @class */ (function () {
  81798. /**
  81799. * Initializes the gamepad manager
  81800. * @param _scene BabylonJS scene
  81801. */
  81802. function GamepadManager(_scene) {
  81803. var _this = this;
  81804. this._scene = _scene;
  81805. this._babylonGamepads = [];
  81806. this._oneGamepadConnected = false;
  81807. /** @hidden */
  81808. this._isMonitoring = false;
  81809. /**
  81810. * observable to be triggered when the gamepad controller has been disconnected
  81811. */
  81812. this.onGamepadDisconnectedObservable = new BABYLON.Observable();
  81813. if (!BABYLON.Tools.IsWindowObjectExist()) {
  81814. this._gamepadEventSupported = false;
  81815. }
  81816. else {
  81817. this._gamepadEventSupported = 'GamepadEvent' in window;
  81818. this._gamepadSupport = (navigator.getGamepads ||
  81819. navigator.webkitGetGamepads || navigator.msGetGamepads || navigator.webkitGamepads);
  81820. }
  81821. this.onGamepadConnectedObservable = new BABYLON.Observable(function (observer) {
  81822. // This will be used to raise the onGamepadConnected for all gamepads ALREADY connected
  81823. for (var i in _this._babylonGamepads) {
  81824. var gamepad = _this._babylonGamepads[i];
  81825. if (gamepad && gamepad._isConnected) {
  81826. _this.onGamepadConnectedObservable.notifyObserver(observer, gamepad);
  81827. }
  81828. }
  81829. });
  81830. this._onGamepadConnectedEvent = function (evt) {
  81831. var gamepad = evt.gamepad;
  81832. if (gamepad.index in _this._babylonGamepads) {
  81833. if (_this._babylonGamepads[gamepad.index].isConnected) {
  81834. return;
  81835. }
  81836. }
  81837. var newGamepad;
  81838. if (_this._babylonGamepads[gamepad.index]) {
  81839. newGamepad = _this._babylonGamepads[gamepad.index];
  81840. newGamepad.browserGamepad = gamepad;
  81841. newGamepad._isConnected = true;
  81842. }
  81843. else {
  81844. newGamepad = _this._addNewGamepad(gamepad);
  81845. }
  81846. _this.onGamepadConnectedObservable.notifyObservers(newGamepad);
  81847. _this._startMonitoringGamepads();
  81848. };
  81849. this._onGamepadDisconnectedEvent = function (evt) {
  81850. var gamepad = evt.gamepad;
  81851. // Remove the gamepad from the list of gamepads to monitor.
  81852. for (var i in _this._babylonGamepads) {
  81853. if (_this._babylonGamepads[i].index === gamepad.index) {
  81854. var disconnectedGamepad = _this._babylonGamepads[i];
  81855. disconnectedGamepad._isConnected = false;
  81856. _this.onGamepadDisconnectedObservable.notifyObservers(disconnectedGamepad);
  81857. break;
  81858. }
  81859. }
  81860. };
  81861. if (this._gamepadSupport) {
  81862. //first add already-connected gamepads
  81863. this._updateGamepadObjects();
  81864. if (this._babylonGamepads.length) {
  81865. this._startMonitoringGamepads();
  81866. }
  81867. // Checking if the gamepad connected event is supported (like in Firefox)
  81868. if (this._gamepadEventSupported) {
  81869. window.addEventListener('gamepadconnected', this._onGamepadConnectedEvent, false);
  81870. window.addEventListener('gamepaddisconnected', this._onGamepadDisconnectedEvent, false);
  81871. }
  81872. else {
  81873. this._startMonitoringGamepads();
  81874. }
  81875. }
  81876. }
  81877. Object.defineProperty(GamepadManager.prototype, "gamepads", {
  81878. /**
  81879. * The gamepads in the game pad manager
  81880. */
  81881. get: function () {
  81882. return this._babylonGamepads;
  81883. },
  81884. enumerable: true,
  81885. configurable: true
  81886. });
  81887. /**
  81888. * Get the gamepad controllers based on type
  81889. * @param type The type of gamepad controller
  81890. * @returns Nullable gamepad
  81891. */
  81892. GamepadManager.prototype.getGamepadByType = function (type) {
  81893. if (type === void 0) { type = BABYLON.Gamepad.XBOX; }
  81894. for (var _i = 0, _a = this._babylonGamepads; _i < _a.length; _i++) {
  81895. var gamepad = _a[_i];
  81896. if (gamepad && gamepad.type === type) {
  81897. return gamepad;
  81898. }
  81899. }
  81900. return null;
  81901. };
  81902. /**
  81903. * Disposes the gamepad manager
  81904. */
  81905. GamepadManager.prototype.dispose = function () {
  81906. if (this._gamepadEventSupported) {
  81907. if (this._onGamepadConnectedEvent) {
  81908. window.removeEventListener('gamepadconnected', this._onGamepadConnectedEvent);
  81909. }
  81910. if (this._onGamepadDisconnectedEvent) {
  81911. window.removeEventListener('gamepaddisconnected', this._onGamepadDisconnectedEvent);
  81912. }
  81913. this._onGamepadConnectedEvent = null;
  81914. this._onGamepadDisconnectedEvent = null;
  81915. }
  81916. this._babylonGamepads.forEach(function (gamepad) {
  81917. gamepad.dispose();
  81918. });
  81919. this.onGamepadConnectedObservable.clear();
  81920. this.onGamepadDisconnectedObservable.clear();
  81921. this._oneGamepadConnected = false;
  81922. this._stopMonitoringGamepads();
  81923. this._babylonGamepads = [];
  81924. };
  81925. GamepadManager.prototype._addNewGamepad = function (gamepad) {
  81926. if (!this._oneGamepadConnected) {
  81927. this._oneGamepadConnected = true;
  81928. }
  81929. var newGamepad;
  81930. var xboxOne = (gamepad.id.search("Xbox One") !== -1);
  81931. if (xboxOne || gamepad.id.search("Xbox 360") !== -1 || gamepad.id.search("xinput") !== -1) {
  81932. newGamepad = new BABYLON.Xbox360Pad(gamepad.id, gamepad.index, gamepad, xboxOne);
  81933. }
  81934. // if pose is supported, use the (WebVR) pose enabled controller
  81935. else if (gamepad.pose) {
  81936. newGamepad = BABYLON.PoseEnabledControllerHelper.InitiateController(gamepad);
  81937. }
  81938. else {
  81939. newGamepad = new BABYLON.GenericPad(gamepad.id, gamepad.index, gamepad);
  81940. }
  81941. this._babylonGamepads[newGamepad.index] = newGamepad;
  81942. return newGamepad;
  81943. };
  81944. GamepadManager.prototype._startMonitoringGamepads = function () {
  81945. if (!this._isMonitoring) {
  81946. this._isMonitoring = true;
  81947. //back-comp
  81948. if (!this._scene) {
  81949. this._checkGamepadsStatus();
  81950. }
  81951. }
  81952. };
  81953. GamepadManager.prototype._stopMonitoringGamepads = function () {
  81954. this._isMonitoring = false;
  81955. };
  81956. /** @hidden */
  81957. GamepadManager.prototype._checkGamepadsStatus = function () {
  81958. var _this = this;
  81959. // Hack to be compatible Chrome
  81960. this._updateGamepadObjects();
  81961. for (var i in this._babylonGamepads) {
  81962. var gamepad = this._babylonGamepads[i];
  81963. if (!gamepad || !gamepad.isConnected) {
  81964. continue;
  81965. }
  81966. gamepad.update();
  81967. }
  81968. if (this._isMonitoring && !this._scene) {
  81969. BABYLON.Tools.QueueNewFrame(function () { _this._checkGamepadsStatus(); });
  81970. }
  81971. };
  81972. // This function is called only on Chrome, which does not properly support
  81973. // connection/disconnection events and forces you to recopy again the gamepad object
  81974. GamepadManager.prototype._updateGamepadObjects = function () {
  81975. var gamepads = navigator.getGamepads ? navigator.getGamepads() : (navigator.webkitGetGamepads ? navigator.webkitGetGamepads() : []);
  81976. for (var i = 0; i < gamepads.length; i++) {
  81977. var gamepad = gamepads[i];
  81978. if (gamepad) {
  81979. if (!this._babylonGamepads[gamepad.index]) {
  81980. var newGamepad = this._addNewGamepad(gamepad);
  81981. this.onGamepadConnectedObservable.notifyObservers(newGamepad);
  81982. }
  81983. else {
  81984. // Forced to copy again this object for Chrome for unknown reason
  81985. this._babylonGamepads[i].browserGamepad = gamepad;
  81986. if (!this._babylonGamepads[i].isConnected) {
  81987. this._babylonGamepads[i]._isConnected = true;
  81988. this.onGamepadConnectedObservable.notifyObservers(this._babylonGamepads[i]);
  81989. }
  81990. }
  81991. }
  81992. }
  81993. };
  81994. return GamepadManager;
  81995. }());
  81996. BABYLON.GamepadManager = GamepadManager;
  81997. })(BABYLON || (BABYLON = {}));
  81998. //# sourceMappingURL=babylon.gamepadManager.js.map
  81999. var BABYLON;
  82000. (function (BABYLON) {
  82001. /**
  82002. * Represents a gamepad control stick position
  82003. */
  82004. var StickValues = /** @class */ (function () {
  82005. /**
  82006. * Initializes the gamepad x and y control stick values
  82007. * @param x The x component of the gamepad control stick value
  82008. * @param y The y component of the gamepad control stick value
  82009. */
  82010. function StickValues(
  82011. /**
  82012. * The x component of the control stick
  82013. */
  82014. x,
  82015. /**
  82016. * The y component of the control stick
  82017. */
  82018. y) {
  82019. this.x = x;
  82020. this.y = y;
  82021. }
  82022. return StickValues;
  82023. }());
  82024. BABYLON.StickValues = StickValues;
  82025. /**
  82026. * Represents a gamepad
  82027. */
  82028. var Gamepad = /** @class */ (function () {
  82029. /**
  82030. * Initializes the gamepad
  82031. * @param id The id of the gamepad
  82032. * @param index The index of the gamepad
  82033. * @param browserGamepad The browser gamepad
  82034. * @param leftStickX The x component of the left joystick
  82035. * @param leftStickY The y component of the left joystick
  82036. * @param rightStickX The x component of the right joystick
  82037. * @param rightStickY The y component of the right joystick
  82038. */
  82039. function Gamepad(
  82040. /**
  82041. * The id of the gamepad
  82042. */
  82043. id,
  82044. /**
  82045. * The index of the gamepad
  82046. */
  82047. index,
  82048. /**
  82049. * The browser gamepad
  82050. */
  82051. browserGamepad, leftStickX, leftStickY, rightStickX, rightStickY) {
  82052. if (leftStickX === void 0) { leftStickX = 0; }
  82053. if (leftStickY === void 0) { leftStickY = 1; }
  82054. if (rightStickX === void 0) { rightStickX = 2; }
  82055. if (rightStickY === void 0) { rightStickY = 3; }
  82056. this.id = id;
  82057. this.index = index;
  82058. this.browserGamepad = browserGamepad;
  82059. this._leftStick = { x: 0, y: 0 };
  82060. this._rightStick = { x: 0, y: 0 };
  82061. /** @hidden */
  82062. this._isConnected = true;
  82063. /**
  82064. * Specifies whether the left control stick should be Y-inverted
  82065. */
  82066. this._invertLeftStickY = false;
  82067. this.type = Gamepad.GAMEPAD;
  82068. this._leftStickAxisX = leftStickX;
  82069. this._leftStickAxisY = leftStickY;
  82070. this._rightStickAxisX = rightStickX;
  82071. this._rightStickAxisY = rightStickY;
  82072. if (this.browserGamepad.axes.length >= 2) {
  82073. this._leftStick = { x: this.browserGamepad.axes[this._leftStickAxisX], y: this.browserGamepad.axes[this._leftStickAxisY] };
  82074. }
  82075. if (this.browserGamepad.axes.length >= 4) {
  82076. this._rightStick = { x: this.browserGamepad.axes[this._rightStickAxisX], y: this.browserGamepad.axes[this._rightStickAxisY] };
  82077. }
  82078. }
  82079. Object.defineProperty(Gamepad.prototype, "isConnected", {
  82080. /**
  82081. * Specifies if the gamepad has been connected
  82082. */
  82083. get: function () {
  82084. return this._isConnected;
  82085. },
  82086. enumerable: true,
  82087. configurable: true
  82088. });
  82089. /**
  82090. * Callback triggered when the left joystick has changed
  82091. * @param callback
  82092. */
  82093. Gamepad.prototype.onleftstickchanged = function (callback) {
  82094. this._onleftstickchanged = callback;
  82095. };
  82096. /**
  82097. * Callback triggered when the right joystick has changed
  82098. * @param callback
  82099. */
  82100. Gamepad.prototype.onrightstickchanged = function (callback) {
  82101. this._onrightstickchanged = callback;
  82102. };
  82103. Object.defineProperty(Gamepad.prototype, "leftStick", {
  82104. /**
  82105. * Gets the left joystick
  82106. */
  82107. get: function () {
  82108. return this._leftStick;
  82109. },
  82110. /**
  82111. * Sets the left joystick values
  82112. */
  82113. set: function (newValues) {
  82114. if (this._onleftstickchanged && (this._leftStick.x !== newValues.x || this._leftStick.y !== newValues.y)) {
  82115. this._onleftstickchanged(newValues);
  82116. }
  82117. this._leftStick = newValues;
  82118. },
  82119. enumerable: true,
  82120. configurable: true
  82121. });
  82122. Object.defineProperty(Gamepad.prototype, "rightStick", {
  82123. /**
  82124. * Gets the right joystick
  82125. */
  82126. get: function () {
  82127. return this._rightStick;
  82128. },
  82129. /**
  82130. * Sets the right joystick value
  82131. */
  82132. set: function (newValues) {
  82133. if (this._onrightstickchanged && (this._rightStick.x !== newValues.x || this._rightStick.y !== newValues.y)) {
  82134. this._onrightstickchanged(newValues);
  82135. }
  82136. this._rightStick = newValues;
  82137. },
  82138. enumerable: true,
  82139. configurable: true
  82140. });
  82141. /**
  82142. * Updates the gamepad joystick positions
  82143. */
  82144. Gamepad.prototype.update = function () {
  82145. if (this._leftStick) {
  82146. this.leftStick = { x: this.browserGamepad.axes[this._leftStickAxisX], y: this.browserGamepad.axes[this._leftStickAxisY] };
  82147. if (this._invertLeftStickY) {
  82148. this.leftStick.y *= -1;
  82149. }
  82150. }
  82151. if (this._rightStick) {
  82152. this.rightStick = { x: this.browserGamepad.axes[this._rightStickAxisX], y: this.browserGamepad.axes[this._rightStickAxisY] };
  82153. }
  82154. };
  82155. /**
  82156. * Disposes the gamepad
  82157. */
  82158. Gamepad.prototype.dispose = function () {
  82159. };
  82160. /**
  82161. * Represents a gamepad controller
  82162. */
  82163. Gamepad.GAMEPAD = 0;
  82164. /**
  82165. * Represents a generic controller
  82166. */
  82167. Gamepad.GENERIC = 1;
  82168. /**
  82169. * Represents an XBox controller
  82170. */
  82171. Gamepad.XBOX = 2;
  82172. /**
  82173. * Represents a pose-enabled controller
  82174. */
  82175. Gamepad.POSE_ENABLED = 3;
  82176. return Gamepad;
  82177. }());
  82178. BABYLON.Gamepad = Gamepad;
  82179. /**
  82180. * Represents a generic gamepad
  82181. */
  82182. var GenericPad = /** @class */ (function (_super) {
  82183. __extends(GenericPad, _super);
  82184. /**
  82185. * Initializes the generic gamepad
  82186. * @param id The id of the generic gamepad
  82187. * @param index The index of the generic gamepad
  82188. * @param browserGamepad The browser gamepad
  82189. */
  82190. function GenericPad(id, index, browserGamepad) {
  82191. var _this = _super.call(this, id, index, browserGamepad) || this;
  82192. /**
  82193. * Observable triggered when a button has been pressed
  82194. */
  82195. _this.onButtonDownObservable = new BABYLON.Observable();
  82196. /**
  82197. * Observable triggered when a button has been released
  82198. */
  82199. _this.onButtonUpObservable = new BABYLON.Observable();
  82200. _this.type = Gamepad.GENERIC;
  82201. _this._buttons = new Array(browserGamepad.buttons.length);
  82202. return _this;
  82203. }
  82204. /**
  82205. * Callback triggered when a button has been pressed
  82206. * @param callback Called when a button has been pressed
  82207. */
  82208. GenericPad.prototype.onbuttondown = function (callback) {
  82209. this._onbuttondown = callback;
  82210. };
  82211. /**
  82212. * Callback triggered when a button has been released
  82213. * @param callback Called when a button has been released
  82214. */
  82215. GenericPad.prototype.onbuttonup = function (callback) {
  82216. this._onbuttonup = callback;
  82217. };
  82218. GenericPad.prototype._setButtonValue = function (newValue, currentValue, buttonIndex) {
  82219. if (newValue !== currentValue) {
  82220. if (newValue === 1) {
  82221. if (this._onbuttondown) {
  82222. this._onbuttondown(buttonIndex);
  82223. }
  82224. this.onButtonDownObservable.notifyObservers(buttonIndex);
  82225. }
  82226. if (newValue === 0) {
  82227. if (this._onbuttonup) {
  82228. this._onbuttonup(buttonIndex);
  82229. }
  82230. this.onButtonUpObservable.notifyObservers(buttonIndex);
  82231. }
  82232. }
  82233. return newValue;
  82234. };
  82235. /**
  82236. * Updates the generic gamepad
  82237. */
  82238. GenericPad.prototype.update = function () {
  82239. _super.prototype.update.call(this);
  82240. for (var index = 0; index < this._buttons.length; index++) {
  82241. this._buttons[index] = this._setButtonValue(this.browserGamepad.buttons[index].value, this._buttons[index], index);
  82242. }
  82243. };
  82244. /**
  82245. * Disposes the generic gamepad
  82246. */
  82247. GenericPad.prototype.dispose = function () {
  82248. _super.prototype.dispose.call(this);
  82249. this.onButtonDownObservable.clear();
  82250. this.onButtonUpObservable.clear();
  82251. };
  82252. return GenericPad;
  82253. }(Gamepad));
  82254. BABYLON.GenericPad = GenericPad;
  82255. })(BABYLON || (BABYLON = {}));
  82256. //# sourceMappingURL=babylon.gamepad.js.map
  82257. var BABYLON;
  82258. (function (BABYLON) {
  82259. /**
  82260. * Defines supported buttons for XBox360 compatible gamepads
  82261. */
  82262. var Xbox360Button;
  82263. (function (Xbox360Button) {
  82264. /** A */
  82265. Xbox360Button[Xbox360Button["A"] = 0] = "A";
  82266. /** B */
  82267. Xbox360Button[Xbox360Button["B"] = 1] = "B";
  82268. /** X */
  82269. Xbox360Button[Xbox360Button["X"] = 2] = "X";
  82270. /** Y */
  82271. Xbox360Button[Xbox360Button["Y"] = 3] = "Y";
  82272. /** Start */
  82273. Xbox360Button[Xbox360Button["Start"] = 4] = "Start";
  82274. /** Back */
  82275. Xbox360Button[Xbox360Button["Back"] = 5] = "Back";
  82276. /** Left button */
  82277. Xbox360Button[Xbox360Button["LB"] = 6] = "LB";
  82278. /** Right button */
  82279. Xbox360Button[Xbox360Button["RB"] = 7] = "RB";
  82280. /** Left stick */
  82281. Xbox360Button[Xbox360Button["LeftStick"] = 8] = "LeftStick";
  82282. /** Right stick */
  82283. Xbox360Button[Xbox360Button["RightStick"] = 9] = "RightStick";
  82284. })(Xbox360Button = BABYLON.Xbox360Button || (BABYLON.Xbox360Button = {}));
  82285. /** Defines values for XBox360 DPad */
  82286. var Xbox360Dpad;
  82287. (function (Xbox360Dpad) {
  82288. /** Up */
  82289. Xbox360Dpad[Xbox360Dpad["Up"] = 0] = "Up";
  82290. /** Down */
  82291. Xbox360Dpad[Xbox360Dpad["Down"] = 1] = "Down";
  82292. /** Left */
  82293. Xbox360Dpad[Xbox360Dpad["Left"] = 2] = "Left";
  82294. /** Right */
  82295. Xbox360Dpad[Xbox360Dpad["Right"] = 3] = "Right";
  82296. })(Xbox360Dpad = BABYLON.Xbox360Dpad || (BABYLON.Xbox360Dpad = {}));
  82297. /**
  82298. * Defines a XBox360 gamepad
  82299. */
  82300. var Xbox360Pad = /** @class */ (function (_super) {
  82301. __extends(Xbox360Pad, _super);
  82302. /**
  82303. * Creates a new XBox360 gamepad object
  82304. * @param id defines the id of this gamepad
  82305. * @param index defines its index
  82306. * @param gamepad defines the internal HTML gamepad object
  82307. * @param xboxOne defines if it is a XBox One gamepad
  82308. */
  82309. function Xbox360Pad(id, index, gamepad, xboxOne) {
  82310. if (xboxOne === void 0) { xboxOne = false; }
  82311. var _this = _super.call(this, id, index, gamepad, 0, 1, 2, 3) || this;
  82312. _this._leftTrigger = 0;
  82313. _this._rightTrigger = 0;
  82314. /** Observable raised when a button is pressed */
  82315. _this.onButtonDownObservable = new BABYLON.Observable();
  82316. /** Observable raised when a button is released */
  82317. _this.onButtonUpObservable = new BABYLON.Observable();
  82318. /** Observable raised when a pad is pressed */
  82319. _this.onPadDownObservable = new BABYLON.Observable();
  82320. /** Observable raised when a pad is released */
  82321. _this.onPadUpObservable = new BABYLON.Observable();
  82322. _this._buttonA = 0;
  82323. _this._buttonB = 0;
  82324. _this._buttonX = 0;
  82325. _this._buttonY = 0;
  82326. _this._buttonBack = 0;
  82327. _this._buttonStart = 0;
  82328. _this._buttonLB = 0;
  82329. _this._buttonRB = 0;
  82330. _this._buttonLeftStick = 0;
  82331. _this._buttonRightStick = 0;
  82332. _this._dPadUp = 0;
  82333. _this._dPadDown = 0;
  82334. _this._dPadLeft = 0;
  82335. _this._dPadRight = 0;
  82336. _this._isXboxOnePad = false;
  82337. _this.type = BABYLON.Gamepad.XBOX;
  82338. _this._isXboxOnePad = xboxOne;
  82339. return _this;
  82340. }
  82341. /**
  82342. * Defines the callback to call when left trigger is pressed
  82343. * @param callback defines the callback to use
  82344. */
  82345. Xbox360Pad.prototype.onlefttriggerchanged = function (callback) {
  82346. this._onlefttriggerchanged = callback;
  82347. };
  82348. /**
  82349. * Defines the callback to call when right trigger is pressed
  82350. * @param callback defines the callback to use
  82351. */
  82352. Xbox360Pad.prototype.onrighttriggerchanged = function (callback) {
  82353. this._onrighttriggerchanged = callback;
  82354. };
  82355. Object.defineProperty(Xbox360Pad.prototype, "leftTrigger", {
  82356. /**
  82357. * Gets the left trigger value
  82358. */
  82359. get: function () {
  82360. return this._leftTrigger;
  82361. },
  82362. /**
  82363. * Sets the left trigger value
  82364. */
  82365. set: function (newValue) {
  82366. if (this._onlefttriggerchanged && this._leftTrigger !== newValue) {
  82367. this._onlefttriggerchanged(newValue);
  82368. }
  82369. this._leftTrigger = newValue;
  82370. },
  82371. enumerable: true,
  82372. configurable: true
  82373. });
  82374. Object.defineProperty(Xbox360Pad.prototype, "rightTrigger", {
  82375. /**
  82376. * Gets the right trigger value
  82377. */
  82378. get: function () {
  82379. return this._rightTrigger;
  82380. },
  82381. /**
  82382. * Sets the right trigger value
  82383. */
  82384. set: function (newValue) {
  82385. if (this._onrighttriggerchanged && this._rightTrigger !== newValue) {
  82386. this._onrighttriggerchanged(newValue);
  82387. }
  82388. this._rightTrigger = newValue;
  82389. },
  82390. enumerable: true,
  82391. configurable: true
  82392. });
  82393. /**
  82394. * Defines the callback to call when a button is pressed
  82395. * @param callback defines the callback to use
  82396. */
  82397. Xbox360Pad.prototype.onbuttondown = function (callback) {
  82398. this._onbuttondown = callback;
  82399. };
  82400. /**
  82401. * Defines the callback to call when a button is released
  82402. * @param callback defines the callback to use
  82403. */
  82404. Xbox360Pad.prototype.onbuttonup = function (callback) {
  82405. this._onbuttonup = callback;
  82406. };
  82407. /**
  82408. * Defines the callback to call when a pad is pressed
  82409. * @param callback defines the callback to use
  82410. */
  82411. Xbox360Pad.prototype.ondpaddown = function (callback) {
  82412. this._ondpaddown = callback;
  82413. };
  82414. /**
  82415. * Defines the callback to call when a pad is released
  82416. * @param callback defines the callback to use
  82417. */
  82418. Xbox360Pad.prototype.ondpadup = function (callback) {
  82419. this._ondpadup = callback;
  82420. };
  82421. Xbox360Pad.prototype._setButtonValue = function (newValue, currentValue, buttonType) {
  82422. if (newValue !== currentValue) {
  82423. if (newValue === 1) {
  82424. if (this._onbuttondown) {
  82425. this._onbuttondown(buttonType);
  82426. }
  82427. this.onButtonDownObservable.notifyObservers(buttonType);
  82428. }
  82429. if (newValue === 0) {
  82430. if (this._onbuttonup) {
  82431. this._onbuttonup(buttonType);
  82432. }
  82433. this.onButtonUpObservable.notifyObservers(buttonType);
  82434. }
  82435. }
  82436. return newValue;
  82437. };
  82438. Xbox360Pad.prototype._setDPadValue = function (newValue, currentValue, buttonType) {
  82439. if (newValue !== currentValue) {
  82440. if (newValue === 1) {
  82441. if (this._ondpaddown) {
  82442. this._ondpaddown(buttonType);
  82443. }
  82444. this.onPadDownObservable.notifyObservers(buttonType);
  82445. }
  82446. if (newValue === 0) {
  82447. if (this._ondpadup) {
  82448. this._ondpadup(buttonType);
  82449. }
  82450. this.onPadUpObservable.notifyObservers(buttonType);
  82451. }
  82452. }
  82453. return newValue;
  82454. };
  82455. Object.defineProperty(Xbox360Pad.prototype, "buttonA", {
  82456. /**
  82457. * Gets the value of the `A` button
  82458. */
  82459. get: function () {
  82460. return this._buttonA;
  82461. },
  82462. /**
  82463. * Sets the value of the `A` button
  82464. */
  82465. set: function (value) {
  82466. this._buttonA = this._setButtonValue(value, this._buttonA, Xbox360Button.A);
  82467. },
  82468. enumerable: true,
  82469. configurable: true
  82470. });
  82471. Object.defineProperty(Xbox360Pad.prototype, "buttonB", {
  82472. /**
  82473. * Gets the value of the `B` button
  82474. */
  82475. get: function () {
  82476. return this._buttonB;
  82477. },
  82478. /**
  82479. * Sets the value of the `B` button
  82480. */
  82481. set: function (value) {
  82482. this._buttonB = this._setButtonValue(value, this._buttonB, Xbox360Button.B);
  82483. },
  82484. enumerable: true,
  82485. configurable: true
  82486. });
  82487. Object.defineProperty(Xbox360Pad.prototype, "buttonX", {
  82488. /**
  82489. * Gets the value of the `X` button
  82490. */
  82491. get: function () {
  82492. return this._buttonX;
  82493. },
  82494. /**
  82495. * Sets the value of the `X` button
  82496. */
  82497. set: function (value) {
  82498. this._buttonX = this._setButtonValue(value, this._buttonX, Xbox360Button.X);
  82499. },
  82500. enumerable: true,
  82501. configurable: true
  82502. });
  82503. Object.defineProperty(Xbox360Pad.prototype, "buttonY", {
  82504. /**
  82505. * Gets the value of the `Y` button
  82506. */
  82507. get: function () {
  82508. return this._buttonY;
  82509. },
  82510. /**
  82511. * Sets the value of the `Y` button
  82512. */
  82513. set: function (value) {
  82514. this._buttonY = this._setButtonValue(value, this._buttonY, Xbox360Button.Y);
  82515. },
  82516. enumerable: true,
  82517. configurable: true
  82518. });
  82519. Object.defineProperty(Xbox360Pad.prototype, "buttonStart", {
  82520. /**
  82521. * Gets the value of the `Start` button
  82522. */
  82523. get: function () {
  82524. return this._buttonStart;
  82525. },
  82526. /**
  82527. * Sets the value of the `Start` button
  82528. */
  82529. set: function (value) {
  82530. this._buttonStart = this._setButtonValue(value, this._buttonStart, Xbox360Button.Start);
  82531. },
  82532. enumerable: true,
  82533. configurable: true
  82534. });
  82535. Object.defineProperty(Xbox360Pad.prototype, "buttonBack", {
  82536. /**
  82537. * Gets the value of the `Back` button
  82538. */
  82539. get: function () {
  82540. return this._buttonBack;
  82541. },
  82542. /**
  82543. * Sets the value of the `Back` button
  82544. */
  82545. set: function (value) {
  82546. this._buttonBack = this._setButtonValue(value, this._buttonBack, Xbox360Button.Back);
  82547. },
  82548. enumerable: true,
  82549. configurable: true
  82550. });
  82551. Object.defineProperty(Xbox360Pad.prototype, "buttonLB", {
  82552. /**
  82553. * Gets the value of the `Left` button
  82554. */
  82555. get: function () {
  82556. return this._buttonLB;
  82557. },
  82558. /**
  82559. * Sets the value of the `Left` button
  82560. */
  82561. set: function (value) {
  82562. this._buttonLB = this._setButtonValue(value, this._buttonLB, Xbox360Button.LB);
  82563. },
  82564. enumerable: true,
  82565. configurable: true
  82566. });
  82567. Object.defineProperty(Xbox360Pad.prototype, "buttonRB", {
  82568. /**
  82569. * Gets the value of the `Right` button
  82570. */
  82571. get: function () {
  82572. return this._buttonRB;
  82573. },
  82574. /**
  82575. * Sets the value of the `Right` button
  82576. */
  82577. set: function (value) {
  82578. this._buttonRB = this._setButtonValue(value, this._buttonRB, Xbox360Button.RB);
  82579. },
  82580. enumerable: true,
  82581. configurable: true
  82582. });
  82583. Object.defineProperty(Xbox360Pad.prototype, "buttonLeftStick", {
  82584. /**
  82585. * Gets the value of the Left joystick
  82586. */
  82587. get: function () {
  82588. return this._buttonLeftStick;
  82589. },
  82590. /**
  82591. * Sets the value of the Left joystick
  82592. */
  82593. set: function (value) {
  82594. this._buttonLeftStick = this._setButtonValue(value, this._buttonLeftStick, Xbox360Button.LeftStick);
  82595. },
  82596. enumerable: true,
  82597. configurable: true
  82598. });
  82599. Object.defineProperty(Xbox360Pad.prototype, "buttonRightStick", {
  82600. /**
  82601. * Gets the value of the Right joystick
  82602. */
  82603. get: function () {
  82604. return this._buttonRightStick;
  82605. },
  82606. /**
  82607. * Sets the value of the Right joystick
  82608. */
  82609. set: function (value) {
  82610. this._buttonRightStick = this._setButtonValue(value, this._buttonRightStick, Xbox360Button.RightStick);
  82611. },
  82612. enumerable: true,
  82613. configurable: true
  82614. });
  82615. Object.defineProperty(Xbox360Pad.prototype, "dPadUp", {
  82616. /**
  82617. * Gets the value of D-pad up
  82618. */
  82619. get: function () {
  82620. return this._dPadUp;
  82621. },
  82622. /**
  82623. * Sets the value of D-pad up
  82624. */
  82625. set: function (value) {
  82626. this._dPadUp = this._setDPadValue(value, this._dPadUp, Xbox360Dpad.Up);
  82627. },
  82628. enumerable: true,
  82629. configurable: true
  82630. });
  82631. Object.defineProperty(Xbox360Pad.prototype, "dPadDown", {
  82632. /**
  82633. * Gets the value of D-pad down
  82634. */
  82635. get: function () {
  82636. return this._dPadDown;
  82637. },
  82638. /**
  82639. * Sets the value of D-pad down
  82640. */
  82641. set: function (value) {
  82642. this._dPadDown = this._setDPadValue(value, this._dPadDown, Xbox360Dpad.Down);
  82643. },
  82644. enumerable: true,
  82645. configurable: true
  82646. });
  82647. Object.defineProperty(Xbox360Pad.prototype, "dPadLeft", {
  82648. /**
  82649. * Gets the value of D-pad left
  82650. */
  82651. get: function () {
  82652. return this._dPadLeft;
  82653. },
  82654. /**
  82655. * Sets the value of D-pad left
  82656. */
  82657. set: function (value) {
  82658. this._dPadLeft = this._setDPadValue(value, this._dPadLeft, Xbox360Dpad.Left);
  82659. },
  82660. enumerable: true,
  82661. configurable: true
  82662. });
  82663. Object.defineProperty(Xbox360Pad.prototype, "dPadRight", {
  82664. /**
  82665. * Gets the value of D-pad right
  82666. */
  82667. get: function () {
  82668. return this._dPadRight;
  82669. },
  82670. /**
  82671. * Sets the value of D-pad right
  82672. */
  82673. set: function (value) {
  82674. this._dPadRight = this._setDPadValue(value, this._dPadRight, Xbox360Dpad.Right);
  82675. },
  82676. enumerable: true,
  82677. configurable: true
  82678. });
  82679. /**
  82680. * Force the gamepad to synchronize with device values
  82681. */
  82682. Xbox360Pad.prototype.update = function () {
  82683. _super.prototype.update.call(this);
  82684. if (this._isXboxOnePad) {
  82685. this.buttonA = this.browserGamepad.buttons[0].value;
  82686. this.buttonB = this.browserGamepad.buttons[1].value;
  82687. this.buttonX = this.browserGamepad.buttons[2].value;
  82688. this.buttonY = this.browserGamepad.buttons[3].value;
  82689. this.buttonLB = this.browserGamepad.buttons[4].value;
  82690. this.buttonRB = this.browserGamepad.buttons[5].value;
  82691. this.leftTrigger = this.browserGamepad.axes[2];
  82692. this.rightTrigger = this.browserGamepad.axes[5];
  82693. this.buttonBack = this.browserGamepad.buttons[9].value;
  82694. this.buttonStart = this.browserGamepad.buttons[8].value;
  82695. this.buttonLeftStick = this.browserGamepad.buttons[6].value;
  82696. this.buttonRightStick = this.browserGamepad.buttons[7].value;
  82697. this.dPadUp = this.browserGamepad.buttons[11].value;
  82698. this.dPadDown = this.browserGamepad.buttons[12].value;
  82699. this.dPadLeft = this.browserGamepad.buttons[13].value;
  82700. this.dPadRight = this.browserGamepad.buttons[14].value;
  82701. }
  82702. else {
  82703. this.buttonA = this.browserGamepad.buttons[0].value;
  82704. this.buttonB = this.browserGamepad.buttons[1].value;
  82705. this.buttonX = this.browserGamepad.buttons[2].value;
  82706. this.buttonY = this.browserGamepad.buttons[3].value;
  82707. this.buttonLB = this.browserGamepad.buttons[4].value;
  82708. this.buttonRB = this.browserGamepad.buttons[5].value;
  82709. this.leftTrigger = this.browserGamepad.buttons[6].value;
  82710. this.rightTrigger = this.browserGamepad.buttons[7].value;
  82711. this.buttonBack = this.browserGamepad.buttons[8].value;
  82712. this.buttonStart = this.browserGamepad.buttons[9].value;
  82713. this.buttonLeftStick = this.browserGamepad.buttons[10].value;
  82714. this.buttonRightStick = this.browserGamepad.buttons[11].value;
  82715. this.dPadUp = this.browserGamepad.buttons[12].value;
  82716. this.dPadDown = this.browserGamepad.buttons[13].value;
  82717. this.dPadLeft = this.browserGamepad.buttons[14].value;
  82718. this.dPadRight = this.browserGamepad.buttons[15].value;
  82719. }
  82720. };
  82721. /**
  82722. * Disposes the gamepad
  82723. */
  82724. Xbox360Pad.prototype.dispose = function () {
  82725. _super.prototype.dispose.call(this);
  82726. this.onButtonDownObservable.clear();
  82727. this.onButtonUpObservable.clear();
  82728. this.onPadDownObservable.clear();
  82729. this.onPadUpObservable.clear();
  82730. };
  82731. return Xbox360Pad;
  82732. }(BABYLON.Gamepad));
  82733. BABYLON.Xbox360Pad = Xbox360Pad;
  82734. })(BABYLON || (BABYLON = {}));
  82735. //# sourceMappingURL=babylon.xboxGamepad.js.map
  82736. var BABYLON;
  82737. (function (BABYLON) {
  82738. /**
  82739. * Defines the types of pose enabled controllers that are supported
  82740. */
  82741. var PoseEnabledControllerType;
  82742. (function (PoseEnabledControllerType) {
  82743. /**
  82744. * HTC Vive
  82745. */
  82746. PoseEnabledControllerType[PoseEnabledControllerType["VIVE"] = 0] = "VIVE";
  82747. /**
  82748. * Oculus Rift
  82749. */
  82750. PoseEnabledControllerType[PoseEnabledControllerType["OCULUS"] = 1] = "OCULUS";
  82751. /**
  82752. * Windows mixed reality
  82753. */
  82754. PoseEnabledControllerType[PoseEnabledControllerType["WINDOWS"] = 2] = "WINDOWS";
  82755. /**
  82756. * Samsung gear VR
  82757. */
  82758. PoseEnabledControllerType[PoseEnabledControllerType["GEAR_VR"] = 3] = "GEAR_VR";
  82759. /**
  82760. * Google Daydream
  82761. */
  82762. PoseEnabledControllerType[PoseEnabledControllerType["DAYDREAM"] = 4] = "DAYDREAM";
  82763. /**
  82764. * Generic
  82765. */
  82766. PoseEnabledControllerType[PoseEnabledControllerType["GENERIC"] = 5] = "GENERIC";
  82767. })(PoseEnabledControllerType = BABYLON.PoseEnabledControllerType || (BABYLON.PoseEnabledControllerType = {}));
  82768. /**
  82769. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  82770. */
  82771. var PoseEnabledControllerHelper = /** @class */ (function () {
  82772. function PoseEnabledControllerHelper() {
  82773. }
  82774. /**
  82775. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  82776. * @param vrGamepad the gamepad to initialized
  82777. * @returns a vr controller of the type the gamepad identified as
  82778. */
  82779. PoseEnabledControllerHelper.InitiateController = function (vrGamepad) {
  82780. // Oculus Touch
  82781. if (vrGamepad.id.indexOf('Oculus Touch') !== -1) {
  82782. return new BABYLON.OculusTouchController(vrGamepad);
  82783. }
  82784. // Windows Mixed Reality controllers
  82785. else if (vrGamepad.id.indexOf(BABYLON.WindowsMotionController.GAMEPAD_ID_PREFIX) === 0) {
  82786. return new BABYLON.WindowsMotionController(vrGamepad);
  82787. }
  82788. // HTC Vive
  82789. else if (vrGamepad.id.toLowerCase().indexOf('openvr') !== -1) {
  82790. return new BABYLON.ViveController(vrGamepad);
  82791. }
  82792. // Samsung/Oculus Gear VR or Oculus Go
  82793. else if (vrGamepad.id.indexOf(BABYLON.GearVRController.GAMEPAD_ID_PREFIX) === 0 || vrGamepad.id.indexOf('Oculus Go') !== -1) {
  82794. return new BABYLON.GearVRController(vrGamepad);
  82795. }
  82796. // Google Daydream
  82797. else if (vrGamepad.id.indexOf(BABYLON.DaydreamController.GAMEPAD_ID_PREFIX) === 0) {
  82798. return new BABYLON.DaydreamController(vrGamepad);
  82799. }
  82800. // Generic
  82801. else {
  82802. return new BABYLON.GenericController(vrGamepad);
  82803. }
  82804. };
  82805. return PoseEnabledControllerHelper;
  82806. }());
  82807. BABYLON.PoseEnabledControllerHelper = PoseEnabledControllerHelper;
  82808. /**
  82809. * Defines the PoseEnabledController object that contains state of a vr capable controller
  82810. */
  82811. var PoseEnabledController = /** @class */ (function (_super) {
  82812. __extends(PoseEnabledController, _super);
  82813. /**
  82814. * Creates a new PoseEnabledController from a gamepad
  82815. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  82816. */
  82817. function PoseEnabledController(browserGamepad) {
  82818. var _this = _super.call(this, browserGamepad.id, browserGamepad.index, browserGamepad) || this;
  82819. // Represents device position and rotation in room space. Should only be used to help calculate babylon space values
  82820. _this._deviceRoomPosition = BABYLON.Vector3.Zero();
  82821. _this._deviceRoomRotationQuaternion = new BABYLON.Quaternion();
  82822. /**
  82823. * The device position in babylon space
  82824. */
  82825. _this.devicePosition = BABYLON.Vector3.Zero();
  82826. /**
  82827. * The device rotation in babylon space
  82828. */
  82829. _this.deviceRotationQuaternion = new BABYLON.Quaternion();
  82830. /**
  82831. * The scale factor of the device in babylon space
  82832. */
  82833. _this.deviceScaleFactor = 1;
  82834. // Used to convert 6dof controllers to 3dof
  82835. _this._trackPosition = true;
  82836. _this._maxRotationDistFromHeadset = Math.PI / 5;
  82837. _this._draggedRoomRotation = 0;
  82838. _this._leftHandSystemQuaternion = new BABYLON.Quaternion();
  82839. /**
  82840. * Internal, matrix used to convert room space to babylon space
  82841. * @hidden
  82842. */
  82843. _this._deviceToWorld = BABYLON.Matrix.Identity();
  82844. /**
  82845. * Node to be used when casting a ray from the controller
  82846. * @hidden
  82847. */
  82848. _this._pointingPoseNode = null;
  82849. _this._workingMatrix = BABYLON.Matrix.Identity();
  82850. /**
  82851. * @hidden
  82852. */
  82853. _this._meshAttachedObservable = new BABYLON.Observable();
  82854. _this.type = BABYLON.Gamepad.POSE_ENABLED;
  82855. _this.controllerType = PoseEnabledControllerType.GENERIC;
  82856. _this.position = BABYLON.Vector3.Zero();
  82857. _this.rotationQuaternion = new BABYLON.Quaternion();
  82858. _this._calculatedPosition = BABYLON.Vector3.Zero();
  82859. _this._calculatedRotation = new BABYLON.Quaternion();
  82860. BABYLON.Quaternion.RotationYawPitchRollToRef(Math.PI, 0, 0, _this._leftHandSystemQuaternion);
  82861. return _this;
  82862. }
  82863. /**
  82864. * @hidden
  82865. */
  82866. PoseEnabledController.prototype._disableTrackPosition = function (fixedPosition) {
  82867. if (this._trackPosition) {
  82868. this._calculatedPosition.copyFrom(fixedPosition);
  82869. this._trackPosition = false;
  82870. }
  82871. };
  82872. /**
  82873. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  82874. */
  82875. PoseEnabledController.prototype.update = function () {
  82876. _super.prototype.update.call(this);
  82877. this._updatePoseAndMesh();
  82878. };
  82879. /**
  82880. * Updates only the pose device and mesh without doing any button event checking
  82881. */
  82882. PoseEnabledController.prototype._updatePoseAndMesh = function () {
  82883. var pose = this.browserGamepad.pose;
  82884. this.updateFromDevice(pose);
  82885. if (!this._trackPosition && BABYLON.Engine.LastCreatedScene && BABYLON.Engine.LastCreatedScene.activeCamera && BABYLON.Engine.LastCreatedScene.activeCamera.devicePosition) {
  82886. var camera = BABYLON.Engine.LastCreatedScene.activeCamera;
  82887. camera._computeDevicePosition();
  82888. this._deviceToWorld.setTranslation(camera.devicePosition);
  82889. if (camera.deviceRotationQuaternion) {
  82890. var camera = camera;
  82891. camera._deviceRoomRotationQuaternion.toEulerAnglesToRef(BABYLON.Tmp.Vector3[0]);
  82892. // Find the radian distance away that the headset is from the controllers rotation
  82893. var distanceAway = Math.atan2(Math.sin(BABYLON.Tmp.Vector3[0].y - this._draggedRoomRotation), Math.cos(BABYLON.Tmp.Vector3[0].y - this._draggedRoomRotation));
  82894. if (Math.abs(distanceAway) > this._maxRotationDistFromHeadset) {
  82895. // Only rotate enouph to be within the _maxRotationDistFromHeadset
  82896. var rotationAmount = distanceAway - (distanceAway < 0 ? -this._maxRotationDistFromHeadset : this._maxRotationDistFromHeadset);
  82897. this._draggedRoomRotation += rotationAmount;
  82898. // Rotate controller around headset
  82899. var sin = Math.sin(-rotationAmount);
  82900. var cos = Math.cos(-rotationAmount);
  82901. this._calculatedPosition.x = this._calculatedPosition.x * cos - this._calculatedPosition.z * sin;
  82902. this._calculatedPosition.z = this._calculatedPosition.x * sin + this._calculatedPosition.z * cos;
  82903. }
  82904. }
  82905. }
  82906. BABYLON.Vector3.TransformCoordinatesToRef(this._calculatedPosition, this._deviceToWorld, this.devicePosition);
  82907. this._deviceToWorld.getRotationMatrixToRef(this._workingMatrix);
  82908. BABYLON.Quaternion.FromRotationMatrixToRef(this._workingMatrix, this.deviceRotationQuaternion);
  82909. this.deviceRotationQuaternion.multiplyInPlace(this._calculatedRotation);
  82910. if (this._mesh) {
  82911. this._mesh.position.copyFrom(this.devicePosition);
  82912. if (this._mesh.rotationQuaternion) {
  82913. this._mesh.rotationQuaternion.copyFrom(this.deviceRotationQuaternion);
  82914. }
  82915. }
  82916. };
  82917. /**
  82918. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  82919. * @param poseData raw pose fromthe device
  82920. */
  82921. PoseEnabledController.prototype.updateFromDevice = function (poseData) {
  82922. if (poseData) {
  82923. this.rawPose = poseData;
  82924. if (poseData.position) {
  82925. this._deviceRoomPosition.copyFromFloats(poseData.position[0], poseData.position[1], -poseData.position[2]);
  82926. if (this._mesh && this._mesh.getScene().useRightHandedSystem) {
  82927. this._deviceRoomPosition.z *= -1;
  82928. }
  82929. if (this._trackPosition) {
  82930. this._deviceRoomPosition.scaleToRef(this.deviceScaleFactor, this._calculatedPosition);
  82931. }
  82932. this._calculatedPosition.addInPlace(this.position);
  82933. }
  82934. var pose = this.rawPose;
  82935. if (poseData.orientation && pose.orientation) {
  82936. this._deviceRoomRotationQuaternion.copyFromFloats(pose.orientation[0], pose.orientation[1], -pose.orientation[2], -pose.orientation[3]);
  82937. if (this._mesh) {
  82938. if (this._mesh.getScene().useRightHandedSystem) {
  82939. this._deviceRoomRotationQuaternion.z *= -1;
  82940. this._deviceRoomRotationQuaternion.w *= -1;
  82941. }
  82942. else {
  82943. this._deviceRoomRotationQuaternion.multiplyToRef(this._leftHandSystemQuaternion, this._deviceRoomRotationQuaternion);
  82944. }
  82945. }
  82946. // if the camera is set, rotate to the camera's rotation
  82947. this._deviceRoomRotationQuaternion.multiplyToRef(this.rotationQuaternion, this._calculatedRotation);
  82948. }
  82949. }
  82950. };
  82951. /**
  82952. * Attaches a mesh to the controller
  82953. * @param mesh the mesh to be attached
  82954. */
  82955. PoseEnabledController.prototype.attachToMesh = function (mesh) {
  82956. if (this._mesh) {
  82957. this._mesh.parent = null;
  82958. }
  82959. this._mesh = mesh;
  82960. if (this._poseControlledCamera) {
  82961. this._mesh.parent = this._poseControlledCamera;
  82962. }
  82963. if (!this._mesh.rotationQuaternion) {
  82964. this._mesh.rotationQuaternion = new BABYLON.Quaternion();
  82965. }
  82966. // Sync controller mesh and pointing pose node's state with controller, this is done to avoid a frame where position is 0,0,0 when attaching mesh
  82967. this._updatePoseAndMesh();
  82968. if (this._pointingPoseNode) {
  82969. var parents = [];
  82970. var obj = this._pointingPoseNode;
  82971. while (obj.parent) {
  82972. parents.push(obj.parent);
  82973. obj = obj.parent;
  82974. }
  82975. parents.reverse().forEach(function (p) { p.computeWorldMatrix(true); });
  82976. }
  82977. this._meshAttachedObservable.notifyObservers(mesh);
  82978. };
  82979. /**
  82980. * Attaches the controllers mesh to a camera
  82981. * @param camera the camera the mesh should be attached to
  82982. */
  82983. PoseEnabledController.prototype.attachToPoseControlledCamera = function (camera) {
  82984. this._poseControlledCamera = camera;
  82985. if (this._mesh) {
  82986. this._mesh.parent = this._poseControlledCamera;
  82987. }
  82988. };
  82989. /**
  82990. * Disposes of the controller
  82991. */
  82992. PoseEnabledController.prototype.dispose = function () {
  82993. if (this._mesh) {
  82994. this._mesh.dispose();
  82995. }
  82996. this._mesh = null;
  82997. _super.prototype.dispose.call(this);
  82998. };
  82999. Object.defineProperty(PoseEnabledController.prototype, "mesh", {
  83000. /**
  83001. * The mesh that is attached to the controller
  83002. */
  83003. get: function () {
  83004. return this._mesh;
  83005. },
  83006. enumerable: true,
  83007. configurable: true
  83008. });
  83009. /**
  83010. * Gets the ray of the controller in the direction the controller is pointing
  83011. * @param length the length the resulting ray should be
  83012. * @returns a ray in the direction the controller is pointing
  83013. */
  83014. PoseEnabledController.prototype.getForwardRay = function (length) {
  83015. if (length === void 0) { length = 100; }
  83016. if (!this.mesh) {
  83017. return new BABYLON.Ray(BABYLON.Vector3.Zero(), new BABYLON.Vector3(0, 0, 1), length);
  83018. }
  83019. var m = this._pointingPoseNode ? this._pointingPoseNode.getWorldMatrix() : this.mesh.getWorldMatrix();
  83020. var origin = m.getTranslation();
  83021. var forward = new BABYLON.Vector3(0, 0, -1);
  83022. var forwardWorld = BABYLON.Vector3.TransformNormal(forward, m);
  83023. var direction = BABYLON.Vector3.Normalize(forwardWorld);
  83024. return new BABYLON.Ray(origin, direction, length);
  83025. };
  83026. /**
  83027. * Name of the child mesh that can be used to cast a ray from the controller
  83028. */
  83029. PoseEnabledController.POINTING_POSE = "POINTING_POSE";
  83030. return PoseEnabledController;
  83031. }(BABYLON.Gamepad));
  83032. BABYLON.PoseEnabledController = PoseEnabledController;
  83033. })(BABYLON || (BABYLON = {}));
  83034. //# sourceMappingURL=babylon.poseEnabledController.js.map
  83035. var BABYLON;
  83036. (function (BABYLON) {
  83037. /**
  83038. * Defines the WebVRController object that represents controllers tracked in 3D space
  83039. */
  83040. var WebVRController = /** @class */ (function (_super) {
  83041. __extends(WebVRController, _super);
  83042. /**
  83043. * Creates a new WebVRController from a gamepad
  83044. * @param vrGamepad the gamepad that the WebVRController should be created from
  83045. */
  83046. function WebVRController(vrGamepad) {
  83047. var _this = _super.call(this, vrGamepad) || this;
  83048. // Observables
  83049. /**
  83050. * Fired when the trigger state has changed
  83051. */
  83052. _this.onTriggerStateChangedObservable = new BABYLON.Observable();
  83053. /**
  83054. * Fired when the main button state has changed
  83055. */
  83056. _this.onMainButtonStateChangedObservable = new BABYLON.Observable();
  83057. /**
  83058. * Fired when the secondary button state has changed
  83059. */
  83060. _this.onSecondaryButtonStateChangedObservable = new BABYLON.Observable();
  83061. /**
  83062. * Fired when the pad state has changed
  83063. */
  83064. _this.onPadStateChangedObservable = new BABYLON.Observable();
  83065. /**
  83066. * Fired when controllers stick values have changed
  83067. */
  83068. _this.onPadValuesChangedObservable = new BABYLON.Observable();
  83069. /**
  83070. * X and Y axis corrisponding to the controllers joystick
  83071. */
  83072. _this.pad = { x: 0, y: 0 };
  83073. // avoid GC, store state in a tmp object
  83074. _this._changes = {
  83075. pressChanged: false,
  83076. touchChanged: false,
  83077. valueChanged: false,
  83078. changed: false
  83079. };
  83080. _this._buttons = new Array(vrGamepad.buttons.length);
  83081. _this.hand = vrGamepad.hand;
  83082. return _this;
  83083. }
  83084. /**
  83085. * Fired when a controller button's state has changed
  83086. * @param callback the callback containing the button that was modified
  83087. */
  83088. WebVRController.prototype.onButtonStateChange = function (callback) {
  83089. this._onButtonStateChange = callback;
  83090. };
  83091. Object.defineProperty(WebVRController.prototype, "defaultModel", {
  83092. /**
  83093. * The default controller model for the controller
  83094. */
  83095. get: function () {
  83096. return this._defaultModel;
  83097. },
  83098. enumerable: true,
  83099. configurable: true
  83100. });
  83101. /**
  83102. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  83103. */
  83104. WebVRController.prototype.update = function () {
  83105. _super.prototype.update.call(this);
  83106. for (var index = 0; index < this._buttons.length; index++) {
  83107. this._setButtonValue(this.browserGamepad.buttons[index], this._buttons[index], index);
  83108. }
  83109. if (this.leftStick.x !== this.pad.x || this.leftStick.y !== this.pad.y) {
  83110. this.pad.x = this.leftStick.x;
  83111. this.pad.y = this.leftStick.y;
  83112. this.onPadValuesChangedObservable.notifyObservers(this.pad);
  83113. }
  83114. };
  83115. WebVRController.prototype._setButtonValue = function (newState, currentState, buttonIndex) {
  83116. if (!newState) {
  83117. newState = {
  83118. pressed: false,
  83119. touched: false,
  83120. value: 0
  83121. };
  83122. }
  83123. if (!currentState) {
  83124. this._buttons[buttonIndex] = {
  83125. pressed: newState.pressed,
  83126. touched: newState.touched,
  83127. value: newState.value
  83128. };
  83129. return;
  83130. }
  83131. this._checkChanges(newState, currentState);
  83132. if (this._changes.changed) {
  83133. this._onButtonStateChange && this._onButtonStateChange(this.index, buttonIndex, newState);
  83134. this._handleButtonChange(buttonIndex, newState, this._changes);
  83135. }
  83136. this._buttons[buttonIndex].pressed = newState.pressed;
  83137. this._buttons[buttonIndex].touched = newState.touched;
  83138. // oculus triggers are never 0, thou not touched.
  83139. this._buttons[buttonIndex].value = newState.value < 0.00000001 ? 0 : newState.value;
  83140. };
  83141. WebVRController.prototype._checkChanges = function (newState, currentState) {
  83142. this._changes.pressChanged = newState.pressed !== currentState.pressed;
  83143. this._changes.touchChanged = newState.touched !== currentState.touched;
  83144. this._changes.valueChanged = newState.value !== currentState.value;
  83145. this._changes.changed = this._changes.pressChanged || this._changes.touchChanged || this._changes.valueChanged;
  83146. return this._changes;
  83147. };
  83148. /**
  83149. * Disposes of th webVRCOntroller
  83150. */
  83151. WebVRController.prototype.dispose = function () {
  83152. _super.prototype.dispose.call(this);
  83153. this.onTriggerStateChangedObservable.clear();
  83154. this.onMainButtonStateChangedObservable.clear();
  83155. this.onSecondaryButtonStateChangedObservable.clear();
  83156. this.onPadStateChangedObservable.clear();
  83157. this.onPadValuesChangedObservable.clear();
  83158. };
  83159. return WebVRController;
  83160. }(BABYLON.PoseEnabledController));
  83161. BABYLON.WebVRController = WebVRController;
  83162. })(BABYLON || (BABYLON = {}));
  83163. //# sourceMappingURL=babylon.webVRController.js.map
  83164. var BABYLON;
  83165. (function (BABYLON) {
  83166. /**
  83167. * Oculus Touch Controller
  83168. */
  83169. var OculusTouchController = /** @class */ (function (_super) {
  83170. __extends(OculusTouchController, _super);
  83171. /**
  83172. * Creates a new OculusTouchController from a gamepad
  83173. * @param vrGamepad the gamepad that the controller should be created from
  83174. */
  83175. function OculusTouchController(vrGamepad) {
  83176. var _this = _super.call(this, vrGamepad) || this;
  83177. /**
  83178. * Fired when the secondary trigger on this controller is modified
  83179. */
  83180. _this.onSecondaryTriggerStateChangedObservable = new BABYLON.Observable();
  83181. /**
  83182. * Fired when the thumb rest on this controller is modified
  83183. */
  83184. _this.onThumbRestChangedObservable = new BABYLON.Observable();
  83185. _this.controllerType = BABYLON.PoseEnabledControllerType.OCULUS;
  83186. return _this;
  83187. }
  83188. /**
  83189. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83190. * @param scene scene in which to add meshes
  83191. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83192. */
  83193. OculusTouchController.prototype.initControllerMesh = function (scene, meshLoaded) {
  83194. var _this = this;
  83195. var meshName;
  83196. // Hand
  83197. if (this.hand === 'left') {
  83198. meshName = OculusTouchController.MODEL_LEFT_FILENAME;
  83199. }
  83200. else { // Right is the default if no hand is specified
  83201. meshName = OculusTouchController.MODEL_RIGHT_FILENAME;
  83202. }
  83203. BABYLON.SceneLoader.ImportMesh("", OculusTouchController.MODEL_BASE_URL, meshName, scene, function (newMeshes) {
  83204. /*
  83205. Parent Mesh name: oculus_touch_left
  83206. - body
  83207. - trigger
  83208. - thumbstick
  83209. - grip
  83210. - button_y
  83211. - button_x
  83212. - button_enter
  83213. */
  83214. _this._defaultModel = newMeshes[1];
  83215. _this.attachToMesh(_this._defaultModel);
  83216. if (meshLoaded) {
  83217. meshLoaded(_this._defaultModel);
  83218. }
  83219. });
  83220. };
  83221. Object.defineProperty(OculusTouchController.prototype, "onAButtonStateChangedObservable", {
  83222. /**
  83223. * Fired when the A button on this controller is modified
  83224. */
  83225. get: function () {
  83226. if (this.hand === 'right') {
  83227. return this.onMainButtonStateChangedObservable;
  83228. }
  83229. else {
  83230. throw new Error('No A button on left hand');
  83231. }
  83232. },
  83233. enumerable: true,
  83234. configurable: true
  83235. });
  83236. Object.defineProperty(OculusTouchController.prototype, "onBButtonStateChangedObservable", {
  83237. /**
  83238. * Fired when the B button on this controller is modified
  83239. */
  83240. get: function () {
  83241. if (this.hand === 'right') {
  83242. return this.onSecondaryButtonStateChangedObservable;
  83243. }
  83244. else {
  83245. throw new Error('No B button on left hand');
  83246. }
  83247. },
  83248. enumerable: true,
  83249. configurable: true
  83250. });
  83251. Object.defineProperty(OculusTouchController.prototype, "onXButtonStateChangedObservable", {
  83252. /**
  83253. * Fired when the X button on this controller is modified
  83254. */
  83255. get: function () {
  83256. if (this.hand === 'left') {
  83257. return this.onMainButtonStateChangedObservable;
  83258. }
  83259. else {
  83260. throw new Error('No X button on right hand');
  83261. }
  83262. },
  83263. enumerable: true,
  83264. configurable: true
  83265. });
  83266. Object.defineProperty(OculusTouchController.prototype, "onYButtonStateChangedObservable", {
  83267. /**
  83268. * Fired when the Y button on this controller is modified
  83269. */
  83270. get: function () {
  83271. if (this.hand === 'left') {
  83272. return this.onSecondaryButtonStateChangedObservable;
  83273. }
  83274. else {
  83275. throw new Error('No Y button on right hand');
  83276. }
  83277. },
  83278. enumerable: true,
  83279. configurable: true
  83280. });
  83281. /**
  83282. * Called once for each button that changed state since the last frame
  83283. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  83284. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  83285. * 2) secondary trigger (same)
  83286. * 3) A (right) X (left), touch, pressed = value
  83287. * 4) B / Y
  83288. * 5) thumb rest
  83289. * @param buttonIdx Which button index changed
  83290. * @param state New state of the button
  83291. * @param changes Which properties on the state changed since last frame
  83292. */
  83293. OculusTouchController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83294. var notifyObject = state; //{ state: state, changes: changes };
  83295. var triggerDirection = this.hand === 'right' ? -1 : 1;
  83296. switch (buttonIdx) {
  83297. case 0:
  83298. this.onPadStateChangedObservable.notifyObservers(notifyObject);
  83299. return;
  83300. case 1: // index trigger
  83301. if (this._defaultModel) {
  83302. (this._defaultModel.getChildren()[3]).rotation.x = -notifyObject.value * 0.20;
  83303. (this._defaultModel.getChildren()[3]).position.y = -notifyObject.value * 0.005;
  83304. (this._defaultModel.getChildren()[3]).position.z = -notifyObject.value * 0.005;
  83305. }
  83306. this.onTriggerStateChangedObservable.notifyObservers(notifyObject);
  83307. return;
  83308. case 2: // secondary trigger
  83309. if (this._defaultModel) {
  83310. (this._defaultModel.getChildren()[4]).position.x = triggerDirection * notifyObject.value * 0.0035;
  83311. }
  83312. this.onSecondaryTriggerStateChangedObservable.notifyObservers(notifyObject);
  83313. return;
  83314. case 3:
  83315. if (this._defaultModel) {
  83316. if (notifyObject.pressed) {
  83317. (this._defaultModel.getChildren()[1]).position.y = -0.001;
  83318. }
  83319. else {
  83320. (this._defaultModel.getChildren()[1]).position.y = 0;
  83321. }
  83322. }
  83323. this.onMainButtonStateChangedObservable.notifyObservers(notifyObject);
  83324. return;
  83325. case 4:
  83326. if (this._defaultModel) {
  83327. if (notifyObject.pressed) {
  83328. (this._defaultModel.getChildren()[2]).position.y = -0.001;
  83329. }
  83330. else {
  83331. (this._defaultModel.getChildren()[2]).position.y = 0;
  83332. }
  83333. }
  83334. this.onSecondaryButtonStateChangedObservable.notifyObservers(notifyObject);
  83335. return;
  83336. case 5:
  83337. this.onThumbRestChangedObservable.notifyObservers(notifyObject);
  83338. return;
  83339. }
  83340. };
  83341. /**
  83342. * Base Url for the controller model.
  83343. */
  83344. OculusTouchController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/oculus/';
  83345. /**
  83346. * File name for the left controller model.
  83347. */
  83348. OculusTouchController.MODEL_LEFT_FILENAME = 'left.babylon';
  83349. /**
  83350. * File name for the right controller model.
  83351. */
  83352. OculusTouchController.MODEL_RIGHT_FILENAME = 'right.babylon';
  83353. return OculusTouchController;
  83354. }(BABYLON.WebVRController));
  83355. BABYLON.OculusTouchController = OculusTouchController;
  83356. })(BABYLON || (BABYLON = {}));
  83357. //# sourceMappingURL=babylon.oculusTouchController.js.map
  83358. var BABYLON;
  83359. (function (BABYLON) {
  83360. /**
  83361. * Vive Controller
  83362. */
  83363. var ViveController = /** @class */ (function (_super) {
  83364. __extends(ViveController, _super);
  83365. /**
  83366. * Creates a new ViveController from a gamepad
  83367. * @param vrGamepad the gamepad that the controller should be created from
  83368. */
  83369. function ViveController(vrGamepad) {
  83370. var _this = _super.call(this, vrGamepad) || this;
  83371. _this.controllerType = BABYLON.PoseEnabledControllerType.VIVE;
  83372. _this._invertLeftStickY = true;
  83373. return _this;
  83374. }
  83375. /**
  83376. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83377. * @param scene scene in which to add meshes
  83378. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83379. */
  83380. ViveController.prototype.initControllerMesh = function (scene, meshLoaded) {
  83381. var _this = this;
  83382. BABYLON.SceneLoader.ImportMesh("", ViveController.MODEL_BASE_URL, ViveController.MODEL_FILENAME, scene, function (newMeshes) {
  83383. /*
  83384. Parent Mesh name: ViveWand
  83385. - body
  83386. - r_gripper
  83387. - l_gripper
  83388. - menu_button
  83389. - system_button
  83390. - trackpad
  83391. - trigger
  83392. - LED
  83393. */
  83394. _this._defaultModel = newMeshes[1];
  83395. _this.attachToMesh(_this._defaultModel);
  83396. if (meshLoaded) {
  83397. meshLoaded(_this._defaultModel);
  83398. }
  83399. });
  83400. };
  83401. Object.defineProperty(ViveController.prototype, "onLeftButtonStateChangedObservable", {
  83402. /**
  83403. * Fired when the left button on this controller is modified
  83404. */
  83405. get: function () {
  83406. return this.onMainButtonStateChangedObservable;
  83407. },
  83408. enumerable: true,
  83409. configurable: true
  83410. });
  83411. Object.defineProperty(ViveController.prototype, "onRightButtonStateChangedObservable", {
  83412. /**
  83413. * Fired when the right button on this controller is modified
  83414. */
  83415. get: function () {
  83416. return this.onMainButtonStateChangedObservable;
  83417. },
  83418. enumerable: true,
  83419. configurable: true
  83420. });
  83421. Object.defineProperty(ViveController.prototype, "onMenuButtonStateChangedObservable", {
  83422. /**
  83423. * Fired when the menu button on this controller is modified
  83424. */
  83425. get: function () {
  83426. return this.onSecondaryButtonStateChangedObservable;
  83427. },
  83428. enumerable: true,
  83429. configurable: true
  83430. });
  83431. /**
  83432. * Called once for each button that changed state since the last frame
  83433. * Vive mapping:
  83434. * 0: touchpad
  83435. * 1: trigger
  83436. * 2: left AND right buttons
  83437. * 3: menu button
  83438. * @param buttonIdx Which button index changed
  83439. * @param state New state of the button
  83440. * @param changes Which properties on the state changed since last frame
  83441. */
  83442. ViveController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83443. var notifyObject = state; //{ state: state, changes: changes };
  83444. switch (buttonIdx) {
  83445. case 0:
  83446. this.onPadStateChangedObservable.notifyObservers(notifyObject);
  83447. return;
  83448. case 1: // index trigger
  83449. if (this._defaultModel) {
  83450. (this._defaultModel.getChildren()[6]).rotation.x = -notifyObject.value * 0.15;
  83451. }
  83452. this.onTriggerStateChangedObservable.notifyObservers(notifyObject);
  83453. return;
  83454. case 2: // left AND right button
  83455. this.onMainButtonStateChangedObservable.notifyObservers(notifyObject);
  83456. return;
  83457. case 3:
  83458. if (this._defaultModel) {
  83459. if (notifyObject.pressed) {
  83460. (this._defaultModel.getChildren()[2]).position.y = -0.001;
  83461. }
  83462. else {
  83463. (this._defaultModel.getChildren()[2]).position.y = 0;
  83464. }
  83465. }
  83466. this.onSecondaryButtonStateChangedObservable.notifyObservers(notifyObject);
  83467. return;
  83468. }
  83469. };
  83470. /**
  83471. * Base Url for the controller model.
  83472. */
  83473. ViveController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/vive/';
  83474. /**
  83475. * File name for the controller model.
  83476. */
  83477. ViveController.MODEL_FILENAME = 'wand.babylon';
  83478. return ViveController;
  83479. }(BABYLON.WebVRController));
  83480. BABYLON.ViveController = ViveController;
  83481. })(BABYLON || (BABYLON = {}));
  83482. //# sourceMappingURL=babylon.viveController.js.map
  83483. var BABYLON;
  83484. (function (BABYLON) {
  83485. /**
  83486. * Generic Controller
  83487. */
  83488. var GenericController = /** @class */ (function (_super) {
  83489. __extends(GenericController, _super);
  83490. /**
  83491. * Creates a new GenericController from a gamepad
  83492. * @param vrGamepad the gamepad that the controller should be created from
  83493. */
  83494. function GenericController(vrGamepad) {
  83495. return _super.call(this, vrGamepad) || this;
  83496. }
  83497. /**
  83498. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83499. * @param scene scene in which to add meshes
  83500. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83501. */
  83502. GenericController.prototype.initControllerMesh = function (scene, meshLoaded) {
  83503. var _this = this;
  83504. BABYLON.SceneLoader.ImportMesh("", GenericController.MODEL_BASE_URL, GenericController.MODEL_FILENAME, scene, function (newMeshes) {
  83505. _this._defaultModel = newMeshes[1];
  83506. _this.attachToMesh(_this._defaultModel);
  83507. if (meshLoaded) {
  83508. meshLoaded(_this._defaultModel);
  83509. }
  83510. });
  83511. };
  83512. /**
  83513. * Called once for each button that changed state since the last frame
  83514. * @param buttonIdx Which button index changed
  83515. * @param state New state of the button
  83516. * @param changes Which properties on the state changed since last frame
  83517. */
  83518. GenericController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83519. console.log("Button id: " + buttonIdx + "state: ");
  83520. console.dir(state);
  83521. };
  83522. /**
  83523. * Base Url for the controller model.
  83524. */
  83525. GenericController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  83526. /**
  83527. * File name for the controller model.
  83528. */
  83529. GenericController.MODEL_FILENAME = 'generic.babylon';
  83530. return GenericController;
  83531. }(BABYLON.WebVRController));
  83532. BABYLON.GenericController = GenericController;
  83533. })(BABYLON || (BABYLON = {}));
  83534. //# sourceMappingURL=babylon.genericController.js.map
  83535. var BABYLON;
  83536. (function (BABYLON) {
  83537. /**
  83538. * Defines the LoadedMeshInfo object that describes information about the loaded webVR controller mesh
  83539. */
  83540. var LoadedMeshInfo = /** @class */ (function () {
  83541. function LoadedMeshInfo() {
  83542. /**
  83543. * Map of the button meshes contained in the controller
  83544. */
  83545. this.buttonMeshes = {};
  83546. /**
  83547. * Map of the axis meshes contained in the controller
  83548. */
  83549. this.axisMeshes = {};
  83550. }
  83551. return LoadedMeshInfo;
  83552. }());
  83553. /**
  83554. * Defines the WindowsMotionController object that the state of the windows motion controller
  83555. */
  83556. var WindowsMotionController = /** @class */ (function (_super) {
  83557. __extends(WindowsMotionController, _super);
  83558. /**
  83559. * Creates a new WindowsMotionController from a gamepad
  83560. * @param vrGamepad the gamepad that the controller should be created from
  83561. */
  83562. function WindowsMotionController(vrGamepad) {
  83563. var _this = _super.call(this, vrGamepad) || this;
  83564. _this._mapping = {
  83565. // Semantic button names
  83566. buttons: ['thumbstick', 'trigger', 'grip', 'menu', 'trackpad'],
  83567. // A mapping of the button name to glTF model node name
  83568. // that should be transformed by button value.
  83569. buttonMeshNames: {
  83570. 'trigger': 'SELECT',
  83571. 'menu': 'MENU',
  83572. 'grip': 'GRASP',
  83573. 'thumbstick': 'THUMBSTICK_PRESS',
  83574. 'trackpad': 'TOUCHPAD_PRESS'
  83575. },
  83576. // This mapping is used to translate from the Motion Controller to Babylon semantics
  83577. buttonObservableNames: {
  83578. 'trigger': 'onTriggerStateChangedObservable',
  83579. 'menu': 'onSecondaryButtonStateChangedObservable',
  83580. 'grip': 'onMainButtonStateChangedObservable',
  83581. 'thumbstick': 'onPadStateChangedObservable',
  83582. 'trackpad': 'onTrackpadChangedObservable'
  83583. },
  83584. // A mapping of the axis name to glTF model node name
  83585. // that should be transformed by axis value.
  83586. // This array mirrors the browserGamepad.axes array, such that
  83587. // the mesh corresponding to axis 0 is in this array index 0.
  83588. axisMeshNames: [
  83589. 'THUMBSTICK_X',
  83590. 'THUMBSTICK_Y',
  83591. 'TOUCHPAD_TOUCH_X',
  83592. 'TOUCHPAD_TOUCH_Y'
  83593. ],
  83594. pointingPoseMeshName: BABYLON.PoseEnabledController.POINTING_POSE
  83595. };
  83596. /**
  83597. * Fired when the trackpad on this controller is clicked
  83598. */
  83599. _this.onTrackpadChangedObservable = new BABYLON.Observable();
  83600. /**
  83601. * Fired when the trackpad on this controller is modified
  83602. */
  83603. _this.onTrackpadValuesChangedObservable = new BABYLON.Observable();
  83604. /**
  83605. * The current x and y values of this controller's trackpad
  83606. */
  83607. _this.trackpad = { x: 0, y: 0 };
  83608. _this.controllerType = BABYLON.PoseEnabledControllerType.WINDOWS;
  83609. _this._loadedMeshInfo = null;
  83610. return _this;
  83611. }
  83612. Object.defineProperty(WindowsMotionController.prototype, "onTriggerButtonStateChangedObservable", {
  83613. /**
  83614. * Fired when the trigger on this controller is modified
  83615. */
  83616. get: function () {
  83617. return this.onTriggerStateChangedObservable;
  83618. },
  83619. enumerable: true,
  83620. configurable: true
  83621. });
  83622. Object.defineProperty(WindowsMotionController.prototype, "onMenuButtonStateChangedObservable", {
  83623. /**
  83624. * Fired when the menu button on this controller is modified
  83625. */
  83626. get: function () {
  83627. return this.onSecondaryButtonStateChangedObservable;
  83628. },
  83629. enumerable: true,
  83630. configurable: true
  83631. });
  83632. Object.defineProperty(WindowsMotionController.prototype, "onGripButtonStateChangedObservable", {
  83633. /**
  83634. * Fired when the grip button on this controller is modified
  83635. */
  83636. get: function () {
  83637. return this.onMainButtonStateChangedObservable;
  83638. },
  83639. enumerable: true,
  83640. configurable: true
  83641. });
  83642. Object.defineProperty(WindowsMotionController.prototype, "onThumbstickButtonStateChangedObservable", {
  83643. /**
  83644. * Fired when the thumbstick button on this controller is modified
  83645. */
  83646. get: function () {
  83647. return this.onPadStateChangedObservable;
  83648. },
  83649. enumerable: true,
  83650. configurable: true
  83651. });
  83652. Object.defineProperty(WindowsMotionController.prototype, "onTouchpadButtonStateChangedObservable", {
  83653. /**
  83654. * Fired when the touchpad button on this controller is modified
  83655. */
  83656. get: function () {
  83657. return this.onTrackpadChangedObservable;
  83658. },
  83659. enumerable: true,
  83660. configurable: true
  83661. });
  83662. Object.defineProperty(WindowsMotionController.prototype, "onTouchpadValuesChangedObservable", {
  83663. /**
  83664. * Fired when the touchpad values on this controller are modified
  83665. */
  83666. get: function () {
  83667. return this.onTrackpadValuesChangedObservable;
  83668. },
  83669. enumerable: true,
  83670. configurable: true
  83671. });
  83672. WindowsMotionController.prototype._updateTrackpad = function () {
  83673. if (this.browserGamepad.axes && (this.browserGamepad.axes[2] != this.trackpad.x || this.browserGamepad.axes[3] != this.trackpad.y)) {
  83674. this.trackpad.x = this.browserGamepad["axes"][2];
  83675. this.trackpad.y = this.browserGamepad["axes"][3];
  83676. this.onTrackpadValuesChangedObservable.notifyObservers(this.trackpad);
  83677. }
  83678. };
  83679. /**
  83680. * Called once per frame by the engine.
  83681. */
  83682. WindowsMotionController.prototype.update = function () {
  83683. _super.prototype.update.call(this);
  83684. if (this.browserGamepad.axes) {
  83685. this._updateTrackpad();
  83686. // Only need to animate axes if there is a loaded mesh
  83687. if (this._loadedMeshInfo) {
  83688. for (var axis = 0; axis < this._mapping.axisMeshNames.length; axis++) {
  83689. this._lerpAxisTransform(axis, this.browserGamepad.axes[axis]);
  83690. }
  83691. }
  83692. }
  83693. };
  83694. /**
  83695. * Called once for each button that changed state since the last frame
  83696. * @param buttonIdx Which button index changed
  83697. * @param state New state of the button
  83698. * @param changes Which properties on the state changed since last frame
  83699. */
  83700. WindowsMotionController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83701. var buttonName = this._mapping.buttons[buttonIdx];
  83702. if (!buttonName) {
  83703. return;
  83704. }
  83705. // Update the trackpad to ensure trackpad.x/y are accurate during button events between frames
  83706. this._updateTrackpad();
  83707. // Only emit events for buttons that we know how to map from index to name
  83708. var observable = this[(this._mapping.buttonObservableNames)[buttonName]];
  83709. if (observable) {
  83710. observable.notifyObservers(state);
  83711. }
  83712. this._lerpButtonTransform(buttonName, state.value);
  83713. };
  83714. /**
  83715. * Moves the buttons on the controller mesh based on their current state
  83716. * @param buttonName the name of the button to move
  83717. * @param buttonValue the value of the button which determines the buttons new position
  83718. */
  83719. WindowsMotionController.prototype._lerpButtonTransform = function (buttonName, buttonValue) {
  83720. // If there is no loaded mesh, there is nothing to transform.
  83721. if (!this._loadedMeshInfo) {
  83722. return;
  83723. }
  83724. var meshInfo = this._loadedMeshInfo.buttonMeshes[buttonName];
  83725. if (!meshInfo.unpressed.rotationQuaternion || !meshInfo.pressed.rotationQuaternion || !meshInfo.value.rotationQuaternion) {
  83726. return;
  83727. }
  83728. BABYLON.Quaternion.SlerpToRef(meshInfo.unpressed.rotationQuaternion, meshInfo.pressed.rotationQuaternion, buttonValue, meshInfo.value.rotationQuaternion);
  83729. BABYLON.Vector3.LerpToRef(meshInfo.unpressed.position, meshInfo.pressed.position, buttonValue, meshInfo.value.position);
  83730. };
  83731. /**
  83732. * Moves the axis on the controller mesh based on its current state
  83733. * @param axis the index of the axis
  83734. * @param axisValue the value of the axis which determines the meshes new position
  83735. * @hidden
  83736. */
  83737. WindowsMotionController.prototype._lerpAxisTransform = function (axis, axisValue) {
  83738. if (!this._loadedMeshInfo) {
  83739. return;
  83740. }
  83741. var meshInfo = this._loadedMeshInfo.axisMeshes[axis];
  83742. if (!meshInfo) {
  83743. return;
  83744. }
  83745. if (!meshInfo.min.rotationQuaternion || !meshInfo.max.rotationQuaternion || !meshInfo.value.rotationQuaternion) {
  83746. return;
  83747. }
  83748. // Convert from gamepad value range (-1 to +1) to lerp range (0 to 1)
  83749. var lerpValue = axisValue * 0.5 + 0.5;
  83750. BABYLON.Quaternion.SlerpToRef(meshInfo.min.rotationQuaternion, meshInfo.max.rotationQuaternion, lerpValue, meshInfo.value.rotationQuaternion);
  83751. BABYLON.Vector3.LerpToRef(meshInfo.min.position, meshInfo.max.position, lerpValue, meshInfo.value.position);
  83752. };
  83753. /**
  83754. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83755. * @param scene scene in which to add meshes
  83756. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83757. */
  83758. WindowsMotionController.prototype.initControllerMesh = function (scene, meshLoaded, forceDefault) {
  83759. var _this = this;
  83760. if (forceDefault === void 0) { forceDefault = false; }
  83761. var path;
  83762. var filename;
  83763. // Checking if GLB loader is present
  83764. if (BABYLON.SceneLoader.IsPluginForExtensionAvailable(".glb")) {
  83765. // Determine the device specific folder based on the ID suffix
  83766. var device = 'default';
  83767. if (this.id && !forceDefault) {
  83768. var match = this.id.match(WindowsMotionController.GAMEPAD_ID_PATTERN);
  83769. device = ((match && match[0]) || device);
  83770. }
  83771. // Hand
  83772. if (this.hand === 'left') {
  83773. filename = WindowsMotionController.MODEL_LEFT_FILENAME;
  83774. }
  83775. else { // Right is the default if no hand is specified
  83776. filename = WindowsMotionController.MODEL_RIGHT_FILENAME;
  83777. }
  83778. path = WindowsMotionController.MODEL_BASE_URL + device + '/';
  83779. }
  83780. else {
  83781. BABYLON.Tools.Warn("You need to reference GLTF loader to load Windows Motion Controllers model. Falling back to generic models");
  83782. path = BABYLON.GenericController.MODEL_BASE_URL;
  83783. filename = BABYLON.GenericController.MODEL_FILENAME;
  83784. }
  83785. BABYLON.SceneLoader.ImportMesh("", path, filename, scene, function (meshes) {
  83786. // glTF files successfully loaded from the remote server, now process them to ensure they are in the right format.
  83787. _this._loadedMeshInfo = _this.processModel(scene, meshes);
  83788. if (!_this._loadedMeshInfo) {
  83789. return;
  83790. }
  83791. _this._defaultModel = _this._loadedMeshInfo.rootNode;
  83792. _this.attachToMesh(_this._defaultModel);
  83793. if (meshLoaded) {
  83794. meshLoaded(_this._defaultModel);
  83795. }
  83796. }, null, function (scene, message) {
  83797. BABYLON.Tools.Log(message);
  83798. BABYLON.Tools.Warn('Failed to retrieve controller model from the remote server: ' + path + filename);
  83799. if (!forceDefault) {
  83800. _this.initControllerMesh(scene, meshLoaded, true);
  83801. }
  83802. });
  83803. };
  83804. /**
  83805. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  83806. * can be transformed by button presses and axes values, based on this._mapping.
  83807. *
  83808. * @param scene scene in which the meshes exist
  83809. * @param meshes list of meshes that make up the controller model to process
  83810. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  83811. */
  83812. WindowsMotionController.prototype.processModel = function (scene, meshes) {
  83813. var loadedMeshInfo = null;
  83814. // Create a new mesh to contain the glTF hierarchy
  83815. var parentMesh = new BABYLON.Mesh(this.id + " " + this.hand, scene);
  83816. // Find the root node in the loaded glTF scene, and attach it as a child of 'parentMesh'
  83817. var childMesh = null;
  83818. for (var i = 0; i < meshes.length; i++) {
  83819. var mesh = meshes[i];
  83820. if (!mesh.parent) {
  83821. // Exclude controller meshes from picking results
  83822. mesh.isPickable = false;
  83823. // Handle root node, attach to the new parentMesh
  83824. childMesh = mesh;
  83825. break;
  83826. }
  83827. }
  83828. if (childMesh) {
  83829. childMesh.setParent(parentMesh);
  83830. // Create our mesh info. Note that this method will always return non-null.
  83831. loadedMeshInfo = this.createMeshInfo(parentMesh);
  83832. }
  83833. else {
  83834. BABYLON.Tools.Warn('Could not find root node in model file.');
  83835. }
  83836. return loadedMeshInfo;
  83837. };
  83838. WindowsMotionController.prototype.createMeshInfo = function (rootNode) {
  83839. var loadedMeshInfo = new LoadedMeshInfo();
  83840. var i;
  83841. loadedMeshInfo.rootNode = rootNode;
  83842. // Reset the caches
  83843. loadedMeshInfo.buttonMeshes = {};
  83844. loadedMeshInfo.axisMeshes = {};
  83845. // Button Meshes
  83846. for (i = 0; i < this._mapping.buttons.length; i++) {
  83847. var buttonMeshName = this._mapping.buttonMeshNames[this._mapping.buttons[i]];
  83848. if (!buttonMeshName) {
  83849. BABYLON.Tools.Log('Skipping unknown button at index: ' + i + ' with mapped name: ' + this._mapping.buttons[i]);
  83850. continue;
  83851. }
  83852. var buttonMesh = getChildByName(rootNode, buttonMeshName);
  83853. if (!buttonMesh) {
  83854. BABYLON.Tools.Warn('Missing button mesh with name: ' + buttonMeshName);
  83855. continue;
  83856. }
  83857. var buttonMeshInfo = {
  83858. index: i,
  83859. value: getImmediateChildByName(buttonMesh, 'VALUE'),
  83860. pressed: getImmediateChildByName(buttonMesh, 'PRESSED'),
  83861. unpressed: getImmediateChildByName(buttonMesh, 'UNPRESSED')
  83862. };
  83863. if (buttonMeshInfo.value && buttonMeshInfo.pressed && buttonMeshInfo.unpressed) {
  83864. loadedMeshInfo.buttonMeshes[this._mapping.buttons[i]] = buttonMeshInfo;
  83865. }
  83866. else {
  83867. // If we didn't find the mesh, it simply means this button won't have transforms applied as mapped button value changes.
  83868. BABYLON.Tools.Warn('Missing button submesh under mesh with name: ' + buttonMeshName +
  83869. '(VALUE: ' + !!buttonMeshInfo.value +
  83870. ', PRESSED: ' + !!buttonMeshInfo.pressed +
  83871. ', UNPRESSED:' + !!buttonMeshInfo.unpressed +
  83872. ')');
  83873. }
  83874. }
  83875. // Axis Meshes
  83876. for (i = 0; i < this._mapping.axisMeshNames.length; i++) {
  83877. var axisMeshName = this._mapping.axisMeshNames[i];
  83878. if (!axisMeshName) {
  83879. BABYLON.Tools.Log('Skipping unknown axis at index: ' + i);
  83880. continue;
  83881. }
  83882. var axisMesh = getChildByName(rootNode, axisMeshName);
  83883. if (!axisMesh) {
  83884. BABYLON.Tools.Warn('Missing axis mesh with name: ' + axisMeshName);
  83885. continue;
  83886. }
  83887. var axisMeshInfo = {
  83888. index: i,
  83889. value: getImmediateChildByName(axisMesh, 'VALUE'),
  83890. min: getImmediateChildByName(axisMesh, 'MIN'),
  83891. max: getImmediateChildByName(axisMesh, 'MAX')
  83892. };
  83893. if (axisMeshInfo.value && axisMeshInfo.min && axisMeshInfo.max) {
  83894. loadedMeshInfo.axisMeshes[i] = axisMeshInfo;
  83895. }
  83896. else {
  83897. // If we didn't find the mesh, it simply means thit axis won't have transforms applied as mapped axis values change.
  83898. BABYLON.Tools.Warn('Missing axis submesh under mesh with name: ' + axisMeshName +
  83899. '(VALUE: ' + !!axisMeshInfo.value +
  83900. ', MIN: ' + !!axisMeshInfo.min +
  83901. ', MAX:' + !!axisMeshInfo.max +
  83902. ')');
  83903. }
  83904. }
  83905. // Pointing Ray
  83906. loadedMeshInfo.pointingPoseNode = getChildByName(rootNode, this._mapping.pointingPoseMeshName);
  83907. if (!loadedMeshInfo.pointingPoseNode) {
  83908. BABYLON.Tools.Warn('Missing pointing pose mesh with name: ' + this._mapping.pointingPoseMeshName);
  83909. }
  83910. else {
  83911. this._pointingPoseNode = loadedMeshInfo.pointingPoseNode;
  83912. }
  83913. return loadedMeshInfo;
  83914. // Look through all children recursively. This will return null if no mesh exists with the given name.
  83915. function getChildByName(node, name) {
  83916. return node.getChildren(function (n) { return n.name === name; }, false)[0];
  83917. }
  83918. // Look through only immediate children. This will return null if no mesh exists with the given name.
  83919. function getImmediateChildByName(node, name) {
  83920. return node.getChildren(function (n) { return n.name == name; }, true)[0];
  83921. }
  83922. };
  83923. /**
  83924. * Gets the ray of the controller in the direction the controller is pointing
  83925. * @param length the length the resulting ray should be
  83926. * @returns a ray in the direction the controller is pointing
  83927. */
  83928. WindowsMotionController.prototype.getForwardRay = function (length) {
  83929. if (length === void 0) { length = 100; }
  83930. if (!(this._loadedMeshInfo && this._loadedMeshInfo.pointingPoseNode)) {
  83931. return _super.prototype.getForwardRay.call(this, length);
  83932. }
  83933. var m = this._loadedMeshInfo.pointingPoseNode.getWorldMatrix();
  83934. var origin = m.getTranslation();
  83935. var forward = new BABYLON.Vector3(0, 0, -1);
  83936. var forwardWorld = BABYLON.Vector3.TransformNormal(forward, m);
  83937. var direction = BABYLON.Vector3.Normalize(forwardWorld);
  83938. return new BABYLON.Ray(origin, direction, length);
  83939. };
  83940. /**
  83941. * Disposes of the controller
  83942. */
  83943. WindowsMotionController.prototype.dispose = function () {
  83944. _super.prototype.dispose.call(this);
  83945. this.onTrackpadChangedObservable.clear();
  83946. };
  83947. /**
  83948. * The base url used to load the left and right controller models
  83949. */
  83950. WindowsMotionController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/microsoft/';
  83951. /**
  83952. * The name of the left controller model file
  83953. */
  83954. WindowsMotionController.MODEL_LEFT_FILENAME = 'left.glb';
  83955. /**
  83956. * The name of the right controller model file
  83957. */
  83958. WindowsMotionController.MODEL_RIGHT_FILENAME = 'right.glb';
  83959. /**
  83960. * The controller name prefix for this controller type
  83961. */
  83962. WindowsMotionController.GAMEPAD_ID_PREFIX = 'Spatial Controller (Spatial Interaction Source) ';
  83963. /**
  83964. * The controller id pattern for this controller type
  83965. */
  83966. WindowsMotionController.GAMEPAD_ID_PATTERN = /([0-9a-zA-Z]+-[0-9a-zA-Z]+)$/;
  83967. return WindowsMotionController;
  83968. }(BABYLON.WebVRController));
  83969. BABYLON.WindowsMotionController = WindowsMotionController;
  83970. })(BABYLON || (BABYLON = {}));
  83971. //# sourceMappingURL=babylon.windowsMotionController.js.map
  83972. var BABYLON;
  83973. (function (BABYLON) {
  83974. /**
  83975. * Gear VR Controller
  83976. */
  83977. var GearVRController = /** @class */ (function (_super) {
  83978. __extends(GearVRController, _super);
  83979. /**
  83980. * Creates a new GearVRController from a gamepad
  83981. * @param vrGamepad the gamepad that the controller should be created from
  83982. */
  83983. function GearVRController(vrGamepad) {
  83984. var _this = _super.call(this, vrGamepad) || this;
  83985. _this._buttonIndexToObservableNameMap = [
  83986. 'onTrackpadChangedObservable',
  83987. 'onTriggerStateChangedObservable' // Trigger
  83988. ];
  83989. _this.controllerType = BABYLON.PoseEnabledControllerType.GEAR_VR;
  83990. // Initial starting position defaults to where hand would be (incase of only 3dof controller)
  83991. _this._calculatedPosition = new BABYLON.Vector3(_this.hand == "left" ? -0.15 : 0.15, -0.5, 0.25);
  83992. _this._disableTrackPosition(_this._calculatedPosition);
  83993. return _this;
  83994. }
  83995. /**
  83996. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83997. * @param scene scene in which to add meshes
  83998. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83999. */
  84000. GearVRController.prototype.initControllerMesh = function (scene, meshLoaded) {
  84001. var _this = this;
  84002. BABYLON.SceneLoader.ImportMesh("", GearVRController.MODEL_BASE_URL, GearVRController.MODEL_FILENAME, scene, function (newMeshes) {
  84003. // Offset the controller so it will rotate around the users wrist
  84004. var mesh = new BABYLON.Mesh("", scene);
  84005. newMeshes[1].parent = mesh;
  84006. newMeshes[1].position.z = -0.15;
  84007. _this._defaultModel = mesh;
  84008. _this.attachToMesh(_this._defaultModel);
  84009. if (meshLoaded) {
  84010. meshLoaded(_this._defaultModel);
  84011. }
  84012. });
  84013. };
  84014. /**
  84015. * Called once for each button that changed state since the last frame
  84016. * @param buttonIdx Which button index changed
  84017. * @param state New state of the button
  84018. * @param changes Which properties on the state changed since last frame
  84019. */
  84020. GearVRController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  84021. if (buttonIdx < this._buttonIndexToObservableNameMap.length) {
  84022. var observableName = this._buttonIndexToObservableNameMap[buttonIdx];
  84023. // Only emit events for buttons that we know how to map from index to observable
  84024. var observable = this[observableName];
  84025. if (observable) {
  84026. observable.notifyObservers(state);
  84027. }
  84028. }
  84029. };
  84030. /**
  84031. * Base Url for the controller model.
  84032. */
  84033. GearVRController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  84034. /**
  84035. * File name for the controller model.
  84036. */
  84037. GearVRController.MODEL_FILENAME = 'generic.babylon';
  84038. /**
  84039. * Gamepad Id prefix used to identify this controller.
  84040. */
  84041. GearVRController.GAMEPAD_ID_PREFIX = 'Gear VR'; // id is 'Gear VR Controller'
  84042. return GearVRController;
  84043. }(BABYLON.WebVRController));
  84044. BABYLON.GearVRController = GearVRController;
  84045. })(BABYLON || (BABYLON = {}));
  84046. //# sourceMappingURL=babylon.gearVRController.js.map
  84047. var BABYLON;
  84048. (function (BABYLON) {
  84049. /**
  84050. * Google Daydream controller
  84051. */
  84052. var DaydreamController = /** @class */ (function (_super) {
  84053. __extends(DaydreamController, _super);
  84054. /**
  84055. * Creates a new DaydreamController from a gamepad
  84056. * @param vrGamepad the gamepad that the controller should be created from
  84057. */
  84058. function DaydreamController(vrGamepad) {
  84059. var _this = _super.call(this, vrGamepad) || this;
  84060. _this.controllerType = BABYLON.PoseEnabledControllerType.DAYDREAM;
  84061. return _this;
  84062. }
  84063. /**
  84064. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  84065. * @param scene scene in which to add meshes
  84066. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  84067. */
  84068. DaydreamController.prototype.initControllerMesh = function (scene, meshLoaded) {
  84069. var _this = this;
  84070. BABYLON.SceneLoader.ImportMesh("", DaydreamController.MODEL_BASE_URL, DaydreamController.MODEL_FILENAME, scene, function (newMeshes) {
  84071. _this._defaultModel = newMeshes[1];
  84072. _this.attachToMesh(_this._defaultModel);
  84073. if (meshLoaded) {
  84074. meshLoaded(_this._defaultModel);
  84075. }
  84076. });
  84077. };
  84078. /**
  84079. * Called once for each button that changed state since the last frame
  84080. * @param buttonIdx Which button index changed
  84081. * @param state New state of the button
  84082. * @param changes Which properties on the state changed since last frame
  84083. */
  84084. DaydreamController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  84085. // Daydream controller only has 1 GamepadButton (on the trackpad).
  84086. if (buttonIdx === 0) {
  84087. var observable = this.onTriggerStateChangedObservable;
  84088. if (observable) {
  84089. observable.notifyObservers(state);
  84090. }
  84091. }
  84092. else {
  84093. // If the app or home buttons are ever made available
  84094. BABYLON.Tools.Warn("Unrecognized Daydream button index: " + buttonIdx);
  84095. }
  84096. };
  84097. /**
  84098. * Base Url for the controller model.
  84099. */
  84100. DaydreamController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  84101. /**
  84102. * File name for the controller model.
  84103. */
  84104. DaydreamController.MODEL_FILENAME = 'generic.babylon';
  84105. /**
  84106. * Gamepad Id prefix used to identify Daydream Controller.
  84107. */
  84108. DaydreamController.GAMEPAD_ID_PREFIX = 'Daydream'; // id is 'Daydream Controller'
  84109. return DaydreamController;
  84110. }(BABYLON.WebVRController));
  84111. BABYLON.DaydreamController = DaydreamController;
  84112. })(BABYLON || (BABYLON = {}));
  84113. //# sourceMappingURL=babylon.daydreamController.js.map
  84114. var BABYLON;
  84115. (function (BABYLON) {
  84116. Object.defineProperty(BABYLON.Scene.prototype, "gamepadManager", {
  84117. get: function () {
  84118. if (!this._gamepadManager) {
  84119. this._gamepadManager = new BABYLON.GamepadManager(this);
  84120. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_GAMEPAD);
  84121. if (!component) {
  84122. component = new GamepadSystemSceneComponent(this);
  84123. this._addComponent(component);
  84124. }
  84125. }
  84126. return this._gamepadManager;
  84127. },
  84128. enumerable: true,
  84129. configurable: true
  84130. });
  84131. /**
  84132. * Adds a gamepad to the free camera inputs manager
  84133. */
  84134. BABYLON.FreeCameraInputsManager.prototype.addGamepad = function () {
  84135. this.add(new BABYLON.FreeCameraGamepadInput());
  84136. return this;
  84137. };
  84138. /**
  84139. * Adds a gamepad to the arc rotate camera inputs manager
  84140. */
  84141. BABYLON.ArcRotateCameraInputsManager.prototype.addGamepad = function () {
  84142. this.add(new BABYLON.ArcRotateCameraGamepadInput());
  84143. return this;
  84144. };
  84145. /**
  84146. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  84147. */
  84148. var GamepadSystemSceneComponent = /** @class */ (function () {
  84149. /**
  84150. * Creates a new instance of the component for the given scene
  84151. * @param scene Defines the scene to register the component in
  84152. */
  84153. function GamepadSystemSceneComponent(scene) {
  84154. /**
  84155. * The component name helpfull to identify the component in the list of scene components.
  84156. */
  84157. this.name = BABYLON.SceneComponentConstants.NAME_GAMEPAD;
  84158. this.scene = scene;
  84159. }
  84160. /**
  84161. * Registers the component in a given scene
  84162. */
  84163. GamepadSystemSceneComponent.prototype.register = function () {
  84164. this.scene._beforeCameraUpdateStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERAUPDATE_GAMEPAD, this, this._beforeCameraUpdate);
  84165. };
  84166. /**
  84167. * Rebuilds the elements related to this component in case of
  84168. * context lost for instance.
  84169. */
  84170. GamepadSystemSceneComponent.prototype.rebuild = function () {
  84171. // Nothing to do for gamepads
  84172. };
  84173. /**
  84174. * Disposes the component and the associated ressources
  84175. */
  84176. GamepadSystemSceneComponent.prototype.dispose = function () {
  84177. var gamepadManager = this.scene._gamepadManager;
  84178. if (gamepadManager) {
  84179. gamepadManager.dispose();
  84180. this.scene._gamepadManager = null;
  84181. }
  84182. };
  84183. GamepadSystemSceneComponent.prototype._beforeCameraUpdate = function () {
  84184. var gamepadManager = this.scene._gamepadManager;
  84185. if (gamepadManager && gamepadManager._isMonitoring) {
  84186. gamepadManager._checkGamepadsStatus();
  84187. }
  84188. };
  84189. return GamepadSystemSceneComponent;
  84190. }());
  84191. BABYLON.GamepadSystemSceneComponent = GamepadSystemSceneComponent;
  84192. })(BABYLON || (BABYLON = {}));
  84193. //# sourceMappingURL=babylon.gamepadSceneComponent.js.map
  84194. var BABYLON;
  84195. (function (BABYLON) {
  84196. BABYLON.Node.AddNodeConstructor("FollowCamera", function (name, scene) {
  84197. return function () { return new FollowCamera(name, BABYLON.Vector3.Zero(), scene); };
  84198. });
  84199. BABYLON.Node.AddNodeConstructor("ArcFollowCamera", function (name, scene) {
  84200. return function () { return new ArcFollowCamera(name, 0, 0, 1.0, null, scene); };
  84201. });
  84202. /**
  84203. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  84204. * an arc rotate version arcFollowCamera are available.
  84205. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  84206. */
  84207. var FollowCamera = /** @class */ (function (_super) {
  84208. __extends(FollowCamera, _super);
  84209. /**
  84210. * Instantiates the follow camera.
  84211. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  84212. * @param name Define the name of the camera in the scene
  84213. * @param position Define the position of the camera
  84214. * @param scene Define the scene the camera belong to
  84215. * @param lockedTarget Define the target of the camera
  84216. */
  84217. function FollowCamera(name, position, scene, lockedTarget) {
  84218. if (lockedTarget === void 0) { lockedTarget = null; }
  84219. var _this = _super.call(this, name, position, scene) || this;
  84220. /**
  84221. * Distance the follow camera should follow an object at
  84222. */
  84223. _this.radius = 12;
  84224. /**
  84225. * Define a rotation offset between the camera and the object it follows
  84226. */
  84227. _this.rotationOffset = 0;
  84228. /**
  84229. * Define a height offset between the camera and the object it follows.
  84230. * It can help following an object from the top (like a car chaing a plane)
  84231. */
  84232. _this.heightOffset = 4;
  84233. /**
  84234. * Define how fast the camera can accelerate to follow it s target.
  84235. */
  84236. _this.cameraAcceleration = 0.05;
  84237. /**
  84238. * Define the speed limit of the camera following an object.
  84239. */
  84240. _this.maxCameraSpeed = 20;
  84241. _this.lockedTarget = lockedTarget;
  84242. return _this;
  84243. }
  84244. FollowCamera.prototype._follow = function (cameraTarget) {
  84245. if (!cameraTarget) {
  84246. return;
  84247. }
  84248. var yRotation;
  84249. if (cameraTarget.rotationQuaternion) {
  84250. var rotMatrix = new BABYLON.Matrix();
  84251. cameraTarget.rotationQuaternion.toRotationMatrix(rotMatrix);
  84252. yRotation = Math.atan2(rotMatrix.m[8], rotMatrix.m[10]);
  84253. }
  84254. else {
  84255. yRotation = cameraTarget.rotation.y;
  84256. }
  84257. var radians = BABYLON.Tools.ToRadians(this.rotationOffset) + yRotation;
  84258. var targetPosition = cameraTarget.getAbsolutePosition();
  84259. var targetX = targetPosition.x + Math.sin(radians) * this.radius;
  84260. var targetZ = targetPosition.z + Math.cos(radians) * this.radius;
  84261. var dx = targetX - this.position.x;
  84262. var dy = (targetPosition.y + this.heightOffset) - this.position.y;
  84263. var dz = (targetZ) - this.position.z;
  84264. var vx = dx * this.cameraAcceleration * 2; //this is set to .05
  84265. var vy = dy * this.cameraAcceleration;
  84266. var vz = dz * this.cameraAcceleration * 2;
  84267. if (vx > this.maxCameraSpeed || vx < -this.maxCameraSpeed) {
  84268. vx = vx < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  84269. }
  84270. if (vy > this.maxCameraSpeed || vy < -this.maxCameraSpeed) {
  84271. vy = vy < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  84272. }
  84273. if (vz > this.maxCameraSpeed || vz < -this.maxCameraSpeed) {
  84274. vz = vz < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  84275. }
  84276. this.position = new BABYLON.Vector3(this.position.x + vx, this.position.y + vy, this.position.z + vz);
  84277. this.setTarget(targetPosition);
  84278. };
  84279. /** @hidden */
  84280. FollowCamera.prototype._checkInputs = function () {
  84281. _super.prototype._checkInputs.call(this);
  84282. if (this.lockedTarget) {
  84283. this._follow(this.lockedTarget);
  84284. }
  84285. };
  84286. /**
  84287. * Gets the camera class name.
  84288. * @returns the class name
  84289. */
  84290. FollowCamera.prototype.getClassName = function () {
  84291. return "FollowCamera";
  84292. };
  84293. __decorate([
  84294. BABYLON.serialize()
  84295. ], FollowCamera.prototype, "radius", void 0);
  84296. __decorate([
  84297. BABYLON.serialize()
  84298. ], FollowCamera.prototype, "rotationOffset", void 0);
  84299. __decorate([
  84300. BABYLON.serialize()
  84301. ], FollowCamera.prototype, "heightOffset", void 0);
  84302. __decorate([
  84303. BABYLON.serialize()
  84304. ], FollowCamera.prototype, "cameraAcceleration", void 0);
  84305. __decorate([
  84306. BABYLON.serialize()
  84307. ], FollowCamera.prototype, "maxCameraSpeed", void 0);
  84308. __decorate([
  84309. BABYLON.serializeAsMeshReference("lockedTargetId")
  84310. ], FollowCamera.prototype, "lockedTarget", void 0);
  84311. return FollowCamera;
  84312. }(BABYLON.TargetCamera));
  84313. BABYLON.FollowCamera = FollowCamera;
  84314. /**
  84315. * Arc Rotate version of the follow camera.
  84316. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  84317. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  84318. */
  84319. var ArcFollowCamera = /** @class */ (function (_super) {
  84320. __extends(ArcFollowCamera, _super);
  84321. /**
  84322. * Instantiates a new ArcFollowCamera
  84323. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  84324. * @param name Define the name of the camera
  84325. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  84326. * @param beta Define the rotation angle of the camera around the elevation axis
  84327. * @param radius Define the radius of the camera from its target point
  84328. * @param target Define the target of the camera
  84329. * @param scene Define the scene the camera belongs to
  84330. */
  84331. function ArcFollowCamera(name,
  84332. /** The longitudinal angle of the camera */
  84333. alpha,
  84334. /** The latitudinal angle of the camera */
  84335. beta,
  84336. /** The radius of the camera from its target */
  84337. radius,
  84338. /** Define the camera target (the messh it should follow) */
  84339. target, scene) {
  84340. var _this = _super.call(this, name, BABYLON.Vector3.Zero(), scene) || this;
  84341. _this.alpha = alpha;
  84342. _this.beta = beta;
  84343. _this.radius = radius;
  84344. _this.target = target;
  84345. _this._cartesianCoordinates = BABYLON.Vector3.Zero();
  84346. _this._follow();
  84347. return _this;
  84348. }
  84349. ArcFollowCamera.prototype._follow = function () {
  84350. if (!this.target) {
  84351. return;
  84352. }
  84353. this._cartesianCoordinates.x = this.radius * Math.cos(this.alpha) * Math.cos(this.beta);
  84354. this._cartesianCoordinates.y = this.radius * Math.sin(this.beta);
  84355. this._cartesianCoordinates.z = this.radius * Math.sin(this.alpha) * Math.cos(this.beta);
  84356. var targetPosition = this.target.getAbsolutePosition();
  84357. this.position = targetPosition.add(this._cartesianCoordinates);
  84358. this.setTarget(targetPosition);
  84359. };
  84360. /** @hidden */
  84361. ArcFollowCamera.prototype._checkInputs = function () {
  84362. _super.prototype._checkInputs.call(this);
  84363. this._follow();
  84364. };
  84365. /**
  84366. * Returns the class name of the object.
  84367. * It is mostly used internally for serialization purposes.
  84368. */
  84369. ArcFollowCamera.prototype.getClassName = function () {
  84370. return "ArcFollowCamera";
  84371. };
  84372. return ArcFollowCamera;
  84373. }(BABYLON.TargetCamera));
  84374. BABYLON.ArcFollowCamera = ArcFollowCamera;
  84375. })(BABYLON || (BABYLON = {}));
  84376. //# sourceMappingURL=babylon.followCamera.js.map
  84377. var BABYLON;
  84378. (function (BABYLON) {
  84379. /**
  84380. * The Universal Camera is the one to choose for first person shooter type games, and works with all the keyboard, mouse, touch and gamepads. This replaces the earlier Free Camera,
  84381. * which still works and will still be found in many Playgrounds.
  84382. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  84383. */
  84384. var UniversalCamera = /** @class */ (function (_super) {
  84385. __extends(UniversalCamera, _super);
  84386. /**
  84387. * The Universal Camera is the one to choose for first person shooter type games, and works with all the keyboard, mouse, touch and gamepads. This replaces the earlier Free Camera,
  84388. * which still works and will still be found in many Playgrounds.
  84389. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  84390. * @param name Define the name of the camera in the scene
  84391. * @param position Define the start position of the camera in the scene
  84392. * @param scene Define the scene the camera belongs to
  84393. */
  84394. function UniversalCamera(name, position, scene) {
  84395. var _this = _super.call(this, name, position, scene) || this;
  84396. _this.inputs.addGamepad();
  84397. return _this;
  84398. }
  84399. Object.defineProperty(UniversalCamera.prototype, "gamepadAngularSensibility", {
  84400. /**
  84401. * Defines the gamepad rotation sensiblity.
  84402. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  84403. */
  84404. get: function () {
  84405. var gamepad = this.inputs.attached["gamepad"];
  84406. if (gamepad) {
  84407. return gamepad.gamepadAngularSensibility;
  84408. }
  84409. return 0;
  84410. },
  84411. set: function (value) {
  84412. var gamepad = this.inputs.attached["gamepad"];
  84413. if (gamepad) {
  84414. gamepad.gamepadAngularSensibility = value;
  84415. }
  84416. },
  84417. enumerable: true,
  84418. configurable: true
  84419. });
  84420. Object.defineProperty(UniversalCamera.prototype, "gamepadMoveSensibility", {
  84421. /**
  84422. * Defines the gamepad move sensiblity.
  84423. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  84424. */
  84425. get: function () {
  84426. var gamepad = this.inputs.attached["gamepad"];
  84427. if (gamepad) {
  84428. return gamepad.gamepadMoveSensibility;
  84429. }
  84430. return 0;
  84431. },
  84432. set: function (value) {
  84433. var gamepad = this.inputs.attached["gamepad"];
  84434. if (gamepad) {
  84435. gamepad.gamepadMoveSensibility = value;
  84436. }
  84437. },
  84438. enumerable: true,
  84439. configurable: true
  84440. });
  84441. /**
  84442. * Gets the current object class name.
  84443. * @return the class name
  84444. */
  84445. UniversalCamera.prototype.getClassName = function () {
  84446. return "UniversalCamera";
  84447. };
  84448. return UniversalCamera;
  84449. }(BABYLON.TouchCamera));
  84450. BABYLON.UniversalCamera = UniversalCamera;
  84451. })(BABYLON || (BABYLON = {}));
  84452. //# sourceMappingURL=babylon.universalCamera.js.map
  84453. var BABYLON;
  84454. (function (BABYLON) {
  84455. BABYLON.Node.AddNodeConstructor("GamepadCamera", function (name, scene) {
  84456. return function () { return new GamepadCamera(name, BABYLON.Vector3.Zero(), scene); };
  84457. });
  84458. /**
  84459. * This represents a FPS type of camera. This is only here for back compat purpose.
  84460. * Please use the UniversalCamera instead as both are identical.
  84461. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  84462. */
  84463. var GamepadCamera = /** @class */ (function (_super) {
  84464. __extends(GamepadCamera, _super);
  84465. /**
  84466. * Instantiates a new Gamepad Camera
  84467. * This represents a FPS type of camera. This is only here for back compat purpose.
  84468. * Please use the UniversalCamera instead as both are identical.
  84469. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  84470. * @param name Define the name of the camera in the scene
  84471. * @param position Define the start position of the camera in the scene
  84472. * @param scene Define the scene the camera belongs to
  84473. */
  84474. function GamepadCamera(name, position, scene) {
  84475. return _super.call(this, name, position, scene) || this;
  84476. }
  84477. /**
  84478. * Gets the current object class name.
  84479. * @return the class name
  84480. */
  84481. GamepadCamera.prototype.getClassName = function () {
  84482. return "GamepadCamera";
  84483. };
  84484. return GamepadCamera;
  84485. }(BABYLON.UniversalCamera));
  84486. BABYLON.GamepadCamera = GamepadCamera;
  84487. })(BABYLON || (BABYLON = {}));
  84488. //# sourceMappingURL=babylon.gamepadCamera.js.map
  84489. var BABYLON;
  84490. (function (BABYLON) {
  84491. /**
  84492. * PostProcessRenderPipelineManager class
  84493. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  84494. */
  84495. var PostProcessRenderPipelineManager = /** @class */ (function () {
  84496. /**
  84497. * Initializes a PostProcessRenderPipelineManager
  84498. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  84499. */
  84500. function PostProcessRenderPipelineManager() {
  84501. this._renderPipelines = {};
  84502. }
  84503. /**
  84504. * Adds a pipeline to the manager
  84505. * @param renderPipeline The pipeline to add
  84506. */
  84507. PostProcessRenderPipelineManager.prototype.addPipeline = function (renderPipeline) {
  84508. this._renderPipelines[renderPipeline._name] = renderPipeline;
  84509. };
  84510. /**
  84511. * Attaches a camera to the pipeline
  84512. * @param renderPipelineName The name of the pipeline to attach to
  84513. * @param cameras the camera to attach
  84514. * @param unique if the camera can be attached multiple times to the pipeline
  84515. */
  84516. PostProcessRenderPipelineManager.prototype.attachCamerasToRenderPipeline = function (renderPipelineName, cameras, unique) {
  84517. if (unique === void 0) { unique = false; }
  84518. var renderPipeline = this._renderPipelines[renderPipelineName];
  84519. if (!renderPipeline) {
  84520. return;
  84521. }
  84522. renderPipeline._attachCameras(cameras, unique);
  84523. };
  84524. /**
  84525. * Detaches a camera from the pipeline
  84526. * @param renderPipelineName The name of the pipeline to detach from
  84527. * @param cameras the camera to detach
  84528. */
  84529. PostProcessRenderPipelineManager.prototype.detachCamerasFromRenderPipeline = function (renderPipelineName, cameras) {
  84530. var renderPipeline = this._renderPipelines[renderPipelineName];
  84531. if (!renderPipeline) {
  84532. return;
  84533. }
  84534. renderPipeline._detachCameras(cameras);
  84535. };
  84536. /**
  84537. * Enables an effect by name on a pipeline
  84538. * @param renderPipelineName the name of the pipeline to enable the effect in
  84539. * @param renderEffectName the name of the effect to enable
  84540. * @param cameras the cameras that the effect should be enabled on
  84541. */
  84542. PostProcessRenderPipelineManager.prototype.enableEffectInPipeline = function (renderPipelineName, renderEffectName, cameras) {
  84543. var renderPipeline = this._renderPipelines[renderPipelineName];
  84544. if (!renderPipeline) {
  84545. return;
  84546. }
  84547. renderPipeline._enableEffect(renderEffectName, cameras);
  84548. };
  84549. /**
  84550. * Disables an effect by name on a pipeline
  84551. * @param renderPipelineName the name of the pipeline to disable the effect in
  84552. * @param renderEffectName the name of the effect to disable
  84553. * @param cameras the cameras that the effect should be disabled on
  84554. */
  84555. PostProcessRenderPipelineManager.prototype.disableEffectInPipeline = function (renderPipelineName, renderEffectName, cameras) {
  84556. var renderPipeline = this._renderPipelines[renderPipelineName];
  84557. if (!renderPipeline) {
  84558. return;
  84559. }
  84560. renderPipeline._disableEffect(renderEffectName, cameras);
  84561. };
  84562. /**
  84563. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  84564. */
  84565. PostProcessRenderPipelineManager.prototype.update = function () {
  84566. for (var renderPipelineName in this._renderPipelines) {
  84567. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  84568. var pipeline = this._renderPipelines[renderPipelineName];
  84569. if (!pipeline.isSupported) {
  84570. pipeline.dispose();
  84571. delete this._renderPipelines[renderPipelineName];
  84572. }
  84573. else {
  84574. pipeline._update();
  84575. }
  84576. }
  84577. }
  84578. };
  84579. /** @hidden */
  84580. PostProcessRenderPipelineManager.prototype._rebuild = function () {
  84581. for (var renderPipelineName in this._renderPipelines) {
  84582. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  84583. var pipeline = this._renderPipelines[renderPipelineName];
  84584. pipeline._rebuild();
  84585. }
  84586. }
  84587. };
  84588. /**
  84589. * Disposes of the manager and pipelines
  84590. */
  84591. PostProcessRenderPipelineManager.prototype.dispose = function () {
  84592. for (var renderPipelineName in this._renderPipelines) {
  84593. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  84594. var pipeline = this._renderPipelines[renderPipelineName];
  84595. pipeline.dispose();
  84596. }
  84597. }
  84598. };
  84599. return PostProcessRenderPipelineManager;
  84600. }());
  84601. BABYLON.PostProcessRenderPipelineManager = PostProcessRenderPipelineManager;
  84602. })(BABYLON || (BABYLON = {}));
  84603. //# sourceMappingURL=babylon.postProcessRenderPipelineManager.js.map
  84604. var BABYLON;
  84605. (function (BABYLON) {
  84606. Object.defineProperty(BABYLON.Scene.prototype, "postProcessRenderPipelineManager", {
  84607. get: function () {
  84608. if (!this._postProcessRenderPipelineManager) {
  84609. // Register the G Buffer component to the scene.
  84610. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER);
  84611. if (!component) {
  84612. component = new PostProcessRenderPipelineManagerSceneComponent(this);
  84613. this._addComponent(component);
  84614. }
  84615. this._postProcessRenderPipelineManager = new BABYLON.PostProcessRenderPipelineManager();
  84616. }
  84617. return this._postProcessRenderPipelineManager;
  84618. },
  84619. enumerable: true,
  84620. configurable: true
  84621. });
  84622. /**
  84623. * Defines the Render Pipeline scene component responsible to rendering pipelines
  84624. */
  84625. var PostProcessRenderPipelineManagerSceneComponent = /** @class */ (function () {
  84626. /**
  84627. * Creates a new instance of the component for the given scene
  84628. * @param scene Defines the scene to register the component in
  84629. */
  84630. function PostProcessRenderPipelineManagerSceneComponent(scene) {
  84631. /**
  84632. * The component name helpfull to identify the component in the list of scene components.
  84633. */
  84634. this.name = BABYLON.SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER;
  84635. this.scene = scene;
  84636. }
  84637. /**
  84638. * Registers the component in a given scene
  84639. */
  84640. PostProcessRenderPipelineManagerSceneComponent.prototype.register = function () {
  84641. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER, this, this._gatherRenderTargets);
  84642. };
  84643. /**
  84644. * Rebuilds the elements related to this component in case of
  84645. * context lost for instance.
  84646. */
  84647. PostProcessRenderPipelineManagerSceneComponent.prototype.rebuild = function () {
  84648. if (this.scene._postProcessRenderPipelineManager) {
  84649. this.scene._postProcessRenderPipelineManager._rebuild();
  84650. }
  84651. };
  84652. /**
  84653. * Disposes the component and the associated ressources
  84654. */
  84655. PostProcessRenderPipelineManagerSceneComponent.prototype.dispose = function () {
  84656. if (this.scene._postProcessRenderPipelineManager) {
  84657. this.scene._postProcessRenderPipelineManager.dispose();
  84658. }
  84659. };
  84660. PostProcessRenderPipelineManagerSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  84661. if (this.scene._postProcessRenderPipelineManager) {
  84662. this.scene._postProcessRenderPipelineManager.update();
  84663. }
  84664. };
  84665. return PostProcessRenderPipelineManagerSceneComponent;
  84666. }());
  84667. BABYLON.PostProcessRenderPipelineManagerSceneComponent = PostProcessRenderPipelineManagerSceneComponent;
  84668. })(BABYLON || (BABYLON = {}));
  84669. //# sourceMappingURL=babylon.postProcessRenderPipelineManagerSceneComponent.js.map
  84670. var BABYLON;
  84671. (function (BABYLON) {
  84672. /**
  84673. * This represents a set of one or more post processes in Babylon.
  84674. * A post process can be used to apply a shader to a texture after it is rendered.
  84675. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  84676. */
  84677. var PostProcessRenderEffect = /** @class */ (function () {
  84678. /**
  84679. * Instantiates a post process render effect.
  84680. * A post process can be used to apply a shader to a texture after it is rendered.
  84681. * @param engine The engine the effect is tied to
  84682. * @param name The name of the effect
  84683. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  84684. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  84685. */
  84686. function PostProcessRenderEffect(engine, name, getPostProcesses, singleInstance) {
  84687. this._name = name;
  84688. this._singleInstance = singleInstance || true;
  84689. this._getPostProcesses = getPostProcesses;
  84690. this._cameras = {};
  84691. this._indicesForCamera = {};
  84692. this._postProcesses = {};
  84693. }
  84694. Object.defineProperty(PostProcessRenderEffect.prototype, "isSupported", {
  84695. /**
  84696. * Checks if all the post processes in the effect are supported.
  84697. */
  84698. get: function () {
  84699. for (var index in this._postProcesses) {
  84700. if (this._postProcesses.hasOwnProperty(index)) {
  84701. var pps = this._postProcesses[index];
  84702. for (var ppIndex = 0; ppIndex < pps.length; ppIndex++) {
  84703. if (!pps[ppIndex].isSupported) {
  84704. return false;
  84705. }
  84706. }
  84707. }
  84708. }
  84709. return true;
  84710. },
  84711. enumerable: true,
  84712. configurable: true
  84713. });
  84714. /**
  84715. * Updates the current state of the effect
  84716. * @hidden
  84717. */
  84718. PostProcessRenderEffect.prototype._update = function () {
  84719. };
  84720. /**
  84721. * Attaches the effect on cameras
  84722. * @param cameras The camera to attach to.
  84723. * @hidden
  84724. */
  84725. PostProcessRenderEffect.prototype._attachCameras = function (cameras) {
  84726. var _this = this;
  84727. var cameraKey;
  84728. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84729. if (!cams) {
  84730. return;
  84731. }
  84732. for (var i = 0; i < cams.length; i++) {
  84733. var camera = cams[i];
  84734. var cameraName = camera.name;
  84735. if (this._singleInstance) {
  84736. cameraKey = 0;
  84737. }
  84738. else {
  84739. cameraKey = cameraName;
  84740. }
  84741. if (!this._postProcesses[cameraKey]) {
  84742. var postProcess = this._getPostProcesses();
  84743. if (postProcess) {
  84744. this._postProcesses[cameraKey] = Array.isArray(postProcess) ? postProcess : [postProcess];
  84745. }
  84746. }
  84747. if (!this._indicesForCamera[cameraName]) {
  84748. this._indicesForCamera[cameraName] = [];
  84749. }
  84750. this._postProcesses[cameraKey].forEach(function (postProcess) {
  84751. var index = camera.attachPostProcess(postProcess);
  84752. _this._indicesForCamera[cameraName].push(index);
  84753. });
  84754. if (!this._cameras[cameraName]) {
  84755. this._cameras[cameraName] = camera;
  84756. }
  84757. }
  84758. };
  84759. /**
  84760. * Detatches the effect on cameras
  84761. * @param cameras The camera to detatch from.
  84762. * @hidden
  84763. */
  84764. PostProcessRenderEffect.prototype._detachCameras = function (cameras) {
  84765. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84766. if (!cams) {
  84767. return;
  84768. }
  84769. for (var i = 0; i < cams.length; i++) {
  84770. var camera = cams[i];
  84771. var cameraName = camera.name;
  84772. var postProcesses = this._postProcesses[this._singleInstance ? 0 : cameraName];
  84773. if (postProcesses) {
  84774. postProcesses.forEach(function (postProcess) {
  84775. camera.detachPostProcess(postProcess);
  84776. });
  84777. }
  84778. if (this._cameras[cameraName]) {
  84779. this._cameras[cameraName] = null;
  84780. }
  84781. }
  84782. };
  84783. /**
  84784. * Enables the effect on given cameras
  84785. * @param cameras The camera to enable.
  84786. * @hidden
  84787. */
  84788. PostProcessRenderEffect.prototype._enable = function (cameras) {
  84789. var _this = this;
  84790. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84791. if (!cams) {
  84792. return;
  84793. }
  84794. for (var i = 0; i < cams.length; i++) {
  84795. var camera = cams[i];
  84796. var cameraName = camera.name;
  84797. for (var j = 0; j < this._indicesForCamera[cameraName].length; j++) {
  84798. if (camera._postProcesses[this._indicesForCamera[cameraName][j]] === undefined || camera._postProcesses[this._indicesForCamera[cameraName][j]] === null) {
  84799. this._postProcesses[this._singleInstance ? 0 : cameraName].forEach(function (postProcess) {
  84800. cams[i].attachPostProcess(postProcess, _this._indicesForCamera[cameraName][j]);
  84801. });
  84802. }
  84803. }
  84804. }
  84805. };
  84806. /**
  84807. * Disables the effect on the given cameras
  84808. * @param cameras The camera to disable.
  84809. * @hidden
  84810. */
  84811. PostProcessRenderEffect.prototype._disable = function (cameras) {
  84812. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84813. if (!cams) {
  84814. return;
  84815. }
  84816. for (var i = 0; i < cams.length; i++) {
  84817. var camera = cams[i];
  84818. var cameraName = camera.name;
  84819. this._postProcesses[this._singleInstance ? 0 : cameraName].forEach(function (postProcess) {
  84820. camera.detachPostProcess(postProcess);
  84821. });
  84822. }
  84823. };
  84824. /**
  84825. * Gets a list of the post processes contained in the effect.
  84826. * @param camera The camera to get the post processes on.
  84827. * @returns The list of the post processes in the effect.
  84828. */
  84829. PostProcessRenderEffect.prototype.getPostProcesses = function (camera) {
  84830. if (this._singleInstance) {
  84831. return this._postProcesses[0];
  84832. }
  84833. else {
  84834. if (!camera) {
  84835. return null;
  84836. }
  84837. return this._postProcesses[camera.name];
  84838. }
  84839. };
  84840. return PostProcessRenderEffect;
  84841. }());
  84842. BABYLON.PostProcessRenderEffect = PostProcessRenderEffect;
  84843. })(BABYLON || (BABYLON = {}));
  84844. //# sourceMappingURL=babylon.postProcessRenderEffect.js.map
  84845. var BABYLON;
  84846. (function (BABYLON) {
  84847. /**
  84848. * PostProcessRenderPipeline
  84849. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  84850. */
  84851. var PostProcessRenderPipeline = /** @class */ (function () {
  84852. /**
  84853. * Initializes a PostProcessRenderPipeline
  84854. * @param engine engine to add the pipeline to
  84855. * @param name name of the pipeline
  84856. */
  84857. function PostProcessRenderPipeline(engine, name) {
  84858. this.engine = engine;
  84859. this._name = name;
  84860. this._renderEffects = {};
  84861. this._renderEffectsForIsolatedPass = new Array();
  84862. this._cameras = [];
  84863. }
  84864. /**
  84865. * "PostProcessRenderPipeline"
  84866. * @returns "PostProcessRenderPipeline"
  84867. */
  84868. PostProcessRenderPipeline.prototype.getClassName = function () {
  84869. return "PostProcessRenderPipeline";
  84870. };
  84871. Object.defineProperty(PostProcessRenderPipeline.prototype, "isSupported", {
  84872. /**
  84873. * If all the render effects in the pipeline are support
  84874. */
  84875. get: function () {
  84876. for (var renderEffectName in this._renderEffects) {
  84877. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  84878. if (!this._renderEffects[renderEffectName].isSupported) {
  84879. return false;
  84880. }
  84881. }
  84882. }
  84883. return true;
  84884. },
  84885. enumerable: true,
  84886. configurable: true
  84887. });
  84888. /**
  84889. * Adds an effect to the pipeline
  84890. * @param renderEffect the effect to add
  84891. */
  84892. PostProcessRenderPipeline.prototype.addEffect = function (renderEffect) {
  84893. this._renderEffects[renderEffect._name] = renderEffect;
  84894. };
  84895. // private
  84896. /** @hidden */
  84897. PostProcessRenderPipeline.prototype._rebuild = function () {
  84898. };
  84899. /** @hidden */
  84900. PostProcessRenderPipeline.prototype._enableEffect = function (renderEffectName, cameras) {
  84901. var renderEffects = this._renderEffects[renderEffectName];
  84902. if (!renderEffects) {
  84903. return;
  84904. }
  84905. renderEffects._enable(BABYLON.Tools.MakeArray(cameras || this._cameras));
  84906. };
  84907. /** @hidden */
  84908. PostProcessRenderPipeline.prototype._disableEffect = function (renderEffectName, cameras) {
  84909. var renderEffects = this._renderEffects[renderEffectName];
  84910. if (!renderEffects) {
  84911. return;
  84912. }
  84913. renderEffects._disable(BABYLON.Tools.MakeArray(cameras || this._cameras));
  84914. };
  84915. /** @hidden */
  84916. PostProcessRenderPipeline.prototype._attachCameras = function (cameras, unique) {
  84917. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84918. if (!cams) {
  84919. return;
  84920. }
  84921. var indicesToDelete = [];
  84922. var i;
  84923. for (i = 0; i < cams.length; i++) {
  84924. var camera = cams[i];
  84925. var cameraName = camera.name;
  84926. if (this._cameras.indexOf(camera) === -1) {
  84927. this._cameras[cameraName] = camera;
  84928. }
  84929. else if (unique) {
  84930. indicesToDelete.push(i);
  84931. }
  84932. }
  84933. for (i = 0; i < indicesToDelete.length; i++) {
  84934. cameras.splice(indicesToDelete[i], 1);
  84935. }
  84936. for (var renderEffectName in this._renderEffects) {
  84937. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  84938. this._renderEffects[renderEffectName]._attachCameras(cams);
  84939. }
  84940. }
  84941. };
  84942. /** @hidden */
  84943. PostProcessRenderPipeline.prototype._detachCameras = function (cameras) {
  84944. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84945. if (!cams) {
  84946. return;
  84947. }
  84948. for (var renderEffectName in this._renderEffects) {
  84949. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  84950. this._renderEffects[renderEffectName]._detachCameras(cams);
  84951. }
  84952. }
  84953. for (var i = 0; i < cams.length; i++) {
  84954. this._cameras.splice(this._cameras.indexOf(cams[i]), 1);
  84955. }
  84956. };
  84957. /** @hidden */
  84958. PostProcessRenderPipeline.prototype._update = function () {
  84959. for (var renderEffectName in this._renderEffects) {
  84960. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  84961. this._renderEffects[renderEffectName]._update();
  84962. }
  84963. }
  84964. for (var i = 0; i < this._cameras.length; i++) {
  84965. var cameraName = this._cameras[i].name;
  84966. if (this._renderEffectsForIsolatedPass[cameraName]) {
  84967. this._renderEffectsForIsolatedPass[cameraName]._update();
  84968. }
  84969. }
  84970. };
  84971. /** @hidden */
  84972. PostProcessRenderPipeline.prototype._reset = function () {
  84973. this._renderEffects = {};
  84974. this._renderEffectsForIsolatedPass = new Array();
  84975. };
  84976. PostProcessRenderPipeline.prototype._enableMSAAOnFirstPostProcess = function (sampleCount) {
  84977. // Set samples of the very first post process to 4 to enable native anti-aliasing in browsers that support webGL 2.0 (See: https://github.com/BabylonJS/Babylon.js/issues/3754)
  84978. var effectKeys = Object.keys(this._renderEffects);
  84979. if (this.engine.webGLVersion >= 2 && effectKeys.length > 0) {
  84980. var postProcesses = this._renderEffects[effectKeys[0]].getPostProcesses();
  84981. if (postProcesses) {
  84982. postProcesses[0].samples = sampleCount;
  84983. return true;
  84984. }
  84985. }
  84986. return false;
  84987. };
  84988. /**
  84989. * Disposes of the pipeline
  84990. */
  84991. PostProcessRenderPipeline.prototype.dispose = function () {
  84992. // Must be implemented by children
  84993. };
  84994. __decorate([
  84995. BABYLON.serialize()
  84996. ], PostProcessRenderPipeline.prototype, "_name", void 0);
  84997. return PostProcessRenderPipeline;
  84998. }());
  84999. BABYLON.PostProcessRenderPipeline = PostProcessRenderPipeline;
  85000. })(BABYLON || (BABYLON = {}));
  85001. //# sourceMappingURL=babylon.postProcessRenderPipeline.js.map
  85002. var BABYLON;
  85003. (function (BABYLON) {
  85004. /**
  85005. * This represents a depth renderer in Babylon.
  85006. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  85007. */
  85008. var DepthRenderer = /** @class */ (function () {
  85009. /**
  85010. * Instantiates a depth renderer
  85011. * @param scene The scene the renderer belongs to
  85012. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  85013. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  85014. */
  85015. function DepthRenderer(scene, type, camera) {
  85016. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_FLOAT; }
  85017. if (camera === void 0) { camera = null; }
  85018. var _this = this;
  85019. /**
  85020. * Specifiess that the depth renderer will only be used within
  85021. * the camera it is created for.
  85022. * This can help forcing its rendering during the camera processing.
  85023. */
  85024. this.useOnlyInActiveCamera = false;
  85025. this._scene = scene;
  85026. // Register the G Buffer component to the scene.
  85027. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_DEPTHRENDERER);
  85028. if (!component) {
  85029. component = new BABYLON.DepthRendererSceneComponent(scene);
  85030. scene._addComponent(component);
  85031. }
  85032. this._camera = camera;
  85033. var engine = scene.getEngine();
  85034. // Render target
  85035. this._depthMap = new BABYLON.RenderTargetTexture("depthMap", { width: engine.getRenderWidth(), height: engine.getRenderHeight() }, this._scene, false, true, type);
  85036. this._depthMap.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  85037. this._depthMap.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  85038. this._depthMap.refreshRate = 1;
  85039. this._depthMap.renderParticles = false;
  85040. this._depthMap.renderList = null;
  85041. // Camera to get depth map from to support multiple concurrent cameras
  85042. this._depthMap.activeCamera = this._camera;
  85043. this._depthMap.ignoreCameraViewport = true;
  85044. this._depthMap.useCameraPostProcesses = false;
  85045. // set default depth value to 1.0 (far away)
  85046. this._depthMap.onClearObservable.add(function (engine) {
  85047. engine.clear(new BABYLON.Color4(1.0, 1.0, 1.0, 1.0), true, true, true);
  85048. });
  85049. // Custom render function
  85050. var renderSubMesh = function (subMesh) {
  85051. var mesh = subMesh.getRenderingMesh();
  85052. var scene = _this._scene;
  85053. var engine = scene.getEngine();
  85054. var material = subMesh.getMaterial();
  85055. if (!material) {
  85056. return;
  85057. }
  85058. // Culling and reverse (right handed system)
  85059. engine.setState(material.backFaceCulling, 0, false, scene.useRightHandedSystem);
  85060. // Managing instances
  85061. var batch = mesh._getInstancesRenderList(subMesh._id);
  85062. if (batch.mustReturn) {
  85063. return;
  85064. }
  85065. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  85066. var camera = _this._camera || scene.activeCamera;
  85067. if (_this.isReady(subMesh, hardwareInstancedRendering) && camera) {
  85068. engine.enableEffect(_this._effect);
  85069. mesh._bind(subMesh, _this._effect, BABYLON.Material.TriangleFillMode);
  85070. _this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  85071. _this._effect.setFloat2("depthValues", camera.minZ, camera.minZ + camera.maxZ);
  85072. // Alpha test
  85073. if (material && material.needAlphaTesting()) {
  85074. var alphaTexture = material.getAlphaTestTexture();
  85075. if (alphaTexture) {
  85076. _this._effect.setTexture("diffuseSampler", alphaTexture);
  85077. _this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  85078. }
  85079. }
  85080. // Bones
  85081. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  85082. _this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  85083. }
  85084. // Draw
  85085. mesh._processRendering(subMesh, _this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  85086. }
  85087. };
  85088. this._depthMap.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  85089. var index;
  85090. if (depthOnlySubMeshes.length) {
  85091. engine.setColorWrite(false);
  85092. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  85093. renderSubMesh(depthOnlySubMeshes.data[index]);
  85094. }
  85095. engine.setColorWrite(true);
  85096. }
  85097. for (index = 0; index < opaqueSubMeshes.length; index++) {
  85098. renderSubMesh(opaqueSubMeshes.data[index]);
  85099. }
  85100. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  85101. renderSubMesh(alphaTestSubMeshes.data[index]);
  85102. }
  85103. };
  85104. }
  85105. /**
  85106. * Creates the depth rendering effect and checks if the effect is ready.
  85107. * @param subMesh The submesh to be used to render the depth map of
  85108. * @param useInstances If multiple world instances should be used
  85109. * @returns if the depth renderer is ready to render the depth map
  85110. */
  85111. DepthRenderer.prototype.isReady = function (subMesh, useInstances) {
  85112. var material = subMesh.getMaterial();
  85113. if (material.disableDepthWrite) {
  85114. return false;
  85115. }
  85116. var defines = [];
  85117. var attribs = [BABYLON.VertexBuffer.PositionKind];
  85118. var mesh = subMesh.getMesh();
  85119. // Alpha test
  85120. if (material && material.needAlphaTesting() && material.getAlphaTestTexture()) {
  85121. defines.push("#define ALPHATEST");
  85122. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  85123. attribs.push(BABYLON.VertexBuffer.UVKind);
  85124. defines.push("#define UV1");
  85125. }
  85126. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  85127. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  85128. defines.push("#define UV2");
  85129. }
  85130. }
  85131. // Bones
  85132. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  85133. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  85134. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  85135. if (mesh.numBoneInfluencers > 4) {
  85136. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  85137. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  85138. }
  85139. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  85140. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  85141. }
  85142. else {
  85143. defines.push("#define NUM_BONE_INFLUENCERS 0");
  85144. }
  85145. // Instances
  85146. if (useInstances) {
  85147. defines.push("#define INSTANCES");
  85148. attribs.push("world0");
  85149. attribs.push("world1");
  85150. attribs.push("world2");
  85151. attribs.push("world3");
  85152. }
  85153. // Get correct effect
  85154. var join = defines.join("\n");
  85155. if (this._cachedDefines !== join) {
  85156. this._cachedDefines = join;
  85157. this._effect = this._scene.getEngine().createEffect("depth", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "depthValues"], ["diffuseSampler"], join);
  85158. }
  85159. return this._effect.isReady();
  85160. };
  85161. /**
  85162. * Gets the texture which the depth map will be written to.
  85163. * @returns The depth map texture
  85164. */
  85165. DepthRenderer.prototype.getDepthMap = function () {
  85166. return this._depthMap;
  85167. };
  85168. /**
  85169. * Disposes of the depth renderer.
  85170. */
  85171. DepthRenderer.prototype.dispose = function () {
  85172. this._depthMap.dispose();
  85173. };
  85174. return DepthRenderer;
  85175. }());
  85176. BABYLON.DepthRenderer = DepthRenderer;
  85177. })(BABYLON || (BABYLON = {}));
  85178. //# sourceMappingURL=babylon.depthRenderer.js.map
  85179. var BABYLON;
  85180. (function (BABYLON) {
  85181. BABYLON.Scene.prototype.enableDepthRenderer = function (camera) {
  85182. camera = camera || this.activeCamera;
  85183. if (!camera) {
  85184. throw "No camera available to enable depth renderer";
  85185. }
  85186. if (!this._depthRenderer) {
  85187. this._depthRenderer = {};
  85188. }
  85189. if (!this._depthRenderer[camera.id]) {
  85190. var textureType = 0;
  85191. if (this.getEngine().getCaps().textureHalfFloatRender) {
  85192. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  85193. }
  85194. else if (this.getEngine().getCaps().textureFloatRender) {
  85195. textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  85196. }
  85197. else {
  85198. throw "Depth renderer does not support int texture type";
  85199. }
  85200. this._depthRenderer[camera.id] = new BABYLON.DepthRenderer(this, textureType, camera);
  85201. }
  85202. return this._depthRenderer[camera.id];
  85203. };
  85204. BABYLON.Scene.prototype.disableDepthRenderer = function (camera) {
  85205. camera = camera || this.activeCamera;
  85206. if (!camera || !this._depthRenderer || !this._depthRenderer[camera.id]) {
  85207. return;
  85208. }
  85209. this._depthRenderer[camera.id].dispose();
  85210. delete this._depthRenderer[camera.id];
  85211. };
  85212. /**
  85213. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  85214. * in several rendering techniques.
  85215. */
  85216. var DepthRendererSceneComponent = /** @class */ (function () {
  85217. /**
  85218. * Creates a new instance of the component for the given scene
  85219. * @param scene Defines the scene to register the component in
  85220. */
  85221. function DepthRendererSceneComponent(scene) {
  85222. /**
  85223. * The component name helpfull to identify the component in the list of scene components.
  85224. */
  85225. this.name = BABYLON.SceneComponentConstants.NAME_DEPTHRENDERER;
  85226. this.scene = scene;
  85227. }
  85228. /**
  85229. * Registers the component in a given scene
  85230. */
  85231. DepthRendererSceneComponent.prototype.register = function () {
  85232. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_DEPTHRENDERER, this, this._gatherRenderTargets);
  85233. this.scene._gatherActiveCameraRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER, this, this._gatherActiveCameraRenderTargets);
  85234. };
  85235. /**
  85236. * Rebuilds the elements related to this component in case of
  85237. * context lost for instance.
  85238. */
  85239. DepthRendererSceneComponent.prototype.rebuild = function () {
  85240. // Nothing to do for this component
  85241. };
  85242. /**
  85243. * Disposes the component and the associated ressources
  85244. */
  85245. DepthRendererSceneComponent.prototype.dispose = function () {
  85246. for (var key in this.scene._depthRenderer) {
  85247. this.scene._depthRenderer[key].dispose();
  85248. }
  85249. };
  85250. DepthRendererSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  85251. if (this.scene._depthRenderer) {
  85252. for (var key in this.scene._depthRenderer) {
  85253. var depthRenderer = this.scene._depthRenderer[key];
  85254. if (!depthRenderer.useOnlyInActiveCamera) {
  85255. renderTargets.push(depthRenderer.getDepthMap());
  85256. }
  85257. }
  85258. }
  85259. };
  85260. DepthRendererSceneComponent.prototype._gatherActiveCameraRenderTargets = function (renderTargets) {
  85261. if (this.scene._depthRenderer) {
  85262. for (var key in this.scene._depthRenderer) {
  85263. var depthRenderer = this.scene._depthRenderer[key];
  85264. if (depthRenderer.useOnlyInActiveCamera && this.scene.activeCamera.id === key) {
  85265. renderTargets.push(depthRenderer.getDepthMap());
  85266. }
  85267. }
  85268. }
  85269. };
  85270. return DepthRendererSceneComponent;
  85271. }());
  85272. BABYLON.DepthRendererSceneComponent = DepthRendererSceneComponent;
  85273. })(BABYLON || (BABYLON = {}));
  85274. //# sourceMappingURL=babylon.depthRendererSceneComponent.js.map
  85275. var BABYLON;
  85276. (function (BABYLON) {
  85277. /**
  85278. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  85279. */
  85280. var GeometryBufferRenderer = /** @class */ (function () {
  85281. /**
  85282. * Creates a new G Buffer for the scene
  85283. * @param scene The scene the buffer belongs to
  85284. * @param ratio How big is the buffer related to the main canvas.
  85285. */
  85286. function GeometryBufferRenderer(scene, ratio) {
  85287. if (ratio === void 0) { ratio = 1; }
  85288. /**
  85289. * Dictionary used to store the previous transformation matrices of each rendered mesh
  85290. * in order to compute objects velocities when enableVelocity is set to "true"
  85291. * @hidden
  85292. */
  85293. this._previousTransformationMatrices = {};
  85294. this._enablePosition = false;
  85295. this._enableVelocity = false;
  85296. this._positionIndex = -1;
  85297. this._velocityIndex = -1;
  85298. this._scene = scene;
  85299. this._ratio = ratio;
  85300. // Register the G Buffer component to the scene.
  85301. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER);
  85302. if (!component) {
  85303. component = new BABYLON.GeometryBufferRendererSceneComponent(scene);
  85304. scene._addComponent(component);
  85305. }
  85306. // Render target
  85307. this._createRenderTargets();
  85308. }
  85309. Object.defineProperty(GeometryBufferRenderer.prototype, "renderList", {
  85310. /**
  85311. * Set the render list (meshes to be rendered) used in the G buffer.
  85312. */
  85313. set: function (meshes) {
  85314. this._multiRenderTarget.renderList = meshes;
  85315. },
  85316. enumerable: true,
  85317. configurable: true
  85318. });
  85319. Object.defineProperty(GeometryBufferRenderer.prototype, "isSupported", {
  85320. /**
  85321. * Gets wether or not G buffer are supported by the running hardware.
  85322. * This requires draw buffer supports
  85323. */
  85324. get: function () {
  85325. return this._multiRenderTarget.isSupported;
  85326. },
  85327. enumerable: true,
  85328. configurable: true
  85329. });
  85330. /**
  85331. * Returns the index of the given texture type in the G-Buffer textures array
  85332. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  85333. * @returns the index of the given texture type in the G-Buffer textures array
  85334. */
  85335. GeometryBufferRenderer.prototype.getTextureIndex = function (textureType) {
  85336. switch (textureType) {
  85337. case GeometryBufferRenderer.POSITION_TEXTURE_TYPE: return this._positionIndex;
  85338. case GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE: return this._velocityIndex;
  85339. default: return -1;
  85340. }
  85341. };
  85342. Object.defineProperty(GeometryBufferRenderer.prototype, "enablePosition", {
  85343. /**
  85344. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  85345. */
  85346. get: function () {
  85347. return this._enablePosition;
  85348. },
  85349. /**
  85350. * Sets whether or not objects positions are enabled for the G buffer.
  85351. */
  85352. set: function (enable) {
  85353. this._enablePosition = enable;
  85354. this.dispose();
  85355. this._createRenderTargets();
  85356. },
  85357. enumerable: true,
  85358. configurable: true
  85359. });
  85360. Object.defineProperty(GeometryBufferRenderer.prototype, "enableVelocity", {
  85361. /**
  85362. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  85363. */
  85364. get: function () {
  85365. return this._enableVelocity;
  85366. },
  85367. /**
  85368. * Sets wether or not objects velocities are enabled for the G buffer.
  85369. */
  85370. set: function (enable) {
  85371. this._enableVelocity = enable;
  85372. this.dispose();
  85373. this._createRenderTargets();
  85374. },
  85375. enumerable: true,
  85376. configurable: true
  85377. });
  85378. Object.defineProperty(GeometryBufferRenderer.prototype, "scene", {
  85379. /**
  85380. * Gets the scene associated with the buffer.
  85381. */
  85382. get: function () {
  85383. return this._scene;
  85384. },
  85385. enumerable: true,
  85386. configurable: true
  85387. });
  85388. Object.defineProperty(GeometryBufferRenderer.prototype, "ratio", {
  85389. /**
  85390. * Gets the ratio used by the buffer during its creation.
  85391. * How big is the buffer related to the main canvas.
  85392. */
  85393. get: function () {
  85394. return this._ratio;
  85395. },
  85396. enumerable: true,
  85397. configurable: true
  85398. });
  85399. /**
  85400. * Checks wether everything is ready to render a submesh to the G buffer.
  85401. * @param subMesh the submesh to check readiness for
  85402. * @param useInstances is the mesh drawn using instance or not
  85403. * @returns true if ready otherwise false
  85404. */
  85405. GeometryBufferRenderer.prototype.isReady = function (subMesh, useInstances) {
  85406. var material = subMesh.getMaterial();
  85407. if (material && material.disableDepthWrite) {
  85408. return false;
  85409. }
  85410. var defines = [];
  85411. var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind];
  85412. var mesh = subMesh.getMesh();
  85413. // Alpha test
  85414. if (material && material.needAlphaTesting()) {
  85415. defines.push("#define ALPHATEST");
  85416. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  85417. attribs.push(BABYLON.VertexBuffer.UVKind);
  85418. defines.push("#define UV1");
  85419. }
  85420. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  85421. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  85422. defines.push("#define UV2");
  85423. }
  85424. }
  85425. // Buffers
  85426. if (this._enablePosition) {
  85427. defines.push("#define POSITION");
  85428. defines.push("#define POSITION_INDEX " + this._positionIndex);
  85429. }
  85430. if (this._enableVelocity) {
  85431. defines.push("#define VELOCITY");
  85432. defines.push("#define VELOCITY_INDEX " + this._velocityIndex);
  85433. }
  85434. // Bones
  85435. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  85436. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  85437. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  85438. if (mesh.numBoneInfluencers > 4) {
  85439. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  85440. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  85441. }
  85442. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  85443. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  85444. }
  85445. else {
  85446. defines.push("#define NUM_BONE_INFLUENCERS 0");
  85447. }
  85448. // Instances
  85449. if (useInstances) {
  85450. defines.push("#define INSTANCES");
  85451. attribs.push("world0");
  85452. attribs.push("world1");
  85453. attribs.push("world2");
  85454. attribs.push("world3");
  85455. }
  85456. // Setup textures count
  85457. defines.push("#define RENDER_TARGET_COUNT " + this._multiRenderTarget.textures.length);
  85458. // Get correct effect
  85459. var join = defines.join("\n");
  85460. if (this._cachedDefines !== join) {
  85461. this._cachedDefines = join;
  85462. this._effect = this._scene.getEngine().createEffect("geometry", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "view", "previousWorldViewProjection"], ["diffuseSampler"], join, undefined, undefined, undefined, { buffersCount: this._enablePosition ? 3 : 2 });
  85463. }
  85464. return this._effect.isReady();
  85465. };
  85466. /**
  85467. * Gets the current underlying G Buffer.
  85468. * @returns the buffer
  85469. */
  85470. GeometryBufferRenderer.prototype.getGBuffer = function () {
  85471. return this._multiRenderTarget;
  85472. };
  85473. Object.defineProperty(GeometryBufferRenderer.prototype, "samples", {
  85474. /**
  85475. * Gets the number of samples used to render the buffer (anti aliasing).
  85476. */
  85477. get: function () {
  85478. return this._multiRenderTarget.samples;
  85479. },
  85480. /**
  85481. * Sets the number of samples used to render the buffer (anti aliasing).
  85482. */
  85483. set: function (value) {
  85484. this._multiRenderTarget.samples = value;
  85485. },
  85486. enumerable: true,
  85487. configurable: true
  85488. });
  85489. /**
  85490. * Disposes the renderer and frees up associated resources.
  85491. */
  85492. GeometryBufferRenderer.prototype.dispose = function () {
  85493. this.getGBuffer().dispose();
  85494. };
  85495. GeometryBufferRenderer.prototype._createRenderTargets = function () {
  85496. var _this = this;
  85497. var engine = this._scene.getEngine();
  85498. var count = 2;
  85499. if (this._enablePosition) {
  85500. this._positionIndex = count;
  85501. count++;
  85502. }
  85503. if (this._enableVelocity) {
  85504. this._velocityIndex = count;
  85505. count++;
  85506. }
  85507. this._multiRenderTarget = new BABYLON.MultiRenderTarget("gBuffer", { width: engine.getRenderWidth() * this._ratio, height: engine.getRenderHeight() * this._ratio }, count, this._scene, { generateMipMaps: false, generateDepthTexture: true, defaultType: BABYLON.Engine.TEXTURETYPE_FLOAT });
  85508. if (!this.isSupported) {
  85509. return;
  85510. }
  85511. this._multiRenderTarget.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  85512. this._multiRenderTarget.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  85513. this._multiRenderTarget.refreshRate = 1;
  85514. this._multiRenderTarget.renderParticles = false;
  85515. this._multiRenderTarget.renderList = null;
  85516. // set default depth value to 1.0 (far away)
  85517. this._multiRenderTarget.onClearObservable.add(function (engine) {
  85518. engine.clear(new BABYLON.Color4(0.0, 0.0, 0.0, 1.0), true, true, true);
  85519. });
  85520. // Custom render function
  85521. var renderSubMesh = function (subMesh) {
  85522. var mesh = subMesh.getRenderingMesh();
  85523. var scene = _this._scene;
  85524. var engine = scene.getEngine();
  85525. var material = subMesh.getMaterial();
  85526. if (!material) {
  85527. return;
  85528. }
  85529. // Velocity
  85530. if (!_this._previousTransformationMatrices[mesh.uniqueId]) {
  85531. _this._previousTransformationMatrices[mesh.uniqueId] = BABYLON.Matrix.Identity();
  85532. }
  85533. // Culling
  85534. engine.setState(material.backFaceCulling, 0, false, scene.useRightHandedSystem);
  85535. // Managing instances
  85536. var batch = mesh._getInstancesRenderList(subMesh._id);
  85537. if (batch.mustReturn) {
  85538. return;
  85539. }
  85540. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  85541. if (_this.isReady(subMesh, hardwareInstancedRendering)) {
  85542. engine.enableEffect(_this._effect);
  85543. mesh._bind(subMesh, _this._effect, BABYLON.Material.TriangleFillMode);
  85544. _this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  85545. _this._effect.setMatrix("view", scene.getViewMatrix());
  85546. // Alpha test
  85547. if (material && material.needAlphaTesting()) {
  85548. var alphaTexture = material.getAlphaTestTexture();
  85549. if (alphaTexture) {
  85550. _this._effect.setTexture("diffuseSampler", alphaTexture);
  85551. _this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  85552. }
  85553. }
  85554. // Bones
  85555. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  85556. _this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  85557. }
  85558. // Velocity
  85559. _this._effect.setMatrix("previousWorldViewProjection", _this._previousTransformationMatrices[mesh.uniqueId]);
  85560. // Draw
  85561. mesh._processRendering(subMesh, _this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  85562. }
  85563. // Velocity
  85564. _this._previousTransformationMatrices[mesh.uniqueId] = mesh.getWorldMatrix().multiply(_this._scene.getTransformMatrix());
  85565. };
  85566. this._multiRenderTarget.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  85567. var index;
  85568. if (depthOnlySubMeshes.length) {
  85569. engine.setColorWrite(false);
  85570. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  85571. renderSubMesh(depthOnlySubMeshes.data[index]);
  85572. }
  85573. engine.setColorWrite(true);
  85574. }
  85575. for (index = 0; index < opaqueSubMeshes.length; index++) {
  85576. renderSubMesh(opaqueSubMeshes.data[index]);
  85577. }
  85578. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  85579. renderSubMesh(alphaTestSubMeshes.data[index]);
  85580. }
  85581. };
  85582. };
  85583. /**
  85584. * Constant used to retrieve the position texture index in the G-Buffer textures array
  85585. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  85586. */
  85587. GeometryBufferRenderer.POSITION_TEXTURE_TYPE = 1;
  85588. /**
  85589. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  85590. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  85591. */
  85592. GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE = 2;
  85593. return GeometryBufferRenderer;
  85594. }());
  85595. BABYLON.GeometryBufferRenderer = GeometryBufferRenderer;
  85596. })(BABYLON || (BABYLON = {}));
  85597. //# sourceMappingURL=babylon.geometryBufferRenderer.js.map
  85598. var BABYLON;
  85599. (function (BABYLON) {
  85600. Object.defineProperty(BABYLON.Scene.prototype, "geometryBufferRenderer", {
  85601. get: function () {
  85602. this._geometryBufferRenderer;
  85603. },
  85604. set: function (value) {
  85605. if (value && value.isSupported) {
  85606. this._geometryBufferRenderer = value;
  85607. }
  85608. },
  85609. enumerable: true,
  85610. configurable: true
  85611. });
  85612. BABYLON.Scene.prototype.enableGeometryBufferRenderer = function (ratio) {
  85613. if (ratio === void 0) { ratio = 1; }
  85614. if (this._geometryBufferRenderer) {
  85615. return this._geometryBufferRenderer;
  85616. }
  85617. this._geometryBufferRenderer = new BABYLON.GeometryBufferRenderer(this, ratio);
  85618. if (!this._geometryBufferRenderer.isSupported) {
  85619. this._geometryBufferRenderer = null;
  85620. }
  85621. return this._geometryBufferRenderer;
  85622. };
  85623. BABYLON.Scene.prototype.disableGeometryBufferRenderer = function () {
  85624. if (!this._geometryBufferRenderer) {
  85625. return;
  85626. }
  85627. this._geometryBufferRenderer.dispose();
  85628. this._geometryBufferRenderer = null;
  85629. };
  85630. /**
  85631. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  85632. * in several rendering techniques.
  85633. */
  85634. var GeometryBufferRendererSceneComponent = /** @class */ (function () {
  85635. /**
  85636. * Creates a new instance of the component for the given scene
  85637. * @param scene Defines the scene to register the component in
  85638. */
  85639. function GeometryBufferRendererSceneComponent(scene) {
  85640. /**
  85641. * The component name helpful to identify the component in the list of scene components.
  85642. */
  85643. this.name = BABYLON.SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER;
  85644. this.scene = scene;
  85645. }
  85646. /**
  85647. * Registers the component in a given scene
  85648. */
  85649. GeometryBufferRendererSceneComponent.prototype.register = function () {
  85650. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER, this, this._gatherRenderTargets);
  85651. };
  85652. /**
  85653. * Rebuilds the elements related to this component in case of
  85654. * context lost for instance.
  85655. */
  85656. GeometryBufferRendererSceneComponent.prototype.rebuild = function () {
  85657. // Nothing to do for this component
  85658. };
  85659. /**
  85660. * Disposes the component and the associated ressources
  85661. */
  85662. GeometryBufferRendererSceneComponent.prototype.dispose = function () {
  85663. // Nothing to do for this component
  85664. };
  85665. GeometryBufferRendererSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  85666. if (this.scene._geometryBufferRenderer) {
  85667. renderTargets.push(this.scene._geometryBufferRenderer.getGBuffer());
  85668. }
  85669. };
  85670. return GeometryBufferRendererSceneComponent;
  85671. }());
  85672. BABYLON.GeometryBufferRendererSceneComponent = GeometryBufferRendererSceneComponent;
  85673. })(BABYLON || (BABYLON = {}));
  85674. //# sourceMappingURL=babylon.geometryBufferRendererSceneComponent.js.map
  85675. var BABYLON;
  85676. (function (BABYLON) {
  85677. /**
  85678. * Render pipeline to produce ssao effect
  85679. */
  85680. var SSAORenderingPipeline = /** @class */ (function (_super) {
  85681. __extends(SSAORenderingPipeline, _super);
  85682. /**
  85683. * @constructor
  85684. * @param name - The rendering pipeline name
  85685. * @param scene - The scene linked to this pipeline
  85686. * @param ratio - The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, combineRatio: 1.0 }
  85687. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  85688. */
  85689. function SSAORenderingPipeline(name, scene, ratio, cameras) {
  85690. var _this = _super.call(this, scene.getEngine(), name) || this;
  85691. // Members
  85692. /**
  85693. * @ignore
  85694. * The PassPostProcess id in the pipeline that contains the original scene color
  85695. */
  85696. _this.SSAOOriginalSceneColorEffect = "SSAOOriginalSceneColorEffect";
  85697. /**
  85698. * @ignore
  85699. * The SSAO PostProcess id in the pipeline
  85700. */
  85701. _this.SSAORenderEffect = "SSAORenderEffect";
  85702. /**
  85703. * @ignore
  85704. * The horizontal blur PostProcess id in the pipeline
  85705. */
  85706. _this.SSAOBlurHRenderEffect = "SSAOBlurHRenderEffect";
  85707. /**
  85708. * @ignore
  85709. * The vertical blur PostProcess id in the pipeline
  85710. */
  85711. _this.SSAOBlurVRenderEffect = "SSAOBlurVRenderEffect";
  85712. /**
  85713. * @ignore
  85714. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  85715. */
  85716. _this.SSAOCombineRenderEffect = "SSAOCombineRenderEffect";
  85717. /**
  85718. * The output strength of the SSAO post-process. Default value is 1.0.
  85719. */
  85720. _this.totalStrength = 1.0;
  85721. /**
  85722. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  85723. */
  85724. _this.radius = 0.0001;
  85725. /**
  85726. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  85727. * Must not be equal to fallOff and superior to fallOff.
  85728. * Default value is 0.975
  85729. */
  85730. _this.area = 0.0075;
  85731. /**
  85732. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  85733. * Must not be equal to area and inferior to area.
  85734. * Default value is 0.0
  85735. */
  85736. _this.fallOff = 0.000001;
  85737. /**
  85738. * The base color of the SSAO post-process
  85739. * The final result is "base + ssao" between [0, 1]
  85740. */
  85741. _this.base = 0.5;
  85742. _this._firstUpdate = true;
  85743. _this._scene = scene;
  85744. // Set up assets
  85745. _this._createRandomTexture();
  85746. _this._depthTexture = scene.enableDepthRenderer().getDepthMap(); // Force depth renderer "on"
  85747. var ssaoRatio = ratio.ssaoRatio || ratio;
  85748. var combineRatio = ratio.combineRatio || ratio;
  85749. _this._originalColorPostProcess = new BABYLON.PassPostProcess("SSAOOriginalSceneColor", combineRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);
  85750. _this._createSSAOPostProcess(ssaoRatio);
  85751. _this._createBlurPostProcess(ssaoRatio);
  85752. _this._createSSAOCombinePostProcess(combineRatio);
  85753. // Set up pipeline
  85754. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOOriginalSceneColorEffect, function () { return _this._originalColorPostProcess; }, true));
  85755. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAORenderEffect, function () { return _this._ssaoPostProcess; }, true));
  85756. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurHRenderEffect, function () { return _this._blurHPostProcess; }, true));
  85757. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurVRenderEffect, function () { return _this._blurVPostProcess; }, true));
  85758. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOCombineRenderEffect, function () { return _this._ssaoCombinePostProcess; }, true));
  85759. // Finish
  85760. scene.postProcessRenderPipelineManager.addPipeline(_this);
  85761. if (cameras) {
  85762. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  85763. }
  85764. return _this;
  85765. }
  85766. // Public Methods
  85767. /**
  85768. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  85769. */
  85770. SSAORenderingPipeline.prototype.dispose = function (disableDepthRender) {
  85771. if (disableDepthRender === void 0) { disableDepthRender = false; }
  85772. for (var i = 0; i < this._scene.cameras.length; i++) {
  85773. var camera = this._scene.cameras[i];
  85774. this._originalColorPostProcess.dispose(camera);
  85775. this._ssaoPostProcess.dispose(camera);
  85776. this._blurHPostProcess.dispose(camera);
  85777. this._blurVPostProcess.dispose(camera);
  85778. this._ssaoCombinePostProcess.dispose(camera);
  85779. }
  85780. this._randomTexture.dispose();
  85781. if (disableDepthRender) {
  85782. this._scene.disableDepthRenderer();
  85783. }
  85784. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  85785. _super.prototype.dispose.call(this);
  85786. };
  85787. // Private Methods
  85788. SSAORenderingPipeline.prototype._createBlurPostProcess = function (ratio) {
  85789. var _this = this;
  85790. var size = 16;
  85791. this._blurHPostProcess = new BABYLON.BlurPostProcess("BlurH", new BABYLON.Vector2(1, 0), size, ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  85792. this._blurVPostProcess = new BABYLON.BlurPostProcess("BlurV", new BABYLON.Vector2(0, 1), size, ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  85793. this._blurHPostProcess.onActivateObservable.add(function () {
  85794. var dw = _this._blurHPostProcess.width / _this._scene.getEngine().getRenderWidth();
  85795. _this._blurHPostProcess.kernel = size * dw;
  85796. });
  85797. this._blurVPostProcess.onActivateObservable.add(function () {
  85798. var dw = _this._blurVPostProcess.height / _this._scene.getEngine().getRenderHeight();
  85799. _this._blurVPostProcess.kernel = size * dw;
  85800. });
  85801. };
  85802. /** @hidden */
  85803. SSAORenderingPipeline.prototype._rebuild = function () {
  85804. this._firstUpdate = true;
  85805. _super.prototype._rebuild.call(this);
  85806. };
  85807. SSAORenderingPipeline.prototype._createSSAOPostProcess = function (ratio) {
  85808. var _this = this;
  85809. var numSamples = 16;
  85810. var sampleSphere = [
  85811. 0.5381, 0.1856, -0.4319,
  85812. 0.1379, 0.2486, 0.4430,
  85813. 0.3371, 0.5679, -0.0057,
  85814. -0.6999, -0.0451, -0.0019,
  85815. 0.0689, -0.1598, -0.8547,
  85816. 0.0560, 0.0069, -0.1843,
  85817. -0.0146, 0.1402, 0.0762,
  85818. 0.0100, -0.1924, -0.0344,
  85819. -0.3577, -0.5301, -0.4358,
  85820. -0.3169, 0.1063, 0.0158,
  85821. 0.0103, -0.5869, 0.0046,
  85822. -0.0897, -0.4940, 0.3287,
  85823. 0.7119, -0.0154, -0.0918,
  85824. -0.0533, 0.0596, -0.5411,
  85825. 0.0352, -0.0631, 0.5460,
  85826. -0.4776, 0.2847, -0.0271
  85827. ];
  85828. var samplesFactor = 1.0 / numSamples;
  85829. this._ssaoPostProcess = new BABYLON.PostProcess("ssao", "ssao", [
  85830. "sampleSphere", "samplesFactor", "randTextureTiles", "totalStrength", "radius",
  85831. "area", "fallOff", "base", "range", "viewport"
  85832. ], ["randomSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, "#define SAMPLES " + numSamples + "\n#define SSAO");
  85833. this._ssaoPostProcess.onApply = function (effect) {
  85834. if (_this._firstUpdate) {
  85835. effect.setArray3("sampleSphere", sampleSphere);
  85836. effect.setFloat("samplesFactor", samplesFactor);
  85837. effect.setFloat("randTextureTiles", 4.0);
  85838. }
  85839. effect.setFloat("totalStrength", _this.totalStrength);
  85840. effect.setFloat("radius", _this.radius);
  85841. effect.setFloat("area", _this.area);
  85842. effect.setFloat("fallOff", _this.fallOff);
  85843. effect.setFloat("base", _this.base);
  85844. effect.setTexture("textureSampler", _this._depthTexture);
  85845. effect.setTexture("randomSampler", _this._randomTexture);
  85846. };
  85847. };
  85848. SSAORenderingPipeline.prototype._createSSAOCombinePostProcess = function (ratio) {
  85849. var _this = this;
  85850. this._ssaoCombinePostProcess = new BABYLON.PostProcess("ssaoCombine", "ssaoCombine", [], ["originalColor", "viewport"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  85851. this._ssaoCombinePostProcess.onApply = function (effect) {
  85852. effect.setVector4("viewport", BABYLON.Tmp.Vector4[0].copyFromFloats(0, 0, 1.0, 1.0));
  85853. effect.setTextureFromPostProcess("originalColor", _this._originalColorPostProcess);
  85854. };
  85855. };
  85856. SSAORenderingPipeline.prototype._createRandomTexture = function () {
  85857. var size = 512;
  85858. this._randomTexture = new BABYLON.DynamicTexture("SSAORandomTexture", size, this._scene, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  85859. this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  85860. this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  85861. var context = this._randomTexture.getContext();
  85862. var rand = function (min, max) {
  85863. return Math.random() * (max - min) + min;
  85864. };
  85865. var randVector = BABYLON.Vector3.Zero();
  85866. for (var x = 0; x < size; x++) {
  85867. for (var y = 0; y < size; y++) {
  85868. randVector.x = Math.floor(rand(-1.0, 1.0) * 255);
  85869. randVector.y = Math.floor(rand(-1.0, 1.0) * 255);
  85870. randVector.z = Math.floor(rand(-1.0, 1.0) * 255);
  85871. context.fillStyle = 'rgb(' + randVector.x + ', ' + randVector.y + ', ' + randVector.z + ')';
  85872. context.fillRect(x, y, 1, 1);
  85873. }
  85874. }
  85875. this._randomTexture.update(false);
  85876. };
  85877. __decorate([
  85878. BABYLON.serialize()
  85879. ], SSAORenderingPipeline.prototype, "totalStrength", void 0);
  85880. __decorate([
  85881. BABYLON.serialize()
  85882. ], SSAORenderingPipeline.prototype, "radius", void 0);
  85883. __decorate([
  85884. BABYLON.serialize()
  85885. ], SSAORenderingPipeline.prototype, "area", void 0);
  85886. __decorate([
  85887. BABYLON.serialize()
  85888. ], SSAORenderingPipeline.prototype, "fallOff", void 0);
  85889. __decorate([
  85890. BABYLON.serialize()
  85891. ], SSAORenderingPipeline.prototype, "base", void 0);
  85892. return SSAORenderingPipeline;
  85893. }(BABYLON.PostProcessRenderPipeline));
  85894. BABYLON.SSAORenderingPipeline = SSAORenderingPipeline;
  85895. })(BABYLON || (BABYLON = {}));
  85896. //# sourceMappingURL=babylon.ssaoRenderingPipeline.js.map
  85897. var BABYLON;
  85898. (function (BABYLON) {
  85899. /**
  85900. * Render pipeline to produce ssao effect
  85901. */
  85902. var SSAO2RenderingPipeline = /** @class */ (function (_super) {
  85903. __extends(SSAO2RenderingPipeline, _super);
  85904. /**
  85905. * @constructor
  85906. * @param name The rendering pipeline name
  85907. * @param scene The scene linked to this pipeline
  85908. * @param ratio The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, blurRatio: 1.0 }
  85909. * @param cameras The array of cameras that the rendering pipeline will be attached to
  85910. */
  85911. function SSAO2RenderingPipeline(name, scene, ratio, cameras) {
  85912. var _this = _super.call(this, scene.getEngine(), name) || this;
  85913. // Members
  85914. /**
  85915. * @ignore
  85916. * The PassPostProcess id in the pipeline that contains the original scene color
  85917. */
  85918. _this.SSAOOriginalSceneColorEffect = "SSAOOriginalSceneColorEffect";
  85919. /**
  85920. * @ignore
  85921. * The SSAO PostProcess id in the pipeline
  85922. */
  85923. _this.SSAORenderEffect = "SSAORenderEffect";
  85924. /**
  85925. * @ignore
  85926. * The horizontal blur PostProcess id in the pipeline
  85927. */
  85928. _this.SSAOBlurHRenderEffect = "SSAOBlurHRenderEffect";
  85929. /**
  85930. * @ignore
  85931. * The vertical blur PostProcess id in the pipeline
  85932. */
  85933. _this.SSAOBlurVRenderEffect = "SSAOBlurVRenderEffect";
  85934. /**
  85935. * @ignore
  85936. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  85937. */
  85938. _this.SSAOCombineRenderEffect = "SSAOCombineRenderEffect";
  85939. /**
  85940. * The output strength of the SSAO post-process. Default value is 1.0.
  85941. */
  85942. _this.totalStrength = 1.0;
  85943. /**
  85944. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  85945. */
  85946. _this.maxZ = 100.0;
  85947. /**
  85948. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  85949. */
  85950. _this.minZAspect = 0.2;
  85951. _this._samples = 8;
  85952. _this._textureSamples = 1;
  85953. _this._expensiveBlur = true;
  85954. /**
  85955. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  85956. */
  85957. _this.radius = 2.0;
  85958. /**
  85959. * The base color of the SSAO post-process
  85960. * The final result is "base + ssao" between [0, 1]
  85961. */
  85962. _this.base = 0;
  85963. _this._firstUpdate = true;
  85964. _this._bits = new Uint32Array(1);
  85965. _this._scene = scene;
  85966. _this._ratio = ratio;
  85967. if (!_this.isSupported) {
  85968. BABYLON.Tools.Error("SSAO 2 needs WebGL 2 support.");
  85969. return _this;
  85970. }
  85971. var ssaoRatio = _this._ratio.ssaoRatio || ratio;
  85972. var blurRatio = _this._ratio.blurRatio || ratio;
  85973. // Set up assets
  85974. var geometryBufferRenderer = scene.enableGeometryBufferRenderer();
  85975. _this._createRandomTexture();
  85976. _this._depthTexture = geometryBufferRenderer.getGBuffer().textures[0];
  85977. _this._normalTexture = geometryBufferRenderer.getGBuffer().textures[1];
  85978. _this._originalColorPostProcess = new BABYLON.PassPostProcess("SSAOOriginalSceneColor", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);
  85979. _this._originalColorPostProcess.samples = _this.textureSamples;
  85980. _this._createSSAOPostProcess(1.0);
  85981. _this._createBlurPostProcess(ssaoRatio, blurRatio);
  85982. _this._createSSAOCombinePostProcess(blurRatio);
  85983. // Set up pipeline
  85984. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOOriginalSceneColorEffect, function () { return _this._originalColorPostProcess; }, true));
  85985. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAORenderEffect, function () { return _this._ssaoPostProcess; }, true));
  85986. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurHRenderEffect, function () { return _this._blurHPostProcess; }, true));
  85987. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurVRenderEffect, function () { return _this._blurVPostProcess; }, true));
  85988. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOCombineRenderEffect, function () { return _this._ssaoCombinePostProcess; }, true));
  85989. // Finish
  85990. scene.postProcessRenderPipelineManager.addPipeline(_this);
  85991. if (cameras) {
  85992. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  85993. }
  85994. return _this;
  85995. }
  85996. Object.defineProperty(SSAO2RenderingPipeline.prototype, "samples", {
  85997. get: function () {
  85998. return this._samples;
  85999. },
  86000. /**
  86001. * Number of samples used for the SSAO calculations. Default value is 8
  86002. */
  86003. set: function (n) {
  86004. this._ssaoPostProcess.updateEffect("#define SAMPLES " + n + "\n#define SSAO");
  86005. this._samples = n;
  86006. this._sampleSphere = this._generateHemisphere();
  86007. this._firstUpdate = true;
  86008. },
  86009. enumerable: true,
  86010. configurable: true
  86011. });
  86012. Object.defineProperty(SSAO2RenderingPipeline.prototype, "textureSamples", {
  86013. get: function () {
  86014. return this._textureSamples;
  86015. },
  86016. /**
  86017. * Number of samples to use for antialiasing
  86018. */
  86019. set: function (n) {
  86020. this._textureSamples = n;
  86021. this._originalColorPostProcess.samples = n;
  86022. this._blurHPostProcess.samples = n;
  86023. this._blurVPostProcess.samples = n;
  86024. this._ssaoPostProcess.samples = n;
  86025. this._ssaoCombinePostProcess.samples = n;
  86026. },
  86027. enumerable: true,
  86028. configurable: true
  86029. });
  86030. Object.defineProperty(SSAO2RenderingPipeline.prototype, "expensiveBlur", {
  86031. get: function () {
  86032. return this._expensiveBlur;
  86033. },
  86034. /**
  86035. * If bilateral blur should be used
  86036. */
  86037. set: function (b) {
  86038. this._blurHPostProcess.updateEffect("#define BILATERAL_BLUR\n#define BILATERAL_BLUR_H\n#define SAMPLES 16\n#define EXPENSIVE " + (b ? "1" : "0") + "\n", null, ["textureSampler", "depthSampler"]);
  86039. this._blurVPostProcess.updateEffect("#define BILATERAL_BLUR\n#define SAMPLES 16\n#define EXPENSIVE " + (b ? "1" : "0") + "\n", null, ["textureSampler", "depthSampler"]);
  86040. this._expensiveBlur = b;
  86041. this._firstUpdate = true;
  86042. },
  86043. enumerable: true,
  86044. configurable: true
  86045. });
  86046. Object.defineProperty(SSAO2RenderingPipeline, "IsSupported", {
  86047. /**
  86048. * Support test.
  86049. */
  86050. get: function () {
  86051. var engine = BABYLON.Engine.LastCreatedEngine;
  86052. if (!engine) {
  86053. return false;
  86054. }
  86055. return engine.getCaps().drawBuffersExtension;
  86056. },
  86057. enumerable: true,
  86058. configurable: true
  86059. });
  86060. // Public Methods
  86061. /**
  86062. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  86063. */
  86064. SSAO2RenderingPipeline.prototype.dispose = function (disableGeometryBufferRenderer) {
  86065. if (disableGeometryBufferRenderer === void 0) { disableGeometryBufferRenderer = false; }
  86066. for (var i = 0; i < this._scene.cameras.length; i++) {
  86067. var camera = this._scene.cameras[i];
  86068. this._originalColorPostProcess.dispose(camera);
  86069. this._ssaoPostProcess.dispose(camera);
  86070. this._blurHPostProcess.dispose(camera);
  86071. this._blurVPostProcess.dispose(camera);
  86072. this._ssaoCombinePostProcess.dispose(camera);
  86073. }
  86074. this._randomTexture.dispose();
  86075. if (disableGeometryBufferRenderer) {
  86076. this._scene.disableGeometryBufferRenderer();
  86077. }
  86078. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  86079. _super.prototype.dispose.call(this);
  86080. };
  86081. // Private Methods
  86082. SSAO2RenderingPipeline.prototype._createBlurPostProcess = function (ssaoRatio, blurRatio) {
  86083. var _this = this;
  86084. this._samplerOffsets = [];
  86085. var expensive = this.expensiveBlur;
  86086. for (var i = -8; i < 8; i++) {
  86087. this._samplerOffsets.push(i * 2 + 0.5);
  86088. }
  86089. this._blurHPostProcess = new BABYLON.PostProcess("BlurH", "ssao2", ["outSize", "samplerOffsets", "near", "far", "radius"], ["depthSampler"], ssaoRatio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, "#define BILATERAL_BLUR\n#define BILATERAL_BLUR_H\n#define SAMPLES 16\n#define EXPENSIVE " + (expensive ? "1" : "0") + "\n");
  86090. this._blurHPostProcess.onApply = function (effect) {
  86091. if (!_this._scene.activeCamera) {
  86092. return;
  86093. }
  86094. effect.setFloat("outSize", _this._ssaoCombinePostProcess.width > 0 ? _this._ssaoCombinePostProcess.width : _this._originalColorPostProcess.width);
  86095. effect.setFloat("near", _this._scene.activeCamera.minZ);
  86096. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  86097. effect.setFloat("radius", _this.radius);
  86098. effect.setTexture("depthSampler", _this._depthTexture);
  86099. if (_this._firstUpdate) {
  86100. effect.setArray("samplerOffsets", _this._samplerOffsets);
  86101. }
  86102. };
  86103. this._blurVPostProcess = new BABYLON.PostProcess("BlurV", "ssao2", ["outSize", "samplerOffsets", "near", "far", "radius"], ["depthSampler"], blurRatio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, "#define BILATERAL_BLUR\n#define BILATERAL_BLUR_V\n#define SAMPLES 16\n#define EXPENSIVE " + (expensive ? "1" : "0") + "\n");
  86104. this._blurVPostProcess.onApply = function (effect) {
  86105. if (!_this._scene.activeCamera) {
  86106. return;
  86107. }
  86108. effect.setFloat("outSize", _this._ssaoCombinePostProcess.height > 0 ? _this._ssaoCombinePostProcess.height : _this._originalColorPostProcess.height);
  86109. effect.setFloat("near", _this._scene.activeCamera.minZ);
  86110. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  86111. effect.setFloat("radius", _this.radius);
  86112. effect.setTexture("depthSampler", _this._depthTexture);
  86113. if (_this._firstUpdate) {
  86114. effect.setArray("samplerOffsets", _this._samplerOffsets);
  86115. _this._firstUpdate = false;
  86116. }
  86117. };
  86118. this._blurHPostProcess.samples = this.textureSamples;
  86119. this._blurVPostProcess.samples = this.textureSamples;
  86120. };
  86121. /** @hidden */
  86122. SSAO2RenderingPipeline.prototype._rebuild = function () {
  86123. this._firstUpdate = true;
  86124. _super.prototype._rebuild.call(this);
  86125. };
  86126. //Van der Corput radical inverse
  86127. SSAO2RenderingPipeline.prototype._radicalInverse_VdC = function (i) {
  86128. this._bits[0] = i;
  86129. this._bits[0] = ((this._bits[0] << 16) | (this._bits[0] >> 16)) >>> 0;
  86130. this._bits[0] = ((this._bits[0] & 0x55555555) << 1) | ((this._bits[0] & 0xAAAAAAAA) >>> 1) >>> 0;
  86131. this._bits[0] = ((this._bits[0] & 0x33333333) << 2) | ((this._bits[0] & 0xCCCCCCCC) >>> 2) >>> 0;
  86132. this._bits[0] = ((this._bits[0] & 0x0F0F0F0F) << 4) | ((this._bits[0] & 0xF0F0F0F0) >>> 4) >>> 0;
  86133. this._bits[0] = ((this._bits[0] & 0x00FF00FF) << 8) | ((this._bits[0] & 0xFF00FF00) >>> 8) >>> 0;
  86134. return this._bits[0] * 2.3283064365386963e-10; // / 0x100000000 or / 4294967296
  86135. };
  86136. SSAO2RenderingPipeline.prototype._hammersley = function (i, n) {
  86137. return [i / n, this._radicalInverse_VdC(i)];
  86138. };
  86139. SSAO2RenderingPipeline.prototype._hemisphereSample_uniform = function (u, v) {
  86140. var phi = v * 2.0 * Math.PI;
  86141. // rejecting samples that are close to tangent plane to avoid z-fighting artifacts
  86142. var cosTheta = 1.0 - (u * 0.85 + 0.15);
  86143. var sinTheta = Math.sqrt(1.0 - cosTheta * cosTheta);
  86144. return new BABYLON.Vector3(Math.cos(phi) * sinTheta, Math.sin(phi) * sinTheta, cosTheta);
  86145. };
  86146. SSAO2RenderingPipeline.prototype._generateHemisphere = function () {
  86147. var numSamples = this.samples;
  86148. var result = [];
  86149. var vector;
  86150. var i = 0;
  86151. while (i < numSamples) {
  86152. if (numSamples < 16) {
  86153. vector = this._hemisphereSample_uniform(Math.random(), Math.random());
  86154. }
  86155. else {
  86156. var rand = this._hammersley(i, numSamples);
  86157. vector = this._hemisphereSample_uniform(rand[0], rand[1]);
  86158. }
  86159. result.push(vector.x, vector.y, vector.z);
  86160. i++;
  86161. }
  86162. return result;
  86163. };
  86164. SSAO2RenderingPipeline.prototype._createSSAOPostProcess = function (ratio) {
  86165. var _this = this;
  86166. var numSamples = this.samples;
  86167. this._sampleSphere = this._generateHemisphere();
  86168. this._ssaoPostProcess = new BABYLON.PostProcess("ssao2", "ssao2", [
  86169. "sampleSphere", "samplesFactor", "randTextureTiles", "totalStrength", "radius",
  86170. "base", "range", "projection", "near", "far", "texelSize",
  86171. "xViewport", "yViewport", "maxZ", "minZAspect"
  86172. ], ["randomSampler", "normalSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, "#define SAMPLES " + numSamples + "\n#define SSAO");
  86173. this._ssaoPostProcess.onApply = function (effect) {
  86174. if (_this._firstUpdate) {
  86175. effect.setArray3("sampleSphere", _this._sampleSphere);
  86176. effect.setFloat("randTextureTiles", 32.0);
  86177. }
  86178. if (!_this._scene.activeCamera) {
  86179. return;
  86180. }
  86181. effect.setFloat("samplesFactor", 1 / _this.samples);
  86182. effect.setFloat("totalStrength", _this.totalStrength);
  86183. effect.setFloat2("texelSize", 1 / _this._ssaoPostProcess.width, 1 / _this._ssaoPostProcess.height);
  86184. effect.setFloat("radius", _this.radius);
  86185. effect.setFloat("maxZ", _this.maxZ);
  86186. effect.setFloat("minZAspect", _this.minZAspect);
  86187. effect.setFloat("base", _this.base);
  86188. effect.setFloat("near", _this._scene.activeCamera.minZ);
  86189. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  86190. effect.setFloat("xViewport", Math.tan(_this._scene.activeCamera.fov / 2) * _this._scene.getEngine().getAspectRatio(_this._scene.activeCamera, true));
  86191. effect.setFloat("yViewport", Math.tan(_this._scene.activeCamera.fov / 2));
  86192. effect.setMatrix("projection", _this._scene.getProjectionMatrix());
  86193. effect.setTexture("textureSampler", _this._depthTexture);
  86194. effect.setTexture("normalSampler", _this._normalTexture);
  86195. effect.setTexture("randomSampler", _this._randomTexture);
  86196. };
  86197. this._ssaoPostProcess.samples = this.textureSamples;
  86198. };
  86199. SSAO2RenderingPipeline.prototype._createSSAOCombinePostProcess = function (ratio) {
  86200. var _this = this;
  86201. this._ssaoCombinePostProcess = new BABYLON.PostProcess("ssaoCombine", "ssaoCombine", [], ["originalColor", "viewport"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  86202. this._ssaoCombinePostProcess.onApply = function (effect) {
  86203. var viewport = _this._scene.activeCamera.viewport;
  86204. effect.setVector4("viewport", BABYLON.Tmp.Vector4[0].copyFromFloats(viewport.x, viewport.y, viewport.width, viewport.height));
  86205. effect.setTextureFromPostProcess("originalColor", _this._originalColorPostProcess);
  86206. };
  86207. this._ssaoCombinePostProcess.samples = this.textureSamples;
  86208. };
  86209. SSAO2RenderingPipeline.prototype._createRandomTexture = function () {
  86210. var size = 128;
  86211. this._randomTexture = new BABYLON.DynamicTexture("SSAORandomTexture", size, this._scene, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  86212. this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  86213. this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  86214. var context = this._randomTexture.getContext();
  86215. var rand = function (min, max) {
  86216. return Math.random() * (max - min) + min;
  86217. };
  86218. var randVector = BABYLON.Vector3.Zero();
  86219. for (var x = 0; x < size; x++) {
  86220. for (var y = 0; y < size; y++) {
  86221. randVector.x = rand(0.0, 1.0);
  86222. randVector.y = rand(0.0, 1.0);
  86223. randVector.z = 0.0;
  86224. randVector.normalize();
  86225. randVector.scaleInPlace(255);
  86226. randVector.x = Math.floor(randVector.x);
  86227. randVector.y = Math.floor(randVector.y);
  86228. context.fillStyle = 'rgb(' + randVector.x + ', ' + randVector.y + ', ' + randVector.z + ')';
  86229. context.fillRect(x, y, 1, 1);
  86230. }
  86231. }
  86232. this._randomTexture.update(false);
  86233. };
  86234. /**
  86235. * Serialize the rendering pipeline (Used when exporting)
  86236. * @returns the serialized object
  86237. */
  86238. SSAO2RenderingPipeline.prototype.serialize = function () {
  86239. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  86240. serializationObject.customType = "SSAO2RenderingPipeline";
  86241. return serializationObject;
  86242. };
  86243. /**
  86244. * Parse the serialized pipeline
  86245. * @param source Source pipeline.
  86246. * @param scene The scene to load the pipeline to.
  86247. * @param rootUrl The URL of the serialized pipeline.
  86248. * @returns An instantiated pipeline from the serialized object.
  86249. */
  86250. SSAO2RenderingPipeline.Parse = function (source, scene, rootUrl) {
  86251. return BABYLON.SerializationHelper.Parse(function () { return new SSAO2RenderingPipeline(source._name, scene, source._ratio); }, source, scene, rootUrl);
  86252. };
  86253. __decorate([
  86254. BABYLON.serialize()
  86255. ], SSAO2RenderingPipeline.prototype, "totalStrength", void 0);
  86256. __decorate([
  86257. BABYLON.serialize()
  86258. ], SSAO2RenderingPipeline.prototype, "maxZ", void 0);
  86259. __decorate([
  86260. BABYLON.serialize()
  86261. ], SSAO2RenderingPipeline.prototype, "minZAspect", void 0);
  86262. __decorate([
  86263. BABYLON.serialize("samples")
  86264. ], SSAO2RenderingPipeline.prototype, "_samples", void 0);
  86265. __decorate([
  86266. BABYLON.serialize("textureSamples")
  86267. ], SSAO2RenderingPipeline.prototype, "_textureSamples", void 0);
  86268. __decorate([
  86269. BABYLON.serialize()
  86270. ], SSAO2RenderingPipeline.prototype, "_ratio", void 0);
  86271. __decorate([
  86272. BABYLON.serialize("expensiveBlur")
  86273. ], SSAO2RenderingPipeline.prototype, "_expensiveBlur", void 0);
  86274. __decorate([
  86275. BABYLON.serialize()
  86276. ], SSAO2RenderingPipeline.prototype, "radius", void 0);
  86277. __decorate([
  86278. BABYLON.serialize()
  86279. ], SSAO2RenderingPipeline.prototype, "base", void 0);
  86280. return SSAO2RenderingPipeline;
  86281. }(BABYLON.PostProcessRenderPipeline));
  86282. BABYLON.SSAO2RenderingPipeline = SSAO2RenderingPipeline;
  86283. })(BABYLON || (BABYLON = {}));
  86284. //# sourceMappingURL=babylon.ssao2RenderingPipeline.js.map
  86285. var BABYLON;
  86286. (function (BABYLON) {
  86287. /**
  86288. * BABYLON.JS Chromatic Aberration GLSL Shader
  86289. * Author: Olivier Guyot
  86290. * Separates very slightly R, G and B colors on the edges of the screen
  86291. * Inspired by Francois Tarlier & Martins Upitis
  86292. */
  86293. var LensRenderingPipeline = /** @class */ (function (_super) {
  86294. __extends(LensRenderingPipeline, _super);
  86295. /**
  86296. * @constructor
  86297. *
  86298. * Effect parameters are as follow:
  86299. * {
  86300. * chromatic_aberration: number; // from 0 to x (1 for realism)
  86301. * edge_blur: number; // from 0 to x (1 for realism)
  86302. * distortion: number; // from 0 to x (1 for realism)
  86303. * grain_amount: number; // from 0 to 1
  86304. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  86305. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  86306. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  86307. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  86308. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  86309. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  86310. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  86311. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  86312. * }
  86313. * Note: if an effect parameter is unset, effect is disabled
  86314. *
  86315. * @param name The rendering pipeline name
  86316. * @param parameters - An object containing all parameters (see above)
  86317. * @param scene The scene linked to this pipeline
  86318. * @param ratio The size of the postprocesses (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  86319. * @param cameras The array of cameras that the rendering pipeline will be attached to
  86320. */
  86321. function LensRenderingPipeline(name, parameters, scene, ratio, cameras) {
  86322. if (ratio === void 0) { ratio = 1.0; }
  86323. var _this = _super.call(this, scene.getEngine(), name) || this;
  86324. // Lens effects can be of the following:
  86325. // - chromatic aberration (slight shift of RGB colors)
  86326. // - blur on the edge of the lens
  86327. // - lens distortion
  86328. // - depth-of-field blur & highlights enhancing
  86329. // - depth-of-field 'bokeh' effect (shapes appearing in blurred areas)
  86330. // - grain effect (noise or custom texture)
  86331. // Two additional texture samplers are needed:
  86332. // - depth map (for depth-of-field)
  86333. // - grain texture
  86334. /**
  86335. * @ignore
  86336. * The chromatic aberration PostProcess id in the pipeline
  86337. */
  86338. _this.LensChromaticAberrationEffect = "LensChromaticAberrationEffect";
  86339. /**
  86340. * @ignore
  86341. * The highlights enhancing PostProcess id in the pipeline
  86342. */
  86343. _this.HighlightsEnhancingEffect = "HighlightsEnhancingEffect";
  86344. /**
  86345. * @ignore
  86346. * The depth-of-field PostProcess id in the pipeline
  86347. */
  86348. _this.LensDepthOfFieldEffect = "LensDepthOfFieldEffect";
  86349. _this._scene = scene;
  86350. // Fetch texture samplers
  86351. _this._depthTexture = scene.enableDepthRenderer().getDepthMap(); // Force depth renderer "on"
  86352. if (parameters.grain_texture) {
  86353. _this._grainTexture = parameters.grain_texture;
  86354. }
  86355. else {
  86356. _this._createGrainTexture();
  86357. }
  86358. // save parameters
  86359. _this._edgeBlur = parameters.edge_blur ? parameters.edge_blur : 0;
  86360. _this._grainAmount = parameters.grain_amount ? parameters.grain_amount : 0;
  86361. _this._chromaticAberration = parameters.chromatic_aberration ? parameters.chromatic_aberration : 0;
  86362. _this._distortion = parameters.distortion ? parameters.distortion : 0;
  86363. _this._highlightsGain = parameters.dof_gain !== undefined ? parameters.dof_gain : -1;
  86364. _this._highlightsThreshold = parameters.dof_threshold ? parameters.dof_threshold : 1;
  86365. _this._dofDistance = parameters.dof_focus_distance !== undefined ? parameters.dof_focus_distance : -1;
  86366. _this._dofAperture = parameters.dof_aperture ? parameters.dof_aperture : 1;
  86367. _this._dofDarken = parameters.dof_darken ? parameters.dof_darken : 0;
  86368. _this._dofPentagon = parameters.dof_pentagon !== undefined ? parameters.dof_pentagon : true;
  86369. _this._blurNoise = parameters.blur_noise !== undefined ? parameters.blur_noise : true;
  86370. // Create effects
  86371. _this._createChromaticAberrationPostProcess(ratio);
  86372. _this._createHighlightsPostProcess(ratio);
  86373. _this._createDepthOfFieldPostProcess(ratio / 4);
  86374. // Set up pipeline
  86375. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.LensChromaticAberrationEffect, function () { return _this._chromaticAberrationPostProcess; }, true));
  86376. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.HighlightsEnhancingEffect, function () { return _this._highlightsPostProcess; }, true));
  86377. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.LensDepthOfFieldEffect, function () { return _this._depthOfFieldPostProcess; }, true));
  86378. if (_this._highlightsGain === -1) {
  86379. _this._disableEffect(_this.HighlightsEnhancingEffect, null);
  86380. }
  86381. // Finish
  86382. scene.postProcessRenderPipelineManager.addPipeline(_this);
  86383. if (cameras) {
  86384. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  86385. }
  86386. return _this;
  86387. }
  86388. // public methods (self explanatory)
  86389. /**
  86390. * Sets the amount of blur at the edges
  86391. * @param amount blur amount
  86392. */
  86393. LensRenderingPipeline.prototype.setEdgeBlur = function (amount) { this._edgeBlur = amount; };
  86394. /**
  86395. * Sets edge blur to 0
  86396. */
  86397. LensRenderingPipeline.prototype.disableEdgeBlur = function () { this._edgeBlur = 0; };
  86398. /**
  86399. * Sets the amout of grain
  86400. * @param amount Amount of grain
  86401. */
  86402. LensRenderingPipeline.prototype.setGrainAmount = function (amount) { this._grainAmount = amount; };
  86403. /**
  86404. * Set grain amount to 0
  86405. */
  86406. LensRenderingPipeline.prototype.disableGrain = function () { this._grainAmount = 0; };
  86407. /**
  86408. * Sets the chromatic aberration amount
  86409. * @param amount amount of chromatic aberration
  86410. */
  86411. LensRenderingPipeline.prototype.setChromaticAberration = function (amount) { this._chromaticAberration = amount; };
  86412. /**
  86413. * Sets chromatic aberration amount to 0
  86414. */
  86415. LensRenderingPipeline.prototype.disableChromaticAberration = function () { this._chromaticAberration = 0; };
  86416. /**
  86417. * Sets the EdgeDistortion amount
  86418. * @param amount amount of EdgeDistortion
  86419. */
  86420. LensRenderingPipeline.prototype.setEdgeDistortion = function (amount) { this._distortion = amount; };
  86421. /**
  86422. * Sets edge distortion to 0
  86423. */
  86424. LensRenderingPipeline.prototype.disableEdgeDistortion = function () { this._distortion = 0; };
  86425. /**
  86426. * Sets the FocusDistance amount
  86427. * @param amount amount of FocusDistance
  86428. */
  86429. LensRenderingPipeline.prototype.setFocusDistance = function (amount) { this._dofDistance = amount; };
  86430. /**
  86431. * Disables depth of field
  86432. */
  86433. LensRenderingPipeline.prototype.disableDepthOfField = function () { this._dofDistance = -1; };
  86434. /**
  86435. * Sets the Aperture amount
  86436. * @param amount amount of Aperture
  86437. */
  86438. LensRenderingPipeline.prototype.setAperture = function (amount) { this._dofAperture = amount; };
  86439. /**
  86440. * Sets the DarkenOutOfFocus amount
  86441. * @param amount amount of DarkenOutOfFocus
  86442. */
  86443. LensRenderingPipeline.prototype.setDarkenOutOfFocus = function (amount) { this._dofDarken = amount; };
  86444. /**
  86445. * Creates a pentagon bokeh effect
  86446. */
  86447. LensRenderingPipeline.prototype.enablePentagonBokeh = function () {
  86448. this._highlightsPostProcess.updateEffect("#define PENTAGON\n");
  86449. };
  86450. /**
  86451. * Disables the pentagon bokeh effect
  86452. */
  86453. LensRenderingPipeline.prototype.disablePentagonBokeh = function () {
  86454. this._highlightsPostProcess.updateEffect();
  86455. };
  86456. /**
  86457. * Enables noise blur
  86458. */
  86459. LensRenderingPipeline.prototype.enableNoiseBlur = function () { this._blurNoise = true; };
  86460. /**
  86461. * Disables noise blur
  86462. */
  86463. LensRenderingPipeline.prototype.disableNoiseBlur = function () { this._blurNoise = false; };
  86464. /**
  86465. * Sets the HighlightsGain amount
  86466. * @param amount amount of HighlightsGain
  86467. */
  86468. LensRenderingPipeline.prototype.setHighlightsGain = function (amount) {
  86469. this._highlightsGain = amount;
  86470. };
  86471. /**
  86472. * Sets the HighlightsThreshold amount
  86473. * @param amount amount of HighlightsThreshold
  86474. */
  86475. LensRenderingPipeline.prototype.setHighlightsThreshold = function (amount) {
  86476. if (this._highlightsGain === -1) {
  86477. this._highlightsGain = 1.0;
  86478. }
  86479. this._highlightsThreshold = amount;
  86480. };
  86481. /**
  86482. * Disables highlights
  86483. */
  86484. LensRenderingPipeline.prototype.disableHighlights = function () {
  86485. this._highlightsGain = -1;
  86486. };
  86487. /**
  86488. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  86489. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  86490. */
  86491. LensRenderingPipeline.prototype.dispose = function (disableDepthRender) {
  86492. if (disableDepthRender === void 0) { disableDepthRender = false; }
  86493. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  86494. this._chromaticAberrationPostProcess = null;
  86495. this._highlightsPostProcess = null;
  86496. this._depthOfFieldPostProcess = null;
  86497. this._grainTexture.dispose();
  86498. if (disableDepthRender) {
  86499. this._scene.disableDepthRenderer();
  86500. }
  86501. };
  86502. // colors shifting and distortion
  86503. LensRenderingPipeline.prototype._createChromaticAberrationPostProcess = function (ratio) {
  86504. var _this = this;
  86505. this._chromaticAberrationPostProcess = new BABYLON.PostProcess("LensChromaticAberration", "chromaticAberration", ["chromatic_aberration", "screen_width", "screen_height", "direction", "radialIntensity", "centerPosition"], // uniforms
  86506. [], // samplers
  86507. ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  86508. this._chromaticAberrationPostProcess.onApply = function (effect) {
  86509. effect.setFloat('chromatic_aberration', _this._chromaticAberration);
  86510. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  86511. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  86512. effect.setFloat('radialIntensity', 1);
  86513. effect.setFloat2('direction', 17, 17);
  86514. effect.setFloat2('centerPosition', 0.5, 0.5);
  86515. };
  86516. };
  86517. // highlights enhancing
  86518. LensRenderingPipeline.prototype._createHighlightsPostProcess = function (ratio) {
  86519. var _this = this;
  86520. this._highlightsPostProcess = new BABYLON.PostProcess("LensHighlights", "lensHighlights", ["gain", "threshold", "screen_width", "screen_height"], // uniforms
  86521. [], // samplers
  86522. ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, this._dofPentagon ? "#define PENTAGON\n" : "");
  86523. this._highlightsPostProcess.onApply = function (effect) {
  86524. effect.setFloat('gain', _this._highlightsGain);
  86525. effect.setFloat('threshold', _this._highlightsThreshold);
  86526. effect.setTextureFromPostProcess("textureSampler", _this._chromaticAberrationPostProcess);
  86527. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  86528. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  86529. };
  86530. };
  86531. // colors shifting and distortion
  86532. LensRenderingPipeline.prototype._createDepthOfFieldPostProcess = function (ratio) {
  86533. var _this = this;
  86534. this._depthOfFieldPostProcess = new BABYLON.PostProcess("LensDepthOfField", "depthOfField", [
  86535. "grain_amount", "blur_noise", "screen_width", "screen_height", "distortion", "dof_enabled",
  86536. "screen_distance", "aperture", "darken", "edge_blur", "highlights", "near", "far"
  86537. ], ["depthSampler", "grainSampler", "highlightsSampler"], ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  86538. this._depthOfFieldPostProcess.onApply = function (effect) {
  86539. effect.setTexture("depthSampler", _this._depthTexture);
  86540. effect.setTexture("grainSampler", _this._grainTexture);
  86541. effect.setTextureFromPostProcess("textureSampler", _this._highlightsPostProcess);
  86542. effect.setTextureFromPostProcess("highlightsSampler", _this._depthOfFieldPostProcess);
  86543. effect.setFloat('grain_amount', _this._grainAmount);
  86544. effect.setBool('blur_noise', _this._blurNoise);
  86545. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  86546. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  86547. effect.setFloat('distortion', _this._distortion);
  86548. effect.setBool('dof_enabled', (_this._dofDistance !== -1));
  86549. effect.setFloat('screen_distance', 1.0 / (0.1 - 1.0 / _this._dofDistance));
  86550. effect.setFloat('aperture', _this._dofAperture);
  86551. effect.setFloat('darken', _this._dofDarken);
  86552. effect.setFloat('edge_blur', _this._edgeBlur);
  86553. effect.setBool('highlights', (_this._highlightsGain !== -1));
  86554. if (_this._scene.activeCamera) {
  86555. effect.setFloat('near', _this._scene.activeCamera.minZ);
  86556. effect.setFloat('far', _this._scene.activeCamera.maxZ);
  86557. }
  86558. };
  86559. };
  86560. // creates a black and white random noise texture, 512x512
  86561. LensRenderingPipeline.prototype._createGrainTexture = function () {
  86562. var size = 512;
  86563. this._grainTexture = new BABYLON.DynamicTexture("LensNoiseTexture", size, this._scene, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  86564. this._grainTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  86565. this._grainTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  86566. var context = this._grainTexture.getContext();
  86567. var rand = function (min, max) {
  86568. return Math.random() * (max - min) + min;
  86569. };
  86570. var value;
  86571. for (var x = 0; x < size; x++) {
  86572. for (var y = 0; y < size; y++) {
  86573. value = Math.floor(rand(0.42, 0.58) * 255);
  86574. context.fillStyle = 'rgb(' + value + ', ' + value + ', ' + value + ')';
  86575. context.fillRect(x, y, 1, 1);
  86576. }
  86577. }
  86578. this._grainTexture.update(false);
  86579. };
  86580. return LensRenderingPipeline;
  86581. }(BABYLON.PostProcessRenderPipeline));
  86582. BABYLON.LensRenderingPipeline = LensRenderingPipeline;
  86583. })(BABYLON || (BABYLON = {}));
  86584. //# sourceMappingURL=babylon.lensRenderingPipeline.js.map
  86585. var BABYLON;
  86586. (function (BABYLON) {
  86587. /**
  86588. * Standard rendering pipeline
  86589. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  86590. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  86591. */
  86592. var StandardRenderingPipeline = /** @class */ (function (_super) {
  86593. __extends(StandardRenderingPipeline, _super);
  86594. /**
  86595. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  86596. * @constructor
  86597. * @param name The rendering pipeline name
  86598. * @param scene The scene linked to this pipeline
  86599. * @param ratio The size of the postprocesses (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  86600. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  86601. * @param cameras The array of cameras that the rendering pipeline will be attached to
  86602. */
  86603. function StandardRenderingPipeline(name, scene, ratio, originalPostProcess, cameras) {
  86604. if (originalPostProcess === void 0) { originalPostProcess = null; }
  86605. var _this = _super.call(this, scene.getEngine(), name) || this;
  86606. /**
  86607. * Post-process used to down scale an image x4
  86608. */
  86609. _this.downSampleX4PostProcess = null;
  86610. /**
  86611. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  86612. */
  86613. _this.brightPassPostProcess = null;
  86614. /**
  86615. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  86616. */
  86617. _this.blurHPostProcesses = [];
  86618. /**
  86619. * Post-process array storing all the vertical blur post-processes used by the pipeline
  86620. */
  86621. _this.blurVPostProcesses = [];
  86622. /**
  86623. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  86624. */
  86625. _this.textureAdderPostProcess = null;
  86626. /**
  86627. * Post-process used to create volumetric lighting effect
  86628. */
  86629. _this.volumetricLightPostProcess = null;
  86630. /**
  86631. * Post-process used to smooth the previous volumetric light post-process on the X axis
  86632. */
  86633. _this.volumetricLightSmoothXPostProcess = null;
  86634. /**
  86635. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  86636. */
  86637. _this.volumetricLightSmoothYPostProcess = null;
  86638. /**
  86639. * Post-process used to merge the volumetric light effect and the real scene color
  86640. */
  86641. _this.volumetricLightMergePostProces = null;
  86642. /**
  86643. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  86644. */
  86645. _this.volumetricLightFinalPostProcess = null;
  86646. /**
  86647. * Base post-process used to calculate the average luminance of the final image for HDR
  86648. */
  86649. _this.luminancePostProcess = null;
  86650. /**
  86651. * Post-processes used to create down sample post-processes in order to get
  86652. * the average luminance of the final image for HDR
  86653. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  86654. */
  86655. _this.luminanceDownSamplePostProcesses = [];
  86656. /**
  86657. * Post-process used to create a HDR effect (light adaptation)
  86658. */
  86659. _this.hdrPostProcess = null;
  86660. /**
  86661. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  86662. */
  86663. _this.textureAdderFinalPostProcess = null;
  86664. /**
  86665. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  86666. */
  86667. _this.lensFlareFinalPostProcess = null;
  86668. /**
  86669. * Post-process used to merge the final HDR post-process and the real scene color
  86670. */
  86671. _this.hdrFinalPostProcess = null;
  86672. /**
  86673. * Post-process used to create a lens flare effect
  86674. */
  86675. _this.lensFlarePostProcess = null;
  86676. /**
  86677. * Post-process that merges the result of the lens flare post-process and the real scene color
  86678. */
  86679. _this.lensFlareComposePostProcess = null;
  86680. /**
  86681. * Post-process used to create a motion blur effect
  86682. */
  86683. _this.motionBlurPostProcess = null;
  86684. /**
  86685. * Post-process used to create a depth of field effect
  86686. */
  86687. _this.depthOfFieldPostProcess = null;
  86688. /**
  86689. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  86690. */
  86691. _this.fxaaPostProcess = null;
  86692. // Values
  86693. /**
  86694. * Represents the brightness threshold in order to configure the illuminated surfaces
  86695. */
  86696. _this.brightThreshold = 1.0;
  86697. /**
  86698. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  86699. */
  86700. _this.blurWidth = 512.0;
  86701. /**
  86702. * Sets if the blur for highlighted surfaces must be only horizontal
  86703. */
  86704. _this.horizontalBlur = false;
  86705. /**
  86706. * Sets the overall exposure used by the pipeline
  86707. */
  86708. _this.exposure = 1.0;
  86709. /**
  86710. * Texture used typically to simulate "dirty" on camera lens
  86711. */
  86712. _this.lensTexture = null;
  86713. /**
  86714. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  86715. */
  86716. _this.volumetricLightCoefficient = 0.2;
  86717. /**
  86718. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  86719. */
  86720. _this.volumetricLightPower = 4.0;
  86721. /**
  86722. * Used the set the blur intensity to smooth the volumetric lights
  86723. */
  86724. _this.volumetricLightBlurScale = 64.0;
  86725. /**
  86726. * Light (spot or directional) used to generate the volumetric lights rays
  86727. * The source light must have a shadow generate so the pipeline can get its
  86728. * depth map
  86729. */
  86730. _this.sourceLight = null;
  86731. /**
  86732. * For eye adaptation, represents the minimum luminance the eye can see
  86733. */
  86734. _this.hdrMinimumLuminance = 1.0;
  86735. /**
  86736. * For eye adaptation, represents the decrease luminance speed
  86737. */
  86738. _this.hdrDecreaseRate = 0.5;
  86739. /**
  86740. * For eye adaptation, represents the increase luminance speed
  86741. */
  86742. _this.hdrIncreaseRate = 0.5;
  86743. /**
  86744. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  86745. */
  86746. _this.lensColorTexture = null;
  86747. /**
  86748. * The overall strengh for the lens flare effect
  86749. */
  86750. _this.lensFlareStrength = 20.0;
  86751. /**
  86752. * Dispersion coefficient for lens flare ghosts
  86753. */
  86754. _this.lensFlareGhostDispersal = 1.4;
  86755. /**
  86756. * Main lens flare halo width
  86757. */
  86758. _this.lensFlareHaloWidth = 0.7;
  86759. /**
  86760. * Based on the lens distortion effect, defines how much the lens flare result
  86761. * is distorted
  86762. */
  86763. _this.lensFlareDistortionStrength = 16.0;
  86764. /**
  86765. * Lens star texture must be used to simulate rays on the flares and is available
  86766. * in the documentation
  86767. */
  86768. _this.lensStarTexture = null;
  86769. /**
  86770. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  86771. * flare effect by taking account of the dirt texture
  86772. */
  86773. _this.lensFlareDirtTexture = null;
  86774. /**
  86775. * Represents the focal length for the depth of field effect
  86776. */
  86777. _this.depthOfFieldDistance = 10.0;
  86778. /**
  86779. * Represents the blur intensity for the blurred part of the depth of field effect
  86780. */
  86781. _this.depthOfFieldBlurWidth = 64.0;
  86782. /**
  86783. * For motion blur, defines how much the image is blurred by the movement
  86784. */
  86785. _this.motionStrength = 1.0;
  86786. /**
  86787. * List of animations for the pipeline (IAnimatable implementation)
  86788. */
  86789. _this.animations = [];
  86790. _this._currentDepthOfFieldSource = null;
  86791. _this._hdrCurrentLuminance = 1.0;
  86792. // Getters and setters
  86793. _this._bloomEnabled = false;
  86794. _this._depthOfFieldEnabled = false;
  86795. _this._vlsEnabled = false;
  86796. _this._lensFlareEnabled = false;
  86797. _this._hdrEnabled = false;
  86798. _this._motionBlurEnabled = false;
  86799. _this._fxaaEnabled = false;
  86800. _this._motionBlurSamples = 64.0;
  86801. _this._volumetricLightStepsCount = 50.0;
  86802. _this._samples = 1;
  86803. _this._cameras = cameras || [];
  86804. // Initialize
  86805. _this._scene = scene;
  86806. _this._basePostProcess = originalPostProcess;
  86807. _this._ratio = ratio;
  86808. // Misc
  86809. _this._floatTextureType = scene.getEngine().getCaps().textureFloatRender ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  86810. // Finish
  86811. scene.postProcessRenderPipelineManager.addPipeline(_this);
  86812. _this._buildPipeline();
  86813. return _this;
  86814. }
  86815. Object.defineProperty(StandardRenderingPipeline.prototype, "BloomEnabled", {
  86816. /**
  86817. * @ignore
  86818. * Specifies if the bloom pipeline is enabled
  86819. */
  86820. get: function () {
  86821. return this._bloomEnabled;
  86822. },
  86823. set: function (enabled) {
  86824. if (this._bloomEnabled === enabled) {
  86825. return;
  86826. }
  86827. this._bloomEnabled = enabled;
  86828. this._buildPipeline();
  86829. },
  86830. enumerable: true,
  86831. configurable: true
  86832. });
  86833. Object.defineProperty(StandardRenderingPipeline.prototype, "DepthOfFieldEnabled", {
  86834. /**
  86835. * @ignore
  86836. * Specifies if the depth of field pipeline is enabed
  86837. */
  86838. get: function () {
  86839. return this._depthOfFieldEnabled;
  86840. },
  86841. set: function (enabled) {
  86842. if (this._depthOfFieldEnabled === enabled) {
  86843. return;
  86844. }
  86845. this._depthOfFieldEnabled = enabled;
  86846. this._buildPipeline();
  86847. },
  86848. enumerable: true,
  86849. configurable: true
  86850. });
  86851. Object.defineProperty(StandardRenderingPipeline.prototype, "LensFlareEnabled", {
  86852. /**
  86853. * @ignore
  86854. * Specifies if the lens flare pipeline is enabed
  86855. */
  86856. get: function () {
  86857. return this._lensFlareEnabled;
  86858. },
  86859. set: function (enabled) {
  86860. if (this._lensFlareEnabled === enabled) {
  86861. return;
  86862. }
  86863. this._lensFlareEnabled = enabled;
  86864. this._buildPipeline();
  86865. },
  86866. enumerable: true,
  86867. configurable: true
  86868. });
  86869. Object.defineProperty(StandardRenderingPipeline.prototype, "HDREnabled", {
  86870. /**
  86871. * @ignore
  86872. * Specifies if the HDR pipeline is enabled
  86873. */
  86874. get: function () {
  86875. return this._hdrEnabled;
  86876. },
  86877. set: function (enabled) {
  86878. if (this._hdrEnabled === enabled) {
  86879. return;
  86880. }
  86881. this._hdrEnabled = enabled;
  86882. this._buildPipeline();
  86883. },
  86884. enumerable: true,
  86885. configurable: true
  86886. });
  86887. Object.defineProperty(StandardRenderingPipeline.prototype, "VLSEnabled", {
  86888. /**
  86889. * @ignore
  86890. * Specifies if the volumetric lights scattering effect is enabled
  86891. */
  86892. get: function () {
  86893. return this._vlsEnabled;
  86894. },
  86895. set: function (enabled) {
  86896. if (this._vlsEnabled === enabled) {
  86897. return;
  86898. }
  86899. if (enabled) {
  86900. var geometry = this._scene.enableGeometryBufferRenderer();
  86901. if (!geometry) {
  86902. BABYLON.Tools.Warn("Geometry renderer is not supported, cannot create volumetric lights in Standard Rendering Pipeline");
  86903. return;
  86904. }
  86905. }
  86906. this._vlsEnabled = enabled;
  86907. this._buildPipeline();
  86908. },
  86909. enumerable: true,
  86910. configurable: true
  86911. });
  86912. Object.defineProperty(StandardRenderingPipeline.prototype, "MotionBlurEnabled", {
  86913. /**
  86914. * @ignore
  86915. * Specifies if the motion blur effect is enabled
  86916. */
  86917. get: function () {
  86918. return this._motionBlurEnabled;
  86919. },
  86920. set: function (enabled) {
  86921. if (this._motionBlurEnabled === enabled) {
  86922. return;
  86923. }
  86924. this._motionBlurEnabled = enabled;
  86925. this._buildPipeline();
  86926. },
  86927. enumerable: true,
  86928. configurable: true
  86929. });
  86930. Object.defineProperty(StandardRenderingPipeline.prototype, "fxaaEnabled", {
  86931. /**
  86932. * Specifies if anti-aliasing is enabled
  86933. */
  86934. get: function () {
  86935. return this._fxaaEnabled;
  86936. },
  86937. set: function (enabled) {
  86938. if (this._fxaaEnabled === enabled) {
  86939. return;
  86940. }
  86941. this._fxaaEnabled = enabled;
  86942. this._buildPipeline();
  86943. },
  86944. enumerable: true,
  86945. configurable: true
  86946. });
  86947. Object.defineProperty(StandardRenderingPipeline.prototype, "volumetricLightStepsCount", {
  86948. /**
  86949. * Specifies the number of steps used to calculate the volumetric lights
  86950. * Typically in interval [50, 200]
  86951. */
  86952. get: function () {
  86953. return this._volumetricLightStepsCount;
  86954. },
  86955. set: function (count) {
  86956. if (this.volumetricLightPostProcess) {
  86957. this.volumetricLightPostProcess.updateEffect("#define VLS\n#define NB_STEPS " + count.toFixed(1));
  86958. }
  86959. this._volumetricLightStepsCount = count;
  86960. },
  86961. enumerable: true,
  86962. configurable: true
  86963. });
  86964. Object.defineProperty(StandardRenderingPipeline.prototype, "motionBlurSamples", {
  86965. /**
  86966. * Specifies the number of samples used for the motion blur effect
  86967. * Typically in interval [16, 64]
  86968. */
  86969. get: function () {
  86970. return this._motionBlurSamples;
  86971. },
  86972. set: function (samples) {
  86973. if (this.motionBlurPostProcess) {
  86974. this.motionBlurPostProcess.updateEffect("#define MOTION_BLUR\n#define MAX_MOTION_SAMPLES " + samples.toFixed(1));
  86975. }
  86976. this._motionBlurSamples = samples;
  86977. },
  86978. enumerable: true,
  86979. configurable: true
  86980. });
  86981. Object.defineProperty(StandardRenderingPipeline.prototype, "samples", {
  86982. /**
  86983. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  86984. */
  86985. get: function () {
  86986. return this._samples;
  86987. },
  86988. set: function (sampleCount) {
  86989. if (this._samples === sampleCount) {
  86990. return;
  86991. }
  86992. this._samples = sampleCount;
  86993. this._buildPipeline();
  86994. },
  86995. enumerable: true,
  86996. configurable: true
  86997. });
  86998. StandardRenderingPipeline.prototype._buildPipeline = function () {
  86999. var _this = this;
  87000. var ratio = this._ratio;
  87001. var scene = this._scene;
  87002. this._disposePostProcesses();
  87003. this._reset();
  87004. // Create pass post-process
  87005. if (!this._basePostProcess) {
  87006. this.originalPostProcess = new BABYLON.PostProcess("HDRPass", "standard", [], [], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define PASS_POST_PROCESS", this._floatTextureType);
  87007. this.originalPostProcess.onApply = function (effect) {
  87008. _this._currentDepthOfFieldSource = _this.originalPostProcess;
  87009. };
  87010. }
  87011. else {
  87012. this.originalPostProcess = this._basePostProcess;
  87013. }
  87014. if (this._bloomEnabled || this._vlsEnabled || this._lensFlareEnabled || this._depthOfFieldEnabled || this._motionBlurEnabled) {
  87015. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPassPostProcess", function () { return _this.originalPostProcess; }, true));
  87016. }
  87017. this._currentDepthOfFieldSource = this.originalPostProcess;
  87018. if (this._bloomEnabled) {
  87019. // Create down sample X4 post-process
  87020. this._createDownSampleX4PostProcess(scene, ratio / 2);
  87021. // Create bright pass post-process
  87022. this._createBrightPassPostProcess(scene, ratio / 2);
  87023. // Create gaussian blur post-processes (down sampling blurs)
  87024. this._createBlurPostProcesses(scene, ratio / 4, 1);
  87025. // Create texture adder post-process
  87026. this._createTextureAdderPostProcess(scene, ratio);
  87027. // Create depth-of-field source post-process
  87028. this.textureAdderFinalPostProcess = new BABYLON.PostProcess("HDRDepthOfFieldSource", "standard", [], [], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define PASS_POST_PROCESS", BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  87029. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBaseDepthOfFieldSource", function () { return _this.textureAdderFinalPostProcess; }, true));
  87030. }
  87031. if (this._vlsEnabled) {
  87032. // Create volumetric light
  87033. this._createVolumetricLightPostProcess(scene, ratio);
  87034. // Create volumetric light final post-process
  87035. this.volumetricLightFinalPostProcess = new BABYLON.PostProcess("HDRVLSFinal", "standard", [], [], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define PASS_POST_PROCESS", BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  87036. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLSFinal", function () { return _this.volumetricLightFinalPostProcess; }, true));
  87037. }
  87038. if (this._lensFlareEnabled) {
  87039. // Create lens flare post-process
  87040. this._createLensFlarePostProcess(scene, ratio);
  87041. // Create depth-of-field source post-process post lens-flare and disable it now
  87042. this.lensFlareFinalPostProcess = new BABYLON.PostProcess("HDRPostLensFlareDepthOfFieldSource", "standard", [], [], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define PASS_POST_PROCESS", BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  87043. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPostLensFlareDepthOfFieldSource", function () { return _this.lensFlareFinalPostProcess; }, true));
  87044. }
  87045. if (this._hdrEnabled) {
  87046. // Create luminance
  87047. this._createLuminancePostProcesses(scene, this._floatTextureType);
  87048. // Create HDR
  87049. this._createHdrPostProcess(scene, ratio);
  87050. // Create depth-of-field source post-process post hdr and disable it now
  87051. this.hdrFinalPostProcess = new BABYLON.PostProcess("HDRPostHDReDepthOfFieldSource", "standard", [], [], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define PASS_POST_PROCESS", BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  87052. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPostHDReDepthOfFieldSource", function () { return _this.hdrFinalPostProcess; }, true));
  87053. }
  87054. if (this._depthOfFieldEnabled) {
  87055. // Create gaussian blur used by depth-of-field
  87056. this._createBlurPostProcesses(scene, ratio / 2, 3, "depthOfFieldBlurWidth");
  87057. // Create depth-of-field post-process
  87058. this._createDepthOfFieldPostProcess(scene, ratio);
  87059. }
  87060. if (this._motionBlurEnabled) {
  87061. // Create motion blur post-process
  87062. this._createMotionBlurPostProcess(scene, ratio);
  87063. }
  87064. if (this._fxaaEnabled) {
  87065. // Create fxaa post-process
  87066. this.fxaaPostProcess = new BABYLON.FxaaPostProcess("fxaa", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  87067. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRFxaa", function () { return _this.fxaaPostProcess; }, true));
  87068. }
  87069. if (this._cameras !== null) {
  87070. this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);
  87071. }
  87072. if (!this._enableMSAAOnFirstPostProcess(this._samples) && this._samples > 1) {
  87073. BABYLON.Tools.Warn("MSAA failed to enable, MSAA is only supported in browsers that support webGL >= 2.0");
  87074. }
  87075. };
  87076. // Down Sample X4 Post-Processs
  87077. StandardRenderingPipeline.prototype._createDownSampleX4PostProcess = function (scene, ratio) {
  87078. var _this = this;
  87079. var downSampleX4Offsets = new Array(32);
  87080. this.downSampleX4PostProcess = new BABYLON.PostProcess("HDRDownSampleX4", "standard", ["dsOffsets"], [], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define DOWN_SAMPLE_X4", BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  87081. this.downSampleX4PostProcess.onApply = function (effect) {
  87082. var id = 0;
  87083. var width = _this.downSampleX4PostProcess.width;
  87084. var height = _this.downSampleX4PostProcess.height;
  87085. for (var i = -2; i < 2; i++) {
  87086. for (var j = -2; j < 2; j++) {
  87087. downSampleX4Offsets[id] = (i + 0.5) * (1.0 / width);
  87088. downSampleX4Offsets[id + 1] = (j + 0.5) * (1.0 / height);
  87089. id += 2;
  87090. }
  87091. }
  87092. effect.setArray2("dsOffsets", downSampleX4Offsets);
  87093. };
  87094. // Add to pipeline
  87095. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRDownSampleX4", function () { return _this.downSampleX4PostProcess; }, true));
  87096. };
  87097. // Brightpass Post-Process
  87098. StandardRenderingPipeline.prototype._createBrightPassPostProcess = function (scene, ratio) {
  87099. var _this = this;
  87100. var brightOffsets = new Array(8);
  87101. this.brightPassPostProcess = new BABYLON.PostProcess("HDRBrightPass", "standard", ["dsOffsets", "brightThreshold"], [], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define BRIGHT_PASS", BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  87102. this.brightPassPostProcess.onApply = function (effect) {
  87103. var sU = (1.0 / _this.brightPassPostProcess.width);
  87104. var sV = (1.0 / _this.brightPassPostProcess.height);
  87105. brightOffsets[0] = -0.5 * sU;
  87106. brightOffsets[1] = 0.5 * sV;
  87107. brightOffsets[2] = 0.5 * sU;
  87108. brightOffsets[3] = 0.5 * sV;
  87109. brightOffsets[4] = -0.5 * sU;
  87110. brightOffsets[5] = -0.5 * sV;
  87111. brightOffsets[6] = 0.5 * sU;
  87112. brightOffsets[7] = -0.5 * sV;
  87113. effect.setArray2("dsOffsets", brightOffsets);
  87114. effect.setFloat("brightThreshold", _this.brightThreshold);
  87115. };
  87116. // Add to pipeline
  87117. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBrightPass", function () { return _this.brightPassPostProcess; }, true));
  87118. };
  87119. // Create blur H&V post-processes
  87120. StandardRenderingPipeline.prototype._createBlurPostProcesses = function (scene, ratio, indice, blurWidthKey) {
  87121. var _this = this;
  87122. if (blurWidthKey === void 0) { blurWidthKey = "blurWidth"; }
  87123. var engine = scene.getEngine();
  87124. var blurX = new BABYLON.BlurPostProcess("HDRBlurH" + "_" + indice, new BABYLON.Vector2(1, 0), this[blurWidthKey], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  87125. var blurY = new BABYLON.BlurPostProcess("HDRBlurV" + "_" + indice, new BABYLON.Vector2(0, 1), this[blurWidthKey], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  87126. blurX.onActivateObservable.add(function () {
  87127. var dw = blurX.width / engine.getRenderWidth();
  87128. blurX.kernel = _this[blurWidthKey] * dw;
  87129. });
  87130. blurY.onActivateObservable.add(function () {
  87131. var dw = blurY.height / engine.getRenderHeight();
  87132. blurY.kernel = _this.horizontalBlur ? 64 * dw : _this[blurWidthKey] * dw;
  87133. });
  87134. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBlurH" + indice, function () { return blurX; }, true));
  87135. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBlurV" + indice, function () { return blurY; }, true));
  87136. this.blurHPostProcesses.push(blurX);
  87137. this.blurVPostProcesses.push(blurY);
  87138. };
  87139. // Create texture adder post-process
  87140. StandardRenderingPipeline.prototype._createTextureAdderPostProcess = function (scene, ratio) {
  87141. var _this = this;
  87142. this.textureAdderPostProcess = new BABYLON.PostProcess("HDRTextureAdder", "standard", ["exposure"], ["otherSampler", "lensSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define TEXTURE_ADDER", BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  87143. this.textureAdderPostProcess.onApply = function (effect) {
  87144. effect.setTextureFromPostProcess("otherSampler", _this._vlsEnabled ? _this._currentDepthOfFieldSource : _this.originalPostProcess);
  87145. effect.setTexture("lensSampler", _this.lensTexture);
  87146. effect.setFloat("exposure", _this.exposure);
  87147. _this._currentDepthOfFieldSource = _this.textureAdderFinalPostProcess;
  87148. };
  87149. // Add to pipeline
  87150. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRTextureAdder", function () { return _this.textureAdderPostProcess; }, true));
  87151. };
  87152. StandardRenderingPipeline.prototype._createVolumetricLightPostProcess = function (scene, ratio) {
  87153. var _this = this;
  87154. var geometryRenderer = scene.enableGeometryBufferRenderer();
  87155. geometryRenderer.enablePosition = true;
  87156. var geometry = geometryRenderer.getGBuffer();
  87157. // Base post-process
  87158. this.volumetricLightPostProcess = new BABYLON.PostProcess("HDRVLS", "standard", ["shadowViewProjection", "cameraPosition", "sunDirection", "sunColor", "scatteringCoefficient", "scatteringPower", "depthValues"], ["shadowMapSampler", "positionSampler"], ratio / 8, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define VLS\n#define NB_STEPS " + this._volumetricLightStepsCount.toFixed(1));
  87159. var depthValues = BABYLON.Vector2.Zero();
  87160. this.volumetricLightPostProcess.onApply = function (effect) {
  87161. if (_this.sourceLight && _this.sourceLight.getShadowGenerator() && _this._scene.activeCamera) {
  87162. var generator = _this.sourceLight.getShadowGenerator();
  87163. effect.setTexture("shadowMapSampler", generator.getShadowMap());
  87164. effect.setTexture("positionSampler", geometry.textures[2]);
  87165. effect.setColor3("sunColor", _this.sourceLight.diffuse);
  87166. effect.setVector3("sunDirection", _this.sourceLight.getShadowDirection());
  87167. effect.setVector3("cameraPosition", _this._scene.activeCamera.globalPosition);
  87168. effect.setMatrix("shadowViewProjection", generator.getTransformMatrix());
  87169. effect.setFloat("scatteringCoefficient", _this.volumetricLightCoefficient);
  87170. effect.setFloat("scatteringPower", _this.volumetricLightPower);
  87171. depthValues.x = _this.sourceLight.getDepthMinZ(_this._scene.activeCamera);
  87172. depthValues.y = _this.sourceLight.getDepthMaxZ(_this._scene.activeCamera);
  87173. effect.setVector2("depthValues", depthValues);
  87174. }
  87175. };
  87176. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLS", function () { return _this.volumetricLightPostProcess; }, true));
  87177. // Smooth
  87178. this._createBlurPostProcesses(scene, ratio / 4, 0, "volumetricLightBlurScale");
  87179. // Merge
  87180. this.volumetricLightMergePostProces = new BABYLON.PostProcess("HDRVLSMerge", "standard", [], ["originalSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define VLSMERGE");
  87181. this.volumetricLightMergePostProces.onApply = function (effect) {
  87182. effect.setTextureFromPostProcess("originalSampler", _this._bloomEnabled ? _this.textureAdderFinalPostProcess : _this.originalPostProcess);
  87183. _this._currentDepthOfFieldSource = _this.volumetricLightFinalPostProcess;
  87184. };
  87185. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLSMerge", function () { return _this.volumetricLightMergePostProces; }, true));
  87186. };
  87187. // Create luminance
  87188. StandardRenderingPipeline.prototype._createLuminancePostProcesses = function (scene, textureType) {
  87189. var _this = this;
  87190. // Create luminance
  87191. var size = Math.pow(3, StandardRenderingPipeline.LuminanceSteps);
  87192. this.luminancePostProcess = new BABYLON.PostProcess("HDRLuminance", "standard", ["lumOffsets"], [], { width: size, height: size }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define LUMINANCE", textureType);
  87193. var offsets = [];
  87194. this.luminancePostProcess.onApply = function (effect) {
  87195. var sU = (1.0 / _this.luminancePostProcess.width);
  87196. var sV = (1.0 / _this.luminancePostProcess.height);
  87197. offsets[0] = -0.5 * sU;
  87198. offsets[1] = 0.5 * sV;
  87199. offsets[2] = 0.5 * sU;
  87200. offsets[3] = 0.5 * sV;
  87201. offsets[4] = -0.5 * sU;
  87202. offsets[5] = -0.5 * sV;
  87203. offsets[6] = 0.5 * sU;
  87204. offsets[7] = -0.5 * sV;
  87205. effect.setArray2("lumOffsets", offsets);
  87206. };
  87207. // Add to pipeline
  87208. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLuminance", function () { return _this.luminancePostProcess; }, true));
  87209. // Create down sample luminance
  87210. for (var i = StandardRenderingPipeline.LuminanceSteps - 1; i >= 0; i--) {
  87211. var size = Math.pow(3, i);
  87212. var defines = "#define LUMINANCE_DOWN_SAMPLE\n";
  87213. if (i === 0) {
  87214. defines += "#define FINAL_DOWN_SAMPLER";
  87215. }
  87216. var postProcess = new BABYLON.PostProcess("HDRLuminanceDownSample" + i, "standard", ["dsOffsets", "halfDestPixelSize"], [], { width: size, height: size }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, defines, textureType);
  87217. this.luminanceDownSamplePostProcesses.push(postProcess);
  87218. }
  87219. // Create callbacks and add effects
  87220. var lastLuminance = this.luminancePostProcess;
  87221. this.luminanceDownSamplePostProcesses.forEach(function (pp, index) {
  87222. var downSampleOffsets = new Array(18);
  87223. pp.onApply = function (effect) {
  87224. if (!lastLuminance) {
  87225. return;
  87226. }
  87227. var id = 0;
  87228. for (var x = -1; x < 2; x++) {
  87229. for (var y = -1; y < 2; y++) {
  87230. downSampleOffsets[id] = x / lastLuminance.width;
  87231. downSampleOffsets[id + 1] = y / lastLuminance.height;
  87232. id += 2;
  87233. }
  87234. }
  87235. effect.setArray2("dsOffsets", downSampleOffsets);
  87236. effect.setFloat("halfDestPixelSize", 0.5 / lastLuminance.width);
  87237. if (index === _this.luminanceDownSamplePostProcesses.length - 1) {
  87238. lastLuminance = _this.luminancePostProcess;
  87239. }
  87240. else {
  87241. lastLuminance = pp;
  87242. }
  87243. };
  87244. if (index === _this.luminanceDownSamplePostProcesses.length - 1) {
  87245. pp.onAfterRender = function (effect) {
  87246. var pixel = scene.getEngine().readPixels(0, 0, 1, 1);
  87247. var bit_shift = new BABYLON.Vector4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0);
  87248. _this._hdrCurrentLuminance = (pixel[0] * bit_shift.x + pixel[1] * bit_shift.y + pixel[2] * bit_shift.z + pixel[3] * bit_shift.w) / 100.0;
  87249. };
  87250. }
  87251. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLuminanceDownSample" + index, function () { return pp; }, true));
  87252. });
  87253. };
  87254. // Create HDR post-process
  87255. StandardRenderingPipeline.prototype._createHdrPostProcess = function (scene, ratio) {
  87256. var _this = this;
  87257. this.hdrPostProcess = new BABYLON.PostProcess("HDR", "standard", ["averageLuminance"], ["textureAdderSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define HDR", BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  87258. var outputLiminance = 1;
  87259. var time = 0;
  87260. var lastTime = 0;
  87261. this.hdrPostProcess.onApply = function (effect) {
  87262. effect.setTextureFromPostProcess("textureAdderSampler", _this._currentDepthOfFieldSource);
  87263. time += scene.getEngine().getDeltaTime();
  87264. if (outputLiminance < 0) {
  87265. outputLiminance = _this._hdrCurrentLuminance;
  87266. }
  87267. else {
  87268. var dt = (lastTime - time) / 1000.0;
  87269. if (_this._hdrCurrentLuminance < outputLiminance + _this.hdrDecreaseRate * dt) {
  87270. outputLiminance += _this.hdrDecreaseRate * dt;
  87271. }
  87272. else if (_this._hdrCurrentLuminance > outputLiminance - _this.hdrIncreaseRate * dt) {
  87273. outputLiminance -= _this.hdrIncreaseRate * dt;
  87274. }
  87275. else {
  87276. outputLiminance = _this._hdrCurrentLuminance;
  87277. }
  87278. }
  87279. outputLiminance = BABYLON.Scalar.Clamp(outputLiminance, _this.hdrMinimumLuminance, 1e20);
  87280. effect.setFloat("averageLuminance", outputLiminance);
  87281. lastTime = time;
  87282. _this._currentDepthOfFieldSource = _this.hdrFinalPostProcess;
  87283. };
  87284. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDR", function () { return _this.hdrPostProcess; }, true));
  87285. };
  87286. // Create lens flare post-process
  87287. StandardRenderingPipeline.prototype._createLensFlarePostProcess = function (scene, ratio) {
  87288. var _this = this;
  87289. this.lensFlarePostProcess = new BABYLON.PostProcess("HDRLensFlare", "standard", ["strength", "ghostDispersal", "haloWidth", "resolution", "distortionStrength"], ["lensColorSampler"], ratio / 2, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define LENS_FLARE", BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  87290. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLensFlare", function () { return _this.lensFlarePostProcess; }, true));
  87291. this._createBlurPostProcesses(scene, ratio / 4, 2);
  87292. this.lensFlareComposePostProcess = new BABYLON.PostProcess("HDRLensFlareCompose", "standard", ["lensStarMatrix"], ["otherSampler", "lensDirtSampler", "lensStarSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define LENS_FLARE_COMPOSE", BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  87293. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLensFlareCompose", function () { return _this.lensFlareComposePostProcess; }, true));
  87294. var resolution = new BABYLON.Vector2(0, 0);
  87295. // Lens flare
  87296. this.lensFlarePostProcess.onApply = function (effect) {
  87297. effect.setTextureFromPostProcess("textureSampler", _this._bloomEnabled ? _this.blurHPostProcesses[0] : _this.originalPostProcess);
  87298. effect.setTexture("lensColorSampler", _this.lensColorTexture);
  87299. effect.setFloat("strength", _this.lensFlareStrength);
  87300. effect.setFloat("ghostDispersal", _this.lensFlareGhostDispersal);
  87301. effect.setFloat("haloWidth", _this.lensFlareHaloWidth);
  87302. // Shift
  87303. resolution.x = _this.lensFlarePostProcess.width;
  87304. resolution.y = _this.lensFlarePostProcess.height;
  87305. effect.setVector2("resolution", resolution);
  87306. effect.setFloat("distortionStrength", _this.lensFlareDistortionStrength);
  87307. };
  87308. // Compose
  87309. var scaleBias1 = BABYLON.Matrix.FromValues(2.0, 0.0, -1.0, 0.0, 0.0, 2.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0);
  87310. var scaleBias2 = BABYLON.Matrix.FromValues(0.5, 0.0, 0.5, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0);
  87311. this.lensFlareComposePostProcess.onApply = function (effect) {
  87312. if (!_this._scene.activeCamera) {
  87313. return;
  87314. }
  87315. effect.setTextureFromPostProcess("otherSampler", _this._currentDepthOfFieldSource);
  87316. effect.setTexture("lensDirtSampler", _this.lensFlareDirtTexture);
  87317. effect.setTexture("lensStarSampler", _this.lensStarTexture);
  87318. // Lens start rotation matrix
  87319. var camerax = _this._scene.activeCamera.getViewMatrix().getRow(0);
  87320. var cameraz = _this._scene.activeCamera.getViewMatrix().getRow(2);
  87321. var camRot = BABYLON.Vector3.Dot(camerax.toVector3(), new BABYLON.Vector3(1.0, 0.0, 0.0)) + BABYLON.Vector3.Dot(cameraz.toVector3(), new BABYLON.Vector3(0.0, 0.0, 1.0));
  87322. camRot *= 4.0;
  87323. var starRotation = BABYLON.Matrix.FromValues(Math.cos(camRot) * 0.5, -Math.sin(camRot), 0.0, 0.0, Math.sin(camRot), Math.cos(camRot) * 0.5, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0);
  87324. var lensStarMatrix = scaleBias2.multiply(starRotation).multiply(scaleBias1);
  87325. effect.setMatrix("lensStarMatrix", lensStarMatrix);
  87326. _this._currentDepthOfFieldSource = _this.lensFlareFinalPostProcess;
  87327. };
  87328. };
  87329. // Create depth-of-field post-process
  87330. StandardRenderingPipeline.prototype._createDepthOfFieldPostProcess = function (scene, ratio) {
  87331. var _this = this;
  87332. this.depthOfFieldPostProcess = new BABYLON.PostProcess("HDRDepthOfField", "standard", ["distance"], ["otherSampler", "depthSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define DEPTH_OF_FIELD", BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  87333. this.depthOfFieldPostProcess.onApply = function (effect) {
  87334. effect.setTextureFromPostProcess("otherSampler", _this._currentDepthOfFieldSource);
  87335. effect.setTexture("depthSampler", _this._getDepthTexture());
  87336. effect.setFloat("distance", _this.depthOfFieldDistance);
  87337. };
  87338. // Add to pipeline
  87339. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRDepthOfField", function () { return _this.depthOfFieldPostProcess; }, true));
  87340. };
  87341. // Create motion blur post-process
  87342. StandardRenderingPipeline.prototype._createMotionBlurPostProcess = function (scene, ratio) {
  87343. var _this = this;
  87344. this.motionBlurPostProcess = new BABYLON.PostProcess("HDRMotionBlur", "standard", ["inverseViewProjection", "prevViewProjection", "screenSize", "motionScale", "motionStrength"], ["depthSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define MOTION_BLUR\n#define MAX_MOTION_SAMPLES " + this.motionBlurSamples.toFixed(1), BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  87345. var motionScale = 0;
  87346. var prevViewProjection = BABYLON.Matrix.Identity();
  87347. var invViewProjection = BABYLON.Matrix.Identity();
  87348. var viewProjection = BABYLON.Matrix.Identity();
  87349. var screenSize = BABYLON.Vector2.Zero();
  87350. this.motionBlurPostProcess.onApply = function (effect) {
  87351. viewProjection = scene.getProjectionMatrix().multiply(scene.getViewMatrix());
  87352. viewProjection.invertToRef(invViewProjection);
  87353. effect.setMatrix("inverseViewProjection", invViewProjection);
  87354. effect.setMatrix("prevViewProjection", prevViewProjection);
  87355. prevViewProjection = viewProjection;
  87356. screenSize.x = _this.motionBlurPostProcess.width;
  87357. screenSize.y = _this.motionBlurPostProcess.height;
  87358. effect.setVector2("screenSize", screenSize);
  87359. motionScale = scene.getEngine().getFps() / 60.0;
  87360. effect.setFloat("motionScale", motionScale);
  87361. effect.setFloat("motionStrength", _this.motionStrength);
  87362. effect.setTexture("depthSampler", _this._getDepthTexture());
  87363. };
  87364. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRMotionBlur", function () { return _this.motionBlurPostProcess; }, true));
  87365. };
  87366. StandardRenderingPipeline.prototype._getDepthTexture = function () {
  87367. if (this._scene.getEngine().getCaps().drawBuffersExtension) {
  87368. var renderer = this._scene.enableGeometryBufferRenderer();
  87369. return renderer.getGBuffer().textures[0];
  87370. }
  87371. return this._scene.enableDepthRenderer().getDepthMap();
  87372. };
  87373. StandardRenderingPipeline.prototype._disposePostProcesses = function () {
  87374. for (var i = 0; i < this._cameras.length; i++) {
  87375. var camera = this._cameras[i];
  87376. if (this.originalPostProcess) {
  87377. this.originalPostProcess.dispose(camera);
  87378. }
  87379. if (this.downSampleX4PostProcess) {
  87380. this.downSampleX4PostProcess.dispose(camera);
  87381. }
  87382. if (this.brightPassPostProcess) {
  87383. this.brightPassPostProcess.dispose(camera);
  87384. }
  87385. if (this.textureAdderPostProcess) {
  87386. this.textureAdderPostProcess.dispose(camera);
  87387. }
  87388. if (this.textureAdderFinalPostProcess) {
  87389. this.textureAdderFinalPostProcess.dispose(camera);
  87390. }
  87391. if (this.volumetricLightPostProcess) {
  87392. this.volumetricLightPostProcess.dispose(camera);
  87393. }
  87394. if (this.volumetricLightSmoothXPostProcess) {
  87395. this.volumetricLightSmoothXPostProcess.dispose(camera);
  87396. }
  87397. if (this.volumetricLightSmoothYPostProcess) {
  87398. this.volumetricLightSmoothYPostProcess.dispose(camera);
  87399. }
  87400. if (this.volumetricLightMergePostProces) {
  87401. this.volumetricLightMergePostProces.dispose(camera);
  87402. }
  87403. if (this.volumetricLightFinalPostProcess) {
  87404. this.volumetricLightFinalPostProcess.dispose(camera);
  87405. }
  87406. if (this.lensFlarePostProcess) {
  87407. this.lensFlarePostProcess.dispose(camera);
  87408. }
  87409. if (this.lensFlareComposePostProcess) {
  87410. this.lensFlareComposePostProcess.dispose(camera);
  87411. }
  87412. for (var j = 0; j < this.luminanceDownSamplePostProcesses.length; j++) {
  87413. this.luminanceDownSamplePostProcesses[j].dispose(camera);
  87414. }
  87415. if (this.luminancePostProcess) {
  87416. this.luminancePostProcess.dispose(camera);
  87417. }
  87418. if (this.hdrPostProcess) {
  87419. this.hdrPostProcess.dispose(camera);
  87420. }
  87421. if (this.hdrFinalPostProcess) {
  87422. this.hdrFinalPostProcess.dispose(camera);
  87423. }
  87424. if (this.depthOfFieldPostProcess) {
  87425. this.depthOfFieldPostProcess.dispose(camera);
  87426. }
  87427. if (this.motionBlurPostProcess) {
  87428. this.motionBlurPostProcess.dispose(camera);
  87429. }
  87430. if (this.fxaaPostProcess) {
  87431. this.fxaaPostProcess.dispose(camera);
  87432. }
  87433. for (var j = 0; j < this.blurHPostProcesses.length; j++) {
  87434. this.blurHPostProcesses[j].dispose(camera);
  87435. }
  87436. for (var j = 0; j < this.blurVPostProcesses.length; j++) {
  87437. this.blurVPostProcesses[j].dispose(camera);
  87438. }
  87439. }
  87440. this.originalPostProcess = null;
  87441. this.downSampleX4PostProcess = null;
  87442. this.brightPassPostProcess = null;
  87443. this.textureAdderPostProcess = null;
  87444. this.textureAdderFinalPostProcess = null;
  87445. this.volumetricLightPostProcess = null;
  87446. this.volumetricLightSmoothXPostProcess = null;
  87447. this.volumetricLightSmoothYPostProcess = null;
  87448. this.volumetricLightMergePostProces = null;
  87449. this.volumetricLightFinalPostProcess = null;
  87450. this.lensFlarePostProcess = null;
  87451. this.lensFlareComposePostProcess = null;
  87452. this.luminancePostProcess = null;
  87453. this.hdrPostProcess = null;
  87454. this.hdrFinalPostProcess = null;
  87455. this.depthOfFieldPostProcess = null;
  87456. this.motionBlurPostProcess = null;
  87457. this.fxaaPostProcess = null;
  87458. this.luminanceDownSamplePostProcesses = [];
  87459. this.blurHPostProcesses = [];
  87460. this.blurVPostProcesses = [];
  87461. };
  87462. /**
  87463. * Dispose of the pipeline and stop all post processes
  87464. */
  87465. StandardRenderingPipeline.prototype.dispose = function () {
  87466. this._disposePostProcesses();
  87467. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  87468. _super.prototype.dispose.call(this);
  87469. };
  87470. /**
  87471. * Serialize the rendering pipeline (Used when exporting)
  87472. * @returns the serialized object
  87473. */
  87474. StandardRenderingPipeline.prototype.serialize = function () {
  87475. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  87476. if (this.sourceLight) {
  87477. serializationObject.sourceLightId = this.sourceLight.id;
  87478. }
  87479. serializationObject.customType = "StandardRenderingPipeline";
  87480. return serializationObject;
  87481. };
  87482. /**
  87483. * Parse the serialized pipeline
  87484. * @param source Source pipeline.
  87485. * @param scene The scene to load the pipeline to.
  87486. * @param rootUrl The URL of the serialized pipeline.
  87487. * @returns An instantiated pipeline from the serialized object.
  87488. */
  87489. StandardRenderingPipeline.Parse = function (source, scene, rootUrl) {
  87490. var p = BABYLON.SerializationHelper.Parse(function () { return new StandardRenderingPipeline(source._name, scene, source._ratio); }, source, scene, rootUrl);
  87491. if (source.sourceLightId) {
  87492. p.sourceLight = scene.getLightByID(source.sourceLightId);
  87493. }
  87494. return p;
  87495. };
  87496. /**
  87497. * Luminance steps
  87498. */
  87499. StandardRenderingPipeline.LuminanceSteps = 6;
  87500. __decorate([
  87501. BABYLON.serialize()
  87502. ], StandardRenderingPipeline.prototype, "brightThreshold", void 0);
  87503. __decorate([
  87504. BABYLON.serialize()
  87505. ], StandardRenderingPipeline.prototype, "blurWidth", void 0);
  87506. __decorate([
  87507. BABYLON.serialize()
  87508. ], StandardRenderingPipeline.prototype, "horizontalBlur", void 0);
  87509. __decorate([
  87510. BABYLON.serialize()
  87511. ], StandardRenderingPipeline.prototype, "exposure", void 0);
  87512. __decorate([
  87513. BABYLON.serializeAsTexture("lensTexture")
  87514. ], StandardRenderingPipeline.prototype, "lensTexture", void 0);
  87515. __decorate([
  87516. BABYLON.serialize()
  87517. ], StandardRenderingPipeline.prototype, "volumetricLightCoefficient", void 0);
  87518. __decorate([
  87519. BABYLON.serialize()
  87520. ], StandardRenderingPipeline.prototype, "volumetricLightPower", void 0);
  87521. __decorate([
  87522. BABYLON.serialize()
  87523. ], StandardRenderingPipeline.prototype, "volumetricLightBlurScale", void 0);
  87524. __decorate([
  87525. BABYLON.serialize()
  87526. ], StandardRenderingPipeline.prototype, "hdrMinimumLuminance", void 0);
  87527. __decorate([
  87528. BABYLON.serialize()
  87529. ], StandardRenderingPipeline.prototype, "hdrDecreaseRate", void 0);
  87530. __decorate([
  87531. BABYLON.serialize()
  87532. ], StandardRenderingPipeline.prototype, "hdrIncreaseRate", void 0);
  87533. __decorate([
  87534. BABYLON.serializeAsTexture("lensColorTexture")
  87535. ], StandardRenderingPipeline.prototype, "lensColorTexture", void 0);
  87536. __decorate([
  87537. BABYLON.serialize()
  87538. ], StandardRenderingPipeline.prototype, "lensFlareStrength", void 0);
  87539. __decorate([
  87540. BABYLON.serialize()
  87541. ], StandardRenderingPipeline.prototype, "lensFlareGhostDispersal", void 0);
  87542. __decorate([
  87543. BABYLON.serialize()
  87544. ], StandardRenderingPipeline.prototype, "lensFlareHaloWidth", void 0);
  87545. __decorate([
  87546. BABYLON.serialize()
  87547. ], StandardRenderingPipeline.prototype, "lensFlareDistortionStrength", void 0);
  87548. __decorate([
  87549. BABYLON.serializeAsTexture("lensStarTexture")
  87550. ], StandardRenderingPipeline.prototype, "lensStarTexture", void 0);
  87551. __decorate([
  87552. BABYLON.serializeAsTexture("lensFlareDirtTexture")
  87553. ], StandardRenderingPipeline.prototype, "lensFlareDirtTexture", void 0);
  87554. __decorate([
  87555. BABYLON.serialize()
  87556. ], StandardRenderingPipeline.prototype, "depthOfFieldDistance", void 0);
  87557. __decorate([
  87558. BABYLON.serialize()
  87559. ], StandardRenderingPipeline.prototype, "depthOfFieldBlurWidth", void 0);
  87560. __decorate([
  87561. BABYLON.serialize()
  87562. ], StandardRenderingPipeline.prototype, "motionStrength", void 0);
  87563. __decorate([
  87564. BABYLON.serialize()
  87565. ], StandardRenderingPipeline.prototype, "_ratio", void 0);
  87566. __decorate([
  87567. BABYLON.serialize()
  87568. ], StandardRenderingPipeline.prototype, "BloomEnabled", null);
  87569. __decorate([
  87570. BABYLON.serialize()
  87571. ], StandardRenderingPipeline.prototype, "DepthOfFieldEnabled", null);
  87572. __decorate([
  87573. BABYLON.serialize()
  87574. ], StandardRenderingPipeline.prototype, "LensFlareEnabled", null);
  87575. __decorate([
  87576. BABYLON.serialize()
  87577. ], StandardRenderingPipeline.prototype, "HDREnabled", null);
  87578. __decorate([
  87579. BABYLON.serialize()
  87580. ], StandardRenderingPipeline.prototype, "VLSEnabled", null);
  87581. __decorate([
  87582. BABYLON.serialize()
  87583. ], StandardRenderingPipeline.prototype, "MotionBlurEnabled", null);
  87584. __decorate([
  87585. BABYLON.serialize()
  87586. ], StandardRenderingPipeline.prototype, "fxaaEnabled", null);
  87587. __decorate([
  87588. BABYLON.serialize()
  87589. ], StandardRenderingPipeline.prototype, "volumetricLightStepsCount", null);
  87590. __decorate([
  87591. BABYLON.serialize()
  87592. ], StandardRenderingPipeline.prototype, "motionBlurSamples", null);
  87593. __decorate([
  87594. BABYLON.serialize()
  87595. ], StandardRenderingPipeline.prototype, "samples", null);
  87596. return StandardRenderingPipeline;
  87597. }(BABYLON.PostProcessRenderPipeline));
  87598. BABYLON.StandardRenderingPipeline = StandardRenderingPipeline;
  87599. })(BABYLON || (BABYLON = {}));
  87600. //# sourceMappingURL=babylon.standardRenderingPipeline.js.map
  87601. var BABYLON;
  87602. (function (BABYLON) {
  87603. /**
  87604. * Fxaa post process
  87605. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  87606. */
  87607. var FxaaPostProcess = /** @class */ (function (_super) {
  87608. __extends(FxaaPostProcess, _super);
  87609. function FxaaPostProcess(name, options, camera, samplingMode, engine, reusable, textureType) {
  87610. if (camera === void 0) { camera = null; }
  87611. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87612. var _this = _super.call(this, name, "fxaa", ["texelSize"], null, options, camera, samplingMode || BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, reusable, null, textureType, "fxaa", undefined, true) || this;
  87613. var defines = _this._getDefines();
  87614. _this.updateEffect(defines);
  87615. _this.onApplyObservable.add(function (effect) {
  87616. var texelSize = _this.texelSize;
  87617. effect.setFloat2("texelSize", texelSize.x, texelSize.y);
  87618. });
  87619. return _this;
  87620. }
  87621. FxaaPostProcess.prototype._getDefines = function () {
  87622. var engine = this.getEngine();
  87623. if (!engine) {
  87624. return null;
  87625. }
  87626. var glInfo = engine.getGlInfo();
  87627. if (glInfo && glInfo.renderer && glInfo.renderer.toLowerCase().indexOf("mali") > -1) {
  87628. return "#define MALI 1\n";
  87629. }
  87630. return null;
  87631. };
  87632. return FxaaPostProcess;
  87633. }(BABYLON.PostProcess));
  87634. BABYLON.FxaaPostProcess = FxaaPostProcess;
  87635. })(BABYLON || (BABYLON = {}));
  87636. //# sourceMappingURL=babylon.fxaaPostProcess.js.map
  87637. var BABYLON;
  87638. (function (BABYLON) {
  87639. /**
  87640. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  87641. */
  87642. var ChromaticAberrationPostProcess = /** @class */ (function (_super) {
  87643. __extends(ChromaticAberrationPostProcess, _super);
  87644. /**
  87645. * Creates a new instance ChromaticAberrationPostProcess
  87646. * @param name The name of the effect.
  87647. * @param screenWidth The width of the screen to apply the effect on.
  87648. * @param screenHeight The height of the screen to apply the effect on.
  87649. * @param options The required width/height ratio to downsize to before computing the render pass.
  87650. * @param camera The camera to apply the render pass to.
  87651. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87652. * @param engine The engine which the post process will be applied. (default: current engine)
  87653. * @param reusable If the post process can be reused on the same frame. (default: false)
  87654. * @param textureType Type of textures used when performing the post process. (default: 0)
  87655. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  87656. */
  87657. function ChromaticAberrationPostProcess(name, screenWidth, screenHeight, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  87658. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87659. if (blockCompilation === void 0) { blockCompilation = false; }
  87660. var _this = _super.call(this, name, "chromaticAberration", ["chromatic_aberration", "screen_width", "screen_height", "direction", "radialIntensity", "centerPosition"], [], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  87661. /**
  87662. * The amount of seperation of rgb channels (default: 30)
  87663. */
  87664. _this.aberrationAmount = 30;
  87665. /**
  87666. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  87667. */
  87668. _this.radialIntensity = 0;
  87669. /**
  87670. * The normilized direction in which the rgb channels should be seperated. If set to 0,0 radial direction will be used. (default: Vector2(0.707,0.707))
  87671. */
  87672. _this.direction = new BABYLON.Vector2(0.707, 0.707);
  87673. /**
  87674. * The center position where the radialIntensity should be around. [0.5,0.5 is center of screen, 1,1 is top right corder] (default: Vector2(0.5 ,0.5))
  87675. */
  87676. _this.centerPosition = new BABYLON.Vector2(0.5, 0.5);
  87677. _this.onApplyObservable.add(function (effect) {
  87678. effect.setFloat('chromatic_aberration', _this.aberrationAmount);
  87679. effect.setFloat('screen_width', screenWidth);
  87680. effect.setFloat('screen_height', screenHeight);
  87681. effect.setFloat('radialIntensity', _this.radialIntensity);
  87682. effect.setFloat2('direction', _this.direction.x, _this.direction.y);
  87683. effect.setFloat2('centerPosition', _this.centerPosition.x, _this.centerPosition.y);
  87684. });
  87685. return _this;
  87686. }
  87687. return ChromaticAberrationPostProcess;
  87688. }(BABYLON.PostProcess));
  87689. BABYLON.ChromaticAberrationPostProcess = ChromaticAberrationPostProcess;
  87690. })(BABYLON || (BABYLON = {}));
  87691. //# sourceMappingURL=babylon.chromaticAberrationPostProcess.js.map
  87692. var BABYLON;
  87693. (function (BABYLON) {
  87694. /**
  87695. * The GrainPostProcess adds noise to the image at mid luminance levels
  87696. */
  87697. var GrainPostProcess = /** @class */ (function (_super) {
  87698. __extends(GrainPostProcess, _super);
  87699. /**
  87700. * Creates a new instance of @see GrainPostProcess
  87701. * @param name The name of the effect.
  87702. * @param options The required width/height ratio to downsize to before computing the render pass.
  87703. * @param camera The camera to apply the render pass to.
  87704. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87705. * @param engine The engine which the post process will be applied. (default: current engine)
  87706. * @param reusable If the post process can be reused on the same frame. (default: false)
  87707. * @param textureType Type of textures used when performing the post process. (default: 0)
  87708. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  87709. */
  87710. function GrainPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  87711. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87712. if (blockCompilation === void 0) { blockCompilation = false; }
  87713. var _this = _super.call(this, name, "grain", ["intensity", "animatedSeed"], [], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  87714. /**
  87715. * The intensity of the grain added (default: 30)
  87716. */
  87717. _this.intensity = 30;
  87718. /**
  87719. * If the grain should be randomized on every frame
  87720. */
  87721. _this.animated = false;
  87722. _this.onApplyObservable.add(function (effect) {
  87723. effect.setFloat('intensity', _this.intensity);
  87724. effect.setFloat('animatedSeed', _this.animated ? Math.random() + 1 : 1);
  87725. });
  87726. return _this;
  87727. }
  87728. return GrainPostProcess;
  87729. }(BABYLON.PostProcess));
  87730. BABYLON.GrainPostProcess = GrainPostProcess;
  87731. })(BABYLON || (BABYLON = {}));
  87732. //# sourceMappingURL=babylon.grainPostProcess.js.map
  87733. var BABYLON;
  87734. (function (BABYLON) {
  87735. /**
  87736. * The SharpenPostProcess applies a sharpen kernel to every pixel
  87737. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  87738. */
  87739. var SharpenPostProcess = /** @class */ (function (_super) {
  87740. __extends(SharpenPostProcess, _super);
  87741. /**
  87742. * Creates a new instance ConvolutionPostProcess
  87743. * @param name The name of the effect.
  87744. * @param options The required width/height ratio to downsize to before computing the render pass.
  87745. * @param camera The camera to apply the render pass to.
  87746. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87747. * @param engine The engine which the post process will be applied. (default: current engine)
  87748. * @param reusable If the post process can be reused on the same frame. (default: false)
  87749. * @param textureType Type of textures used when performing the post process. (default: 0)
  87750. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  87751. */
  87752. function SharpenPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  87753. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87754. if (blockCompilation === void 0) { blockCompilation = false; }
  87755. var _this = _super.call(this, name, "sharpen", ["sharpnessAmounts", "screenSize"], null, options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  87756. /**
  87757. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  87758. */
  87759. _this.colorAmount = 1.0;
  87760. /**
  87761. * How much sharpness should be applied (default: 0.3)
  87762. */
  87763. _this.edgeAmount = 0.3;
  87764. _this.onApply = function (effect) {
  87765. effect.setFloat2("screenSize", _this.width, _this.height);
  87766. effect.setFloat2("sharpnessAmounts", _this.edgeAmount, _this.colorAmount);
  87767. };
  87768. return _this;
  87769. }
  87770. return SharpenPostProcess;
  87771. }(BABYLON.PostProcess));
  87772. BABYLON.SharpenPostProcess = SharpenPostProcess;
  87773. })(BABYLON || (BABYLON = {}));
  87774. //# sourceMappingURL=babylon.sharpenPostProcess.js.map
  87775. var BABYLON;
  87776. (function (BABYLON) {
  87777. /**
  87778. * The Blur Post Process which blurs an image based on a kernel and direction.
  87779. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  87780. */
  87781. var BlurPostProcess = /** @class */ (function (_super) {
  87782. __extends(BlurPostProcess, _super);
  87783. /**
  87784. * Creates a new instance BlurPostProcess
  87785. * @param name The name of the effect.
  87786. * @param direction The direction in which to blur the image.
  87787. * @param kernel The size of the kernel to be used when computing the blur. eg. Size of 3 will blur the center pixel by 2 pixels surrounding it.
  87788. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  87789. * @param camera The camera to apply the render pass to.
  87790. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87791. * @param engine The engine which the post process will be applied. (default: current engine)
  87792. * @param reusable If the post process can be reused on the same frame. (default: false)
  87793. * @param textureType Type of textures used when performing the post process. (default: 0)
  87794. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  87795. */
  87796. function BlurPostProcess(name,
  87797. /** The direction in which to blur the image. */
  87798. direction, kernel, options, camera, samplingMode, engine, reusable, textureType, defines, blockCompilation) {
  87799. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  87800. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87801. if (defines === void 0) { defines = ""; }
  87802. if (blockCompilation === void 0) { blockCompilation = false; }
  87803. var _this = _super.call(this, name, "kernelBlur", ["delta", "direction", "cameraMinMaxZ"], ["circleOfConfusionSampler"], options, camera, samplingMode, engine, reusable, null, textureType, "kernelBlur", { varyingCount: 0, depCount: 0 }, true) || this;
  87804. _this.direction = direction;
  87805. _this.blockCompilation = blockCompilation;
  87806. _this._packedFloat = false;
  87807. _this._staticDefines = "";
  87808. _this._staticDefines = defines;
  87809. _this.onApplyObservable.add(function (effect) {
  87810. if (_this._outputTexture) {
  87811. effect.setFloat2('delta', (1 / _this._outputTexture.width) * _this.direction.x, (1 / _this._outputTexture.height) * _this.direction.y);
  87812. }
  87813. else {
  87814. effect.setFloat2('delta', (1 / _this.width) * _this.direction.x, (1 / _this.height) * _this.direction.y);
  87815. }
  87816. });
  87817. _this.kernel = kernel;
  87818. return _this;
  87819. }
  87820. Object.defineProperty(BlurPostProcess.prototype, "kernel", {
  87821. /**
  87822. * Gets the length in pixels of the blur sample region
  87823. */
  87824. get: function () {
  87825. return this._idealKernel;
  87826. },
  87827. /**
  87828. * Sets the length in pixels of the blur sample region
  87829. */
  87830. set: function (v) {
  87831. if (this._idealKernel === v) {
  87832. return;
  87833. }
  87834. v = Math.max(v, 1);
  87835. this._idealKernel = v;
  87836. this._kernel = this._nearestBestKernel(v);
  87837. if (!this.blockCompilation) {
  87838. this._updateParameters();
  87839. }
  87840. },
  87841. enumerable: true,
  87842. configurable: true
  87843. });
  87844. Object.defineProperty(BlurPostProcess.prototype, "packedFloat", {
  87845. /**
  87846. * Gets wether or not the blur is unpacking/repacking floats
  87847. */
  87848. get: function () {
  87849. return this._packedFloat;
  87850. },
  87851. /**
  87852. * Sets wether or not the blur needs to unpack/repack floats
  87853. */
  87854. set: function (v) {
  87855. if (this._packedFloat === v) {
  87856. return;
  87857. }
  87858. this._packedFloat = v;
  87859. if (!this.blockCompilation) {
  87860. this._updateParameters();
  87861. }
  87862. },
  87863. enumerable: true,
  87864. configurable: true
  87865. });
  87866. /**
  87867. * Updates the effect with the current post process compile time values and recompiles the shader.
  87868. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  87869. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  87870. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  87871. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  87872. * @param onCompiled Called when the shader has been compiled.
  87873. * @param onError Called if there is an error when compiling a shader.
  87874. */
  87875. BlurPostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  87876. if (defines === void 0) { defines = null; }
  87877. if (uniforms === void 0) { uniforms = null; }
  87878. if (samplers === void 0) { samplers = null; }
  87879. this._updateParameters(onCompiled, onError);
  87880. };
  87881. BlurPostProcess.prototype._updateParameters = function (onCompiled, onError) {
  87882. // Generate sampling offsets and weights
  87883. var N = this._kernel;
  87884. var centerIndex = (N - 1) / 2;
  87885. // Generate Gaussian sampling weights over kernel
  87886. var offsets = [];
  87887. var weights = [];
  87888. var totalWeight = 0;
  87889. for (var i = 0; i < N; i++) {
  87890. var u = i / (N - 1);
  87891. var w = this._gaussianWeight(u * 2.0 - 1);
  87892. offsets[i] = (i - centerIndex);
  87893. weights[i] = w;
  87894. totalWeight += w;
  87895. }
  87896. // Normalize weights
  87897. for (var i = 0; i < weights.length; i++) {
  87898. weights[i] /= totalWeight;
  87899. }
  87900. // Optimize: combine samples to take advantage of hardware linear sampling
  87901. // Walk from left to center, combining pairs (symmetrically)
  87902. var linearSamplingWeights = [];
  87903. var linearSamplingOffsets = [];
  87904. var linearSamplingMap = [];
  87905. for (var i = 0; i <= centerIndex; i += 2) {
  87906. var j = Math.min(i + 1, Math.floor(centerIndex));
  87907. var singleCenterSample = i === j;
  87908. if (singleCenterSample) {
  87909. linearSamplingMap.push({ o: offsets[i], w: weights[i] });
  87910. }
  87911. else {
  87912. var sharedCell = j === centerIndex;
  87913. var weightLinear = (weights[i] + weights[j] * (sharedCell ? .5 : 1.));
  87914. var offsetLinear = offsets[i] + 1 / (1 + weights[i] / weights[j]);
  87915. if (offsetLinear === 0) {
  87916. linearSamplingMap.push({ o: offsets[i], w: weights[i] });
  87917. linearSamplingMap.push({ o: offsets[i + 1], w: weights[i + 1] });
  87918. }
  87919. else {
  87920. linearSamplingMap.push({ o: offsetLinear, w: weightLinear });
  87921. linearSamplingMap.push({ o: -offsetLinear, w: weightLinear });
  87922. }
  87923. }
  87924. }
  87925. for (var i = 0; i < linearSamplingMap.length; i++) {
  87926. linearSamplingOffsets[i] = linearSamplingMap[i].o;
  87927. linearSamplingWeights[i] = linearSamplingMap[i].w;
  87928. }
  87929. // Replace with optimized
  87930. offsets = linearSamplingOffsets;
  87931. weights = linearSamplingWeights;
  87932. // Generate shaders
  87933. var maxVaryingRows = this.getEngine().getCaps().maxVaryingVectors;
  87934. var freeVaryingVec2 = Math.max(maxVaryingRows, 0.) - 1; // Because of sampleCenter
  87935. var varyingCount = Math.min(offsets.length, freeVaryingVec2);
  87936. var defines = "";
  87937. defines += this._staticDefines;
  87938. // The DOF fragment should ignore the center pixel when looping as it is handled manualy in the fragment shader.
  87939. if (this._staticDefines.indexOf("DOF") != -1) {
  87940. defines += "#define CENTER_WEIGHT " + this._glslFloat(weights[varyingCount - 1]) + "\r\n";
  87941. varyingCount--;
  87942. }
  87943. for (var i = 0; i < varyingCount; i++) {
  87944. defines += "#define KERNEL_OFFSET" + i + " " + this._glslFloat(offsets[i]) + "\r\n";
  87945. defines += "#define KERNEL_WEIGHT" + i + " " + this._glslFloat(weights[i]) + "\r\n";
  87946. }
  87947. var depCount = 0;
  87948. for (var i = freeVaryingVec2; i < offsets.length; i++) {
  87949. defines += "#define KERNEL_DEP_OFFSET" + depCount + " " + this._glslFloat(offsets[i]) + "\r\n";
  87950. defines += "#define KERNEL_DEP_WEIGHT" + depCount + " " + this._glslFloat(weights[i]) + "\r\n";
  87951. depCount++;
  87952. }
  87953. if (this.packedFloat) {
  87954. defines += "#define PACKEDFLOAT 1";
  87955. }
  87956. this.blockCompilation = false;
  87957. _super.prototype.updateEffect.call(this, defines, null, null, {
  87958. varyingCount: varyingCount,
  87959. depCount: depCount
  87960. }, onCompiled, onError);
  87961. };
  87962. /**
  87963. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  87964. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  87965. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  87966. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  87967. * The gaps between physical kernels are compensated for in the weighting of the samples
  87968. * @param idealKernel Ideal blur kernel.
  87969. * @return Nearest best kernel.
  87970. */
  87971. BlurPostProcess.prototype._nearestBestKernel = function (idealKernel) {
  87972. var v = Math.round(idealKernel);
  87973. for (var _i = 0, _a = [v, v - 1, v + 1, v - 2, v + 2]; _i < _a.length; _i++) {
  87974. var k = _a[_i];
  87975. if (((k % 2) !== 0) && ((Math.floor(k / 2) % 2) === 0) && k > 0) {
  87976. return Math.max(k, 3);
  87977. }
  87978. }
  87979. return Math.max(v, 3);
  87980. };
  87981. /**
  87982. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  87983. * @param x The point on the Gaussian distribution to sample.
  87984. * @return the value of the Gaussian function at x.
  87985. */
  87986. BlurPostProcess.prototype._gaussianWeight = function (x) {
  87987. //reference: Engine/ImageProcessingBlur.cpp #dcc760
  87988. // We are evaluating the Gaussian (normal) distribution over a kernel parameter space of [-1,1],
  87989. // so we truncate at three standard deviations by setting stddev (sigma) to 1/3.
  87990. // The choice of 3-sigma truncation is common but arbitrary, and means that the signal is
  87991. // truncated at around 1.3% of peak strength.
  87992. //the distribution is scaled to account for the difference between the actual kernel size and the requested kernel size
  87993. var sigma = (1 / 3);
  87994. var denominator = Math.sqrt(2.0 * Math.PI) * sigma;
  87995. var exponent = -((x * x) / (2.0 * sigma * sigma));
  87996. var weight = (1.0 / denominator) * Math.exp(exponent);
  87997. return weight;
  87998. };
  87999. /**
  88000. * Generates a string that can be used as a floating point number in GLSL.
  88001. * @param x Value to print.
  88002. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  88003. * @return GLSL float string.
  88004. */
  88005. BlurPostProcess.prototype._glslFloat = function (x, decimalFigures) {
  88006. if (decimalFigures === void 0) { decimalFigures = 8; }
  88007. return x.toFixed(decimalFigures).replace(/0+$/, '');
  88008. };
  88009. return BlurPostProcess;
  88010. }(BABYLON.PostProcess));
  88011. BABYLON.BlurPostProcess = BlurPostProcess;
  88012. })(BABYLON || (BABYLON = {}));
  88013. //# sourceMappingURL=babylon.blurPostProcess.js.map
  88014. var BABYLON;
  88015. (function (BABYLON) {
  88016. /**
  88017. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  88018. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  88019. * based on samples that have a large difference in distance than the center pixel.
  88020. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  88021. */
  88022. var DepthOfFieldBlurPostProcess = /** @class */ (function (_super) {
  88023. __extends(DepthOfFieldBlurPostProcess, _super);
  88024. /**
  88025. * Creates a new instance CircleOfConfusionPostProcess
  88026. * @param name The name of the effect.
  88027. * @param scene The scene the effect belongs to.
  88028. * @param direction The direction the blur should be applied.
  88029. * @param kernel The size of the kernel used to blur.
  88030. * @param options The required width/height ratio to downsize to before computing the render pass.
  88031. * @param camera The camera to apply the render pass to.
  88032. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  88033. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  88034. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88035. * @param engine The engine which the post process will be applied. (default: current engine)
  88036. * @param reusable If the post process can be reused on the same frame. (default: false)
  88037. * @param textureType Type of textures used when performing the post process. (default: 0)
  88038. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  88039. */
  88040. function DepthOfFieldBlurPostProcess(name, scene, direction, kernel, options, camera, circleOfConfusion, imageToBlur, samplingMode, engine, reusable, textureType, blockCompilation) {
  88041. if (imageToBlur === void 0) { imageToBlur = null; }
  88042. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  88043. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88044. if (blockCompilation === void 0) { blockCompilation = false; }
  88045. var _this = _super.call(this, name, direction, kernel, options, camera, samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, reusable, textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT, "#define DOF 1\r\n", blockCompilation) || this;
  88046. _this.direction = direction;
  88047. _this.onApplyObservable.add(function (effect) {
  88048. if (imageToBlur != null) {
  88049. effect.setTextureFromPostProcess("textureSampler", imageToBlur);
  88050. }
  88051. effect.setTextureFromPostProcessOutput("circleOfConfusionSampler", circleOfConfusion);
  88052. if (scene.activeCamera) {
  88053. effect.setFloat2('cameraMinMaxZ', scene.activeCamera.minZ, scene.activeCamera.maxZ);
  88054. }
  88055. });
  88056. return _this;
  88057. }
  88058. return DepthOfFieldBlurPostProcess;
  88059. }(BABYLON.BlurPostProcess));
  88060. BABYLON.DepthOfFieldBlurPostProcess = DepthOfFieldBlurPostProcess;
  88061. })(BABYLON || (BABYLON = {}));
  88062. //# sourceMappingURL=babylon.depthOfFieldBlurPostProcess.js.map
  88063. var BABYLON;
  88064. (function (BABYLON) {
  88065. /**
  88066. * Options to be set when merging outputs from the default pipeline.
  88067. */
  88068. var DepthOfFieldMergePostProcessOptions = /** @class */ (function () {
  88069. function DepthOfFieldMergePostProcessOptions() {
  88070. }
  88071. return DepthOfFieldMergePostProcessOptions;
  88072. }());
  88073. BABYLON.DepthOfFieldMergePostProcessOptions = DepthOfFieldMergePostProcessOptions;
  88074. /**
  88075. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  88076. */
  88077. var DepthOfFieldMergePostProcess = /** @class */ (function (_super) {
  88078. __extends(DepthOfFieldMergePostProcess, _super);
  88079. /**
  88080. * Creates a new instance of DepthOfFieldMergePostProcess
  88081. * @param name The name of the effect.
  88082. * @param originalFromInput Post process which's input will be used for the merge.
  88083. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  88084. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  88085. * @param options The required width/height ratio to downsize to before computing the render pass.
  88086. * @param camera The camera to apply the render pass to.
  88087. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88088. * @param engine The engine which the post process will be applied. (default: current engine)
  88089. * @param reusable If the post process can be reused on the same frame. (default: false)
  88090. * @param textureType Type of textures used when performing the post process. (default: 0)
  88091. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  88092. */
  88093. function DepthOfFieldMergePostProcess(name, originalFromInput, circleOfConfusion, blurSteps, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88094. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88095. if (blockCompilation === void 0) { blockCompilation = false; }
  88096. var _this = _super.call(this, name, "depthOfFieldMerge", [], ["circleOfConfusionSampler", "blurStep0", "blurStep1", "blurStep2"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, true) || this;
  88097. _this.blurSteps = blurSteps;
  88098. _this.onApplyObservable.add(function (effect) {
  88099. effect.setTextureFromPostProcess("textureSampler", originalFromInput);
  88100. effect.setTextureFromPostProcessOutput("circleOfConfusionSampler", circleOfConfusion);
  88101. blurSteps.forEach(function (step, index) {
  88102. effect.setTextureFromPostProcessOutput("blurStep" + (blurSteps.length - index - 1), step);
  88103. });
  88104. });
  88105. if (!blockCompilation) {
  88106. _this.updateEffect();
  88107. }
  88108. return _this;
  88109. }
  88110. /**
  88111. * Updates the effect with the current post process compile time values and recompiles the shader.
  88112. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  88113. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  88114. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  88115. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  88116. * @param onCompiled Called when the shader has been compiled.
  88117. * @param onError Called if there is an error when compiling a shader.
  88118. */
  88119. DepthOfFieldMergePostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  88120. if (defines === void 0) { defines = null; }
  88121. if (uniforms === void 0) { uniforms = null; }
  88122. if (samplers === void 0) { samplers = null; }
  88123. if (!defines) {
  88124. defines = "";
  88125. defines += "#define BLUR_LEVEL " + (this.blurSteps.length - 1) + "\n";
  88126. }
  88127. _super.prototype.updateEffect.call(this, defines, uniforms, samplers, indexParameters, onCompiled, onError);
  88128. };
  88129. return DepthOfFieldMergePostProcess;
  88130. }(BABYLON.PostProcess));
  88131. BABYLON.DepthOfFieldMergePostProcess = DepthOfFieldMergePostProcess;
  88132. })(BABYLON || (BABYLON = {}));
  88133. //# sourceMappingURL=babylon.depthOfFieldMergePostProcess.js.map
  88134. var BABYLON;
  88135. (function (BABYLON) {
  88136. /**
  88137. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  88138. */
  88139. var CircleOfConfusionPostProcess = /** @class */ (function (_super) {
  88140. __extends(CircleOfConfusionPostProcess, _super);
  88141. /**
  88142. * Creates a new instance CircleOfConfusionPostProcess
  88143. * @param name The name of the effect.
  88144. * @param depthTexture The depth texture of the scene to compute the circle of confusion. This must be set in order for this to function but may be set after initialization if needed.
  88145. * @param options The required width/height ratio to downsize to before computing the render pass.
  88146. * @param camera The camera to apply the render pass to.
  88147. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88148. * @param engine The engine which the post process will be applied. (default: current engine)
  88149. * @param reusable If the post process can be reused on the same frame. (default: false)
  88150. * @param textureType Type of textures used when performing the post process. (default: 0)
  88151. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  88152. */
  88153. function CircleOfConfusionPostProcess(name, depthTexture, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88154. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88155. if (blockCompilation === void 0) { blockCompilation = false; }
  88156. var _this = _super.call(this, name, "circleOfConfusion", ["cameraMinMaxZ", "focusDistance", "cocPrecalculation"], ["depthSampler"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  88157. /**
  88158. * Max lens size in scene units/1000 (eg. millimeter). Standard cameras are 50mm. (default: 50) The diamater of the resulting aperture can be computed by lensSize/fStop.
  88159. */
  88160. _this.lensSize = 50;
  88161. /**
  88162. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  88163. */
  88164. _this.fStop = 1.4;
  88165. /**
  88166. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  88167. */
  88168. _this.focusDistance = 2000;
  88169. /**
  88170. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  88171. */
  88172. _this.focalLength = 50;
  88173. _this._depthTexture = null;
  88174. _this._depthTexture = depthTexture;
  88175. _this.onApplyObservable.add(function (effect) {
  88176. if (!_this._depthTexture) {
  88177. BABYLON.Tools.Warn("No depth texture set on CircleOfConfusionPostProcess");
  88178. return;
  88179. }
  88180. effect.setTexture("depthSampler", _this._depthTexture);
  88181. // Circle of confusion calculation, See https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch23.html
  88182. var aperture = _this.lensSize / _this.fStop;
  88183. var cocPrecalculation = ((aperture * _this.focalLength) / ((_this.focusDistance - _this.focalLength))); // * ((this.focusDistance - pixelDistance)/pixelDistance) [This part is done in shader]
  88184. effect.setFloat('focusDistance', _this.focusDistance);
  88185. effect.setFloat('cocPrecalculation', cocPrecalculation);
  88186. effect.setFloat2('cameraMinMaxZ', _this._depthTexture.activeCamera.minZ, _this._depthTexture.activeCamera.maxZ);
  88187. });
  88188. return _this;
  88189. }
  88190. Object.defineProperty(CircleOfConfusionPostProcess.prototype, "depthTexture", {
  88191. /**
  88192. * Depth texture to be used to compute the circle of confusion. This must be set here or in the constructor in order for the post process to function.
  88193. */
  88194. set: function (value) {
  88195. this._depthTexture = value;
  88196. },
  88197. enumerable: true,
  88198. configurable: true
  88199. });
  88200. return CircleOfConfusionPostProcess;
  88201. }(BABYLON.PostProcess));
  88202. BABYLON.CircleOfConfusionPostProcess = CircleOfConfusionPostProcess;
  88203. })(BABYLON || (BABYLON = {}));
  88204. //# sourceMappingURL=babylon.circleOfConfusionPostProcess.js.map
  88205. var BABYLON;
  88206. (function (BABYLON) {
  88207. /**
  88208. * Specifies the level of max blur that should be applied when using the depth of field effect
  88209. */
  88210. var DepthOfFieldEffectBlurLevel;
  88211. (function (DepthOfFieldEffectBlurLevel) {
  88212. /**
  88213. * Subtle blur
  88214. */
  88215. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["Low"] = 0] = "Low";
  88216. /**
  88217. * Medium blur
  88218. */
  88219. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["Medium"] = 1] = "Medium";
  88220. /**
  88221. * Large blur
  88222. */
  88223. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["High"] = 2] = "High";
  88224. })(DepthOfFieldEffectBlurLevel = BABYLON.DepthOfFieldEffectBlurLevel || (BABYLON.DepthOfFieldEffectBlurLevel = {}));
  88225. /**
  88226. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  88227. */
  88228. var DepthOfFieldEffect = /** @class */ (function (_super) {
  88229. __extends(DepthOfFieldEffect, _super);
  88230. /**
  88231. * Creates a new instance DepthOfFieldEffect
  88232. * @param scene The scene the effect belongs to.
  88233. * @param depthTexture The depth texture of the scene to compute the circle of confusion.This must be set in order for this to function but may be set after initialization if needed.
  88234. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  88235. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  88236. */
  88237. function DepthOfFieldEffect(scene, depthTexture, blurLevel, pipelineTextureType, blockCompilation) {
  88238. if (blurLevel === void 0) { blurLevel = DepthOfFieldEffectBlurLevel.Low; }
  88239. if (pipelineTextureType === void 0) { pipelineTextureType = 0; }
  88240. if (blockCompilation === void 0) { blockCompilation = false; }
  88241. var _this = _super.call(this, scene.getEngine(), "depth of field", function () {
  88242. return _this._effects;
  88243. }, true) || this;
  88244. /**
  88245. * @hidden Internal post processes in depth of field effect
  88246. */
  88247. _this._effects = [];
  88248. // Circle of confusion value for each pixel is used to determine how much to blur that pixel
  88249. _this._circleOfConfusion = new BABYLON.CircleOfConfusionPostProcess("circleOfConfusion", depthTexture, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  88250. // Create a pyramid of blurred images (eg. fullSize 1/4 blur, half size 1/2 blur, quarter size 3/4 blur, eith size 4/4 blur)
  88251. // Blur the image but do not blur on sharp far to near distance changes to avoid bleeding artifacts
  88252. // See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  88253. _this._depthOfFieldBlurY = [];
  88254. _this._depthOfFieldBlurX = [];
  88255. var blurCount = 1;
  88256. var kernelSize = 15;
  88257. switch (blurLevel) {
  88258. case DepthOfFieldEffectBlurLevel.High: {
  88259. blurCount = 3;
  88260. kernelSize = 51;
  88261. break;
  88262. }
  88263. case DepthOfFieldEffectBlurLevel.Medium: {
  88264. blurCount = 2;
  88265. kernelSize = 31;
  88266. break;
  88267. }
  88268. default: {
  88269. kernelSize = 15;
  88270. blurCount = 1;
  88271. break;
  88272. }
  88273. }
  88274. var adjustedKernelSize = kernelSize / Math.pow(2, blurCount - 1);
  88275. var ratio = 1.0;
  88276. for (var i = 0; i < blurCount; i++) {
  88277. var blurY = new BABYLON.DepthOfFieldBlurPostProcess("verticle blur", scene, new BABYLON.Vector2(0, 1.0), adjustedKernelSize, ratio, null, _this._circleOfConfusion, i == 0 ? _this._circleOfConfusion : null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  88278. blurY.autoClear = false;
  88279. ratio = 0.75 / Math.pow(2, i);
  88280. var blurX = new BABYLON.DepthOfFieldBlurPostProcess("horizontal blur", scene, new BABYLON.Vector2(1.0, 0), adjustedKernelSize, ratio, null, _this._circleOfConfusion, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  88281. blurX.autoClear = false;
  88282. _this._depthOfFieldBlurY.push(blurY);
  88283. _this._depthOfFieldBlurX.push(blurX);
  88284. }
  88285. // Set all post processes on the effect.
  88286. _this._effects = [_this._circleOfConfusion];
  88287. for (var i = 0; i < _this._depthOfFieldBlurX.length; i++) {
  88288. _this._effects.push(_this._depthOfFieldBlurY[i]);
  88289. _this._effects.push(_this._depthOfFieldBlurX[i]);
  88290. }
  88291. // Merge blurred images with original image based on circleOfConfusion
  88292. _this._dofMerge = new BABYLON.DepthOfFieldMergePostProcess("dofMerge", _this._circleOfConfusion, _this._circleOfConfusion, _this._depthOfFieldBlurX, ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  88293. _this._dofMerge.autoClear = false;
  88294. _this._effects.push(_this._dofMerge);
  88295. return _this;
  88296. }
  88297. Object.defineProperty(DepthOfFieldEffect.prototype, "focalLength", {
  88298. get: function () {
  88299. return this._circleOfConfusion.focalLength;
  88300. },
  88301. /**
  88302. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  88303. */
  88304. set: function (value) {
  88305. this._circleOfConfusion.focalLength = value;
  88306. },
  88307. enumerable: true,
  88308. configurable: true
  88309. });
  88310. Object.defineProperty(DepthOfFieldEffect.prototype, "fStop", {
  88311. get: function () {
  88312. return this._circleOfConfusion.fStop;
  88313. },
  88314. /**
  88315. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  88316. */
  88317. set: function (value) {
  88318. this._circleOfConfusion.fStop = value;
  88319. },
  88320. enumerable: true,
  88321. configurable: true
  88322. });
  88323. Object.defineProperty(DepthOfFieldEffect.prototype, "focusDistance", {
  88324. get: function () {
  88325. return this._circleOfConfusion.focusDistance;
  88326. },
  88327. /**
  88328. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  88329. */
  88330. set: function (value) {
  88331. this._circleOfConfusion.focusDistance = value;
  88332. },
  88333. enumerable: true,
  88334. configurable: true
  88335. });
  88336. Object.defineProperty(DepthOfFieldEffect.prototype, "lensSize", {
  88337. get: function () {
  88338. return this._circleOfConfusion.lensSize;
  88339. },
  88340. /**
  88341. * Max lens size in scene units/1000 (eg. millimeter). Standard cameras are 50mm. (default: 50) The diamater of the resulting aperture can be computed by lensSize/fStop.
  88342. */
  88343. set: function (value) {
  88344. this._circleOfConfusion.lensSize = value;
  88345. },
  88346. enumerable: true,
  88347. configurable: true
  88348. });
  88349. Object.defineProperty(DepthOfFieldEffect.prototype, "depthTexture", {
  88350. /**
  88351. * Depth texture to be used to compute the circle of confusion. This must be set here or in the constructor in order for the post process to function.
  88352. */
  88353. set: function (value) {
  88354. this._circleOfConfusion.depthTexture = value;
  88355. },
  88356. enumerable: true,
  88357. configurable: true
  88358. });
  88359. /**
  88360. * Disposes each of the internal effects for a given camera.
  88361. * @param camera The camera to dispose the effect on.
  88362. */
  88363. DepthOfFieldEffect.prototype.disposeEffects = function (camera) {
  88364. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88365. this._effects[effectIndex].dispose(camera);
  88366. }
  88367. };
  88368. /**
  88369. * @hidden Internal
  88370. */
  88371. DepthOfFieldEffect.prototype._updateEffects = function () {
  88372. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88373. this._effects[effectIndex].updateEffect();
  88374. }
  88375. };
  88376. /**
  88377. * Internal
  88378. * @returns if all the contained post processes are ready.
  88379. * @hidden
  88380. */
  88381. DepthOfFieldEffect.prototype._isReady = function () {
  88382. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88383. if (!this._effects[effectIndex].isReady()) {
  88384. return false;
  88385. }
  88386. }
  88387. return true;
  88388. };
  88389. return DepthOfFieldEffect;
  88390. }(BABYLON.PostProcessRenderEffect));
  88391. BABYLON.DepthOfFieldEffect = DepthOfFieldEffect;
  88392. })(BABYLON || (BABYLON = {}));
  88393. //# sourceMappingURL=babylon.depthOfFieldEffect.js.map
  88394. var BABYLON;
  88395. (function (BABYLON) {
  88396. /**
  88397. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  88398. */
  88399. var BloomMergePostProcess = /** @class */ (function (_super) {
  88400. __extends(BloomMergePostProcess, _super);
  88401. /**
  88402. * Creates a new instance of @see BloomMergePostProcess
  88403. * @param name The name of the effect.
  88404. * @param originalFromInput Post process which's input will be used for the merge.
  88405. * @param blurred Blurred highlights post process which's output will be used.
  88406. * @param weight Weight of the bloom to be added to the original input.
  88407. * @param options The required width/height ratio to downsize to before computing the render pass.
  88408. * @param camera The camera to apply the render pass to.
  88409. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88410. * @param engine The engine which the post process will be applied. (default: current engine)
  88411. * @param reusable If the post process can be reused on the same frame. (default: false)
  88412. * @param textureType Type of textures used when performing the post process. (default: 0)
  88413. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  88414. */
  88415. function BloomMergePostProcess(name, originalFromInput, blurred,
  88416. /** Weight of the bloom to be added to the original input. */
  88417. weight, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88418. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88419. if (blockCompilation === void 0) { blockCompilation = false; }
  88420. var _this = _super.call(this, name, "bloomMerge", ["bloomWeight"], ["circleOfConfusionSampler", "blurStep0", "blurStep1", "blurStep2", "bloomBlur"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, true) || this;
  88421. _this.weight = weight;
  88422. _this.onApplyObservable.add(function (effect) {
  88423. effect.setTextureFromPostProcess("textureSampler", originalFromInput);
  88424. effect.setTextureFromPostProcessOutput("bloomBlur", blurred);
  88425. effect.setFloat("bloomWeight", _this.weight);
  88426. });
  88427. if (!blockCompilation) {
  88428. _this.updateEffect();
  88429. }
  88430. return _this;
  88431. }
  88432. return BloomMergePostProcess;
  88433. }(BABYLON.PostProcess));
  88434. BABYLON.BloomMergePostProcess = BloomMergePostProcess;
  88435. })(BABYLON || (BABYLON = {}));
  88436. //# sourceMappingURL=babylon.bloomMergePostProcess.js.map
  88437. var BABYLON;
  88438. (function (BABYLON) {
  88439. /**
  88440. * The extract highlights post process sets all pixels to black except pixels above the specified luminance threshold. Used as the first step for a bloom effect.
  88441. */
  88442. var ExtractHighlightsPostProcess = /** @class */ (function (_super) {
  88443. __extends(ExtractHighlightsPostProcess, _super);
  88444. function ExtractHighlightsPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88445. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88446. if (blockCompilation === void 0) { blockCompilation = false; }
  88447. var _this = _super.call(this, name, "extractHighlights", ["threshold", "exposure"], null, options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  88448. /**
  88449. * The luminance threshold, pixels below this value will be set to black.
  88450. */
  88451. _this.threshold = 0.9;
  88452. /** @hidden */
  88453. _this._exposure = 1;
  88454. /**
  88455. * Post process which has the input texture to be used when performing highlight extraction
  88456. * @hidden
  88457. */
  88458. _this._inputPostProcess = null;
  88459. _this.onApplyObservable.add(function (effect) {
  88460. if (_this._inputPostProcess) {
  88461. effect.setTextureFromPostProcess("textureSampler", _this._inputPostProcess);
  88462. }
  88463. effect.setFloat('threshold', Math.pow(_this.threshold, BABYLON.ToGammaSpace));
  88464. effect.setFloat('exposure', _this._exposure);
  88465. });
  88466. return _this;
  88467. }
  88468. return ExtractHighlightsPostProcess;
  88469. }(BABYLON.PostProcess));
  88470. BABYLON.ExtractHighlightsPostProcess = ExtractHighlightsPostProcess;
  88471. })(BABYLON || (BABYLON = {}));
  88472. //# sourceMappingURL=babylon.extractHighlightsPostProcess.js.map
  88473. var BABYLON;
  88474. (function (BABYLON) {
  88475. /**
  88476. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  88477. */
  88478. var BloomEffect = /** @class */ (function (_super) {
  88479. __extends(BloomEffect, _super);
  88480. /**
  88481. * Creates a new instance of @see BloomEffect
  88482. * @param scene The scene the effect belongs to.
  88483. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  88484. * @param bloomKernel The size of the kernel to be used when applying the blur.
  88485. * @param bloomWeight The the strength of bloom.
  88486. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  88487. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  88488. */
  88489. function BloomEffect(scene, bloomScale, bloomWeight, bloomKernel, pipelineTextureType, blockCompilation) {
  88490. if (pipelineTextureType === void 0) { pipelineTextureType = 0; }
  88491. if (blockCompilation === void 0) { blockCompilation = false; }
  88492. var _this = _super.call(this, scene.getEngine(), "bloom", function () {
  88493. return _this._effects;
  88494. }, true) || this;
  88495. _this.bloomScale = bloomScale;
  88496. /**
  88497. * @hidden Internal
  88498. */
  88499. _this._effects = [];
  88500. _this._downscale = new BABYLON.ExtractHighlightsPostProcess("highlights", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  88501. _this._blurX = new BABYLON.BlurPostProcess("horizontal blur", new BABYLON.Vector2(1.0, 0), 10.0, bloomScale, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, undefined, blockCompilation);
  88502. _this._blurX.alwaysForcePOT = true;
  88503. _this._blurX.autoClear = false;
  88504. _this._blurY = new BABYLON.BlurPostProcess("vertical blur", new BABYLON.Vector2(0, 1.0), 10.0, bloomScale, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, undefined, blockCompilation);
  88505. _this._blurY.alwaysForcePOT = true;
  88506. _this._blurY.autoClear = false;
  88507. _this.kernel = bloomKernel;
  88508. _this._effects = [_this._downscale, _this._blurX, _this._blurY];
  88509. _this._merge = new BABYLON.BloomMergePostProcess("bloomMerge", _this._downscale, _this._blurY, bloomWeight, bloomScale, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  88510. _this._merge.autoClear = false;
  88511. _this._effects.push(_this._merge);
  88512. return _this;
  88513. }
  88514. Object.defineProperty(BloomEffect.prototype, "threshold", {
  88515. /**
  88516. * The luminance threshold to find bright areas of the image to bloom.
  88517. */
  88518. get: function () {
  88519. return this._downscale.threshold;
  88520. },
  88521. set: function (value) {
  88522. this._downscale.threshold = value;
  88523. },
  88524. enumerable: true,
  88525. configurable: true
  88526. });
  88527. Object.defineProperty(BloomEffect.prototype, "weight", {
  88528. /**
  88529. * The strength of the bloom.
  88530. */
  88531. get: function () {
  88532. return this._merge.weight;
  88533. },
  88534. set: function (value) {
  88535. this._merge.weight = value;
  88536. },
  88537. enumerable: true,
  88538. configurable: true
  88539. });
  88540. Object.defineProperty(BloomEffect.prototype, "kernel", {
  88541. /**
  88542. * Specifies the size of the bloom blur kernel, relative to the final output size
  88543. */
  88544. get: function () {
  88545. return this._blurX.kernel / this.bloomScale;
  88546. },
  88547. set: function (value) {
  88548. this._blurX.kernel = value * this.bloomScale;
  88549. this._blurY.kernel = value * this.bloomScale;
  88550. },
  88551. enumerable: true,
  88552. configurable: true
  88553. });
  88554. /**
  88555. * Disposes each of the internal effects for a given camera.
  88556. * @param camera The camera to dispose the effect on.
  88557. */
  88558. BloomEffect.prototype.disposeEffects = function (camera) {
  88559. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88560. this._effects[effectIndex].dispose(camera);
  88561. }
  88562. };
  88563. /**
  88564. * @hidden Internal
  88565. */
  88566. BloomEffect.prototype._updateEffects = function () {
  88567. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88568. this._effects[effectIndex].updateEffect();
  88569. }
  88570. };
  88571. /**
  88572. * Internal
  88573. * @returns if all the contained post processes are ready.
  88574. * @hidden
  88575. */
  88576. BloomEffect.prototype._isReady = function () {
  88577. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88578. if (!this._effects[effectIndex].isReady()) {
  88579. return false;
  88580. }
  88581. }
  88582. return true;
  88583. };
  88584. return BloomEffect;
  88585. }(BABYLON.PostProcessRenderEffect));
  88586. BABYLON.BloomEffect = BloomEffect;
  88587. })(BABYLON || (BABYLON = {}));
  88588. //# sourceMappingURL=babylon.bloomEffect.js.map
  88589. var BABYLON;
  88590. (function (BABYLON) {
  88591. /**
  88592. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  88593. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  88594. */
  88595. var DefaultRenderingPipeline = /** @class */ (function (_super) {
  88596. __extends(DefaultRenderingPipeline, _super);
  88597. /**
  88598. * @constructor
  88599. * @param name - The rendering pipeline name (default: "")
  88600. * @param hdr - If high dynamic range textures should be used (default: true)
  88601. * @param scene - The scene linked to this pipeline (default: the last created scene)
  88602. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  88603. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  88604. */
  88605. function DefaultRenderingPipeline(name, hdr, scene, cameras, automaticBuild) {
  88606. if (name === void 0) { name = ""; }
  88607. if (hdr === void 0) { hdr = true; }
  88608. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  88609. if (automaticBuild === void 0) { automaticBuild = true; }
  88610. var _this = _super.call(this, scene.getEngine(), name) || this;
  88611. _this._camerasToBeAttached = [];
  88612. /**
  88613. * ID of the sharpen post process,
  88614. */
  88615. _this.SharpenPostProcessId = "SharpenPostProcessEffect";
  88616. /**
  88617. * @ignore
  88618. * ID of the image processing post process;
  88619. */
  88620. _this.ImageProcessingPostProcessId = "ImageProcessingPostProcessEffect";
  88621. /**
  88622. * @ignore
  88623. * ID of the Fast Approximate Anti-Aliasing post process;
  88624. */
  88625. _this.FxaaPostProcessId = "FxaaPostProcessEffect";
  88626. /**
  88627. * ID of the chromatic aberration post process,
  88628. */
  88629. _this.ChromaticAberrationPostProcessId = "ChromaticAberrationPostProcessEffect";
  88630. /**
  88631. * ID of the grain post process
  88632. */
  88633. _this.GrainPostProcessId = "GrainPostProcessEffect";
  88634. /**
  88635. * Glow post process which adds a glow to emmisive areas of the image
  88636. */
  88637. _this._glowLayer = null;
  88638. /**
  88639. * Animations which can be used to tweak settings over a period of time
  88640. */
  88641. _this.animations = [];
  88642. _this._imageProcessingConfigurationObserver = null;
  88643. // Values
  88644. _this._sharpenEnabled = false;
  88645. _this._bloomEnabled = false;
  88646. _this._depthOfFieldEnabled = false;
  88647. _this._depthOfFieldBlurLevel = BABYLON.DepthOfFieldEffectBlurLevel.Low;
  88648. _this._fxaaEnabled = false;
  88649. _this._imageProcessingEnabled = true;
  88650. _this._bloomScale = 0.5;
  88651. _this._chromaticAberrationEnabled = false;
  88652. _this._grainEnabled = false;
  88653. _this._buildAllowed = true;
  88654. _this._resizeObserver = null;
  88655. _this._hardwareScaleLevel = 1.0;
  88656. _this._bloomKernel = 64;
  88657. /**
  88658. * Specifies the weight of the bloom in the final rendering
  88659. */
  88660. _this._bloomWeight = 0.15;
  88661. /**
  88662. * Specifies the luma threshold for the area that will be blurred by the bloom
  88663. */
  88664. _this._bloomThreshold = 0.9;
  88665. _this._samples = 1;
  88666. _this._hasCleared = false;
  88667. _this._prevPostProcess = null;
  88668. _this._prevPrevPostProcess = null;
  88669. _this._depthOfFieldSceneObserver = null;
  88670. _this._cameras = cameras || scene.cameras;
  88671. _this._cameras = _this._cameras.slice();
  88672. _this._camerasToBeAttached = _this._cameras.slice();
  88673. _this._buildAllowed = automaticBuild;
  88674. // Initialize
  88675. _this._scene = scene;
  88676. var caps = _this._scene.getEngine().getCaps();
  88677. _this._hdr = hdr && (caps.textureHalfFloatRender || caps.textureFloatRender);
  88678. // Misc
  88679. if (_this._hdr) {
  88680. if (caps.textureHalfFloatRender) {
  88681. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  88682. }
  88683. else if (caps.textureFloatRender) {
  88684. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  88685. }
  88686. }
  88687. else {
  88688. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  88689. }
  88690. // Attach
  88691. scene.postProcessRenderPipelineManager.addPipeline(_this);
  88692. var engine = _this._scene.getEngine();
  88693. // Create post processes before hand so they can be modified before enabled.
  88694. // Block compilation flag is set to true to avoid compilation prior to use, these will be updated on first use in build pipeline.
  88695. _this.sharpen = new BABYLON.SharpenPostProcess("sharpen", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  88696. _this._sharpenEffect = new BABYLON.PostProcessRenderEffect(engine, _this.SharpenPostProcessId, function () { return _this.sharpen; }, true);
  88697. _this.depthOfField = new BABYLON.DepthOfFieldEffect(_this._scene, null, _this._depthOfFieldBlurLevel, _this._defaultPipelineTextureType, true);
  88698. _this.bloom = new BABYLON.BloomEffect(_this._scene, _this._bloomScale, _this._bloomWeight, _this.bloomKernel, _this._defaultPipelineTextureType, true);
  88699. _this.chromaticAberration = new BABYLON.ChromaticAberrationPostProcess("ChromaticAberration", engine.getRenderWidth(), engine.getRenderHeight(), 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  88700. _this._chromaticAberrationEffect = new BABYLON.PostProcessRenderEffect(engine, _this.ChromaticAberrationPostProcessId, function () { return _this.chromaticAberration; }, true);
  88701. _this.grain = new BABYLON.GrainPostProcess("Grain", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  88702. _this._grainEffect = new BABYLON.PostProcessRenderEffect(engine, _this.GrainPostProcessId, function () { return _this.grain; }, true);
  88703. _this._resizeObserver = engine.onResizeObservable.add(function () {
  88704. _this._hardwareScaleLevel = engine.getHardwareScalingLevel();
  88705. _this.bloomKernel = _this.bloomKernel;
  88706. });
  88707. _this._imageProcessingConfigurationObserver = _this._scene.imageProcessingConfiguration.onUpdateParameters.add(function () {
  88708. _this.bloom._downscale._exposure = _this._scene.imageProcessingConfiguration.exposure;
  88709. });
  88710. _this._buildPipeline();
  88711. return _this;
  88712. }
  88713. Object.defineProperty(DefaultRenderingPipeline.prototype, "sharpenEnabled", {
  88714. get: function () {
  88715. return this._sharpenEnabled;
  88716. },
  88717. /**
  88718. * Enable or disable the sharpen process from the pipeline
  88719. */
  88720. set: function (enabled) {
  88721. if (this._sharpenEnabled === enabled) {
  88722. return;
  88723. }
  88724. this._sharpenEnabled = enabled;
  88725. this._buildPipeline();
  88726. },
  88727. enumerable: true,
  88728. configurable: true
  88729. });
  88730. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomKernel", {
  88731. /**
  88732. * Specifies the size of the bloom blur kernel, relative to the final output size
  88733. */
  88734. get: function () {
  88735. return this._bloomKernel;
  88736. },
  88737. set: function (value) {
  88738. this._bloomKernel = value;
  88739. this.bloom.kernel = value / this._hardwareScaleLevel;
  88740. },
  88741. enumerable: true,
  88742. configurable: true
  88743. });
  88744. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomWeight", {
  88745. get: function () {
  88746. return this._bloomWeight;
  88747. },
  88748. /**
  88749. * The strength of the bloom.
  88750. */
  88751. set: function (value) {
  88752. if (this._bloomWeight === value) {
  88753. return;
  88754. }
  88755. this.bloom.weight = value;
  88756. this._bloomWeight = value;
  88757. },
  88758. enumerable: true,
  88759. configurable: true
  88760. });
  88761. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomThreshold", {
  88762. get: function () {
  88763. return this._bloomThreshold;
  88764. },
  88765. /**
  88766. * The strength of the bloom.
  88767. */
  88768. set: function (value) {
  88769. if (this._bloomThreshold === value) {
  88770. return;
  88771. }
  88772. this.bloom.threshold = value;
  88773. this._bloomThreshold = value;
  88774. },
  88775. enumerable: true,
  88776. configurable: true
  88777. });
  88778. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomScale", {
  88779. get: function () {
  88780. return this._bloomScale;
  88781. },
  88782. /**
  88783. * The scale of the bloom, lower value will provide better performance.
  88784. */
  88785. set: function (value) {
  88786. if (this._bloomScale === value) {
  88787. return;
  88788. }
  88789. this._bloomScale = value;
  88790. // recreate bloom and dispose old as this setting is not dynamic
  88791. this._rebuildBloom();
  88792. this._buildPipeline();
  88793. },
  88794. enumerable: true,
  88795. configurable: true
  88796. });
  88797. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomEnabled", {
  88798. get: function () {
  88799. return this._bloomEnabled;
  88800. },
  88801. /**
  88802. * Enable or disable the bloom from the pipeline
  88803. */
  88804. set: function (enabled) {
  88805. if (this._bloomEnabled === enabled) {
  88806. return;
  88807. }
  88808. this._bloomEnabled = enabled;
  88809. this._buildPipeline();
  88810. },
  88811. enumerable: true,
  88812. configurable: true
  88813. });
  88814. DefaultRenderingPipeline.prototype._rebuildBloom = function () {
  88815. // recreate bloom and dispose old as this setting is not dynamic
  88816. var oldBloom = this.bloom;
  88817. this.bloom = new BABYLON.BloomEffect(this._scene, this.bloomScale, this._bloomWeight, this.bloomKernel, this._defaultPipelineTextureType, false);
  88818. this.bloom.threshold = oldBloom.threshold;
  88819. for (var i = 0; i < this._cameras.length; i++) {
  88820. oldBloom.disposeEffects(this._cameras[i]);
  88821. }
  88822. };
  88823. Object.defineProperty(DefaultRenderingPipeline.prototype, "depthOfFieldEnabled", {
  88824. /**
  88825. * If the depth of field is enabled.
  88826. */
  88827. get: function () {
  88828. return this._depthOfFieldEnabled;
  88829. },
  88830. set: function (enabled) {
  88831. if (this._depthOfFieldEnabled === enabled) {
  88832. return;
  88833. }
  88834. this._depthOfFieldEnabled = enabled;
  88835. this._buildPipeline();
  88836. },
  88837. enumerable: true,
  88838. configurable: true
  88839. });
  88840. Object.defineProperty(DefaultRenderingPipeline.prototype, "depthOfFieldBlurLevel", {
  88841. /**
  88842. * Blur level of the depth of field effect. (Higher blur will effect performance)
  88843. */
  88844. get: function () {
  88845. return this._depthOfFieldBlurLevel;
  88846. },
  88847. set: function (value) {
  88848. if (this._depthOfFieldBlurLevel === value) {
  88849. return;
  88850. }
  88851. this._depthOfFieldBlurLevel = value;
  88852. // recreate dof and dispose old as this setting is not dynamic
  88853. var oldDof = this.depthOfField;
  88854. this.depthOfField = new BABYLON.DepthOfFieldEffect(this._scene, null, this._depthOfFieldBlurLevel, this._defaultPipelineTextureType, false);
  88855. this.depthOfField.focalLength = oldDof.focalLength;
  88856. this.depthOfField.focusDistance = oldDof.focusDistance;
  88857. this.depthOfField.fStop = oldDof.fStop;
  88858. this.depthOfField.lensSize = oldDof.lensSize;
  88859. for (var i = 0; i < this._cameras.length; i++) {
  88860. oldDof.disposeEffects(this._cameras[i]);
  88861. }
  88862. this._buildPipeline();
  88863. },
  88864. enumerable: true,
  88865. configurable: true
  88866. });
  88867. Object.defineProperty(DefaultRenderingPipeline.prototype, "fxaaEnabled", {
  88868. get: function () {
  88869. return this._fxaaEnabled;
  88870. },
  88871. /**
  88872. * If the anti aliasing is enabled.
  88873. */
  88874. set: function (enabled) {
  88875. if (this._fxaaEnabled === enabled) {
  88876. return;
  88877. }
  88878. this._fxaaEnabled = enabled;
  88879. this._buildPipeline();
  88880. },
  88881. enumerable: true,
  88882. configurable: true
  88883. });
  88884. Object.defineProperty(DefaultRenderingPipeline.prototype, "samples", {
  88885. get: function () {
  88886. return this._samples;
  88887. },
  88888. /**
  88889. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  88890. */
  88891. set: function (sampleCount) {
  88892. if (this._samples === sampleCount) {
  88893. return;
  88894. }
  88895. this._samples = sampleCount;
  88896. this._buildPipeline();
  88897. },
  88898. enumerable: true,
  88899. configurable: true
  88900. });
  88901. Object.defineProperty(DefaultRenderingPipeline.prototype, "imageProcessingEnabled", {
  88902. get: function () {
  88903. return this._imageProcessingEnabled;
  88904. },
  88905. /**
  88906. * If image processing is enabled.
  88907. */
  88908. set: function (enabled) {
  88909. if (this._imageProcessingEnabled === enabled) {
  88910. return;
  88911. }
  88912. this._imageProcessingEnabled = enabled;
  88913. this._buildPipeline();
  88914. },
  88915. enumerable: true,
  88916. configurable: true
  88917. });
  88918. Object.defineProperty(DefaultRenderingPipeline.prototype, "glowLayerEnabled", {
  88919. get: function () {
  88920. return this._glowLayer == null;
  88921. },
  88922. /**
  88923. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  88924. */
  88925. set: function (enabled) {
  88926. if (enabled && !this._glowLayer) {
  88927. this._glowLayer = new BABYLON.GlowLayer("", this._scene);
  88928. }
  88929. else if (!enabled && this._glowLayer) {
  88930. this._glowLayer.dispose();
  88931. this._glowLayer = null;
  88932. }
  88933. },
  88934. enumerable: true,
  88935. configurable: true
  88936. });
  88937. Object.defineProperty(DefaultRenderingPipeline.prototype, "chromaticAberrationEnabled", {
  88938. get: function () {
  88939. return this._chromaticAberrationEnabled;
  88940. },
  88941. /**
  88942. * Enable or disable the chromaticAberration process from the pipeline
  88943. */
  88944. set: function (enabled) {
  88945. if (this._chromaticAberrationEnabled === enabled) {
  88946. return;
  88947. }
  88948. this._chromaticAberrationEnabled = enabled;
  88949. this._buildPipeline();
  88950. },
  88951. enumerable: true,
  88952. configurable: true
  88953. });
  88954. Object.defineProperty(DefaultRenderingPipeline.prototype, "grainEnabled", {
  88955. get: function () {
  88956. return this._grainEnabled;
  88957. },
  88958. /**
  88959. * Enable or disable the grain process from the pipeline
  88960. */
  88961. set: function (enabled) {
  88962. if (this._grainEnabled === enabled) {
  88963. return;
  88964. }
  88965. this._grainEnabled = enabled;
  88966. this._buildPipeline();
  88967. },
  88968. enumerable: true,
  88969. configurable: true
  88970. });
  88971. /**
  88972. * Force the compilation of the entire pipeline.
  88973. */
  88974. DefaultRenderingPipeline.prototype.prepare = function () {
  88975. var previousState = this._buildAllowed;
  88976. this._buildAllowed = true;
  88977. this._buildPipeline();
  88978. this._buildAllowed = previousState;
  88979. };
  88980. DefaultRenderingPipeline.prototype._setAutoClearAndTextureSharing = function (postProcess, skipTextureSharing) {
  88981. if (skipTextureSharing === void 0) { skipTextureSharing = false; }
  88982. if (this._hasCleared) {
  88983. postProcess.autoClear = false;
  88984. }
  88985. else {
  88986. postProcess.autoClear = true;
  88987. this._scene.autoClear = false;
  88988. this._hasCleared = true;
  88989. }
  88990. if (!skipTextureSharing) {
  88991. if (this._prevPrevPostProcess) {
  88992. postProcess.shareOutputWith(this._prevPrevPostProcess);
  88993. }
  88994. else {
  88995. postProcess.useOwnOutput();
  88996. }
  88997. if (this._prevPostProcess) {
  88998. this._prevPrevPostProcess = this._prevPostProcess;
  88999. }
  89000. this._prevPostProcess = postProcess;
  89001. }
  89002. };
  89003. DefaultRenderingPipeline.prototype._buildPipeline = function () {
  89004. var _this = this;
  89005. if (!this._buildAllowed) {
  89006. return;
  89007. }
  89008. this._scene.autoClear = true;
  89009. var engine = this._scene.getEngine();
  89010. this._disposePostProcesses();
  89011. if (this._cameras !== null) {
  89012. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  89013. // get back cameras to be used to reattach pipeline
  89014. this._cameras = this._camerasToBeAttached.slice();
  89015. }
  89016. this._reset();
  89017. this._prevPostProcess = null;
  89018. this._prevPrevPostProcess = null;
  89019. this._hasCleared = false;
  89020. if (this.depthOfFieldEnabled) {
  89021. // Multi camera suport
  89022. if (this._cameras.length > 1) {
  89023. for (var _i = 0, _a = this._cameras; _i < _a.length; _i++) {
  89024. var camera = _a[_i];
  89025. var depthRenderer = this._scene.enableDepthRenderer(camera);
  89026. depthRenderer.useOnlyInActiveCamera = true;
  89027. }
  89028. this._depthOfFieldSceneObserver = this._scene.onAfterRenderTargetsRenderObservable.add(function (scene) {
  89029. if (_this._cameras.indexOf(scene.activeCamera) > -1) {
  89030. _this.depthOfField.depthTexture = scene.enableDepthRenderer(scene.activeCamera).getDepthMap();
  89031. }
  89032. });
  89033. }
  89034. else {
  89035. this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);
  89036. var depthRenderer = this._scene.enableDepthRenderer(this._cameras[0]);
  89037. this.depthOfField.depthTexture = depthRenderer.getDepthMap();
  89038. }
  89039. if (!this.depthOfField._isReady()) {
  89040. this.depthOfField._updateEffects();
  89041. }
  89042. this.addEffect(this.depthOfField);
  89043. this._setAutoClearAndTextureSharing(this.depthOfField._effects[0], true);
  89044. }
  89045. else {
  89046. this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);
  89047. }
  89048. if (this.bloomEnabled) {
  89049. if (!this.bloom._isReady()) {
  89050. this.bloom._updateEffects();
  89051. }
  89052. this.addEffect(this.bloom);
  89053. this._setAutoClearAndTextureSharing(this.bloom._effects[0], true);
  89054. }
  89055. if (this._imageProcessingEnabled) {
  89056. this.imageProcessing = new BABYLON.ImageProcessingPostProcess("imageProcessing", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType);
  89057. if (this._hdr) {
  89058. this.addEffect(new BABYLON.PostProcessRenderEffect(engine, this.ImageProcessingPostProcessId, function () { return _this.imageProcessing; }, true));
  89059. this._setAutoClearAndTextureSharing(this.imageProcessing);
  89060. }
  89061. else {
  89062. this._scene.imageProcessingConfiguration.applyByPostProcess = false;
  89063. }
  89064. }
  89065. if (this.sharpenEnabled) {
  89066. if (!this.sharpen.isReady()) {
  89067. this.sharpen.updateEffect();
  89068. }
  89069. this.addEffect(this._sharpenEffect);
  89070. this._setAutoClearAndTextureSharing(this.sharpen);
  89071. }
  89072. if (this.grainEnabled) {
  89073. if (!this.grain.isReady()) {
  89074. this.grain.updateEffect();
  89075. }
  89076. this.addEffect(this._grainEffect);
  89077. this._setAutoClearAndTextureSharing(this.grain);
  89078. }
  89079. if (this.chromaticAberrationEnabled) {
  89080. if (!this.chromaticAberration.isReady()) {
  89081. this.chromaticAberration.updateEffect();
  89082. }
  89083. this.addEffect(this._chromaticAberrationEffect);
  89084. this._setAutoClearAndTextureSharing(this.chromaticAberration);
  89085. }
  89086. if (this.fxaaEnabled) {
  89087. this.fxaa = new BABYLON.FxaaPostProcess("fxaa", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType);
  89088. this.addEffect(new BABYLON.PostProcessRenderEffect(engine, this.FxaaPostProcessId, function () { return _this.fxaa; }, true));
  89089. this._setAutoClearAndTextureSharing(this.fxaa, true);
  89090. }
  89091. if (this._cameras !== null) {
  89092. this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);
  89093. }
  89094. if (!this._enableMSAAOnFirstPostProcess(this.samples) && this.samples > 1) {
  89095. BABYLON.Tools.Warn("MSAA failed to enable, MSAA is only supported in browsers that support webGL >= 2.0");
  89096. }
  89097. };
  89098. DefaultRenderingPipeline.prototype._disposePostProcesses = function (disposeNonRecreated) {
  89099. if (disposeNonRecreated === void 0) { disposeNonRecreated = false; }
  89100. for (var i = 0; i < this._cameras.length; i++) {
  89101. var camera = this._cameras[i];
  89102. if (this.imageProcessing) {
  89103. this.imageProcessing.dispose(camera);
  89104. }
  89105. if (this.fxaa) {
  89106. this.fxaa.dispose(camera);
  89107. }
  89108. // These are created in the constructor and should not be disposed on every pipeline change
  89109. if (disposeNonRecreated) {
  89110. if (this.sharpen) {
  89111. this.sharpen.dispose(camera);
  89112. }
  89113. if (this.depthOfField) {
  89114. this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);
  89115. this.depthOfField.disposeEffects(camera);
  89116. }
  89117. if (this.bloom) {
  89118. this.bloom.disposeEffects(camera);
  89119. }
  89120. if (this.chromaticAberration) {
  89121. this.chromaticAberration.dispose(camera);
  89122. }
  89123. if (this.grain) {
  89124. this.grain.dispose(camera);
  89125. }
  89126. if (this._glowLayer) {
  89127. this._glowLayer.dispose();
  89128. }
  89129. }
  89130. }
  89131. this.imageProcessing = null;
  89132. this.fxaa = null;
  89133. if (disposeNonRecreated) {
  89134. this.sharpen = null;
  89135. this._sharpenEffect = null;
  89136. this.depthOfField = null;
  89137. this.bloom = null;
  89138. this.chromaticAberration = null;
  89139. this._chromaticAberrationEffect = null;
  89140. this.grain = null;
  89141. this._grainEffect = null;
  89142. this._glowLayer = null;
  89143. }
  89144. };
  89145. /**
  89146. * Adds a camera to the pipeline
  89147. * @param camera the camera to be added
  89148. */
  89149. DefaultRenderingPipeline.prototype.addCamera = function (camera) {
  89150. this._camerasToBeAttached.push(camera);
  89151. this._buildPipeline();
  89152. };
  89153. /**
  89154. * Removes a camera from the pipeline
  89155. * @param camera the camera to remove
  89156. */
  89157. DefaultRenderingPipeline.prototype.removeCamera = function (camera) {
  89158. var index = this._camerasToBeAttached.indexOf(camera);
  89159. this._camerasToBeAttached.splice(index, 1);
  89160. this._buildPipeline();
  89161. };
  89162. /**
  89163. * Dispose of the pipeline and stop all post processes
  89164. */
  89165. DefaultRenderingPipeline.prototype.dispose = function () {
  89166. this._disposePostProcesses(true);
  89167. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  89168. this._scene.autoClear = true;
  89169. if (this._resizeObserver) {
  89170. this._scene.getEngine().onResizeObservable.remove(this._resizeObserver);
  89171. this._resizeObserver = null;
  89172. }
  89173. this._scene.imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingConfigurationObserver);
  89174. _super.prototype.dispose.call(this);
  89175. };
  89176. /**
  89177. * Serialize the rendering pipeline (Used when exporting)
  89178. * @returns the serialized object
  89179. */
  89180. DefaultRenderingPipeline.prototype.serialize = function () {
  89181. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  89182. serializationObject.customType = "DefaultRenderingPipeline";
  89183. return serializationObject;
  89184. };
  89185. /**
  89186. * Parse the serialized pipeline
  89187. * @param source Source pipeline.
  89188. * @param scene The scene to load the pipeline to.
  89189. * @param rootUrl The URL of the serialized pipeline.
  89190. * @returns An instantiated pipeline from the serialized object.
  89191. */
  89192. DefaultRenderingPipeline.Parse = function (source, scene, rootUrl) {
  89193. return BABYLON.SerializationHelper.Parse(function () { return new DefaultRenderingPipeline(source._name, source._name._hdr, scene); }, source, scene, rootUrl);
  89194. };
  89195. __decorate([
  89196. BABYLON.serialize()
  89197. ], DefaultRenderingPipeline.prototype, "sharpenEnabled", null);
  89198. __decorate([
  89199. BABYLON.serialize()
  89200. ], DefaultRenderingPipeline.prototype, "bloomKernel", null);
  89201. __decorate([
  89202. BABYLON.serialize()
  89203. ], DefaultRenderingPipeline.prototype, "_bloomWeight", void 0);
  89204. __decorate([
  89205. BABYLON.serialize()
  89206. ], DefaultRenderingPipeline.prototype, "_bloomThreshold", void 0);
  89207. __decorate([
  89208. BABYLON.serialize()
  89209. ], DefaultRenderingPipeline.prototype, "_hdr", void 0);
  89210. __decorate([
  89211. BABYLON.serialize()
  89212. ], DefaultRenderingPipeline.prototype, "bloomWeight", null);
  89213. __decorate([
  89214. BABYLON.serialize()
  89215. ], DefaultRenderingPipeline.prototype, "bloomThreshold", null);
  89216. __decorate([
  89217. BABYLON.serialize()
  89218. ], DefaultRenderingPipeline.prototype, "bloomScale", null);
  89219. __decorate([
  89220. BABYLON.serialize()
  89221. ], DefaultRenderingPipeline.prototype, "bloomEnabled", null);
  89222. __decorate([
  89223. BABYLON.serialize()
  89224. ], DefaultRenderingPipeline.prototype, "depthOfFieldEnabled", null);
  89225. __decorate([
  89226. BABYLON.serialize()
  89227. ], DefaultRenderingPipeline.prototype, "depthOfFieldBlurLevel", null);
  89228. __decorate([
  89229. BABYLON.serialize()
  89230. ], DefaultRenderingPipeline.prototype, "fxaaEnabled", null);
  89231. __decorate([
  89232. BABYLON.serialize()
  89233. ], DefaultRenderingPipeline.prototype, "samples", null);
  89234. __decorate([
  89235. BABYLON.serialize()
  89236. ], DefaultRenderingPipeline.prototype, "imageProcessingEnabled", null);
  89237. __decorate([
  89238. BABYLON.serialize()
  89239. ], DefaultRenderingPipeline.prototype, "glowLayerEnabled", null);
  89240. __decorate([
  89241. BABYLON.serialize()
  89242. ], DefaultRenderingPipeline.prototype, "chromaticAberrationEnabled", null);
  89243. __decorate([
  89244. BABYLON.serialize()
  89245. ], DefaultRenderingPipeline.prototype, "grainEnabled", null);
  89246. return DefaultRenderingPipeline;
  89247. }(BABYLON.PostProcessRenderPipeline));
  89248. BABYLON.DefaultRenderingPipeline = DefaultRenderingPipeline;
  89249. })(BABYLON || (BABYLON = {}));
  89250. //# sourceMappingURL=babylon.defaultRenderingPipeline.js.map
  89251. var BABYLON;
  89252. (function (BABYLON) {
  89253. /**
  89254. * @hidden
  89255. */
  89256. var ImageProcessingConfigurationDefines = /** @class */ (function (_super) {
  89257. __extends(ImageProcessingConfigurationDefines, _super);
  89258. function ImageProcessingConfigurationDefines() {
  89259. var _this = _super.call(this) || this;
  89260. _this.IMAGEPROCESSING = false;
  89261. _this.VIGNETTE = false;
  89262. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  89263. _this.VIGNETTEBLENDMODEOPAQUE = false;
  89264. _this.TONEMAPPING = false;
  89265. _this.TONEMAPPING_ACES = false;
  89266. _this.CONTRAST = false;
  89267. _this.COLORCURVES = false;
  89268. _this.COLORGRADING = false;
  89269. _this.COLORGRADING3D = false;
  89270. _this.SAMPLER3DGREENDEPTH = false;
  89271. _this.SAMPLER3DBGRMAP = false;
  89272. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  89273. _this.EXPOSURE = false;
  89274. _this.rebuild();
  89275. return _this;
  89276. }
  89277. return ImageProcessingConfigurationDefines;
  89278. }(BABYLON.MaterialDefines));
  89279. BABYLON.ImageProcessingConfigurationDefines = ImageProcessingConfigurationDefines;
  89280. /**
  89281. * This groups together the common properties used for image processing either in direct forward pass
  89282. * or through post processing effect depending on the use of the image processing pipeline in your scene
  89283. * or not.
  89284. */
  89285. var ImageProcessingConfiguration = /** @class */ (function () {
  89286. function ImageProcessingConfiguration() {
  89287. /**
  89288. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  89289. */
  89290. this.colorCurves = new BABYLON.ColorCurves();
  89291. this._colorCurvesEnabled = false;
  89292. this._colorGradingEnabled = false;
  89293. this._colorGradingWithGreenDepth = true;
  89294. this._colorGradingBGR = true;
  89295. /** @hidden */
  89296. this._exposure = 1.0;
  89297. this._toneMappingEnabled = false;
  89298. this._toneMappingType = ImageProcessingConfiguration.TONEMAPPING_STANDARD;
  89299. this._contrast = 1.0;
  89300. /**
  89301. * Vignette stretch size.
  89302. */
  89303. this.vignetteStretch = 0;
  89304. /**
  89305. * Vignette centre X Offset.
  89306. */
  89307. this.vignetteCentreX = 0;
  89308. /**
  89309. * Vignette centre Y Offset.
  89310. */
  89311. this.vignetteCentreY = 0;
  89312. /**
  89313. * Vignette weight or intensity of the vignette effect.
  89314. */
  89315. this.vignetteWeight = 1.5;
  89316. /**
  89317. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  89318. * if vignetteEnabled is set to true.
  89319. */
  89320. this.vignetteColor = new BABYLON.Color4(0, 0, 0, 0);
  89321. /**
  89322. * Camera field of view used by the Vignette effect.
  89323. */
  89324. this.vignetteCameraFov = 0.5;
  89325. this._vignetteBlendMode = ImageProcessingConfiguration.VIGNETTEMODE_MULTIPLY;
  89326. this._vignetteEnabled = false;
  89327. this._applyByPostProcess = false;
  89328. this._isEnabled = true;
  89329. /**
  89330. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  89331. */
  89332. this.onUpdateParameters = new BABYLON.Observable();
  89333. }
  89334. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorCurvesEnabled", {
  89335. /**
  89336. * Gets wether the color curves effect is enabled.
  89337. */
  89338. get: function () {
  89339. return this._colorCurvesEnabled;
  89340. },
  89341. /**
  89342. * Sets wether the color curves effect is enabled.
  89343. */
  89344. set: function (value) {
  89345. if (this._colorCurvesEnabled === value) {
  89346. return;
  89347. }
  89348. this._colorCurvesEnabled = value;
  89349. this._updateParameters();
  89350. },
  89351. enumerable: true,
  89352. configurable: true
  89353. });
  89354. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingTexture", {
  89355. /**
  89356. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  89357. */
  89358. get: function () {
  89359. return this._colorGradingTexture;
  89360. },
  89361. /**
  89362. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  89363. */
  89364. set: function (value) {
  89365. if (this._colorGradingTexture === value) {
  89366. return;
  89367. }
  89368. this._colorGradingTexture = value;
  89369. this._updateParameters();
  89370. },
  89371. enumerable: true,
  89372. configurable: true
  89373. });
  89374. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingEnabled", {
  89375. /**
  89376. * Gets wether the color grading effect is enabled.
  89377. */
  89378. get: function () {
  89379. return this._colorGradingEnabled;
  89380. },
  89381. /**
  89382. * Sets wether the color grading effect is enabled.
  89383. */
  89384. set: function (value) {
  89385. if (this._colorGradingEnabled === value) {
  89386. return;
  89387. }
  89388. this._colorGradingEnabled = value;
  89389. this._updateParameters();
  89390. },
  89391. enumerable: true,
  89392. configurable: true
  89393. });
  89394. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingWithGreenDepth", {
  89395. /**
  89396. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  89397. */
  89398. get: function () {
  89399. return this._colorGradingWithGreenDepth;
  89400. },
  89401. /**
  89402. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  89403. */
  89404. set: function (value) {
  89405. if (this._colorGradingWithGreenDepth === value) {
  89406. return;
  89407. }
  89408. this._colorGradingWithGreenDepth = value;
  89409. this._updateParameters();
  89410. },
  89411. enumerable: true,
  89412. configurable: true
  89413. });
  89414. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingBGR", {
  89415. /**
  89416. * Gets wether the color grading texture contains BGR values.
  89417. */
  89418. get: function () {
  89419. return this._colorGradingBGR;
  89420. },
  89421. /**
  89422. * Sets wether the color grading texture contains BGR values.
  89423. */
  89424. set: function (value) {
  89425. if (this._colorGradingBGR === value) {
  89426. return;
  89427. }
  89428. this._colorGradingBGR = value;
  89429. this._updateParameters();
  89430. },
  89431. enumerable: true,
  89432. configurable: true
  89433. });
  89434. Object.defineProperty(ImageProcessingConfiguration.prototype, "exposure", {
  89435. /**
  89436. * Gets the Exposure used in the effect.
  89437. */
  89438. get: function () {
  89439. return this._exposure;
  89440. },
  89441. /**
  89442. * Sets the Exposure used in the effect.
  89443. */
  89444. set: function (value) {
  89445. if (this._exposure === value) {
  89446. return;
  89447. }
  89448. this._exposure = value;
  89449. this._updateParameters();
  89450. },
  89451. enumerable: true,
  89452. configurable: true
  89453. });
  89454. Object.defineProperty(ImageProcessingConfiguration.prototype, "toneMappingEnabled", {
  89455. /**
  89456. * Gets wether the tone mapping effect is enabled.
  89457. */
  89458. get: function () {
  89459. return this._toneMappingEnabled;
  89460. },
  89461. /**
  89462. * Sets wether the tone mapping effect is enabled.
  89463. */
  89464. set: function (value) {
  89465. if (this._toneMappingEnabled === value) {
  89466. return;
  89467. }
  89468. this._toneMappingEnabled = value;
  89469. this._updateParameters();
  89470. },
  89471. enumerable: true,
  89472. configurable: true
  89473. });
  89474. Object.defineProperty(ImageProcessingConfiguration.prototype, "toneMappingType", {
  89475. /**
  89476. * Gets the type of tone mapping effect.
  89477. */
  89478. get: function () {
  89479. return this._toneMappingType;
  89480. },
  89481. /**
  89482. * Sets the type of tone mapping effect used in BabylonJS.
  89483. */
  89484. set: function (value) {
  89485. if (this._toneMappingType === value) {
  89486. return;
  89487. }
  89488. this._toneMappingType = value;
  89489. this._updateParameters();
  89490. },
  89491. enumerable: true,
  89492. configurable: true
  89493. });
  89494. Object.defineProperty(ImageProcessingConfiguration.prototype, "contrast", {
  89495. /**
  89496. * Gets the contrast used in the effect.
  89497. */
  89498. get: function () {
  89499. return this._contrast;
  89500. },
  89501. /**
  89502. * Sets the contrast used in the effect.
  89503. */
  89504. set: function (value) {
  89505. if (this._contrast === value) {
  89506. return;
  89507. }
  89508. this._contrast = value;
  89509. this._updateParameters();
  89510. },
  89511. enumerable: true,
  89512. configurable: true
  89513. });
  89514. Object.defineProperty(ImageProcessingConfiguration.prototype, "vignetteBlendMode", {
  89515. /**
  89516. * Gets the vignette blend mode allowing different kind of effect.
  89517. */
  89518. get: function () {
  89519. return this._vignetteBlendMode;
  89520. },
  89521. /**
  89522. * Sets the vignette blend mode allowing different kind of effect.
  89523. */
  89524. set: function (value) {
  89525. if (this._vignetteBlendMode === value) {
  89526. return;
  89527. }
  89528. this._vignetteBlendMode = value;
  89529. this._updateParameters();
  89530. },
  89531. enumerable: true,
  89532. configurable: true
  89533. });
  89534. Object.defineProperty(ImageProcessingConfiguration.prototype, "vignetteEnabled", {
  89535. /**
  89536. * Gets wether the vignette effect is enabled.
  89537. */
  89538. get: function () {
  89539. return this._vignetteEnabled;
  89540. },
  89541. /**
  89542. * Sets wether the vignette effect is enabled.
  89543. */
  89544. set: function (value) {
  89545. if (this._vignetteEnabled === value) {
  89546. return;
  89547. }
  89548. this._vignetteEnabled = value;
  89549. this._updateParameters();
  89550. },
  89551. enumerable: true,
  89552. configurable: true
  89553. });
  89554. Object.defineProperty(ImageProcessingConfiguration.prototype, "applyByPostProcess", {
  89555. /**
  89556. * Gets wether the image processing is applied through a post process or not.
  89557. */
  89558. get: function () {
  89559. return this._applyByPostProcess;
  89560. },
  89561. /**
  89562. * Sets wether the image processing is applied through a post process or not.
  89563. */
  89564. set: function (value) {
  89565. if (this._applyByPostProcess === value) {
  89566. return;
  89567. }
  89568. this._applyByPostProcess = value;
  89569. this._updateParameters();
  89570. },
  89571. enumerable: true,
  89572. configurable: true
  89573. });
  89574. Object.defineProperty(ImageProcessingConfiguration.prototype, "isEnabled", {
  89575. /**
  89576. * Gets wether the image processing is enabled or not.
  89577. */
  89578. get: function () {
  89579. return this._isEnabled;
  89580. },
  89581. /**
  89582. * Sets wether the image processing is enabled or not.
  89583. */
  89584. set: function (value) {
  89585. if (this._isEnabled === value) {
  89586. return;
  89587. }
  89588. this._isEnabled = value;
  89589. this._updateParameters();
  89590. },
  89591. enumerable: true,
  89592. configurable: true
  89593. });
  89594. /**
  89595. * Method called each time the image processing information changes requires to recompile the effect.
  89596. */
  89597. ImageProcessingConfiguration.prototype._updateParameters = function () {
  89598. this.onUpdateParameters.notifyObservers(this);
  89599. };
  89600. /**
  89601. * Gets the current class name.
  89602. * @return "ImageProcessingConfiguration"
  89603. */
  89604. ImageProcessingConfiguration.prototype.getClassName = function () {
  89605. return "ImageProcessingConfiguration";
  89606. };
  89607. /**
  89608. * Prepare the list of uniforms associated with the Image Processing effects.
  89609. * @param uniforms The list of uniforms used in the effect
  89610. * @param defines the list of defines currently in use
  89611. */
  89612. ImageProcessingConfiguration.PrepareUniforms = function (uniforms, defines) {
  89613. if (defines.EXPOSURE) {
  89614. uniforms.push("exposureLinear");
  89615. }
  89616. if (defines.CONTRAST) {
  89617. uniforms.push("contrast");
  89618. }
  89619. if (defines.COLORGRADING) {
  89620. uniforms.push("colorTransformSettings");
  89621. }
  89622. if (defines.VIGNETTE) {
  89623. uniforms.push("vInverseScreenSize");
  89624. uniforms.push("vignetteSettings1");
  89625. uniforms.push("vignetteSettings2");
  89626. }
  89627. if (defines.COLORCURVES) {
  89628. BABYLON.ColorCurves.PrepareUniforms(uniforms);
  89629. }
  89630. };
  89631. /**
  89632. * Prepare the list of samplers associated with the Image Processing effects.
  89633. * @param samplersList The list of uniforms used in the effect
  89634. * @param defines the list of defines currently in use
  89635. */
  89636. ImageProcessingConfiguration.PrepareSamplers = function (samplersList, defines) {
  89637. if (defines.COLORGRADING) {
  89638. samplersList.push("txColorTransform");
  89639. }
  89640. };
  89641. /**
  89642. * Prepare the list of defines associated to the shader.
  89643. * @param defines the list of defines to complete
  89644. * @param forPostProcess Define if we are currently in post process mode or not
  89645. */
  89646. ImageProcessingConfiguration.prototype.prepareDefines = function (defines, forPostProcess) {
  89647. if (forPostProcess === void 0) { forPostProcess = false; }
  89648. if (forPostProcess !== this.applyByPostProcess || !this._isEnabled) {
  89649. defines.VIGNETTE = false;
  89650. defines.TONEMAPPING = false;
  89651. defines.TONEMAPPING_ACES = false;
  89652. defines.CONTRAST = false;
  89653. defines.EXPOSURE = false;
  89654. defines.COLORCURVES = false;
  89655. defines.COLORGRADING = false;
  89656. defines.COLORGRADING3D = false;
  89657. defines.IMAGEPROCESSING = false;
  89658. defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess && this._isEnabled;
  89659. return;
  89660. }
  89661. defines.VIGNETTE = this.vignetteEnabled;
  89662. defines.VIGNETTEBLENDMODEMULTIPLY = (this.vignetteBlendMode === ImageProcessingConfiguration._VIGNETTEMODE_MULTIPLY);
  89663. defines.VIGNETTEBLENDMODEOPAQUE = !defines.VIGNETTEBLENDMODEMULTIPLY;
  89664. defines.TONEMAPPING = this.toneMappingEnabled;
  89665. switch (this._toneMappingType) {
  89666. case ImageProcessingConfiguration.TONEMAPPING_ACES:
  89667. defines.TONEMAPPING_ACES = true;
  89668. break;
  89669. }
  89670. defines.CONTRAST = (this.contrast !== 1.0);
  89671. defines.EXPOSURE = (this.exposure !== 1.0);
  89672. defines.COLORCURVES = (this.colorCurvesEnabled && !!this.colorCurves);
  89673. defines.COLORGRADING = (this.colorGradingEnabled && !!this.colorGradingTexture);
  89674. if (defines.COLORGRADING) {
  89675. defines.COLORGRADING3D = this.colorGradingTexture.is3D;
  89676. }
  89677. else {
  89678. defines.COLORGRADING3D = false;
  89679. }
  89680. defines.SAMPLER3DGREENDEPTH = this.colorGradingWithGreenDepth;
  89681. defines.SAMPLER3DBGRMAP = this.colorGradingBGR;
  89682. defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess;
  89683. defines.IMAGEPROCESSING = defines.VIGNETTE || defines.TONEMAPPING || defines.CONTRAST || defines.EXPOSURE || defines.COLORCURVES || defines.COLORGRADING;
  89684. };
  89685. /**
  89686. * Returns true if all the image processing information are ready.
  89687. * @returns True if ready, otherwise, false
  89688. */
  89689. ImageProcessingConfiguration.prototype.isReady = function () {
  89690. // Color Grading texure can not be none blocking.
  89691. return !this.colorGradingEnabled || !this.colorGradingTexture || this.colorGradingTexture.isReady();
  89692. };
  89693. /**
  89694. * Binds the image processing to the shader.
  89695. * @param effect The effect to bind to
  89696. * @param aspectRatio Define the current aspect ratio of the effect
  89697. */
  89698. ImageProcessingConfiguration.prototype.bind = function (effect, aspectRatio) {
  89699. if (aspectRatio === void 0) { aspectRatio = 1; }
  89700. // Color Curves
  89701. if (this._colorCurvesEnabled && this.colorCurves) {
  89702. BABYLON.ColorCurves.Bind(this.colorCurves, effect);
  89703. }
  89704. // Vignette
  89705. if (this._vignetteEnabled) {
  89706. var inverseWidth = 1 / effect.getEngine().getRenderWidth();
  89707. var inverseHeight = 1 / effect.getEngine().getRenderHeight();
  89708. effect.setFloat2("vInverseScreenSize", inverseWidth, inverseHeight);
  89709. var vignetteScaleY = Math.tan(this.vignetteCameraFov * 0.5);
  89710. var vignetteScaleX = vignetteScaleY * aspectRatio;
  89711. var vignetteScaleGeometricMean = Math.sqrt(vignetteScaleX * vignetteScaleY);
  89712. vignetteScaleX = BABYLON.Tools.Mix(vignetteScaleX, vignetteScaleGeometricMean, this.vignetteStretch);
  89713. vignetteScaleY = BABYLON.Tools.Mix(vignetteScaleY, vignetteScaleGeometricMean, this.vignetteStretch);
  89714. effect.setFloat4("vignetteSettings1", vignetteScaleX, vignetteScaleY, -vignetteScaleX * this.vignetteCentreX, -vignetteScaleY * this.vignetteCentreY);
  89715. var vignettePower = -2.0 * this.vignetteWeight;
  89716. effect.setFloat4("vignetteSettings2", this.vignetteColor.r, this.vignetteColor.g, this.vignetteColor.b, vignettePower);
  89717. }
  89718. // Exposure
  89719. effect.setFloat("exposureLinear", this.exposure);
  89720. // Contrast
  89721. effect.setFloat("contrast", this.contrast);
  89722. // Color transform settings
  89723. if (this.colorGradingTexture) {
  89724. effect.setTexture("txColorTransform", this.colorGradingTexture);
  89725. var textureSize = this.colorGradingTexture.getSize().height;
  89726. effect.setFloat4("colorTransformSettings", (textureSize - 1) / textureSize, // textureScale
  89727. 0.5 / textureSize, // textureOffset
  89728. textureSize, // textureSize
  89729. this.colorGradingTexture.level // weight
  89730. );
  89731. }
  89732. };
  89733. /**
  89734. * Clones the current image processing instance.
  89735. * @return The cloned image processing
  89736. */
  89737. ImageProcessingConfiguration.prototype.clone = function () {
  89738. return BABYLON.SerializationHelper.Clone(function () { return new ImageProcessingConfiguration(); }, this);
  89739. };
  89740. /**
  89741. * Serializes the current image processing instance to a json representation.
  89742. * @return a JSON representation
  89743. */
  89744. ImageProcessingConfiguration.prototype.serialize = function () {
  89745. return BABYLON.SerializationHelper.Serialize(this);
  89746. };
  89747. /**
  89748. * Parses the image processing from a json representation.
  89749. * @param source the JSON source to parse
  89750. * @return The parsed image processing
  89751. */
  89752. ImageProcessingConfiguration.Parse = function (source) {
  89753. return BABYLON.SerializationHelper.Parse(function () { return new ImageProcessingConfiguration(); }, source, null, null);
  89754. };
  89755. Object.defineProperty(ImageProcessingConfiguration, "VIGNETTEMODE_MULTIPLY", {
  89756. /**
  89757. * Used to apply the vignette as a mix with the pixel color.
  89758. */
  89759. get: function () {
  89760. return this._VIGNETTEMODE_MULTIPLY;
  89761. },
  89762. enumerable: true,
  89763. configurable: true
  89764. });
  89765. Object.defineProperty(ImageProcessingConfiguration, "VIGNETTEMODE_OPAQUE", {
  89766. /**
  89767. * Used to apply the vignette as a replacement of the pixel color.
  89768. */
  89769. get: function () {
  89770. return this._VIGNETTEMODE_OPAQUE;
  89771. },
  89772. enumerable: true,
  89773. configurable: true
  89774. });
  89775. /**
  89776. * Default tone mapping applied in BabylonJS.
  89777. */
  89778. ImageProcessingConfiguration.TONEMAPPING_STANDARD = 0;
  89779. /**
  89780. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  89781. * to other engines rendering to increase portability.
  89782. */
  89783. ImageProcessingConfiguration.TONEMAPPING_ACES = 1;
  89784. // Static constants associated to the image processing.
  89785. ImageProcessingConfiguration._VIGNETTEMODE_MULTIPLY = 0;
  89786. ImageProcessingConfiguration._VIGNETTEMODE_OPAQUE = 1;
  89787. __decorate([
  89788. BABYLON.serializeAsColorCurves()
  89789. ], ImageProcessingConfiguration.prototype, "colorCurves", void 0);
  89790. __decorate([
  89791. BABYLON.serialize()
  89792. ], ImageProcessingConfiguration.prototype, "_colorCurvesEnabled", void 0);
  89793. __decorate([
  89794. BABYLON.serializeAsTexture("colorGradingTexture")
  89795. ], ImageProcessingConfiguration.prototype, "_colorGradingTexture", void 0);
  89796. __decorate([
  89797. BABYLON.serialize()
  89798. ], ImageProcessingConfiguration.prototype, "_colorGradingEnabled", void 0);
  89799. __decorate([
  89800. BABYLON.serialize()
  89801. ], ImageProcessingConfiguration.prototype, "_colorGradingWithGreenDepth", void 0);
  89802. __decorate([
  89803. BABYLON.serialize()
  89804. ], ImageProcessingConfiguration.prototype, "_colorGradingBGR", void 0);
  89805. __decorate([
  89806. BABYLON.serialize()
  89807. ], ImageProcessingConfiguration.prototype, "_exposure", void 0);
  89808. __decorate([
  89809. BABYLON.serialize()
  89810. ], ImageProcessingConfiguration.prototype, "_toneMappingEnabled", void 0);
  89811. __decorate([
  89812. BABYLON.serialize()
  89813. ], ImageProcessingConfiguration.prototype, "_toneMappingType", void 0);
  89814. __decorate([
  89815. BABYLON.serialize()
  89816. ], ImageProcessingConfiguration.prototype, "_contrast", void 0);
  89817. __decorate([
  89818. BABYLON.serialize()
  89819. ], ImageProcessingConfiguration.prototype, "vignetteStretch", void 0);
  89820. __decorate([
  89821. BABYLON.serialize()
  89822. ], ImageProcessingConfiguration.prototype, "vignetteCentreX", void 0);
  89823. __decorate([
  89824. BABYLON.serialize()
  89825. ], ImageProcessingConfiguration.prototype, "vignetteCentreY", void 0);
  89826. __decorate([
  89827. BABYLON.serialize()
  89828. ], ImageProcessingConfiguration.prototype, "vignetteWeight", void 0);
  89829. __decorate([
  89830. BABYLON.serializeAsColor4()
  89831. ], ImageProcessingConfiguration.prototype, "vignetteColor", void 0);
  89832. __decorate([
  89833. BABYLON.serialize()
  89834. ], ImageProcessingConfiguration.prototype, "vignetteCameraFov", void 0);
  89835. __decorate([
  89836. BABYLON.serialize()
  89837. ], ImageProcessingConfiguration.prototype, "_vignetteBlendMode", void 0);
  89838. __decorate([
  89839. BABYLON.serialize()
  89840. ], ImageProcessingConfiguration.prototype, "_vignetteEnabled", void 0);
  89841. __decorate([
  89842. BABYLON.serialize()
  89843. ], ImageProcessingConfiguration.prototype, "_applyByPostProcess", void 0);
  89844. __decorate([
  89845. BABYLON.serialize()
  89846. ], ImageProcessingConfiguration.prototype, "_isEnabled", void 0);
  89847. return ImageProcessingConfiguration;
  89848. }());
  89849. BABYLON.ImageProcessingConfiguration = ImageProcessingConfiguration;
  89850. })(BABYLON || (BABYLON = {}));
  89851. //# sourceMappingURL=babylon.imageProcessingConfiguration.js.map
  89852. var BABYLON;
  89853. (function (BABYLON) {
  89854. /**
  89855. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  89856. * It can help converting any input color in a desired output one. This can then be used to create effects
  89857. * from sepia, black and white to sixties or futuristic rendering...
  89858. *
  89859. * The only supported format is currently 3dl.
  89860. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  89861. */
  89862. var ColorGradingTexture = /** @class */ (function (_super) {
  89863. __extends(ColorGradingTexture, _super);
  89864. /**
  89865. * Instantiates a ColorGradingTexture from the following parameters.
  89866. *
  89867. * @param url The location of the color gradind data (currently only supporting 3dl)
  89868. * @param scene The scene the texture will be used in
  89869. */
  89870. function ColorGradingTexture(url, scene) {
  89871. var _this = _super.call(this, scene) || this;
  89872. if (!url) {
  89873. return _this;
  89874. }
  89875. _this._engine = scene.getEngine();
  89876. _this._textureMatrix = BABYLON.Matrix.Identity();
  89877. _this.name = url;
  89878. _this.url = url;
  89879. _this.hasAlpha = false;
  89880. _this.isCube = false;
  89881. _this.is3D = _this._engine.webGLVersion > 1;
  89882. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  89883. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  89884. _this.wrapR = BABYLON.Texture.CLAMP_ADDRESSMODE;
  89885. _this.anisotropicFilteringLevel = 1;
  89886. _this._texture = _this._getFromCache(url, true);
  89887. if (!_this._texture) {
  89888. if (!scene.useDelayedTextureLoading) {
  89889. _this.loadTexture();
  89890. }
  89891. else {
  89892. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  89893. }
  89894. }
  89895. return _this;
  89896. }
  89897. /**
  89898. * Returns the texture matrix used in most of the material.
  89899. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  89900. */
  89901. ColorGradingTexture.prototype.getTextureMatrix = function () {
  89902. return this._textureMatrix;
  89903. };
  89904. /**
  89905. * Occurs when the file being loaded is a .3dl LUT file.
  89906. */
  89907. ColorGradingTexture.prototype.load3dlTexture = function () {
  89908. var engine = this._engine;
  89909. var texture;
  89910. if (engine.webGLVersion === 1) {
  89911. texture = engine.createRawTexture(null, 1, 1, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  89912. }
  89913. else {
  89914. texture = engine.createRawTexture3D(null, 1, 1, 1, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  89915. }
  89916. this._texture = texture;
  89917. var callback = function (text) {
  89918. if (typeof text !== "string") {
  89919. return;
  89920. }
  89921. var data = null;
  89922. var tempData = null;
  89923. var line;
  89924. var lines = text.split('\n');
  89925. var size = 0, pixelIndexW = 0, pixelIndexH = 0, pixelIndexSlice = 0;
  89926. var maxColor = 0;
  89927. for (var i = 0; i < lines.length; i++) {
  89928. line = lines[i];
  89929. if (!ColorGradingTexture._noneEmptyLineRegex.test(line)) {
  89930. continue;
  89931. }
  89932. if (line.indexOf('#') === 0) {
  89933. continue;
  89934. }
  89935. var words = line.split(" ");
  89936. if (size === 0) {
  89937. // Number of space + one
  89938. size = words.length;
  89939. data = new Uint8Array(size * size * size * 4); // volume texture of side size and rgb 8
  89940. tempData = new Float32Array(size * size * size * 4);
  89941. continue;
  89942. }
  89943. if (size != 0) {
  89944. var r = Math.max(parseInt(words[0]), 0);
  89945. var g = Math.max(parseInt(words[1]), 0);
  89946. var b = Math.max(parseInt(words[2]), 0);
  89947. maxColor = Math.max(r, maxColor);
  89948. maxColor = Math.max(g, maxColor);
  89949. maxColor = Math.max(b, maxColor);
  89950. var pixelStorageIndex = (pixelIndexW + pixelIndexSlice * size + pixelIndexH * size * size) * 4;
  89951. if (tempData) {
  89952. tempData[pixelStorageIndex + 0] = r;
  89953. tempData[pixelStorageIndex + 1] = g;
  89954. tempData[pixelStorageIndex + 2] = b;
  89955. }
  89956. // Keep for reference in case of back compat problems.
  89957. // pixelIndexSlice++;
  89958. // if (pixelIndexSlice % size == 0) {
  89959. // pixelIndexH++;
  89960. // pixelIndexSlice = 0;
  89961. // if (pixelIndexH % size == 0) {
  89962. // pixelIndexW++;
  89963. // pixelIndexH = 0;
  89964. // }
  89965. // }
  89966. pixelIndexH++;
  89967. if (pixelIndexH % size == 0) {
  89968. pixelIndexSlice++;
  89969. pixelIndexH = 0;
  89970. if (pixelIndexSlice % size == 0) {
  89971. pixelIndexW++;
  89972. pixelIndexSlice = 0;
  89973. }
  89974. }
  89975. }
  89976. }
  89977. if (tempData && data) {
  89978. for (var i = 0; i < tempData.length; i++) {
  89979. if (i > 0 && (i + 1) % 4 === 0) {
  89980. data[i] = 255;
  89981. }
  89982. else {
  89983. var value = tempData[i];
  89984. data[i] = (value / maxColor * 255);
  89985. }
  89986. }
  89987. }
  89988. if (texture.is3D) {
  89989. texture.updateSize(size, size, size);
  89990. engine.updateRawTexture3D(texture, data, BABYLON.Engine.TEXTUREFORMAT_RGBA, false);
  89991. }
  89992. else {
  89993. texture.updateSize(size * size, size);
  89994. engine.updateRawTexture(texture, data, BABYLON.Engine.TEXTUREFORMAT_RGBA, false);
  89995. }
  89996. };
  89997. var scene = this.getScene();
  89998. if (scene) {
  89999. scene._loadFile(this.url, callback);
  90000. }
  90001. else {
  90002. this._engine._loadFile(this.url, callback);
  90003. }
  90004. return this._texture;
  90005. };
  90006. /**
  90007. * Starts the loading process of the texture.
  90008. */
  90009. ColorGradingTexture.prototype.loadTexture = function () {
  90010. if (this.url && this.url.toLocaleLowerCase().indexOf(".3dl") == (this.url.length - 4)) {
  90011. this.load3dlTexture();
  90012. }
  90013. };
  90014. /**
  90015. * Clones the color gradind texture.
  90016. */
  90017. ColorGradingTexture.prototype.clone = function () {
  90018. var newTexture = new ColorGradingTexture(this.url, this.getScene());
  90019. // Base texture
  90020. newTexture.level = this.level;
  90021. return newTexture;
  90022. };
  90023. /**
  90024. * Called during delayed load for textures.
  90025. */
  90026. ColorGradingTexture.prototype.delayLoad = function () {
  90027. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  90028. return;
  90029. }
  90030. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  90031. this._texture = this._getFromCache(this.url, true);
  90032. if (!this._texture) {
  90033. this.loadTexture();
  90034. }
  90035. };
  90036. /**
  90037. * Parses a color grading texture serialized by Babylon.
  90038. * @param parsedTexture The texture information being parsedTexture
  90039. * @param scene The scene to load the texture in
  90040. * @param rootUrl The root url of the data assets to load
  90041. * @return A color gradind texture
  90042. */
  90043. ColorGradingTexture.Parse = function (parsedTexture, scene, rootUrl) {
  90044. var texture = null;
  90045. if (parsedTexture.name && !parsedTexture.isRenderTarget) {
  90046. texture = new ColorGradingTexture(parsedTexture.name, scene);
  90047. texture.name = parsedTexture.name;
  90048. texture.level = parsedTexture.level;
  90049. }
  90050. return texture;
  90051. };
  90052. /**
  90053. * Serializes the LUT texture to json format.
  90054. */
  90055. ColorGradingTexture.prototype.serialize = function () {
  90056. if (!this.name) {
  90057. return null;
  90058. }
  90059. var serializationObject = {};
  90060. serializationObject.name = this.name;
  90061. serializationObject.level = this.level;
  90062. serializationObject.customType = "BABYLON.ColorGradingTexture";
  90063. return serializationObject;
  90064. };
  90065. /**
  90066. * Empty line regex stored for GC.
  90067. */
  90068. ColorGradingTexture._noneEmptyLineRegex = /\S+/;
  90069. return ColorGradingTexture;
  90070. }(BABYLON.BaseTexture));
  90071. BABYLON.ColorGradingTexture = ColorGradingTexture;
  90072. })(BABYLON || (BABYLON = {}));
  90073. //# sourceMappingURL=babylon.colorGradingTexture.js.map
  90074. var BABYLON;
  90075. (function (BABYLON) {
  90076. /**
  90077. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  90078. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  90079. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  90080. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  90081. */
  90082. var ColorCurves = /** @class */ (function () {
  90083. function ColorCurves() {
  90084. this._dirty = true;
  90085. this._tempColor = new BABYLON.Color4(0, 0, 0, 0);
  90086. this._globalCurve = new BABYLON.Color4(0, 0, 0, 0);
  90087. this._highlightsCurve = new BABYLON.Color4(0, 0, 0, 0);
  90088. this._midtonesCurve = new BABYLON.Color4(0, 0, 0, 0);
  90089. this._shadowsCurve = new BABYLON.Color4(0, 0, 0, 0);
  90090. this._positiveCurve = new BABYLON.Color4(0, 0, 0, 0);
  90091. this._negativeCurve = new BABYLON.Color4(0, 0, 0, 0);
  90092. this._globalHue = 30;
  90093. this._globalDensity = 0;
  90094. this._globalSaturation = 0;
  90095. this._globalExposure = 0;
  90096. this._highlightsHue = 30;
  90097. this._highlightsDensity = 0;
  90098. this._highlightsSaturation = 0;
  90099. this._highlightsExposure = 0;
  90100. this._midtonesHue = 30;
  90101. this._midtonesDensity = 0;
  90102. this._midtonesSaturation = 0;
  90103. this._midtonesExposure = 0;
  90104. this._shadowsHue = 30;
  90105. this._shadowsDensity = 0;
  90106. this._shadowsSaturation = 0;
  90107. this._shadowsExposure = 0;
  90108. }
  90109. Object.defineProperty(ColorCurves.prototype, "globalHue", {
  90110. /**
  90111. * Gets the global Hue value.
  90112. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  90113. */
  90114. get: function () {
  90115. return this._globalHue;
  90116. },
  90117. /**
  90118. * Sets the global Hue value.
  90119. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  90120. */
  90121. set: function (value) {
  90122. this._globalHue = value;
  90123. this._dirty = true;
  90124. },
  90125. enumerable: true,
  90126. configurable: true
  90127. });
  90128. Object.defineProperty(ColorCurves.prototype, "globalDensity", {
  90129. /**
  90130. * Gets the global Density value.
  90131. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  90132. * Values less than zero provide a filter of opposite hue.
  90133. */
  90134. get: function () {
  90135. return this._globalDensity;
  90136. },
  90137. /**
  90138. * Sets the global Density value.
  90139. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  90140. * Values less than zero provide a filter of opposite hue.
  90141. */
  90142. set: function (value) {
  90143. this._globalDensity = value;
  90144. this._dirty = true;
  90145. },
  90146. enumerable: true,
  90147. configurable: true
  90148. });
  90149. Object.defineProperty(ColorCurves.prototype, "globalSaturation", {
  90150. /**
  90151. * Gets the global Saturation value.
  90152. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  90153. */
  90154. get: function () {
  90155. return this._globalSaturation;
  90156. },
  90157. /**
  90158. * Sets the global Saturation value.
  90159. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  90160. */
  90161. set: function (value) {
  90162. this._globalSaturation = value;
  90163. this._dirty = true;
  90164. },
  90165. enumerable: true,
  90166. configurable: true
  90167. });
  90168. Object.defineProperty(ColorCurves.prototype, "globalExposure", {
  90169. /**
  90170. * Gets the global Exposure value.
  90171. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  90172. */
  90173. get: function () {
  90174. return this._globalExposure;
  90175. },
  90176. /**
  90177. * Sets the global Exposure value.
  90178. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  90179. */
  90180. set: function (value) {
  90181. this._globalExposure = value;
  90182. this._dirty = true;
  90183. },
  90184. enumerable: true,
  90185. configurable: true
  90186. });
  90187. Object.defineProperty(ColorCurves.prototype, "highlightsHue", {
  90188. /**
  90189. * Gets the highlights Hue value.
  90190. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  90191. */
  90192. get: function () {
  90193. return this._highlightsHue;
  90194. },
  90195. /**
  90196. * Sets the highlights Hue value.
  90197. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  90198. */
  90199. set: function (value) {
  90200. this._highlightsHue = value;
  90201. this._dirty = true;
  90202. },
  90203. enumerable: true,
  90204. configurable: true
  90205. });
  90206. Object.defineProperty(ColorCurves.prototype, "highlightsDensity", {
  90207. /**
  90208. * Gets the highlights Density value.
  90209. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  90210. * Values less than zero provide a filter of opposite hue.
  90211. */
  90212. get: function () {
  90213. return this._highlightsDensity;
  90214. },
  90215. /**
  90216. * Sets the highlights Density value.
  90217. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  90218. * Values less than zero provide a filter of opposite hue.
  90219. */
  90220. set: function (value) {
  90221. this._highlightsDensity = value;
  90222. this._dirty = true;
  90223. },
  90224. enumerable: true,
  90225. configurable: true
  90226. });
  90227. Object.defineProperty(ColorCurves.prototype, "highlightsSaturation", {
  90228. /**
  90229. * Gets the highlights Saturation value.
  90230. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  90231. */
  90232. get: function () {
  90233. return this._highlightsSaturation;
  90234. },
  90235. /**
  90236. * Sets the highlights Saturation value.
  90237. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  90238. */
  90239. set: function (value) {
  90240. this._highlightsSaturation = value;
  90241. this._dirty = true;
  90242. },
  90243. enumerable: true,
  90244. configurable: true
  90245. });
  90246. Object.defineProperty(ColorCurves.prototype, "highlightsExposure", {
  90247. /**
  90248. * Gets the highlights Exposure value.
  90249. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  90250. */
  90251. get: function () {
  90252. return this._highlightsExposure;
  90253. },
  90254. /**
  90255. * Sets the highlights Exposure value.
  90256. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  90257. */
  90258. set: function (value) {
  90259. this._highlightsExposure = value;
  90260. this._dirty = true;
  90261. },
  90262. enumerable: true,
  90263. configurable: true
  90264. });
  90265. Object.defineProperty(ColorCurves.prototype, "midtonesHue", {
  90266. /**
  90267. * Gets the midtones Hue value.
  90268. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  90269. */
  90270. get: function () {
  90271. return this._midtonesHue;
  90272. },
  90273. /**
  90274. * Sets the midtones Hue value.
  90275. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  90276. */
  90277. set: function (value) {
  90278. this._midtonesHue = value;
  90279. this._dirty = true;
  90280. },
  90281. enumerable: true,
  90282. configurable: true
  90283. });
  90284. Object.defineProperty(ColorCurves.prototype, "midtonesDensity", {
  90285. /**
  90286. * Gets the midtones Density value.
  90287. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  90288. * Values less than zero provide a filter of opposite hue.
  90289. */
  90290. get: function () {
  90291. return this._midtonesDensity;
  90292. },
  90293. /**
  90294. * Sets the midtones Density value.
  90295. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  90296. * Values less than zero provide a filter of opposite hue.
  90297. */
  90298. set: function (value) {
  90299. this._midtonesDensity = value;
  90300. this._dirty = true;
  90301. },
  90302. enumerable: true,
  90303. configurable: true
  90304. });
  90305. Object.defineProperty(ColorCurves.prototype, "midtonesSaturation", {
  90306. /**
  90307. * Gets the midtones Saturation value.
  90308. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  90309. */
  90310. get: function () {
  90311. return this._midtonesSaturation;
  90312. },
  90313. /**
  90314. * Sets the midtones Saturation value.
  90315. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  90316. */
  90317. set: function (value) {
  90318. this._midtonesSaturation = value;
  90319. this._dirty = true;
  90320. },
  90321. enumerable: true,
  90322. configurable: true
  90323. });
  90324. Object.defineProperty(ColorCurves.prototype, "midtonesExposure", {
  90325. /**
  90326. * Gets the midtones Exposure value.
  90327. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  90328. */
  90329. get: function () {
  90330. return this._midtonesExposure;
  90331. },
  90332. /**
  90333. * Sets the midtones Exposure value.
  90334. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  90335. */
  90336. set: function (value) {
  90337. this._midtonesExposure = value;
  90338. this._dirty = true;
  90339. },
  90340. enumerable: true,
  90341. configurable: true
  90342. });
  90343. Object.defineProperty(ColorCurves.prototype, "shadowsHue", {
  90344. /**
  90345. * Gets the shadows Hue value.
  90346. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  90347. */
  90348. get: function () {
  90349. return this._shadowsHue;
  90350. },
  90351. /**
  90352. * Sets the shadows Hue value.
  90353. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  90354. */
  90355. set: function (value) {
  90356. this._shadowsHue = value;
  90357. this._dirty = true;
  90358. },
  90359. enumerable: true,
  90360. configurable: true
  90361. });
  90362. Object.defineProperty(ColorCurves.prototype, "shadowsDensity", {
  90363. /**
  90364. * Gets the shadows Density value.
  90365. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  90366. * Values less than zero provide a filter of opposite hue.
  90367. */
  90368. get: function () {
  90369. return this._shadowsDensity;
  90370. },
  90371. /**
  90372. * Sets the shadows Density value.
  90373. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  90374. * Values less than zero provide a filter of opposite hue.
  90375. */
  90376. set: function (value) {
  90377. this._shadowsDensity = value;
  90378. this._dirty = true;
  90379. },
  90380. enumerable: true,
  90381. configurable: true
  90382. });
  90383. Object.defineProperty(ColorCurves.prototype, "shadowsSaturation", {
  90384. /**
  90385. * Gets the shadows Saturation value.
  90386. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  90387. */
  90388. get: function () {
  90389. return this._shadowsSaturation;
  90390. },
  90391. /**
  90392. * Sets the shadows Saturation value.
  90393. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  90394. */
  90395. set: function (value) {
  90396. this._shadowsSaturation = value;
  90397. this._dirty = true;
  90398. },
  90399. enumerable: true,
  90400. configurable: true
  90401. });
  90402. Object.defineProperty(ColorCurves.prototype, "shadowsExposure", {
  90403. /**
  90404. * Gets the shadows Exposure value.
  90405. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  90406. */
  90407. get: function () {
  90408. return this._shadowsExposure;
  90409. },
  90410. /**
  90411. * Sets the shadows Exposure value.
  90412. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  90413. */
  90414. set: function (value) {
  90415. this._shadowsExposure = value;
  90416. this._dirty = true;
  90417. },
  90418. enumerable: true,
  90419. configurable: true
  90420. });
  90421. /**
  90422. * Returns the class name
  90423. * @returns The class name
  90424. */
  90425. ColorCurves.prototype.getClassName = function () {
  90426. return "ColorCurves";
  90427. };
  90428. /**
  90429. * Binds the color curves to the shader.
  90430. * @param colorCurves The color curve to bind
  90431. * @param effect The effect to bind to
  90432. * @param positiveUniform The positive uniform shader parameter
  90433. * @param neutralUniform The neutral uniform shader parameter
  90434. * @param negativeUniform The negative uniform shader parameter
  90435. */
  90436. ColorCurves.Bind = function (colorCurves, effect, positiveUniform, neutralUniform, negativeUniform) {
  90437. if (positiveUniform === void 0) { positiveUniform = "vCameraColorCurvePositive"; }
  90438. if (neutralUniform === void 0) { neutralUniform = "vCameraColorCurveNeutral"; }
  90439. if (negativeUniform === void 0) { negativeUniform = "vCameraColorCurveNegative"; }
  90440. if (colorCurves._dirty) {
  90441. colorCurves._dirty = false;
  90442. // Fill in global info.
  90443. colorCurves.getColorGradingDataToRef(colorCurves._globalHue, colorCurves._globalDensity, colorCurves._globalSaturation, colorCurves._globalExposure, colorCurves._globalCurve);
  90444. // Compute highlights info.
  90445. colorCurves.getColorGradingDataToRef(colorCurves._highlightsHue, colorCurves._highlightsDensity, colorCurves._highlightsSaturation, colorCurves._highlightsExposure, colorCurves._tempColor);
  90446. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._highlightsCurve);
  90447. // Compute midtones info.
  90448. colorCurves.getColorGradingDataToRef(colorCurves._midtonesHue, colorCurves._midtonesDensity, colorCurves._midtonesSaturation, colorCurves._midtonesExposure, colorCurves._tempColor);
  90449. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._midtonesCurve);
  90450. // Compute shadows info.
  90451. colorCurves.getColorGradingDataToRef(colorCurves._shadowsHue, colorCurves._shadowsDensity, colorCurves._shadowsSaturation, colorCurves._shadowsExposure, colorCurves._tempColor);
  90452. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._shadowsCurve);
  90453. // Compute deltas (neutral is midtones).
  90454. colorCurves._highlightsCurve.subtractToRef(colorCurves._midtonesCurve, colorCurves._positiveCurve);
  90455. colorCurves._midtonesCurve.subtractToRef(colorCurves._shadowsCurve, colorCurves._negativeCurve);
  90456. }
  90457. if (effect) {
  90458. effect.setFloat4(positiveUniform, colorCurves._positiveCurve.r, colorCurves._positiveCurve.g, colorCurves._positiveCurve.b, colorCurves._positiveCurve.a);
  90459. effect.setFloat4(neutralUniform, colorCurves._midtonesCurve.r, colorCurves._midtonesCurve.g, colorCurves._midtonesCurve.b, colorCurves._midtonesCurve.a);
  90460. effect.setFloat4(negativeUniform, colorCurves._negativeCurve.r, colorCurves._negativeCurve.g, colorCurves._negativeCurve.b, colorCurves._negativeCurve.a);
  90461. }
  90462. };
  90463. /**
  90464. * Prepare the list of uniforms associated with the ColorCurves effects.
  90465. * @param uniformsList The list of uniforms used in the effect
  90466. */
  90467. ColorCurves.PrepareUniforms = function (uniformsList) {
  90468. uniformsList.push("vCameraColorCurveNeutral", "vCameraColorCurvePositive", "vCameraColorCurveNegative");
  90469. };
  90470. /**
  90471. * Returns color grading data based on a hue, density, saturation and exposure value.
  90472. * @param filterHue The hue of the color filter.
  90473. * @param filterDensity The density of the color filter.
  90474. * @param saturation The saturation.
  90475. * @param exposure The exposure.
  90476. * @param result The result data container.
  90477. */
  90478. ColorCurves.prototype.getColorGradingDataToRef = function (hue, density, saturation, exposure, result) {
  90479. if (hue == null) {
  90480. return;
  90481. }
  90482. hue = ColorCurves.clamp(hue, 0, 360);
  90483. density = ColorCurves.clamp(density, -100, 100);
  90484. saturation = ColorCurves.clamp(saturation, -100, 100);
  90485. exposure = ColorCurves.clamp(exposure, -100, 100);
  90486. // Remap the slider/config filter density with non-linear mapping and also scale by half
  90487. // so that the maximum filter density is only 50% control. This provides fine control
  90488. // for small values and reasonable range.
  90489. density = ColorCurves.applyColorGradingSliderNonlinear(density);
  90490. density *= 0.5;
  90491. exposure = ColorCurves.applyColorGradingSliderNonlinear(exposure);
  90492. if (density < 0) {
  90493. density *= -1;
  90494. hue = (hue + 180) % 360;
  90495. }
  90496. ColorCurves.fromHSBToRef(hue, density, 50 + 0.25 * exposure, result);
  90497. result.scaleToRef(2, result);
  90498. result.a = 1 + 0.01 * saturation;
  90499. };
  90500. /**
  90501. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  90502. * @param value The input slider value in range [-100,100].
  90503. * @returns Adjusted value.
  90504. */
  90505. ColorCurves.applyColorGradingSliderNonlinear = function (value) {
  90506. value /= 100;
  90507. var x = Math.abs(value);
  90508. x = Math.pow(x, 2);
  90509. if (value < 0) {
  90510. x *= -1;
  90511. }
  90512. x *= 100;
  90513. return x;
  90514. };
  90515. /**
  90516. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  90517. * @param hue The hue (H) input.
  90518. * @param saturation The saturation (S) input.
  90519. * @param brightness The brightness (B) input.
  90520. * @result An RGBA color represented as Vector4.
  90521. */
  90522. ColorCurves.fromHSBToRef = function (hue, saturation, brightness, result) {
  90523. var h = ColorCurves.clamp(hue, 0, 360);
  90524. var s = ColorCurves.clamp(saturation / 100, 0, 1);
  90525. var v = ColorCurves.clamp(brightness / 100, 0, 1);
  90526. if (s === 0) {
  90527. result.r = v;
  90528. result.g = v;
  90529. result.b = v;
  90530. }
  90531. else {
  90532. // sector 0 to 5
  90533. h /= 60;
  90534. var i = Math.floor(h);
  90535. // fractional part of h
  90536. var f = h - i;
  90537. var p = v * (1 - s);
  90538. var q = v * (1 - s * f);
  90539. var t = v * (1 - s * (1 - f));
  90540. switch (i) {
  90541. case 0:
  90542. result.r = v;
  90543. result.g = t;
  90544. result.b = p;
  90545. break;
  90546. case 1:
  90547. result.r = q;
  90548. result.g = v;
  90549. result.b = p;
  90550. break;
  90551. case 2:
  90552. result.r = p;
  90553. result.g = v;
  90554. result.b = t;
  90555. break;
  90556. case 3:
  90557. result.r = p;
  90558. result.g = q;
  90559. result.b = v;
  90560. break;
  90561. case 4:
  90562. result.r = t;
  90563. result.g = p;
  90564. result.b = v;
  90565. break;
  90566. default: // case 5:
  90567. result.r = v;
  90568. result.g = p;
  90569. result.b = q;
  90570. break;
  90571. }
  90572. }
  90573. result.a = 1;
  90574. };
  90575. /**
  90576. * Returns a value clamped between min and max
  90577. * @param value The value to clamp
  90578. * @param min The minimum of value
  90579. * @param max The maximum of value
  90580. * @returns The clamped value.
  90581. */
  90582. ColorCurves.clamp = function (value, min, max) {
  90583. return Math.min(Math.max(value, min), max);
  90584. };
  90585. /**
  90586. * Clones the current color curve instance.
  90587. * @return The cloned curves
  90588. */
  90589. ColorCurves.prototype.clone = function () {
  90590. return BABYLON.SerializationHelper.Clone(function () { return new ColorCurves(); }, this);
  90591. };
  90592. /**
  90593. * Serializes the current color curve instance to a json representation.
  90594. * @return a JSON representation
  90595. */
  90596. ColorCurves.prototype.serialize = function () {
  90597. return BABYLON.SerializationHelper.Serialize(this);
  90598. };
  90599. /**
  90600. * Parses the color curve from a json representation.
  90601. * @param source the JSON source to parse
  90602. * @return The parsed curves
  90603. */
  90604. ColorCurves.Parse = function (source) {
  90605. return BABYLON.SerializationHelper.Parse(function () { return new ColorCurves(); }, source, null, null);
  90606. };
  90607. __decorate([
  90608. BABYLON.serialize()
  90609. ], ColorCurves.prototype, "_globalHue", void 0);
  90610. __decorate([
  90611. BABYLON.serialize()
  90612. ], ColorCurves.prototype, "_globalDensity", void 0);
  90613. __decorate([
  90614. BABYLON.serialize()
  90615. ], ColorCurves.prototype, "_globalSaturation", void 0);
  90616. __decorate([
  90617. BABYLON.serialize()
  90618. ], ColorCurves.prototype, "_globalExposure", void 0);
  90619. __decorate([
  90620. BABYLON.serialize()
  90621. ], ColorCurves.prototype, "_highlightsHue", void 0);
  90622. __decorate([
  90623. BABYLON.serialize()
  90624. ], ColorCurves.prototype, "_highlightsDensity", void 0);
  90625. __decorate([
  90626. BABYLON.serialize()
  90627. ], ColorCurves.prototype, "_highlightsSaturation", void 0);
  90628. __decorate([
  90629. BABYLON.serialize()
  90630. ], ColorCurves.prototype, "_highlightsExposure", void 0);
  90631. __decorate([
  90632. BABYLON.serialize()
  90633. ], ColorCurves.prototype, "_midtonesHue", void 0);
  90634. __decorate([
  90635. BABYLON.serialize()
  90636. ], ColorCurves.prototype, "_midtonesDensity", void 0);
  90637. __decorate([
  90638. BABYLON.serialize()
  90639. ], ColorCurves.prototype, "_midtonesSaturation", void 0);
  90640. __decorate([
  90641. BABYLON.serialize()
  90642. ], ColorCurves.prototype, "_midtonesExposure", void 0);
  90643. return ColorCurves;
  90644. }());
  90645. BABYLON.ColorCurves = ColorCurves;
  90646. })(BABYLON || (BABYLON = {}));
  90647. //# sourceMappingURL=babylon.colorCurves.js.map
  90648. var BABYLON;
  90649. (function (BABYLON) {
  90650. /**
  90651. * Post process which applies a refractin texture
  90652. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  90653. */
  90654. var RefractionPostProcess = /** @class */ (function (_super) {
  90655. __extends(RefractionPostProcess, _super);
  90656. /**
  90657. * Initializes the RefractionPostProcess
  90658. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  90659. * @param name The name of the effect.
  90660. * @param refractionTextureUrl Url of the refraction texture to use
  90661. * @param color the base color of the refraction (used to taint the rendering)
  90662. * @param depth simulated refraction depth
  90663. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  90664. * @param camera The camera to apply the render pass to.
  90665. * @param options The required width/height ratio to downsize to before computing the render pass.
  90666. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  90667. * @param engine The engine which the post process will be applied. (default: current engine)
  90668. * @param reusable If the post process can be reused on the same frame. (default: false)
  90669. */
  90670. function RefractionPostProcess(name, refractionTextureUrl,
  90671. /** the base color of the refraction (used to taint the rendering) */
  90672. color,
  90673. /** simulated refraction depth */
  90674. depth,
  90675. /** the coefficient of the base color (0 to remove base color tainting) */
  90676. colorLevel, options, camera, samplingMode, engine, reusable) {
  90677. var _this = _super.call(this, name, "refraction", ["baseColor", "depth", "colorLevel"], ["refractionSampler"], options, camera, samplingMode, engine, reusable) || this;
  90678. _this.color = color;
  90679. _this.depth = depth;
  90680. _this.colorLevel = colorLevel;
  90681. _this._ownRefractionTexture = true;
  90682. _this.onActivateObservable.add(function (cam) {
  90683. _this._refTexture = _this._refTexture || new BABYLON.Texture(refractionTextureUrl, cam.getScene());
  90684. });
  90685. _this.onApplyObservable.add(function (effect) {
  90686. effect.setColor3("baseColor", _this.color);
  90687. effect.setFloat("depth", _this.depth);
  90688. effect.setFloat("colorLevel", _this.colorLevel);
  90689. effect.setTexture("refractionSampler", _this._refTexture);
  90690. });
  90691. return _this;
  90692. }
  90693. Object.defineProperty(RefractionPostProcess.prototype, "refractionTexture", {
  90694. /**
  90695. * Gets or sets the refraction texture
  90696. * Please note that you are responsible for disposing the texture if you set it manually
  90697. */
  90698. get: function () {
  90699. return this._refTexture;
  90700. },
  90701. set: function (value) {
  90702. if (this._refTexture && this._ownRefractionTexture) {
  90703. this._refTexture.dispose();
  90704. }
  90705. this._refTexture = value;
  90706. this._ownRefractionTexture = false;
  90707. },
  90708. enumerable: true,
  90709. configurable: true
  90710. });
  90711. // Methods
  90712. /**
  90713. * Disposes of the post process
  90714. * @param camera Camera to dispose post process on
  90715. */
  90716. RefractionPostProcess.prototype.dispose = function (camera) {
  90717. if (this._refTexture && this._ownRefractionTexture) {
  90718. this._refTexture.dispose();
  90719. this._refTexture = null;
  90720. }
  90721. _super.prototype.dispose.call(this, camera);
  90722. };
  90723. return RefractionPostProcess;
  90724. }(BABYLON.PostProcess));
  90725. BABYLON.RefractionPostProcess = RefractionPostProcess;
  90726. })(BABYLON || (BABYLON = {}));
  90727. //# sourceMappingURL=babylon.refractionPostProcess.js.map
  90728. var BABYLON;
  90729. (function (BABYLON) {
  90730. /**
  90731. * Post process used to render in black and white
  90732. */
  90733. var BlackAndWhitePostProcess = /** @class */ (function (_super) {
  90734. __extends(BlackAndWhitePostProcess, _super);
  90735. /**
  90736. * Creates a black and white post process
  90737. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  90738. * @param name The name of the effect.
  90739. * @param options The required width/height ratio to downsize to before computing the render pass.
  90740. * @param camera The camera to apply the render pass to.
  90741. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  90742. * @param engine The engine which the post process will be applied. (default: current engine)
  90743. * @param reusable If the post process can be reused on the same frame. (default: false)
  90744. */
  90745. function BlackAndWhitePostProcess(name, options, camera, samplingMode, engine, reusable) {
  90746. var _this = _super.call(this, name, "blackAndWhite", ["degree"], null, options, camera, samplingMode, engine, reusable) || this;
  90747. /**
  90748. * Linear about to convert he result to black and white (default: 1)
  90749. */
  90750. _this.degree = 1;
  90751. _this.onApplyObservable.add(function (effect) {
  90752. effect.setFloat("degree", _this.degree);
  90753. });
  90754. return _this;
  90755. }
  90756. return BlackAndWhitePostProcess;
  90757. }(BABYLON.PostProcess));
  90758. BABYLON.BlackAndWhitePostProcess = BlackAndWhitePostProcess;
  90759. })(BABYLON || (BABYLON = {}));
  90760. //# sourceMappingURL=babylon.blackAndWhitePostProcess.js.map
  90761. var BABYLON;
  90762. (function (BABYLON) {
  90763. /**
  90764. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  90765. * input texture to perform effects such as edge detection or sharpening
  90766. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  90767. */
  90768. var ConvolutionPostProcess = /** @class */ (function (_super) {
  90769. __extends(ConvolutionPostProcess, _super);
  90770. /**
  90771. * Creates a new instance ConvolutionPostProcess
  90772. * @param name The name of the effect.
  90773. * @param kernel Array of 9 values corrisponding to the 3x3 kernel to be applied
  90774. * @param options The required width/height ratio to downsize to before computing the render pass.
  90775. * @param camera The camera to apply the render pass to.
  90776. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  90777. * @param engine The engine which the post process will be applied. (default: current engine)
  90778. * @param reusable If the post process can be reused on the same frame. (default: false)
  90779. * @param textureType Type of textures used when performing the post process. (default: 0)
  90780. */
  90781. function ConvolutionPostProcess(name,
  90782. /** Array of 9 values corrisponding to the 3x3 kernel to be applied */
  90783. kernel, options, camera, samplingMode, engine, reusable, textureType) {
  90784. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  90785. var _this = _super.call(this, name, "convolution", ["kernel", "screenSize"], null, options, camera, samplingMode, engine, reusable, null, textureType) || this;
  90786. _this.kernel = kernel;
  90787. _this.onApply = function (effect) {
  90788. effect.setFloat2("screenSize", _this.width, _this.height);
  90789. effect.setArray("kernel", _this.kernel);
  90790. };
  90791. return _this;
  90792. }
  90793. // Statics
  90794. /**
  90795. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90796. */
  90797. ConvolutionPostProcess.EdgeDetect0Kernel = [1, 0, -1, 0, 0, 0, -1, 0, 1];
  90798. /**
  90799. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90800. */
  90801. ConvolutionPostProcess.EdgeDetect1Kernel = [0, 1, 0, 1, -4, 1, 0, 1, 0];
  90802. /**
  90803. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90804. */
  90805. ConvolutionPostProcess.EdgeDetect2Kernel = [-1, -1, -1, -1, 8, -1, -1, -1, -1];
  90806. /**
  90807. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90808. */
  90809. ConvolutionPostProcess.SharpenKernel = [0, -1, 0, -1, 5, -1, 0, -1, 0];
  90810. /**
  90811. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90812. */
  90813. ConvolutionPostProcess.EmbossKernel = [-2, -1, 0, -1, 1, 1, 0, 1, 2];
  90814. /**
  90815. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90816. */
  90817. ConvolutionPostProcess.GaussianKernel = [0, 1, 0, 1, 1, 1, 0, 1, 0];
  90818. return ConvolutionPostProcess;
  90819. }(BABYLON.PostProcess));
  90820. BABYLON.ConvolutionPostProcess = ConvolutionPostProcess;
  90821. })(BABYLON || (BABYLON = {}));
  90822. //# sourceMappingURL=babylon.convolutionPostProcess.js.map
  90823. var BABYLON;
  90824. (function (BABYLON) {
  90825. /**
  90826. * Applies a kernel filter to the image
  90827. */
  90828. var FilterPostProcess = /** @class */ (function (_super) {
  90829. __extends(FilterPostProcess, _super);
  90830. /**
  90831. *
  90832. * @param name The name of the effect.
  90833. * @param kernelMatrix The matrix to be applied to the image
  90834. * @param options The required width/height ratio to downsize to before computing the render pass.
  90835. * @param camera The camera to apply the render pass to.
  90836. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  90837. * @param engine The engine which the post process will be applied. (default: current engine)
  90838. * @param reusable If the post process can be reused on the same frame. (default: false)
  90839. */
  90840. function FilterPostProcess(name,
  90841. /** The matrix to be applied to the image */
  90842. kernelMatrix, options, camera, samplingMode, engine, reusable) {
  90843. var _this = _super.call(this, name, "filter", ["kernelMatrix"], null, options, camera, samplingMode, engine, reusable) || this;
  90844. _this.kernelMatrix = kernelMatrix;
  90845. _this.onApply = function (effect) {
  90846. effect.setMatrix("kernelMatrix", _this.kernelMatrix);
  90847. };
  90848. return _this;
  90849. }
  90850. return FilterPostProcess;
  90851. }(BABYLON.PostProcess));
  90852. BABYLON.FilterPostProcess = FilterPostProcess;
  90853. })(BABYLON || (BABYLON = {}));
  90854. //# sourceMappingURL=babylon.filterPostProcess.js.map
  90855. var BABYLON;
  90856. (function (BABYLON) {
  90857. /**
  90858. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  90859. */
  90860. var VolumetricLightScatteringPostProcess = /** @class */ (function (_super) {
  90861. __extends(VolumetricLightScatteringPostProcess, _super);
  90862. /**
  90863. * @constructor
  90864. * @param name The post-process name
  90865. * @param ratio The size of the post-process and/or internal pass (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  90866. * @param camera The camera that the post-process will be attached to
  90867. * @param mesh The mesh used to create the light scattering
  90868. * @param samples The post-process quality, default 100
  90869. * @param samplingModeThe post-process filtering mode
  90870. * @param engine The babylon engine
  90871. * @param reusable If the post-process is reusable
  90872. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  90873. */
  90874. function VolumetricLightScatteringPostProcess(name, ratio, camera, mesh, samples, samplingMode, engine, reusable, scene) {
  90875. if (samples === void 0) { samples = 100; }
  90876. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  90877. var _this = _super.call(this, name, "volumetricLightScattering", ["decay", "exposure", "weight", "meshPositionOnScreen", "density"], ["lightScatteringSampler"], ratio.postProcessRatio || ratio, camera, samplingMode, engine, reusable, "#define NUM_SAMPLES " + samples) || this;
  90878. _this._screenCoordinates = BABYLON.Vector2.Zero();
  90879. /**
  90880. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  90881. */
  90882. _this.customMeshPosition = BABYLON.Vector3.Zero();
  90883. /**
  90884. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  90885. */
  90886. _this.useCustomMeshPosition = false;
  90887. /**
  90888. * If the post-process should inverse the light scattering direction
  90889. */
  90890. _this.invert = true;
  90891. /**
  90892. * Array containing the excluded meshes not rendered in the internal pass
  90893. */
  90894. _this.excludedMeshes = new Array();
  90895. /**
  90896. * Controls the overall intensity of the post-process
  90897. */
  90898. _this.exposure = 0.3;
  90899. /**
  90900. * Dissipates each sample's contribution in range [0, 1]
  90901. */
  90902. _this.decay = 0.96815;
  90903. /**
  90904. * Controls the overall intensity of each sample
  90905. */
  90906. _this.weight = 0.58767;
  90907. /**
  90908. * Controls the density of each sample
  90909. */
  90910. _this.density = 0.926;
  90911. scene = ((camera === null) ? scene : camera.getScene()); // parameter "scene" can be null.
  90912. engine = scene.getEngine();
  90913. _this._viewPort = new BABYLON.Viewport(0, 0, 1, 1).toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  90914. // Configure mesh
  90915. _this.mesh = ((mesh !== null) ? mesh : VolumetricLightScatteringPostProcess.CreateDefaultMesh("VolumetricLightScatteringMesh", scene));
  90916. // Configure
  90917. _this._createPass(scene, ratio.passRatio || ratio);
  90918. _this.onActivate = function (camera) {
  90919. if (!_this.isSupported) {
  90920. _this.dispose(camera);
  90921. }
  90922. _this.onActivate = null;
  90923. };
  90924. _this.onApplyObservable.add(function (effect) {
  90925. _this._updateMeshScreenCoordinates(scene);
  90926. effect.setTexture("lightScatteringSampler", _this._volumetricLightScatteringRTT);
  90927. effect.setFloat("exposure", _this.exposure);
  90928. effect.setFloat("decay", _this.decay);
  90929. effect.setFloat("weight", _this.weight);
  90930. effect.setFloat("density", _this.density);
  90931. effect.setVector2("meshPositionOnScreen", _this._screenCoordinates);
  90932. });
  90933. return _this;
  90934. }
  90935. Object.defineProperty(VolumetricLightScatteringPostProcess.prototype, "useDiffuseColor", {
  90936. /**
  90937. * @hidden
  90938. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  90939. */
  90940. get: function () {
  90941. BABYLON.Tools.Warn("VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead");
  90942. return false;
  90943. },
  90944. set: function (useDiffuseColor) {
  90945. BABYLON.Tools.Warn("VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead");
  90946. },
  90947. enumerable: true,
  90948. configurable: true
  90949. });
  90950. /**
  90951. * Returns the string "VolumetricLightScatteringPostProcess"
  90952. * @returns "VolumetricLightScatteringPostProcess"
  90953. */
  90954. VolumetricLightScatteringPostProcess.prototype.getClassName = function () {
  90955. return "VolumetricLightScatteringPostProcess";
  90956. };
  90957. VolumetricLightScatteringPostProcess.prototype._isReady = function (subMesh, useInstances) {
  90958. var mesh = subMesh.getMesh();
  90959. // Render this.mesh as default
  90960. if (mesh === this.mesh && mesh.material) {
  90961. return mesh.material.isReady(mesh);
  90962. }
  90963. var defines = [];
  90964. var attribs = [BABYLON.VertexBuffer.PositionKind];
  90965. var material = subMesh.getMaterial();
  90966. // Alpha test
  90967. if (material) {
  90968. if (material.needAlphaTesting()) {
  90969. defines.push("#define ALPHATEST");
  90970. }
  90971. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  90972. attribs.push(BABYLON.VertexBuffer.UVKind);
  90973. defines.push("#define UV1");
  90974. }
  90975. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  90976. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  90977. defines.push("#define UV2");
  90978. }
  90979. }
  90980. // Bones
  90981. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  90982. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  90983. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  90984. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  90985. defines.push("#define BonesPerMesh " + (mesh.skeleton ? (mesh.skeleton.bones.length + 1) : 0));
  90986. }
  90987. else {
  90988. defines.push("#define NUM_BONE_INFLUENCERS 0");
  90989. }
  90990. // Instances
  90991. if (useInstances) {
  90992. defines.push("#define INSTANCES");
  90993. attribs.push("world0");
  90994. attribs.push("world1");
  90995. attribs.push("world2");
  90996. attribs.push("world3");
  90997. }
  90998. // Get correct effect
  90999. var join = defines.join("\n");
  91000. if (this._cachedDefines !== join) {
  91001. this._cachedDefines = join;
  91002. this._volumetricLightScatteringPass = mesh.getScene().getEngine().createEffect({ vertexElement: "depth", fragmentElement: "volumetricLightScatteringPass" }, attribs, ["world", "mBones", "viewProjection", "diffuseMatrix"], ["diffuseSampler"], join);
  91003. }
  91004. return this._volumetricLightScatteringPass.isReady();
  91005. };
  91006. /**
  91007. * Sets the new light position for light scattering effect
  91008. * @param position The new custom light position
  91009. */
  91010. VolumetricLightScatteringPostProcess.prototype.setCustomMeshPosition = function (position) {
  91011. this.customMeshPosition = position;
  91012. };
  91013. /**
  91014. * Returns the light position for light scattering effect
  91015. * @return Vector3 The custom light position
  91016. */
  91017. VolumetricLightScatteringPostProcess.prototype.getCustomMeshPosition = function () {
  91018. return this.customMeshPosition;
  91019. };
  91020. /**
  91021. * Disposes the internal assets and detaches the post-process from the camera
  91022. */
  91023. VolumetricLightScatteringPostProcess.prototype.dispose = function (camera) {
  91024. var rttIndex = camera.getScene().customRenderTargets.indexOf(this._volumetricLightScatteringRTT);
  91025. if (rttIndex !== -1) {
  91026. camera.getScene().customRenderTargets.splice(rttIndex, 1);
  91027. }
  91028. this._volumetricLightScatteringRTT.dispose();
  91029. _super.prototype.dispose.call(this, camera);
  91030. };
  91031. /**
  91032. * Returns the render target texture used by the post-process
  91033. * @return the render target texture used by the post-process
  91034. */
  91035. VolumetricLightScatteringPostProcess.prototype.getPass = function () {
  91036. return this._volumetricLightScatteringRTT;
  91037. };
  91038. // Private methods
  91039. VolumetricLightScatteringPostProcess.prototype._meshExcluded = function (mesh) {
  91040. if (this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {
  91041. return true;
  91042. }
  91043. return false;
  91044. };
  91045. VolumetricLightScatteringPostProcess.prototype._createPass = function (scene, ratio) {
  91046. var _this = this;
  91047. var engine = scene.getEngine();
  91048. this._volumetricLightScatteringRTT = new BABYLON.RenderTargetTexture("volumetricLightScatteringMap", { width: engine.getRenderWidth() * ratio, height: engine.getRenderHeight() * ratio }, scene, false, true, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  91049. this._volumetricLightScatteringRTT.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  91050. this._volumetricLightScatteringRTT.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  91051. this._volumetricLightScatteringRTT.renderList = null;
  91052. this._volumetricLightScatteringRTT.renderParticles = false;
  91053. this._volumetricLightScatteringRTT.ignoreCameraViewport = true;
  91054. var camera = this.getCamera();
  91055. if (camera) {
  91056. camera.customRenderTargets.push(this._volumetricLightScatteringRTT);
  91057. }
  91058. else {
  91059. scene.customRenderTargets.push(this._volumetricLightScatteringRTT);
  91060. }
  91061. // Custom render function for submeshes
  91062. var renderSubMesh = function (subMesh) {
  91063. var mesh = subMesh.getRenderingMesh();
  91064. if (_this._meshExcluded(mesh)) {
  91065. return;
  91066. }
  91067. var material = subMesh.getMaterial();
  91068. if (!material) {
  91069. return;
  91070. }
  91071. var scene = mesh.getScene();
  91072. var engine = scene.getEngine();
  91073. // Culling
  91074. engine.setState(material.backFaceCulling);
  91075. // Managing instances
  91076. var batch = mesh._getInstancesRenderList(subMesh._id);
  91077. if (batch.mustReturn) {
  91078. return;
  91079. }
  91080. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  91081. if (_this._isReady(subMesh, hardwareInstancedRendering)) {
  91082. var effect = _this._volumetricLightScatteringPass;
  91083. if (mesh === _this.mesh) {
  91084. if (subMesh.effect) {
  91085. effect = subMesh.effect;
  91086. }
  91087. else {
  91088. effect = material.getEffect();
  91089. }
  91090. }
  91091. engine.enableEffect(effect);
  91092. mesh._bind(subMesh, effect, BABYLON.Material.TriangleFillMode);
  91093. if (mesh === _this.mesh) {
  91094. material.bind(mesh.getWorldMatrix(), mesh);
  91095. }
  91096. else {
  91097. _this._volumetricLightScatteringPass.setMatrix("viewProjection", scene.getTransformMatrix());
  91098. // Alpha test
  91099. if (material && material.needAlphaTesting()) {
  91100. var alphaTexture = material.getAlphaTestTexture();
  91101. _this._volumetricLightScatteringPass.setTexture("diffuseSampler", alphaTexture);
  91102. if (alphaTexture) {
  91103. _this._volumetricLightScatteringPass.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  91104. }
  91105. }
  91106. // Bones
  91107. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  91108. _this._volumetricLightScatteringPass.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  91109. }
  91110. }
  91111. // Draw
  91112. mesh._processRendering(subMesh, _this._volumetricLightScatteringPass, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return effect.setMatrix("world", world); });
  91113. }
  91114. };
  91115. // Render target texture callbacks
  91116. var savedSceneClearColor;
  91117. var sceneClearColor = new BABYLON.Color4(0.0, 0.0, 0.0, 1.0);
  91118. this._volumetricLightScatteringRTT.onBeforeRenderObservable.add(function () {
  91119. savedSceneClearColor = scene.clearColor;
  91120. scene.clearColor = sceneClearColor;
  91121. });
  91122. this._volumetricLightScatteringRTT.onAfterRenderObservable.add(function () {
  91123. scene.clearColor = savedSceneClearColor;
  91124. });
  91125. this._volumetricLightScatteringRTT.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  91126. var engine = scene.getEngine();
  91127. var index;
  91128. if (depthOnlySubMeshes.length) {
  91129. engine.setColorWrite(false);
  91130. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  91131. renderSubMesh(depthOnlySubMeshes.data[index]);
  91132. }
  91133. engine.setColorWrite(true);
  91134. }
  91135. for (index = 0; index < opaqueSubMeshes.length; index++) {
  91136. renderSubMesh(opaqueSubMeshes.data[index]);
  91137. }
  91138. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  91139. renderSubMesh(alphaTestSubMeshes.data[index]);
  91140. }
  91141. if (transparentSubMeshes.length) {
  91142. // Sort sub meshes
  91143. for (index = 0; index < transparentSubMeshes.length; index++) {
  91144. var submesh = transparentSubMeshes.data[index];
  91145. var boundingInfo = submesh.getBoundingInfo();
  91146. if (boundingInfo && scene.activeCamera) {
  91147. submesh._alphaIndex = submesh.getMesh().alphaIndex;
  91148. submesh._distanceToCamera = boundingInfo.boundingSphere.centerWorld.subtract(scene.activeCamera.position).length();
  91149. }
  91150. }
  91151. var sortedArray = transparentSubMeshes.data.slice(0, transparentSubMeshes.length);
  91152. sortedArray.sort(function (a, b) {
  91153. // Alpha index first
  91154. if (a._alphaIndex > b._alphaIndex) {
  91155. return 1;
  91156. }
  91157. if (a._alphaIndex < b._alphaIndex) {
  91158. return -1;
  91159. }
  91160. // Then distance to camera
  91161. if (a._distanceToCamera < b._distanceToCamera) {
  91162. return 1;
  91163. }
  91164. if (a._distanceToCamera > b._distanceToCamera) {
  91165. return -1;
  91166. }
  91167. return 0;
  91168. });
  91169. // Render sub meshes
  91170. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  91171. for (index = 0; index < sortedArray.length; index++) {
  91172. renderSubMesh(sortedArray[index]);
  91173. }
  91174. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  91175. }
  91176. };
  91177. };
  91178. VolumetricLightScatteringPostProcess.prototype._updateMeshScreenCoordinates = function (scene) {
  91179. var transform = scene.getTransformMatrix();
  91180. var meshPosition;
  91181. if (this.useCustomMeshPosition) {
  91182. meshPosition = this.customMeshPosition;
  91183. }
  91184. else if (this.attachedNode) {
  91185. meshPosition = this.attachedNode.position;
  91186. }
  91187. else {
  91188. meshPosition = this.mesh.parent ? this.mesh.getAbsolutePosition() : this.mesh.position;
  91189. }
  91190. var pos = BABYLON.Vector3.Project(meshPosition, BABYLON.Matrix.Identity(), transform, this._viewPort);
  91191. this._screenCoordinates.x = pos.x / this._viewPort.width;
  91192. this._screenCoordinates.y = pos.y / this._viewPort.height;
  91193. if (this.invert) {
  91194. this._screenCoordinates.y = 1.0 - this._screenCoordinates.y;
  91195. }
  91196. };
  91197. // Static methods
  91198. /**
  91199. * Creates a default mesh for the Volumeric Light Scattering post-process
  91200. * @param name The mesh name
  91201. * @param scene The scene where to create the mesh
  91202. * @return the default mesh
  91203. */
  91204. VolumetricLightScatteringPostProcess.CreateDefaultMesh = function (name, scene) {
  91205. var mesh = BABYLON.Mesh.CreatePlane(name, 1, scene);
  91206. mesh.billboardMode = BABYLON.AbstractMesh.BILLBOARDMODE_ALL;
  91207. var material = new BABYLON.StandardMaterial(name + "Material", scene);
  91208. material.emissiveColor = new BABYLON.Color3(1, 1, 1);
  91209. mesh.material = material;
  91210. return mesh;
  91211. };
  91212. __decorate([
  91213. BABYLON.serializeAsVector3()
  91214. ], VolumetricLightScatteringPostProcess.prototype, "customMeshPosition", void 0);
  91215. __decorate([
  91216. BABYLON.serialize()
  91217. ], VolumetricLightScatteringPostProcess.prototype, "useCustomMeshPosition", void 0);
  91218. __decorate([
  91219. BABYLON.serialize()
  91220. ], VolumetricLightScatteringPostProcess.prototype, "invert", void 0);
  91221. __decorate([
  91222. BABYLON.serializeAsMeshReference()
  91223. ], VolumetricLightScatteringPostProcess.prototype, "mesh", void 0);
  91224. __decorate([
  91225. BABYLON.serialize()
  91226. ], VolumetricLightScatteringPostProcess.prototype, "excludedMeshes", void 0);
  91227. __decorate([
  91228. BABYLON.serialize()
  91229. ], VolumetricLightScatteringPostProcess.prototype, "exposure", void 0);
  91230. __decorate([
  91231. BABYLON.serialize()
  91232. ], VolumetricLightScatteringPostProcess.prototype, "decay", void 0);
  91233. __decorate([
  91234. BABYLON.serialize()
  91235. ], VolumetricLightScatteringPostProcess.prototype, "weight", void 0);
  91236. __decorate([
  91237. BABYLON.serialize()
  91238. ], VolumetricLightScatteringPostProcess.prototype, "density", void 0);
  91239. return VolumetricLightScatteringPostProcess;
  91240. }(BABYLON.PostProcess));
  91241. BABYLON.VolumetricLightScatteringPostProcess = VolumetricLightScatteringPostProcess;
  91242. })(BABYLON || (BABYLON = {}));
  91243. //# sourceMappingURL=babylon.volumetricLightScatteringPostProcess.js.map
  91244. var BABYLON;
  91245. (function (BABYLON) {
  91246. /**
  91247. *
  91248. * This post-process allows the modification of rendered colors by using
  91249. * a 'look-up table' (LUT). This effect is also called Color Grading.
  91250. *
  91251. * The object needs to be provided an url to a texture containing the color
  91252. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  91253. * Use an image editing software to tweak the LUT to match your needs.
  91254. *
  91255. * For an example of a color LUT, see here:
  91256. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  91257. * For explanations on color grading, see here:
  91258. * @see http://udn.epicgames.com/Three/ColorGrading.html
  91259. *
  91260. */
  91261. var ColorCorrectionPostProcess = /** @class */ (function (_super) {
  91262. __extends(ColorCorrectionPostProcess, _super);
  91263. function ColorCorrectionPostProcess(name, colorTableUrl, options, camera, samplingMode, engine, reusable) {
  91264. var _this = _super.call(this, name, 'colorCorrection', null, ['colorTable'], options, camera, samplingMode, engine, reusable) || this;
  91265. _this._colorTableTexture = new BABYLON.Texture(colorTableUrl, camera.getScene(), true, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  91266. _this._colorTableTexture.anisotropicFilteringLevel = 1;
  91267. _this._colorTableTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  91268. _this._colorTableTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  91269. _this.onApply = function (effect) {
  91270. effect.setTexture("colorTable", _this._colorTableTexture);
  91271. };
  91272. return _this;
  91273. }
  91274. return ColorCorrectionPostProcess;
  91275. }(BABYLON.PostProcess));
  91276. BABYLON.ColorCorrectionPostProcess = ColorCorrectionPostProcess;
  91277. })(BABYLON || (BABYLON = {}));
  91278. //# sourceMappingURL=babylon.colorCorrectionPostProcess.js.map
  91279. var BABYLON;
  91280. (function (BABYLON) {
  91281. /** Defines operator used for tonemapping */
  91282. var TonemappingOperator;
  91283. (function (TonemappingOperator) {
  91284. /** Hable */
  91285. TonemappingOperator[TonemappingOperator["Hable"] = 0] = "Hable";
  91286. /** Reinhard */
  91287. TonemappingOperator[TonemappingOperator["Reinhard"] = 1] = "Reinhard";
  91288. /** HejiDawson */
  91289. TonemappingOperator[TonemappingOperator["HejiDawson"] = 2] = "HejiDawson";
  91290. /** Photographic */
  91291. TonemappingOperator[TonemappingOperator["Photographic"] = 3] = "Photographic";
  91292. })(TonemappingOperator = BABYLON.TonemappingOperator || (BABYLON.TonemappingOperator = {}));
  91293. /**
  91294. * Defines a post process to apply tone mapping
  91295. */
  91296. var TonemapPostProcess = /** @class */ (function (_super) {
  91297. __extends(TonemapPostProcess, _super);
  91298. /**
  91299. * Creates a new TonemapPostProcess
  91300. * @param name defines the name of the postprocess
  91301. * @param _operator defines the operator to use
  91302. * @param exposureAdjustment defines the required exposure adjustement
  91303. * @param camera defines the camera to use (can be null)
  91304. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  91305. * @param engine defines the hosting engine (can be ignore if camera is set)
  91306. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  91307. */
  91308. function TonemapPostProcess(name, _operator,
  91309. /** Defines the required exposure adjustement */
  91310. exposureAdjustment, camera, samplingMode, engine, textureFormat) {
  91311. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  91312. if (textureFormat === void 0) { textureFormat = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  91313. var _this = _super.call(this, name, "tonemap", ["_ExposureAdjustment"], null, 1.0, camera, samplingMode, engine, true, null, textureFormat) || this;
  91314. _this._operator = _operator;
  91315. _this.exposureAdjustment = exposureAdjustment;
  91316. var defines = "#define ";
  91317. if (_this._operator === TonemappingOperator.Hable) {
  91318. defines += "HABLE_TONEMAPPING";
  91319. }
  91320. else if (_this._operator === TonemappingOperator.Reinhard) {
  91321. defines += "REINHARD_TONEMAPPING";
  91322. }
  91323. else if (_this._operator === TonemappingOperator.HejiDawson) {
  91324. defines += "OPTIMIZED_HEJIDAWSON_TONEMAPPING";
  91325. }
  91326. else if (_this._operator === TonemappingOperator.Photographic) {
  91327. defines += "PHOTOGRAPHIC_TONEMAPPING";
  91328. }
  91329. //sadly a second call to create the effect.
  91330. _this.updateEffect(defines);
  91331. _this.onApply = function (effect) {
  91332. effect.setFloat("_ExposureAdjustment", _this.exposureAdjustment);
  91333. };
  91334. return _this;
  91335. }
  91336. return TonemapPostProcess;
  91337. }(BABYLON.PostProcess));
  91338. BABYLON.TonemapPostProcess = TonemapPostProcess;
  91339. })(BABYLON || (BABYLON = {}));
  91340. //# sourceMappingURL=babylon.tonemapPostProcess.js.map
  91341. var BABYLON;
  91342. (function (BABYLON) {
  91343. /**
  91344. * DisplayPassPostProcess which produces an output the same as it's input
  91345. */
  91346. var DisplayPassPostProcess = /** @class */ (function (_super) {
  91347. __extends(DisplayPassPostProcess, _super);
  91348. /**
  91349. * Creates the DisplayPassPostProcess
  91350. * @param name The name of the effect.
  91351. * @param options The required width/height ratio to downsize to before computing the render pass.
  91352. * @param camera The camera to apply the render pass to.
  91353. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91354. * @param engine The engine which the post process will be applied. (default: current engine)
  91355. * @param reusable If the post process can be reused on the same frame. (default: false)
  91356. */
  91357. function DisplayPassPostProcess(name, options, camera, samplingMode, engine, reusable) {
  91358. return _super.call(this, name, "displayPass", ["passSampler"], ["passSampler"], options, camera, samplingMode, engine, reusable) || this;
  91359. }
  91360. return DisplayPassPostProcess;
  91361. }(BABYLON.PostProcess));
  91362. BABYLON.DisplayPassPostProcess = DisplayPassPostProcess;
  91363. })(BABYLON || (BABYLON = {}));
  91364. //# sourceMappingURL=babylon.displayPassPostProcess.js.map
  91365. var BABYLON;
  91366. (function (BABYLON) {
  91367. /**
  91368. * Extracts highlights from the image
  91369. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  91370. */
  91371. var HighlightsPostProcess = /** @class */ (function (_super) {
  91372. __extends(HighlightsPostProcess, _super);
  91373. /**
  91374. * Extracts highlights from the image
  91375. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  91376. * @param name The name of the effect.
  91377. * @param options The required width/height ratio to downsize to before computing the render pass.
  91378. * @param camera The camera to apply the render pass to.
  91379. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91380. * @param engine The engine which the post process will be applied. (default: current engine)
  91381. * @param reusable If the post process can be reused on the same frame. (default: false)
  91382. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  91383. */
  91384. function HighlightsPostProcess(name, options, camera, samplingMode, engine, reusable, textureType) {
  91385. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  91386. return _super.call(this, name, "highlights", null, null, options, camera, samplingMode, engine, reusable, null, textureType) || this;
  91387. }
  91388. return HighlightsPostProcess;
  91389. }(BABYLON.PostProcess));
  91390. BABYLON.HighlightsPostProcess = HighlightsPostProcess;
  91391. })(BABYLON || (BABYLON = {}));
  91392. //# sourceMappingURL=babylon.highlightsPostProcess.js.map
  91393. var BABYLON;
  91394. (function (BABYLON) {
  91395. /**
  91396. * ImageProcessingPostProcess
  91397. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  91398. */
  91399. var ImageProcessingPostProcess = /** @class */ (function (_super) {
  91400. __extends(ImageProcessingPostProcess, _super);
  91401. function ImageProcessingPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, imageProcessingConfiguration) {
  91402. if (camera === void 0) { camera = null; }
  91403. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  91404. var _this = _super.call(this, name, "imageProcessing", [], [], options, camera, samplingMode, engine, reusable, null, textureType, "postprocess", null, true) || this;
  91405. _this._fromLinearSpace = true;
  91406. /**
  91407. * Defines cache preventing GC.
  91408. */
  91409. _this._defines = {
  91410. IMAGEPROCESSING: false,
  91411. VIGNETTE: false,
  91412. VIGNETTEBLENDMODEMULTIPLY: false,
  91413. VIGNETTEBLENDMODEOPAQUE: false,
  91414. TONEMAPPING: false,
  91415. TONEMAPPING_ACES: false,
  91416. CONTRAST: false,
  91417. COLORCURVES: false,
  91418. COLORGRADING: false,
  91419. COLORGRADING3D: false,
  91420. FROMLINEARSPACE: false,
  91421. SAMPLER3DGREENDEPTH: false,
  91422. SAMPLER3DBGRMAP: false,
  91423. IMAGEPROCESSINGPOSTPROCESS: false,
  91424. EXPOSURE: false,
  91425. };
  91426. // Setup the configuration as forced by the constructor. This would then not force the
  91427. // scene materials output in linear space and let untouched the default forward pass.
  91428. if (imageProcessingConfiguration) {
  91429. imageProcessingConfiguration.applyByPostProcess = true;
  91430. _this._attachImageProcessingConfiguration(imageProcessingConfiguration, true);
  91431. // This will cause the shader to be compiled
  91432. _this.fromLinearSpace = false;
  91433. }
  91434. // Setup the default processing configuration to the scene.
  91435. else {
  91436. _this._attachImageProcessingConfiguration(null, true);
  91437. _this.imageProcessingConfiguration.applyByPostProcess = true;
  91438. }
  91439. _this.onApply = function (effect) {
  91440. _this.imageProcessingConfiguration.bind(effect, _this.aspectRatio);
  91441. };
  91442. return _this;
  91443. }
  91444. Object.defineProperty(ImageProcessingPostProcess.prototype, "imageProcessingConfiguration", {
  91445. /**
  91446. * Gets the image processing configuration used either in this material.
  91447. */
  91448. get: function () {
  91449. return this._imageProcessingConfiguration;
  91450. },
  91451. /**
  91452. * Sets the Default image processing configuration used either in the this material.
  91453. *
  91454. * If sets to null, the scene one is in use.
  91455. */
  91456. set: function (value) {
  91457. this._attachImageProcessingConfiguration(value);
  91458. },
  91459. enumerable: true,
  91460. configurable: true
  91461. });
  91462. /**
  91463. * Attaches a new image processing configuration to the PBR Material.
  91464. * @param configuration
  91465. */
  91466. ImageProcessingPostProcess.prototype._attachImageProcessingConfiguration = function (configuration, doNotBuild) {
  91467. var _this = this;
  91468. if (doNotBuild === void 0) { doNotBuild = false; }
  91469. if (configuration === this._imageProcessingConfiguration) {
  91470. return;
  91471. }
  91472. // Detaches observer.
  91473. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  91474. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  91475. }
  91476. // Pick the scene configuration if needed.
  91477. if (!configuration) {
  91478. var scene = null;
  91479. var engine = this.getEngine();
  91480. var camera = this.getCamera();
  91481. if (camera) {
  91482. scene = camera.getScene();
  91483. }
  91484. else if (engine && engine.scenes) {
  91485. var scenes = engine.scenes;
  91486. scene = scenes[scenes.length - 1];
  91487. }
  91488. else {
  91489. scene = BABYLON.Engine.LastCreatedScene;
  91490. }
  91491. this._imageProcessingConfiguration = scene.imageProcessingConfiguration;
  91492. }
  91493. else {
  91494. this._imageProcessingConfiguration = configuration;
  91495. }
  91496. // Attaches observer.
  91497. if (this._imageProcessingConfiguration) {
  91498. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  91499. _this._updateParameters();
  91500. });
  91501. }
  91502. // Ensure the effect will be rebuilt.
  91503. if (!doNotBuild) {
  91504. this._updateParameters();
  91505. }
  91506. };
  91507. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorCurves", {
  91508. /**
  91509. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  91510. */
  91511. get: function () {
  91512. return this.imageProcessingConfiguration.colorCurves;
  91513. },
  91514. /**
  91515. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  91516. */
  91517. set: function (value) {
  91518. this.imageProcessingConfiguration.colorCurves = value;
  91519. },
  91520. enumerable: true,
  91521. configurable: true
  91522. });
  91523. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorCurvesEnabled", {
  91524. /**
  91525. * Gets wether the color curves effect is enabled.
  91526. */
  91527. get: function () {
  91528. return this.imageProcessingConfiguration.colorCurvesEnabled;
  91529. },
  91530. /**
  91531. * Sets wether the color curves effect is enabled.
  91532. */
  91533. set: function (value) {
  91534. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  91535. },
  91536. enumerable: true,
  91537. configurable: true
  91538. });
  91539. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorGradingTexture", {
  91540. /**
  91541. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  91542. */
  91543. get: function () {
  91544. return this.imageProcessingConfiguration.colorGradingTexture;
  91545. },
  91546. /**
  91547. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  91548. */
  91549. set: function (value) {
  91550. this.imageProcessingConfiguration.colorGradingTexture = value;
  91551. },
  91552. enumerable: true,
  91553. configurable: true
  91554. });
  91555. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorGradingEnabled", {
  91556. /**
  91557. * Gets wether the color grading effect is enabled.
  91558. */
  91559. get: function () {
  91560. return this.imageProcessingConfiguration.colorGradingEnabled;
  91561. },
  91562. /**
  91563. * Gets wether the color grading effect is enabled.
  91564. */
  91565. set: function (value) {
  91566. this.imageProcessingConfiguration.colorGradingEnabled = value;
  91567. },
  91568. enumerable: true,
  91569. configurable: true
  91570. });
  91571. Object.defineProperty(ImageProcessingPostProcess.prototype, "exposure", {
  91572. /**
  91573. * Gets exposure used in the effect.
  91574. */
  91575. get: function () {
  91576. return this.imageProcessingConfiguration.exposure;
  91577. },
  91578. /**
  91579. * Sets exposure used in the effect.
  91580. */
  91581. set: function (value) {
  91582. this.imageProcessingConfiguration.exposure = value;
  91583. },
  91584. enumerable: true,
  91585. configurable: true
  91586. });
  91587. Object.defineProperty(ImageProcessingPostProcess.prototype, "toneMappingEnabled", {
  91588. /**
  91589. * Gets wether tonemapping is enabled or not.
  91590. */
  91591. get: function () {
  91592. return this._imageProcessingConfiguration.toneMappingEnabled;
  91593. },
  91594. /**
  91595. * Sets wether tonemapping is enabled or not
  91596. */
  91597. set: function (value) {
  91598. this._imageProcessingConfiguration.toneMappingEnabled = value;
  91599. },
  91600. enumerable: true,
  91601. configurable: true
  91602. });
  91603. Object.defineProperty(ImageProcessingPostProcess.prototype, "contrast", {
  91604. /**
  91605. * Gets contrast used in the effect.
  91606. */
  91607. get: function () {
  91608. return this.imageProcessingConfiguration.contrast;
  91609. },
  91610. /**
  91611. * Sets contrast used in the effect.
  91612. */
  91613. set: function (value) {
  91614. this.imageProcessingConfiguration.contrast = value;
  91615. },
  91616. enumerable: true,
  91617. configurable: true
  91618. });
  91619. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteStretch", {
  91620. /**
  91621. * Gets Vignette stretch size.
  91622. */
  91623. get: function () {
  91624. return this.imageProcessingConfiguration.vignetteStretch;
  91625. },
  91626. /**
  91627. * Sets Vignette stretch size.
  91628. */
  91629. set: function (value) {
  91630. this.imageProcessingConfiguration.vignetteStretch = value;
  91631. },
  91632. enumerable: true,
  91633. configurable: true
  91634. });
  91635. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCentreX", {
  91636. /**
  91637. * Gets Vignette centre X Offset.
  91638. */
  91639. get: function () {
  91640. return this.imageProcessingConfiguration.vignetteCentreX;
  91641. },
  91642. /**
  91643. * Sets Vignette centre X Offset.
  91644. */
  91645. set: function (value) {
  91646. this.imageProcessingConfiguration.vignetteCentreX = value;
  91647. },
  91648. enumerable: true,
  91649. configurable: true
  91650. });
  91651. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCentreY", {
  91652. /**
  91653. * Gets Vignette centre Y Offset.
  91654. */
  91655. get: function () {
  91656. return this.imageProcessingConfiguration.vignetteCentreY;
  91657. },
  91658. /**
  91659. * Sets Vignette centre Y Offset.
  91660. */
  91661. set: function (value) {
  91662. this.imageProcessingConfiguration.vignetteCentreY = value;
  91663. },
  91664. enumerable: true,
  91665. configurable: true
  91666. });
  91667. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteWeight", {
  91668. /**
  91669. * Gets Vignette weight or intensity of the vignette effect.
  91670. */
  91671. get: function () {
  91672. return this.imageProcessingConfiguration.vignetteWeight;
  91673. },
  91674. /**
  91675. * Sets Vignette weight or intensity of the vignette effect.
  91676. */
  91677. set: function (value) {
  91678. this.imageProcessingConfiguration.vignetteWeight = value;
  91679. },
  91680. enumerable: true,
  91681. configurable: true
  91682. });
  91683. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteColor", {
  91684. /**
  91685. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  91686. * if vignetteEnabled is set to true.
  91687. */
  91688. get: function () {
  91689. return this.imageProcessingConfiguration.vignetteColor;
  91690. },
  91691. /**
  91692. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  91693. * if vignetteEnabled is set to true.
  91694. */
  91695. set: function (value) {
  91696. this.imageProcessingConfiguration.vignetteColor = value;
  91697. },
  91698. enumerable: true,
  91699. configurable: true
  91700. });
  91701. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCameraFov", {
  91702. /**
  91703. * Gets Camera field of view used by the Vignette effect.
  91704. */
  91705. get: function () {
  91706. return this.imageProcessingConfiguration.vignetteCameraFov;
  91707. },
  91708. /**
  91709. * Sets Camera field of view used by the Vignette effect.
  91710. */
  91711. set: function (value) {
  91712. this.imageProcessingConfiguration.vignetteCameraFov = value;
  91713. },
  91714. enumerable: true,
  91715. configurable: true
  91716. });
  91717. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteBlendMode", {
  91718. /**
  91719. * Gets the vignette blend mode allowing different kind of effect.
  91720. */
  91721. get: function () {
  91722. return this.imageProcessingConfiguration.vignetteBlendMode;
  91723. },
  91724. /**
  91725. * Sets the vignette blend mode allowing different kind of effect.
  91726. */
  91727. set: function (value) {
  91728. this.imageProcessingConfiguration.vignetteBlendMode = value;
  91729. },
  91730. enumerable: true,
  91731. configurable: true
  91732. });
  91733. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteEnabled", {
  91734. /**
  91735. * Gets wether the vignette effect is enabled.
  91736. */
  91737. get: function () {
  91738. return this.imageProcessingConfiguration.vignetteEnabled;
  91739. },
  91740. /**
  91741. * Sets wether the vignette effect is enabled.
  91742. */
  91743. set: function (value) {
  91744. this.imageProcessingConfiguration.vignetteEnabled = value;
  91745. },
  91746. enumerable: true,
  91747. configurable: true
  91748. });
  91749. Object.defineProperty(ImageProcessingPostProcess.prototype, "fromLinearSpace", {
  91750. /**
  91751. * Gets wether the input of the processing is in Gamma or Linear Space.
  91752. */
  91753. get: function () {
  91754. return this._fromLinearSpace;
  91755. },
  91756. /**
  91757. * Sets wether the input of the processing is in Gamma or Linear Space.
  91758. */
  91759. set: function (value) {
  91760. if (this._fromLinearSpace === value) {
  91761. return;
  91762. }
  91763. this._fromLinearSpace = value;
  91764. this._updateParameters();
  91765. },
  91766. enumerable: true,
  91767. configurable: true
  91768. });
  91769. /**
  91770. * "ImageProcessingPostProcess"
  91771. * @returns "ImageProcessingPostProcess"
  91772. */
  91773. ImageProcessingPostProcess.prototype.getClassName = function () {
  91774. return "ImageProcessingPostProcess";
  91775. };
  91776. ImageProcessingPostProcess.prototype._updateParameters = function () {
  91777. this._defines.FROMLINEARSPACE = this._fromLinearSpace;
  91778. this.imageProcessingConfiguration.prepareDefines(this._defines, true);
  91779. var defines = "";
  91780. for (var define in this._defines) {
  91781. if (this._defines[define]) {
  91782. defines += "#define " + define + ";\r\n";
  91783. }
  91784. }
  91785. var samplers = ["textureSampler"];
  91786. var uniforms = ["scale"];
  91787. if (BABYLON.ImageProcessingConfiguration) {
  91788. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, this._defines);
  91789. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, this._defines);
  91790. }
  91791. this.updateEffect(defines, uniforms, samplers);
  91792. };
  91793. ImageProcessingPostProcess.prototype.dispose = function (camera) {
  91794. _super.prototype.dispose.call(this, camera);
  91795. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  91796. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  91797. }
  91798. if (this._imageProcessingConfiguration) {
  91799. this.imageProcessingConfiguration.applyByPostProcess = false;
  91800. }
  91801. };
  91802. __decorate([
  91803. BABYLON.serialize()
  91804. ], ImageProcessingPostProcess.prototype, "_fromLinearSpace", void 0);
  91805. return ImageProcessingPostProcess;
  91806. }(BABYLON.PostProcess));
  91807. BABYLON.ImageProcessingPostProcess = ImageProcessingPostProcess;
  91808. })(BABYLON || (BABYLON = {}));
  91809. //# sourceMappingURL=babylon.imageProcessingPostProcess.js.map
  91810. var BABYLON;
  91811. (function (BABYLON) {
  91812. /**
  91813. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  91814. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  91815. * As an example, all you have to do is to create the post-process:
  91816. * var mb = new BABYLON.MotionBlurPostProcess(
  91817. * 'mb', // The name of the effect.
  91818. * scene, // The scene containing the objects to blur according to their velocity.
  91819. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  91820. * camera // The camera to apply the render pass to.
  91821. * );
  91822. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  91823. */
  91824. var MotionBlurPostProcess = /** @class */ (function (_super) {
  91825. __extends(MotionBlurPostProcess, _super);
  91826. /**
  91827. * Creates a new instance MotionBlurPostProcess
  91828. * @param name The name of the effect.
  91829. * @param scene The scene containing the objects to blur according to their velocity.
  91830. * @param options The required width/height ratio to downsize to before computing the render pass.
  91831. * @param camera The camera to apply the render pass to.
  91832. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91833. * @param engine The engine which the post process will be applied. (default: current engine)
  91834. * @param reusable If the post process can be reused on the same frame. (default: false)
  91835. * @param textureType Type of textures used when performing the post process. (default: 0)
  91836. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  91837. */
  91838. function MotionBlurPostProcess(name, scene, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  91839. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  91840. if (blockCompilation === void 0) { blockCompilation = false; }
  91841. var _this = _super.call(this, name, "motionBlur", ["motionStrength", "motionScale", "screenSize"], ["velocitySampler"], options, camera, samplingMode, engine, reusable, "#define GEOMETRY_SUPPORTED\n#define SAMPLES 64.0", textureType, undefined, null, blockCompilation) || this;
  91842. /**
  91843. * Defines how much the image is blurred by the movement. Default value is equal to 1
  91844. */
  91845. _this.motionStrength = 1;
  91846. _this._motionBlurSamples = 32;
  91847. _this._geometryBufferRenderer = scene.enableGeometryBufferRenderer();
  91848. if (!_this._geometryBufferRenderer) {
  91849. // Geometry buffer renderer is not supported. So, work as a passthrough.
  91850. BABYLON.Tools.Warn("Multiple Render Target support needed to compute object based motion blur");
  91851. _this.updateEffect();
  91852. }
  91853. else {
  91854. // Geometry buffer renderer is supported.
  91855. _this._geometryBufferRenderer.enableVelocity = true;
  91856. _this.onApply = function (effect) {
  91857. effect.setVector2("screenSize", new BABYLON.Vector2(_this.width, _this.height));
  91858. effect.setFloat("motionScale", scene.getAnimationRatio());
  91859. effect.setFloat("motionStrength", _this.motionStrength);
  91860. if (_this._geometryBufferRenderer) {
  91861. var velocityIndex = _this._geometryBufferRenderer.getTextureIndex(BABYLON.GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE);
  91862. effect.setTexture("velocitySampler", _this._geometryBufferRenderer.getGBuffer().textures[velocityIndex]);
  91863. }
  91864. };
  91865. }
  91866. return _this;
  91867. }
  91868. Object.defineProperty(MotionBlurPostProcess.prototype, "motionBlurSamples", {
  91869. /**
  91870. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  91871. */
  91872. get: function () {
  91873. return this._motionBlurSamples;
  91874. },
  91875. /**
  91876. * Sets the number of iterations to be used for motion blur quality
  91877. */
  91878. set: function (samples) {
  91879. this._motionBlurSamples = samples;
  91880. if (this._geometryBufferRenderer) {
  91881. this.updateEffect("#define GEOMETRY_SUPPORTED\n#define SAMPLES " + samples.toFixed(1));
  91882. }
  91883. },
  91884. enumerable: true,
  91885. configurable: true
  91886. });
  91887. /**
  91888. * Disposes the post process.
  91889. * @param camera The camera to dispose the post process on.
  91890. */
  91891. MotionBlurPostProcess.prototype.dispose = function (camera) {
  91892. if (this._geometryBufferRenderer) {
  91893. // Clear previous transformation matrices dictionary used to compute objects velocities
  91894. this._geometryBufferRenderer._previousTransformationMatrices = {};
  91895. }
  91896. _super.prototype.dispose.call(this, camera);
  91897. };
  91898. return MotionBlurPostProcess;
  91899. }(BABYLON.PostProcess));
  91900. BABYLON.MotionBlurPostProcess = MotionBlurPostProcess;
  91901. })(BABYLON || (BABYLON = {}));
  91902. //# sourceMappingURL=babylon.motionBlurPostProcess.js.map
  91903. var BABYLON;
  91904. (function (BABYLON) {
  91905. /**
  91906. * Class used to store bone information
  91907. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  91908. */
  91909. var Bone = /** @class */ (function (_super) {
  91910. __extends(Bone, _super);
  91911. /**
  91912. * Create a new bone
  91913. * @param name defines the bone name
  91914. * @param skeleton defines the parent skeleton
  91915. * @param parentBone defines the parent (can be null if the bone is the root)
  91916. * @param localMatrix defines the local matrix
  91917. * @param restPose defines the rest pose matrix
  91918. * @param baseMatrix defines the base matrix
  91919. * @param index defines index of the bone in the hiearchy
  91920. */
  91921. function Bone(
  91922. /**
  91923. * defines the bone name
  91924. */
  91925. name, skeleton, parentBone, localMatrix, restPose, baseMatrix, index) {
  91926. if (parentBone === void 0) { parentBone = null; }
  91927. if (localMatrix === void 0) { localMatrix = null; }
  91928. if (restPose === void 0) { restPose = null; }
  91929. if (baseMatrix === void 0) { baseMatrix = null; }
  91930. if (index === void 0) { index = null; }
  91931. var _this = _super.call(this, name, skeleton.getScene(), false) || this;
  91932. _this.name = name;
  91933. /**
  91934. * Gets the list of child bones
  91935. */
  91936. _this.children = new Array();
  91937. /** Gets the animations associated with this bone */
  91938. _this.animations = new Array();
  91939. /**
  91940. * @hidden Internal only
  91941. * Set this value to map this bone to a different index in the transform matrices
  91942. * Set this value to -1 to exclude the bone from the transform matrices
  91943. */
  91944. _this._index = null;
  91945. _this._absoluteTransform = new BABYLON.Matrix();
  91946. _this._invertedAbsoluteTransform = new BABYLON.Matrix();
  91947. _this._scalingDeterminant = 1;
  91948. _this._worldTransform = new BABYLON.Matrix();
  91949. _this._needToDecompose = true;
  91950. _this._needToCompose = false;
  91951. _this._skeleton = skeleton;
  91952. _this._localMatrix = localMatrix ? localMatrix.clone() : BABYLON.Matrix.Identity();
  91953. _this._restPose = restPose ? restPose : _this._localMatrix.clone();
  91954. _this._baseMatrix = baseMatrix ? baseMatrix : _this._localMatrix.clone();
  91955. _this._index = index;
  91956. skeleton.bones.push(_this);
  91957. _this.setParent(parentBone, false);
  91958. if (baseMatrix || localMatrix) {
  91959. _this._updateDifferenceMatrix();
  91960. }
  91961. return _this;
  91962. }
  91963. Object.defineProperty(Bone.prototype, "_matrix", {
  91964. /** @hidden */
  91965. get: function () {
  91966. this._compose();
  91967. return this._localMatrix;
  91968. },
  91969. /** @hidden */
  91970. set: function (value) {
  91971. this._localMatrix.copyFrom(value);
  91972. this._needToDecompose = true;
  91973. },
  91974. enumerable: true,
  91975. configurable: true
  91976. });
  91977. // Members
  91978. /**
  91979. * Gets the parent skeleton
  91980. * @returns a skeleton
  91981. */
  91982. Bone.prototype.getSkeleton = function () {
  91983. return this._skeleton;
  91984. };
  91985. /**
  91986. * Gets parent bone
  91987. * @returns a bone or null if the bone is the root of the bone hierarchy
  91988. */
  91989. Bone.prototype.getParent = function () {
  91990. return this._parent;
  91991. };
  91992. /**
  91993. * Sets the parent bone
  91994. * @param parent defines the parent (can be null if the bone is the root)
  91995. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  91996. */
  91997. Bone.prototype.setParent = function (parent, updateDifferenceMatrix) {
  91998. if (updateDifferenceMatrix === void 0) { updateDifferenceMatrix = true; }
  91999. if (this._parent === parent) {
  92000. return;
  92001. }
  92002. if (this._parent) {
  92003. var index = this._parent.children.indexOf(this);
  92004. if (index !== -1) {
  92005. this._parent.children.splice(index, 1);
  92006. }
  92007. }
  92008. this._parent = parent;
  92009. if (this._parent) {
  92010. this._parent.children.push(this);
  92011. }
  92012. if (updateDifferenceMatrix) {
  92013. this._updateDifferenceMatrix();
  92014. }
  92015. this.markAsDirty();
  92016. };
  92017. /**
  92018. * Gets the local matrix
  92019. * @returns a matrix
  92020. */
  92021. Bone.prototype.getLocalMatrix = function () {
  92022. this._compose();
  92023. return this._localMatrix;
  92024. };
  92025. /**
  92026. * Gets the base matrix (initial matrix which remains unchanged)
  92027. * @returns a matrix
  92028. */
  92029. Bone.prototype.getBaseMatrix = function () {
  92030. return this._baseMatrix;
  92031. };
  92032. /**
  92033. * Gets the rest pose matrix
  92034. * @returns a matrix
  92035. */
  92036. Bone.prototype.getRestPose = function () {
  92037. return this._restPose;
  92038. };
  92039. /**
  92040. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  92041. */
  92042. Bone.prototype.getWorldMatrix = function () {
  92043. return this._worldTransform;
  92044. };
  92045. /**
  92046. * Sets the local matrix to rest pose matrix
  92047. */
  92048. Bone.prototype.returnToRest = function () {
  92049. this.updateMatrix(this._restPose.clone());
  92050. };
  92051. /**
  92052. * Gets the inverse of the absolute transform matrix.
  92053. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  92054. * @returns a matrix
  92055. */
  92056. Bone.prototype.getInvertedAbsoluteTransform = function () {
  92057. return this._invertedAbsoluteTransform;
  92058. };
  92059. /**
  92060. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  92061. * @returns a matrix
  92062. */
  92063. Bone.prototype.getAbsoluteTransform = function () {
  92064. return this._absoluteTransform;
  92065. };
  92066. Object.defineProperty(Bone.prototype, "position", {
  92067. // Properties (matches AbstractMesh properties)
  92068. /** Gets or sets current position (in local space) */
  92069. get: function () {
  92070. this._decompose();
  92071. return this._localPosition;
  92072. },
  92073. set: function (newPosition) {
  92074. this._decompose();
  92075. this._localPosition.copyFrom(newPosition);
  92076. this._markAsDirtyAndCompose();
  92077. },
  92078. enumerable: true,
  92079. configurable: true
  92080. });
  92081. Object.defineProperty(Bone.prototype, "rotation", {
  92082. /** Gets or sets current rotation (in local space) */
  92083. get: function () {
  92084. return this.getRotation();
  92085. },
  92086. set: function (newRotation) {
  92087. this.setRotation(newRotation);
  92088. },
  92089. enumerable: true,
  92090. configurable: true
  92091. });
  92092. Object.defineProperty(Bone.prototype, "rotationQuaternion", {
  92093. /** Gets or sets current rotation quaternion (in local space) */
  92094. get: function () {
  92095. this._decompose();
  92096. return this._localRotation;
  92097. },
  92098. set: function (newRotation) {
  92099. this.setRotationQuaternion(newRotation);
  92100. },
  92101. enumerable: true,
  92102. configurable: true
  92103. });
  92104. Object.defineProperty(Bone.prototype, "scaling", {
  92105. /** Gets or sets current scaling (in local space) */
  92106. get: function () {
  92107. return this.getScale();
  92108. },
  92109. set: function (newScaling) {
  92110. this.setScale(newScaling);
  92111. },
  92112. enumerable: true,
  92113. configurable: true
  92114. });
  92115. Object.defineProperty(Bone.prototype, "animationPropertiesOverride", {
  92116. /**
  92117. * Gets the animation properties override
  92118. */
  92119. get: function () {
  92120. return this._skeleton.animationPropertiesOverride;
  92121. },
  92122. enumerable: true,
  92123. configurable: true
  92124. });
  92125. // Methods
  92126. Bone.prototype._decompose = function () {
  92127. if (!this._needToDecompose) {
  92128. return;
  92129. }
  92130. this._needToDecompose = false;
  92131. if (!this._localScaling) {
  92132. this._localScaling = BABYLON.Vector3.Zero();
  92133. this._localRotation = BABYLON.Quaternion.Zero();
  92134. this._localPosition = BABYLON.Vector3.Zero();
  92135. }
  92136. this._localMatrix.decompose(this._localScaling, this._localRotation, this._localPosition);
  92137. };
  92138. Bone.prototype._compose = function () {
  92139. if (!this._needToCompose) {
  92140. return;
  92141. }
  92142. this._needToCompose = false;
  92143. BABYLON.Matrix.ComposeToRef(this._localScaling, this._localRotation, this._localPosition, this._localMatrix);
  92144. };
  92145. /**
  92146. * Update the base and local matrices
  92147. * @param matrix defines the new base or local matrix
  92148. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  92149. * @param updateLocalMatrix defines if the local matrix should be updated
  92150. */
  92151. Bone.prototype.updateMatrix = function (matrix, updateDifferenceMatrix, updateLocalMatrix) {
  92152. if (updateDifferenceMatrix === void 0) { updateDifferenceMatrix = true; }
  92153. if (updateLocalMatrix === void 0) { updateLocalMatrix = true; }
  92154. this._baseMatrix.copyFrom(matrix);
  92155. if (updateDifferenceMatrix) {
  92156. this._updateDifferenceMatrix();
  92157. }
  92158. if (updateLocalMatrix) {
  92159. this._localMatrix.copyFrom(matrix);
  92160. this._markAsDirtyAndDecompose();
  92161. }
  92162. else {
  92163. this.markAsDirty();
  92164. }
  92165. };
  92166. /** @hidden */
  92167. Bone.prototype._updateDifferenceMatrix = function (rootMatrix, updateChildren) {
  92168. if (updateChildren === void 0) { updateChildren = true; }
  92169. if (!rootMatrix) {
  92170. rootMatrix = this._baseMatrix;
  92171. }
  92172. if (this._parent) {
  92173. rootMatrix.multiplyToRef(this._parent._absoluteTransform, this._absoluteTransform);
  92174. }
  92175. else {
  92176. this._absoluteTransform.copyFrom(rootMatrix);
  92177. }
  92178. this._absoluteTransform.invertToRef(this._invertedAbsoluteTransform);
  92179. if (updateChildren) {
  92180. for (var index = 0; index < this.children.length; index++) {
  92181. this.children[index]._updateDifferenceMatrix();
  92182. }
  92183. }
  92184. this._scalingDeterminant = (this._absoluteTransform.determinant() < 0 ? -1 : 1);
  92185. };
  92186. /**
  92187. * Flag the bone as dirty (Forcing it to update everything)
  92188. */
  92189. Bone.prototype.markAsDirty = function () {
  92190. this._currentRenderId++;
  92191. this._childRenderId++;
  92192. this._skeleton._markAsDirty();
  92193. };
  92194. Bone.prototype._markAsDirtyAndCompose = function () {
  92195. this.markAsDirty();
  92196. this._needToCompose = true;
  92197. };
  92198. Bone.prototype._markAsDirtyAndDecompose = function () {
  92199. this.markAsDirty();
  92200. this._needToDecompose = true;
  92201. };
  92202. /**
  92203. * Copy an animation range from another bone
  92204. * @param source defines the source bone
  92205. * @param rangeName defines the range name to copy
  92206. * @param frameOffset defines the frame offset
  92207. * @param rescaleAsRequired defines if rescaling must be applied if required
  92208. * @param skelDimensionsRatio defines the scaling ratio
  92209. * @returns true if operation was successful
  92210. */
  92211. Bone.prototype.copyAnimationRange = function (source, rangeName, frameOffset, rescaleAsRequired, skelDimensionsRatio) {
  92212. if (rescaleAsRequired === void 0) { rescaleAsRequired = false; }
  92213. if (skelDimensionsRatio === void 0) { skelDimensionsRatio = null; }
  92214. // all animation may be coming from a library skeleton, so may need to create animation
  92215. if (this.animations.length === 0) {
  92216. this.animations.push(new BABYLON.Animation(this.name, "_matrix", source.animations[0].framePerSecond, BABYLON.Animation.ANIMATIONTYPE_MATRIX, 0));
  92217. this.animations[0].setKeys([]);
  92218. }
  92219. // get animation info / verify there is such a range from the source bone
  92220. var sourceRange = source.animations[0].getRange(rangeName);
  92221. if (!sourceRange) {
  92222. return false;
  92223. }
  92224. var from = sourceRange.from;
  92225. var to = sourceRange.to;
  92226. var sourceKeys = source.animations[0].getKeys();
  92227. // rescaling prep
  92228. var sourceBoneLength = source.length;
  92229. var sourceParent = source.getParent();
  92230. var parent = this.getParent();
  92231. var parentScalingReqd = rescaleAsRequired && sourceParent && sourceBoneLength && this.length && sourceBoneLength !== this.length;
  92232. var parentRatio = parentScalingReqd && parent && sourceParent ? parent.length / sourceParent.length : 1;
  92233. var dimensionsScalingReqd = rescaleAsRequired && !parent && skelDimensionsRatio && (skelDimensionsRatio.x !== 1 || skelDimensionsRatio.y !== 1 || skelDimensionsRatio.z !== 1);
  92234. var destKeys = this.animations[0].getKeys();
  92235. // loop vars declaration
  92236. var orig;
  92237. var origTranslation;
  92238. var mat;
  92239. for (var key = 0, nKeys = sourceKeys.length; key < nKeys; key++) {
  92240. orig = sourceKeys[key];
  92241. if (orig.frame >= from && orig.frame <= to) {
  92242. if (rescaleAsRequired) {
  92243. mat = orig.value.clone();
  92244. // scale based on parent ratio, when bone has parent
  92245. if (parentScalingReqd) {
  92246. origTranslation = mat.getTranslation();
  92247. mat.setTranslation(origTranslation.scaleInPlace(parentRatio));
  92248. // scale based on skeleton dimension ratio when root bone, and value is passed
  92249. }
  92250. else if (dimensionsScalingReqd && skelDimensionsRatio) {
  92251. origTranslation = mat.getTranslation();
  92252. mat.setTranslation(origTranslation.multiplyInPlace(skelDimensionsRatio));
  92253. // use original when root bone, and no data for skelDimensionsRatio
  92254. }
  92255. else {
  92256. mat = orig.value;
  92257. }
  92258. }
  92259. else {
  92260. mat = orig.value;
  92261. }
  92262. destKeys.push({ frame: orig.frame + frameOffset, value: mat });
  92263. }
  92264. }
  92265. this.animations[0].createRange(rangeName, from + frameOffset, to + frameOffset);
  92266. return true;
  92267. };
  92268. /**
  92269. * Translate the bone in local or world space
  92270. * @param vec The amount to translate the bone
  92271. * @param space The space that the translation is in
  92272. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92273. */
  92274. Bone.prototype.translate = function (vec, space, mesh) {
  92275. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92276. var lm = this.getLocalMatrix();
  92277. if (space == BABYLON.Space.LOCAL) {
  92278. lm.addAtIndex(12, vec.x);
  92279. lm.addAtIndex(13, vec.y);
  92280. lm.addAtIndex(14, vec.z);
  92281. }
  92282. else {
  92283. var wm = null;
  92284. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92285. if (mesh) {
  92286. wm = mesh.getWorldMatrix();
  92287. }
  92288. this._skeleton.computeAbsoluteTransforms();
  92289. var tmat = Bone._tmpMats[0];
  92290. var tvec = Bone._tmpVecs[0];
  92291. if (this._parent) {
  92292. if (mesh && wm) {
  92293. tmat.copyFrom(this._parent.getAbsoluteTransform());
  92294. tmat.multiplyToRef(wm, tmat);
  92295. }
  92296. else {
  92297. tmat.copyFrom(this._parent.getAbsoluteTransform());
  92298. }
  92299. }
  92300. tmat.setTranslationFromFloats(0, 0, 0);
  92301. tmat.invert();
  92302. BABYLON.Vector3.TransformCoordinatesToRef(vec, tmat, tvec);
  92303. lm.addAtIndex(12, tvec.x);
  92304. lm.addAtIndex(13, tvec.y);
  92305. lm.addAtIndex(14, tvec.z);
  92306. }
  92307. this._markAsDirtyAndDecompose();
  92308. };
  92309. /**
  92310. * Set the postion of the bone in local or world space
  92311. * @param position The position to set the bone
  92312. * @param space The space that the position is in
  92313. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92314. */
  92315. Bone.prototype.setPosition = function (position, space, mesh) {
  92316. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92317. var lm = this.getLocalMatrix();
  92318. if (space == BABYLON.Space.LOCAL) {
  92319. lm.setTranslationFromFloats(position.x, position.y, position.z);
  92320. }
  92321. else {
  92322. var wm = null;
  92323. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92324. if (mesh) {
  92325. wm = mesh.getWorldMatrix();
  92326. }
  92327. this._skeleton.computeAbsoluteTransforms();
  92328. var tmat = Bone._tmpMats[0];
  92329. var vec = Bone._tmpVecs[0];
  92330. if (this._parent) {
  92331. if (mesh && wm) {
  92332. tmat.copyFrom(this._parent.getAbsoluteTransform());
  92333. tmat.multiplyToRef(wm, tmat);
  92334. }
  92335. else {
  92336. tmat.copyFrom(this._parent.getAbsoluteTransform());
  92337. }
  92338. }
  92339. tmat.invert();
  92340. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, vec);
  92341. lm.setTranslationFromFloats(vec.x, vec.y, vec.z);
  92342. }
  92343. this._markAsDirtyAndDecompose();
  92344. };
  92345. /**
  92346. * Set the absolute position of the bone (world space)
  92347. * @param position The position to set the bone
  92348. * @param mesh The mesh that this bone is attached to
  92349. */
  92350. Bone.prototype.setAbsolutePosition = function (position, mesh) {
  92351. this.setPosition(position, BABYLON.Space.WORLD, mesh);
  92352. };
  92353. /**
  92354. * Scale the bone on the x, y and z axes (in local space)
  92355. * @param x The amount to scale the bone on the x axis
  92356. * @param y The amount to scale the bone on the y axis
  92357. * @param z The amount to scale the bone on the z axis
  92358. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  92359. */
  92360. Bone.prototype.scale = function (x, y, z, scaleChildren) {
  92361. if (scaleChildren === void 0) { scaleChildren = false; }
  92362. var locMat = this.getLocalMatrix();
  92363. // Apply new scaling on top of current local matrix
  92364. var scaleMat = Bone._tmpMats[0];
  92365. BABYLON.Matrix.ScalingToRef(x, y, z, scaleMat);
  92366. scaleMat.multiplyToRef(locMat, locMat);
  92367. // Invert scaling matrix and apply the inverse to all children
  92368. scaleMat.invert();
  92369. for (var _i = 0, _a = this.children; _i < _a.length; _i++) {
  92370. var child = _a[_i];
  92371. var cm = child.getLocalMatrix();
  92372. cm.multiplyToRef(scaleMat, cm);
  92373. cm.multiplyAtIndex(12, x);
  92374. cm.multiplyAtIndex(13, y);
  92375. cm.multiplyAtIndex(14, z);
  92376. child._markAsDirtyAndDecompose();
  92377. }
  92378. this._markAsDirtyAndDecompose();
  92379. if (scaleChildren) {
  92380. for (var _b = 0, _c = this.children; _b < _c.length; _b++) {
  92381. var child = _c[_b];
  92382. child.scale(x, y, z, scaleChildren);
  92383. }
  92384. }
  92385. };
  92386. /**
  92387. * Set the bone scaling in local space
  92388. * @param scale defines the scaling vector
  92389. */
  92390. Bone.prototype.setScale = function (scale) {
  92391. this._decompose();
  92392. this._localScaling.copyFrom(scale);
  92393. this._markAsDirtyAndCompose();
  92394. };
  92395. /**
  92396. * Gets the current scaling in local space
  92397. * @returns the current scaling vector
  92398. */
  92399. Bone.prototype.getScale = function () {
  92400. this._decompose();
  92401. return this._localScaling;
  92402. };
  92403. /**
  92404. * Gets the current scaling in local space and stores it in a target vector
  92405. * @param result defines the target vector
  92406. */
  92407. Bone.prototype.getScaleToRef = function (result) {
  92408. this._decompose();
  92409. result.copyFrom(this._localScaling);
  92410. };
  92411. /**
  92412. * Set the yaw, pitch, and roll of the bone in local or world space
  92413. * @param yaw The rotation of the bone on the y axis
  92414. * @param pitch The rotation of the bone on the x axis
  92415. * @param roll The rotation of the bone on the z axis
  92416. * @param space The space that the axes of rotation are in
  92417. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92418. */
  92419. Bone.prototype.setYawPitchRoll = function (yaw, pitch, roll, space, mesh) {
  92420. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92421. if (space === BABYLON.Space.LOCAL) {
  92422. var quat = Bone._tmpQuat;
  92423. BABYLON.Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, quat);
  92424. this.setRotationQuaternion(quat, space, mesh);
  92425. return;
  92426. }
  92427. var rotMatInv = Bone._tmpMats[0];
  92428. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  92429. return;
  92430. }
  92431. var rotMat = Bone._tmpMats[1];
  92432. BABYLON.Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, rotMat);
  92433. rotMatInv.multiplyToRef(rotMat, rotMat);
  92434. this._rotateWithMatrix(rotMat, space, mesh);
  92435. };
  92436. /**
  92437. * Add a rotation to the bone on an axis in local or world space
  92438. * @param axis The axis to rotate the bone on
  92439. * @param amount The amount to rotate the bone
  92440. * @param space The space that the axis is in
  92441. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92442. */
  92443. Bone.prototype.rotate = function (axis, amount, space, mesh) {
  92444. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92445. var rmat = Bone._tmpMats[0];
  92446. rmat.setTranslationFromFloats(0, 0, 0);
  92447. BABYLON.Matrix.RotationAxisToRef(axis, amount, rmat);
  92448. this._rotateWithMatrix(rmat, space, mesh);
  92449. };
  92450. /**
  92451. * Set the rotation of the bone to a particular axis angle in local or world space
  92452. * @param axis The axis to rotate the bone on
  92453. * @param angle The angle that the bone should be rotated to
  92454. * @param space The space that the axis is in
  92455. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92456. */
  92457. Bone.prototype.setAxisAngle = function (axis, angle, space, mesh) {
  92458. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92459. if (space === BABYLON.Space.LOCAL) {
  92460. var quat = Bone._tmpQuat;
  92461. BABYLON.Quaternion.RotationAxisToRef(axis, angle, quat);
  92462. this.setRotationQuaternion(quat, space, mesh);
  92463. return;
  92464. }
  92465. var rotMatInv = Bone._tmpMats[0];
  92466. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  92467. return;
  92468. }
  92469. var rotMat = Bone._tmpMats[1];
  92470. BABYLON.Matrix.RotationAxisToRef(axis, angle, rotMat);
  92471. rotMatInv.multiplyToRef(rotMat, rotMat);
  92472. this._rotateWithMatrix(rotMat, space, mesh);
  92473. };
  92474. /**
  92475. * Set the euler rotation of the bone in local of world space
  92476. * @param rotation The euler rotation that the bone should be set to
  92477. * @param space The space that the rotation is in
  92478. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92479. */
  92480. Bone.prototype.setRotation = function (rotation, space, mesh) {
  92481. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92482. this.setYawPitchRoll(rotation.y, rotation.x, rotation.z, space, mesh);
  92483. };
  92484. /**
  92485. * Set the quaternion rotation of the bone in local of world space
  92486. * @param quat The quaternion rotation that the bone should be set to
  92487. * @param space The space that the rotation is in
  92488. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92489. */
  92490. Bone.prototype.setRotationQuaternion = function (quat, space, mesh) {
  92491. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92492. if (space === BABYLON.Space.LOCAL) {
  92493. this._decompose();
  92494. this._localRotation.copyFrom(quat);
  92495. this._markAsDirtyAndCompose();
  92496. return;
  92497. }
  92498. var rotMatInv = Bone._tmpMats[0];
  92499. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  92500. return;
  92501. }
  92502. var rotMat = Bone._tmpMats[1];
  92503. BABYLON.Matrix.FromQuaternionToRef(quat, rotMat);
  92504. rotMatInv.multiplyToRef(rotMat, rotMat);
  92505. this._rotateWithMatrix(rotMat, space, mesh);
  92506. };
  92507. /**
  92508. * Set the rotation matrix of the bone in local of world space
  92509. * @param rotMat The rotation matrix that the bone should be set to
  92510. * @param space The space that the rotation is in
  92511. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92512. */
  92513. Bone.prototype.setRotationMatrix = function (rotMat, space, mesh) {
  92514. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92515. if (space === BABYLON.Space.LOCAL) {
  92516. var quat = Bone._tmpQuat;
  92517. BABYLON.Quaternion.FromRotationMatrixToRef(rotMat, quat);
  92518. this.setRotationQuaternion(quat, space, mesh);
  92519. return;
  92520. }
  92521. var rotMatInv = Bone._tmpMats[0];
  92522. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  92523. return;
  92524. }
  92525. var rotMat2 = Bone._tmpMats[1];
  92526. rotMat2.copyFrom(rotMat);
  92527. rotMatInv.multiplyToRef(rotMat, rotMat2);
  92528. this._rotateWithMatrix(rotMat2, space, mesh);
  92529. };
  92530. Bone.prototype._rotateWithMatrix = function (rmat, space, mesh) {
  92531. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92532. var lmat = this.getLocalMatrix();
  92533. var lx = lmat.m[12];
  92534. var ly = lmat.m[13];
  92535. var lz = lmat.m[14];
  92536. var parent = this.getParent();
  92537. var parentScale = Bone._tmpMats[3];
  92538. var parentScaleInv = Bone._tmpMats[4];
  92539. if (parent && space == BABYLON.Space.WORLD) {
  92540. if (mesh) {
  92541. parentScale.copyFrom(mesh.getWorldMatrix());
  92542. parent.getAbsoluteTransform().multiplyToRef(parentScale, parentScale);
  92543. }
  92544. else {
  92545. parentScale.copyFrom(parent.getAbsoluteTransform());
  92546. }
  92547. parentScaleInv.copyFrom(parentScale);
  92548. parentScaleInv.invert();
  92549. lmat.multiplyToRef(parentScale, lmat);
  92550. lmat.multiplyToRef(rmat, lmat);
  92551. lmat.multiplyToRef(parentScaleInv, lmat);
  92552. }
  92553. else {
  92554. if (space == BABYLON.Space.WORLD && mesh) {
  92555. parentScale.copyFrom(mesh.getWorldMatrix());
  92556. parentScaleInv.copyFrom(parentScale);
  92557. parentScaleInv.invert();
  92558. lmat.multiplyToRef(parentScale, lmat);
  92559. lmat.multiplyToRef(rmat, lmat);
  92560. lmat.multiplyToRef(parentScaleInv, lmat);
  92561. }
  92562. else {
  92563. lmat.multiplyToRef(rmat, lmat);
  92564. }
  92565. }
  92566. lmat.setTranslationFromFloats(lx, ly, lz);
  92567. this.computeAbsoluteTransforms();
  92568. this._markAsDirtyAndDecompose();
  92569. };
  92570. Bone.prototype._getNegativeRotationToRef = function (rotMatInv, mesh) {
  92571. var scaleMatrix = Bone._tmpMats[2];
  92572. rotMatInv.copyFrom(this.getAbsoluteTransform());
  92573. if (mesh) {
  92574. rotMatInv.multiplyToRef(mesh.getWorldMatrix(), rotMatInv);
  92575. BABYLON.Matrix.ScalingToRef(mesh.scaling.x, mesh.scaling.y, mesh.scaling.z, scaleMatrix);
  92576. }
  92577. rotMatInv.invert();
  92578. if (isNaN(rotMatInv.m[0])) {
  92579. // Matrix failed to invert.
  92580. // This can happen if scale is zero for example.
  92581. return false;
  92582. }
  92583. scaleMatrix.multiplyAtIndex(0, this._scalingDeterminant);
  92584. rotMatInv.multiplyToRef(scaleMatrix, rotMatInv);
  92585. return true;
  92586. };
  92587. /**
  92588. * Get the position of the bone in local or world space
  92589. * @param space The space that the returned position is in
  92590. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92591. * @returns The position of the bone
  92592. */
  92593. Bone.prototype.getPosition = function (space, mesh) {
  92594. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92595. if (mesh === void 0) { mesh = null; }
  92596. var pos = BABYLON.Vector3.Zero();
  92597. this.getPositionToRef(space, mesh, pos);
  92598. return pos;
  92599. };
  92600. /**
  92601. * Copy the position of the bone to a vector3 in local or world space
  92602. * @param space The space that the returned position is in
  92603. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92604. * @param result The vector3 to copy the position to
  92605. */
  92606. Bone.prototype.getPositionToRef = function (space, mesh, result) {
  92607. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92608. if (space == BABYLON.Space.LOCAL) {
  92609. var lm = this.getLocalMatrix();
  92610. result.x = lm.m[12];
  92611. result.y = lm.m[13];
  92612. result.z = lm.m[14];
  92613. }
  92614. else {
  92615. var wm = null;
  92616. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92617. if (mesh) {
  92618. wm = mesh.getWorldMatrix();
  92619. }
  92620. this._skeleton.computeAbsoluteTransforms();
  92621. var tmat = Bone._tmpMats[0];
  92622. if (mesh && wm) {
  92623. tmat.copyFrom(this.getAbsoluteTransform());
  92624. tmat.multiplyToRef(wm, tmat);
  92625. }
  92626. else {
  92627. tmat = this.getAbsoluteTransform();
  92628. }
  92629. result.x = tmat.m[12];
  92630. result.y = tmat.m[13];
  92631. result.z = tmat.m[14];
  92632. }
  92633. };
  92634. /**
  92635. * Get the absolute position of the bone (world space)
  92636. * @param mesh The mesh that this bone is attached to
  92637. * @returns The absolute position of the bone
  92638. */
  92639. Bone.prototype.getAbsolutePosition = function (mesh) {
  92640. if (mesh === void 0) { mesh = null; }
  92641. var pos = BABYLON.Vector3.Zero();
  92642. this.getPositionToRef(BABYLON.Space.WORLD, mesh, pos);
  92643. return pos;
  92644. };
  92645. /**
  92646. * Copy the absolute position of the bone (world space) to the result param
  92647. * @param mesh The mesh that this bone is attached to
  92648. * @param result The vector3 to copy the absolute position to
  92649. */
  92650. Bone.prototype.getAbsolutePositionToRef = function (mesh, result) {
  92651. this.getPositionToRef(BABYLON.Space.WORLD, mesh, result);
  92652. };
  92653. /**
  92654. * Compute the absolute transforms of this bone and its children
  92655. */
  92656. Bone.prototype.computeAbsoluteTransforms = function () {
  92657. this._compose();
  92658. if (this._parent) {
  92659. this._localMatrix.multiplyToRef(this._parent._absoluteTransform, this._absoluteTransform);
  92660. }
  92661. else {
  92662. this._absoluteTransform.copyFrom(this._localMatrix);
  92663. var poseMatrix = this._skeleton.getPoseMatrix();
  92664. if (poseMatrix) {
  92665. this._absoluteTransform.multiplyToRef(poseMatrix, this._absoluteTransform);
  92666. }
  92667. }
  92668. var children = this.children;
  92669. var len = children.length;
  92670. for (var i = 0; i < len; i++) {
  92671. children[i].computeAbsoluteTransforms();
  92672. }
  92673. };
  92674. /**
  92675. * Get the world direction from an axis that is in the local space of the bone
  92676. * @param localAxis The local direction that is used to compute the world direction
  92677. * @param mesh The mesh that this bone is attached to
  92678. * @returns The world direction
  92679. */
  92680. Bone.prototype.getDirection = function (localAxis, mesh) {
  92681. if (mesh === void 0) { mesh = null; }
  92682. var result = BABYLON.Vector3.Zero();
  92683. this.getDirectionToRef(localAxis, mesh, result);
  92684. return result;
  92685. };
  92686. /**
  92687. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  92688. * @param localAxis The local direction that is used to compute the world direction
  92689. * @param mesh The mesh that this bone is attached to
  92690. * @param result The vector3 that the world direction will be copied to
  92691. */
  92692. Bone.prototype.getDirectionToRef = function (localAxis, mesh, result) {
  92693. if (mesh === void 0) { mesh = null; }
  92694. var wm = null;
  92695. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92696. if (mesh) {
  92697. wm = mesh.getWorldMatrix();
  92698. }
  92699. this._skeleton.computeAbsoluteTransforms();
  92700. var mat = Bone._tmpMats[0];
  92701. mat.copyFrom(this.getAbsoluteTransform());
  92702. if (mesh && wm) {
  92703. mat.multiplyToRef(wm, mat);
  92704. }
  92705. BABYLON.Vector3.TransformNormalToRef(localAxis, mat, result);
  92706. result.normalize();
  92707. };
  92708. /**
  92709. * Get the euler rotation of the bone in local or world space
  92710. * @param space The space that the rotation should be in
  92711. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92712. * @returns The euler rotation
  92713. */
  92714. Bone.prototype.getRotation = function (space, mesh) {
  92715. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92716. if (mesh === void 0) { mesh = null; }
  92717. var result = BABYLON.Vector3.Zero();
  92718. this.getRotationToRef(space, mesh, result);
  92719. return result;
  92720. };
  92721. /**
  92722. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  92723. * @param space The space that the rotation should be in
  92724. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92725. * @param result The vector3 that the rotation should be copied to
  92726. */
  92727. Bone.prototype.getRotationToRef = function (space, mesh, result) {
  92728. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92729. if (mesh === void 0) { mesh = null; }
  92730. var quat = Bone._tmpQuat;
  92731. this.getRotationQuaternionToRef(space, mesh, quat);
  92732. quat.toEulerAnglesToRef(result);
  92733. };
  92734. /**
  92735. * Get the quaternion rotation of the bone in either local or world space
  92736. * @param space The space that the rotation should be in
  92737. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92738. * @returns The quaternion rotation
  92739. */
  92740. Bone.prototype.getRotationQuaternion = function (space, mesh) {
  92741. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92742. if (mesh === void 0) { mesh = null; }
  92743. var result = BABYLON.Quaternion.Identity();
  92744. this.getRotationQuaternionToRef(space, mesh, result);
  92745. return result;
  92746. };
  92747. /**
  92748. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  92749. * @param space The space that the rotation should be in
  92750. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92751. * @param result The quaternion that the rotation should be copied to
  92752. */
  92753. Bone.prototype.getRotationQuaternionToRef = function (space, mesh, result) {
  92754. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92755. if (mesh === void 0) { mesh = null; }
  92756. if (space == BABYLON.Space.LOCAL) {
  92757. this._decompose();
  92758. result.copyFrom(this._localRotation);
  92759. }
  92760. else {
  92761. var mat = Bone._tmpMats[0];
  92762. var amat = this.getAbsoluteTransform();
  92763. if (mesh) {
  92764. amat.multiplyToRef(mesh.getWorldMatrix(), mat);
  92765. }
  92766. else {
  92767. mat.copyFrom(amat);
  92768. }
  92769. mat.multiplyAtIndex(0, this._scalingDeterminant);
  92770. mat.multiplyAtIndex(1, this._scalingDeterminant);
  92771. mat.multiplyAtIndex(2, this._scalingDeterminant);
  92772. mat.decompose(undefined, result, undefined);
  92773. }
  92774. };
  92775. /**
  92776. * Get the rotation matrix of the bone in local or world space
  92777. * @param space The space that the rotation should be in
  92778. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92779. * @returns The rotation matrix
  92780. */
  92781. Bone.prototype.getRotationMatrix = function (space, mesh) {
  92782. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92783. var result = BABYLON.Matrix.Identity();
  92784. this.getRotationMatrixToRef(space, mesh, result);
  92785. return result;
  92786. };
  92787. /**
  92788. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  92789. * @param space The space that the rotation should be in
  92790. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92791. * @param result The quaternion that the rotation should be copied to
  92792. */
  92793. Bone.prototype.getRotationMatrixToRef = function (space, mesh, result) {
  92794. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92795. if (space == BABYLON.Space.LOCAL) {
  92796. this.getLocalMatrix().getRotationMatrixToRef(result);
  92797. }
  92798. else {
  92799. var mat = Bone._tmpMats[0];
  92800. var amat = this.getAbsoluteTransform();
  92801. if (mesh) {
  92802. amat.multiplyToRef(mesh.getWorldMatrix(), mat);
  92803. }
  92804. else {
  92805. mat.copyFrom(amat);
  92806. }
  92807. mat.multiplyAtIndex(0, this._scalingDeterminant);
  92808. mat.multiplyAtIndex(1, this._scalingDeterminant);
  92809. mat.multiplyAtIndex(2, this._scalingDeterminant);
  92810. mat.getRotationMatrixToRef(result);
  92811. }
  92812. };
  92813. /**
  92814. * Get the world position of a point that is in the local space of the bone
  92815. * @param position The local position
  92816. * @param mesh The mesh that this bone is attached to
  92817. * @returns The world position
  92818. */
  92819. Bone.prototype.getAbsolutePositionFromLocal = function (position, mesh) {
  92820. if (mesh === void 0) { mesh = null; }
  92821. var result = BABYLON.Vector3.Zero();
  92822. this.getAbsolutePositionFromLocalToRef(position, mesh, result);
  92823. return result;
  92824. };
  92825. /**
  92826. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  92827. * @param position The local position
  92828. * @param mesh The mesh that this bone is attached to
  92829. * @param result The vector3 that the world position should be copied to
  92830. */
  92831. Bone.prototype.getAbsolutePositionFromLocalToRef = function (position, mesh, result) {
  92832. if (mesh === void 0) { mesh = null; }
  92833. var wm = null;
  92834. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92835. if (mesh) {
  92836. wm = mesh.getWorldMatrix();
  92837. }
  92838. this._skeleton.computeAbsoluteTransforms();
  92839. var tmat = Bone._tmpMats[0];
  92840. if (mesh && wm) {
  92841. tmat.copyFrom(this.getAbsoluteTransform());
  92842. tmat.multiplyToRef(wm, tmat);
  92843. }
  92844. else {
  92845. tmat = this.getAbsoluteTransform();
  92846. }
  92847. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, result);
  92848. };
  92849. /**
  92850. * Get the local position of a point that is in world space
  92851. * @param position The world position
  92852. * @param mesh The mesh that this bone is attached to
  92853. * @returns The local position
  92854. */
  92855. Bone.prototype.getLocalPositionFromAbsolute = function (position, mesh) {
  92856. if (mesh === void 0) { mesh = null; }
  92857. var result = BABYLON.Vector3.Zero();
  92858. this.getLocalPositionFromAbsoluteToRef(position, mesh, result);
  92859. return result;
  92860. };
  92861. /**
  92862. * Get the local position of a point that is in world space and copy it to the result param
  92863. * @param position The world position
  92864. * @param mesh The mesh that this bone is attached to
  92865. * @param result The vector3 that the local position should be copied to
  92866. */
  92867. Bone.prototype.getLocalPositionFromAbsoluteToRef = function (position, mesh, result) {
  92868. if (mesh === void 0) { mesh = null; }
  92869. var wm = null;
  92870. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92871. if (mesh) {
  92872. wm = mesh.getWorldMatrix();
  92873. }
  92874. this._skeleton.computeAbsoluteTransforms();
  92875. var tmat = Bone._tmpMats[0];
  92876. tmat.copyFrom(this.getAbsoluteTransform());
  92877. if (mesh && wm) {
  92878. tmat.multiplyToRef(wm, tmat);
  92879. }
  92880. tmat.invert();
  92881. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, result);
  92882. };
  92883. Bone._tmpVecs = BABYLON.Tools.BuildArray(2, BABYLON.Vector3.Zero);
  92884. Bone._tmpQuat = BABYLON.Quaternion.Identity();
  92885. Bone._tmpMats = BABYLON.Tools.BuildArray(5, BABYLON.Matrix.Identity);
  92886. return Bone;
  92887. }(BABYLON.Node));
  92888. BABYLON.Bone = Bone;
  92889. })(BABYLON || (BABYLON = {}));
  92890. //# sourceMappingURL=babylon.bone.js.map
  92891. var BABYLON;
  92892. (function (BABYLON) {
  92893. /**
  92894. * Class used to apply inverse kinematics to bones
  92895. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  92896. */
  92897. var BoneIKController = /** @class */ (function () {
  92898. /**
  92899. * Creates a new BoneIKController
  92900. * @param mesh defines the mesh to control
  92901. * @param bone defines the bone to control
  92902. * @param options defines options to set up the controller
  92903. */
  92904. function BoneIKController(mesh, bone, options) {
  92905. /**
  92906. * Gets or sets the target position
  92907. */
  92908. this.targetPosition = BABYLON.Vector3.Zero();
  92909. /**
  92910. * Gets or sets the pole target position
  92911. */
  92912. this.poleTargetPosition = BABYLON.Vector3.Zero();
  92913. /**
  92914. * Gets or sets the pole target local offset
  92915. */
  92916. this.poleTargetLocalOffset = BABYLON.Vector3.Zero();
  92917. /**
  92918. * Gets or sets the pole angle
  92919. */
  92920. this.poleAngle = 0;
  92921. /**
  92922. * The amount to slerp (spherical linear interpolation) to the target. Set this to a value between 0 and 1 (a value of 1 disables slerp)
  92923. */
  92924. this.slerpAmount = 1;
  92925. this._bone1Quat = BABYLON.Quaternion.Identity();
  92926. this._bone1Mat = BABYLON.Matrix.Identity();
  92927. this._bone2Ang = Math.PI;
  92928. this._maxAngle = Math.PI;
  92929. this._rightHandedSystem = false;
  92930. this._bendAxis = BABYLON.Vector3.Right();
  92931. this._slerping = false;
  92932. this._adjustRoll = 0;
  92933. this._bone2 = bone;
  92934. this._bone1 = bone.getParent();
  92935. if (!this._bone1) {
  92936. return;
  92937. }
  92938. this.mesh = mesh;
  92939. var bonePos = bone.getPosition();
  92940. if (bone.getAbsoluteTransform().determinant() > 0) {
  92941. this._rightHandedSystem = true;
  92942. this._bendAxis.x = 0;
  92943. this._bendAxis.y = 0;
  92944. this._bendAxis.z = -1;
  92945. if (bonePos.x > bonePos.y && bonePos.x > bonePos.z) {
  92946. this._adjustRoll = Math.PI * .5;
  92947. this._bendAxis.z = 1;
  92948. }
  92949. }
  92950. if (this._bone1.length) {
  92951. var boneScale1 = this._bone1.getScale();
  92952. var boneScale2 = this._bone2.getScale();
  92953. this._bone1Length = this._bone1.length * boneScale1.y * this.mesh.scaling.y;
  92954. this._bone2Length = this._bone2.length * boneScale2.y * this.mesh.scaling.y;
  92955. }
  92956. else if (this._bone1.children[0]) {
  92957. mesh.computeWorldMatrix(true);
  92958. var pos1 = this._bone2.children[0].getAbsolutePosition(mesh);
  92959. var pos2 = this._bone2.getAbsolutePosition(mesh);
  92960. var pos3 = this._bone1.getAbsolutePosition(mesh);
  92961. this._bone1Length = BABYLON.Vector3.Distance(pos1, pos2);
  92962. this._bone2Length = BABYLON.Vector3.Distance(pos2, pos3);
  92963. }
  92964. this._bone1.getRotationMatrixToRef(BABYLON.Space.WORLD, mesh, this._bone1Mat);
  92965. this.maxAngle = Math.PI;
  92966. if (options) {
  92967. if (options.targetMesh) {
  92968. this.targetMesh = options.targetMesh;
  92969. this.targetMesh.computeWorldMatrix(true);
  92970. }
  92971. if (options.poleTargetMesh) {
  92972. this.poleTargetMesh = options.poleTargetMesh;
  92973. this.poleTargetMesh.computeWorldMatrix(true);
  92974. }
  92975. else if (options.poleTargetBone) {
  92976. this.poleTargetBone = options.poleTargetBone;
  92977. }
  92978. else if (this._bone1.getParent()) {
  92979. this.poleTargetBone = this._bone1.getParent();
  92980. }
  92981. if (options.poleTargetLocalOffset) {
  92982. this.poleTargetLocalOffset.copyFrom(options.poleTargetLocalOffset);
  92983. }
  92984. if (options.poleAngle) {
  92985. this.poleAngle = options.poleAngle;
  92986. }
  92987. if (options.bendAxis) {
  92988. this._bendAxis.copyFrom(options.bendAxis);
  92989. }
  92990. if (options.maxAngle) {
  92991. this.maxAngle = options.maxAngle;
  92992. }
  92993. if (options.slerpAmount) {
  92994. this.slerpAmount = options.slerpAmount;
  92995. }
  92996. }
  92997. }
  92998. Object.defineProperty(BoneIKController.prototype, "maxAngle", {
  92999. /**
  93000. * Gets or sets maximum allowed angle
  93001. */
  93002. get: function () {
  93003. return this._maxAngle;
  93004. },
  93005. set: function (value) {
  93006. this._setMaxAngle(value);
  93007. },
  93008. enumerable: true,
  93009. configurable: true
  93010. });
  93011. BoneIKController.prototype._setMaxAngle = function (ang) {
  93012. if (ang < 0) {
  93013. ang = 0;
  93014. }
  93015. if (ang > Math.PI || ang == undefined) {
  93016. ang = Math.PI;
  93017. }
  93018. this._maxAngle = ang;
  93019. var a = this._bone1Length;
  93020. var b = this._bone2Length;
  93021. this._maxReach = Math.sqrt(a * a + b * b - 2 * a * b * Math.cos(ang));
  93022. };
  93023. /**
  93024. * Force the controller to update the bones
  93025. */
  93026. BoneIKController.prototype.update = function () {
  93027. var bone1 = this._bone1;
  93028. if (!bone1) {
  93029. return;
  93030. }
  93031. var target = this.targetPosition;
  93032. var poleTarget = this.poleTargetPosition;
  93033. var mat1 = BoneIKController._tmpMats[0];
  93034. var mat2 = BoneIKController._tmpMats[1];
  93035. if (this.targetMesh) {
  93036. target.copyFrom(this.targetMesh.getAbsolutePosition());
  93037. }
  93038. if (this.poleTargetBone) {
  93039. this.poleTargetBone.getAbsolutePositionFromLocalToRef(this.poleTargetLocalOffset, this.mesh, poleTarget);
  93040. }
  93041. else if (this.poleTargetMesh) {
  93042. BABYLON.Vector3.TransformCoordinatesToRef(this.poleTargetLocalOffset, this.poleTargetMesh.getWorldMatrix(), poleTarget);
  93043. }
  93044. var bonePos = BoneIKController._tmpVecs[0];
  93045. var zaxis = BoneIKController._tmpVecs[1];
  93046. var xaxis = BoneIKController._tmpVecs[2];
  93047. var yaxis = BoneIKController._tmpVecs[3];
  93048. var upAxis = BoneIKController._tmpVecs[4];
  93049. var _tmpQuat = BoneIKController._tmpQuat;
  93050. bone1.getAbsolutePositionToRef(this.mesh, bonePos);
  93051. poleTarget.subtractToRef(bonePos, upAxis);
  93052. if (upAxis.x == 0 && upAxis.y == 0 && upAxis.z == 0) {
  93053. upAxis.y = 1;
  93054. }
  93055. else {
  93056. upAxis.normalize();
  93057. }
  93058. target.subtractToRef(bonePos, yaxis);
  93059. yaxis.normalize();
  93060. BABYLON.Vector3.CrossToRef(yaxis, upAxis, zaxis);
  93061. zaxis.normalize();
  93062. BABYLON.Vector3.CrossToRef(yaxis, zaxis, xaxis);
  93063. xaxis.normalize();
  93064. BABYLON.Matrix.FromXYZAxesToRef(xaxis, yaxis, zaxis, mat1);
  93065. var a = this._bone1Length;
  93066. var b = this._bone2Length;
  93067. var c = BABYLON.Vector3.Distance(bonePos, target);
  93068. if (this._maxReach > 0) {
  93069. c = Math.min(this._maxReach, c);
  93070. }
  93071. var acosa = (b * b + c * c - a * a) / (2 * b * c);
  93072. var acosb = (c * c + a * a - b * b) / (2 * c * a);
  93073. if (acosa > 1) {
  93074. acosa = 1;
  93075. }
  93076. if (acosb > 1) {
  93077. acosb = 1;
  93078. }
  93079. if (acosa < -1) {
  93080. acosa = -1;
  93081. }
  93082. if (acosb < -1) {
  93083. acosb = -1;
  93084. }
  93085. var angA = Math.acos(acosa);
  93086. var angB = Math.acos(acosb);
  93087. var angC = -angA - angB;
  93088. if (this._rightHandedSystem) {
  93089. BABYLON.Matrix.RotationYawPitchRollToRef(0, 0, this._adjustRoll, mat2);
  93090. mat2.multiplyToRef(mat1, mat1);
  93091. BABYLON.Matrix.RotationAxisToRef(this._bendAxis, angB, mat2);
  93092. mat2.multiplyToRef(mat1, mat1);
  93093. }
  93094. else {
  93095. var _tmpVec = BoneIKController._tmpVecs[5];
  93096. _tmpVec.copyFrom(this._bendAxis);
  93097. _tmpVec.x *= -1;
  93098. BABYLON.Matrix.RotationAxisToRef(_tmpVec, -angB, mat2);
  93099. mat2.multiplyToRef(mat1, mat1);
  93100. }
  93101. if (this.poleAngle) {
  93102. BABYLON.Matrix.RotationAxisToRef(yaxis, this.poleAngle, mat2);
  93103. mat1.multiplyToRef(mat2, mat1);
  93104. }
  93105. if (this._bone1) {
  93106. if (this.slerpAmount < 1) {
  93107. if (!this._slerping) {
  93108. BABYLON.Quaternion.FromRotationMatrixToRef(this._bone1Mat, this._bone1Quat);
  93109. }
  93110. BABYLON.Quaternion.FromRotationMatrixToRef(mat1, _tmpQuat);
  93111. BABYLON.Quaternion.SlerpToRef(this._bone1Quat, _tmpQuat, this.slerpAmount, this._bone1Quat);
  93112. angC = this._bone2Ang * (1.0 - this.slerpAmount) + angC * this.slerpAmount;
  93113. this._bone1.setRotationQuaternion(this._bone1Quat, BABYLON.Space.WORLD, this.mesh);
  93114. this._slerping = true;
  93115. }
  93116. else {
  93117. this._bone1.setRotationMatrix(mat1, BABYLON.Space.WORLD, this.mesh);
  93118. this._bone1Mat.copyFrom(mat1);
  93119. this._slerping = false;
  93120. }
  93121. }
  93122. this._bone2.setAxisAngle(this._bendAxis, angC, BABYLON.Space.LOCAL);
  93123. this._bone2Ang = angC;
  93124. };
  93125. BoneIKController._tmpVecs = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  93126. BoneIKController._tmpQuat = BABYLON.Quaternion.Identity();
  93127. BoneIKController._tmpMats = [BABYLON.Matrix.Identity(), BABYLON.Matrix.Identity()];
  93128. return BoneIKController;
  93129. }());
  93130. BABYLON.BoneIKController = BoneIKController;
  93131. })(BABYLON || (BABYLON = {}));
  93132. //# sourceMappingURL=babylon.boneIKController.js.map
  93133. var BABYLON;
  93134. (function (BABYLON) {
  93135. /**
  93136. * Class used to make a bone look toward a point in space
  93137. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  93138. */
  93139. var BoneLookController = /** @class */ (function () {
  93140. /**
  93141. * Create a BoneLookController
  93142. * @param mesh the mesh that the bone belongs to
  93143. * @param bone the bone that will be looking to the target
  93144. * @param target the target Vector3 to look at
  93145. * @param settings optional settings:
  93146. * * maxYaw: the maximum angle the bone will yaw to
  93147. * * minYaw: the minimum angle the bone will yaw to
  93148. * * maxPitch: the maximum angle the bone will pitch to
  93149. * * minPitch: the minimum angle the bone will yaw to
  93150. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  93151. * * upAxis: the up axis of the coordinate system
  93152. * * upAxisSpace: the space that the up axis is in - BABYLON.Space.BONE, BABYLON.Space.LOCAL (default), or BABYLON.Space.WORLD.
  93153. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  93154. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  93155. * * adjustYaw: used to make an adjustment to the yaw of the bone
  93156. * * adjustPitch: used to make an adjustment to the pitch of the bone
  93157. * * adjustRoll: used to make an adjustment to the roll of the bone
  93158. **/
  93159. function BoneLookController(mesh, bone, target, options) {
  93160. /**
  93161. * The up axis of the coordinate system that is used when the bone is rotated
  93162. */
  93163. this.upAxis = BABYLON.Vector3.Up();
  93164. /**
  93165. * The space that the up axis is in - BABYLON.Space.BONE, BABYLON.Space.LOCAL (default), or BABYLON.Space.WORLD
  93166. */
  93167. this.upAxisSpace = BABYLON.Space.LOCAL;
  93168. /**
  93169. * Used to make an adjustment to the yaw of the bone
  93170. */
  93171. this.adjustYaw = 0;
  93172. /**
  93173. * Used to make an adjustment to the pitch of the bone
  93174. */
  93175. this.adjustPitch = 0;
  93176. /**
  93177. * Used to make an adjustment to the roll of the bone
  93178. */
  93179. this.adjustRoll = 0;
  93180. /**
  93181. * The amount to slerp (spherical linear interpolation) to the target. Set this to a value between 0 and 1 (a value of 1 disables slerp)
  93182. */
  93183. this.slerpAmount = 1;
  93184. this._boneQuat = BABYLON.Quaternion.Identity();
  93185. this._slerping = false;
  93186. this._firstFrameSkipped = false;
  93187. this._fowardAxis = BABYLON.Vector3.Forward();
  93188. this.mesh = mesh;
  93189. this.bone = bone;
  93190. this.target = target;
  93191. if (options) {
  93192. if (options.adjustYaw) {
  93193. this.adjustYaw = options.adjustYaw;
  93194. }
  93195. if (options.adjustPitch) {
  93196. this.adjustPitch = options.adjustPitch;
  93197. }
  93198. if (options.adjustRoll) {
  93199. this.adjustRoll = options.adjustRoll;
  93200. }
  93201. if (options.maxYaw != null) {
  93202. this.maxYaw = options.maxYaw;
  93203. }
  93204. else {
  93205. this.maxYaw = Math.PI;
  93206. }
  93207. if (options.minYaw != null) {
  93208. this.minYaw = options.minYaw;
  93209. }
  93210. else {
  93211. this.minYaw = -Math.PI;
  93212. }
  93213. if (options.maxPitch != null) {
  93214. this.maxPitch = options.maxPitch;
  93215. }
  93216. else {
  93217. this.maxPitch = Math.PI;
  93218. }
  93219. if (options.minPitch != null) {
  93220. this.minPitch = options.minPitch;
  93221. }
  93222. else {
  93223. this.minPitch = -Math.PI;
  93224. }
  93225. if (options.slerpAmount != null) {
  93226. this.slerpAmount = options.slerpAmount;
  93227. }
  93228. if (options.upAxis != null) {
  93229. this.upAxis = options.upAxis;
  93230. }
  93231. if (options.upAxisSpace != null) {
  93232. this.upAxisSpace = options.upAxisSpace;
  93233. }
  93234. if (options.yawAxis != null || options.pitchAxis != null) {
  93235. var newYawAxis = BABYLON.Axis.Y;
  93236. var newPitchAxis = BABYLON.Axis.X;
  93237. if (options.yawAxis != null) {
  93238. newYawAxis = options.yawAxis.clone();
  93239. newYawAxis.normalize();
  93240. }
  93241. if (options.pitchAxis != null) {
  93242. newPitchAxis = options.pitchAxis.clone();
  93243. newPitchAxis.normalize();
  93244. }
  93245. var newRollAxis = BABYLON.Vector3.Cross(newPitchAxis, newYawAxis);
  93246. this._transformYawPitch = BABYLON.Matrix.Identity();
  93247. BABYLON.Matrix.FromXYZAxesToRef(newPitchAxis, newYawAxis, newRollAxis, this._transformYawPitch);
  93248. this._transformYawPitchInv = this._transformYawPitch.clone();
  93249. this._transformYawPitch.invert();
  93250. }
  93251. }
  93252. if (!bone.getParent() && this.upAxisSpace == BABYLON.Space.BONE) {
  93253. this.upAxisSpace = BABYLON.Space.LOCAL;
  93254. }
  93255. }
  93256. Object.defineProperty(BoneLookController.prototype, "minYaw", {
  93257. /**
  93258. * Gets or sets the minimum yaw angle that the bone can look to
  93259. */
  93260. get: function () {
  93261. return this._minYaw;
  93262. },
  93263. set: function (value) {
  93264. this._minYaw = value;
  93265. this._minYawSin = Math.sin(value);
  93266. this._minYawCos = Math.cos(value);
  93267. if (this._maxYaw != null) {
  93268. this._midYawConstraint = this._getAngleDiff(this._minYaw, this._maxYaw) * .5 + this._minYaw;
  93269. this._yawRange = this._maxYaw - this._minYaw;
  93270. }
  93271. },
  93272. enumerable: true,
  93273. configurable: true
  93274. });
  93275. Object.defineProperty(BoneLookController.prototype, "maxYaw", {
  93276. /**
  93277. * Gets or sets the maximum yaw angle that the bone can look to
  93278. */
  93279. get: function () {
  93280. return this._maxYaw;
  93281. },
  93282. set: function (value) {
  93283. this._maxYaw = value;
  93284. this._maxYawSin = Math.sin(value);
  93285. this._maxYawCos = Math.cos(value);
  93286. if (this._minYaw != null) {
  93287. this._midYawConstraint = this._getAngleDiff(this._minYaw, this._maxYaw) * .5 + this._minYaw;
  93288. this._yawRange = this._maxYaw - this._minYaw;
  93289. }
  93290. },
  93291. enumerable: true,
  93292. configurable: true
  93293. });
  93294. Object.defineProperty(BoneLookController.prototype, "minPitch", {
  93295. /**
  93296. * Gets or sets the minimum pitch angle that the bone can look to
  93297. */
  93298. get: function () {
  93299. return this._minPitch;
  93300. },
  93301. set: function (value) {
  93302. this._minPitch = value;
  93303. this._minPitchTan = Math.tan(value);
  93304. },
  93305. enumerable: true,
  93306. configurable: true
  93307. });
  93308. Object.defineProperty(BoneLookController.prototype, "maxPitch", {
  93309. /**
  93310. * Gets or sets the maximum pitch angle that the bone can look to
  93311. */
  93312. get: function () {
  93313. return this._maxPitch;
  93314. },
  93315. set: function (value) {
  93316. this._maxPitch = value;
  93317. this._maxPitchTan = Math.tan(value);
  93318. },
  93319. enumerable: true,
  93320. configurable: true
  93321. });
  93322. /**
  93323. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  93324. */
  93325. BoneLookController.prototype.update = function () {
  93326. //skip the first frame when slerping so that the mesh rotation is correct
  93327. if (this.slerpAmount < 1 && !this._firstFrameSkipped) {
  93328. this._firstFrameSkipped = true;
  93329. return;
  93330. }
  93331. var bone = this.bone;
  93332. var bonePos = BoneLookController._tmpVecs[0];
  93333. bone.getAbsolutePositionToRef(this.mesh, bonePos);
  93334. var target = this.target;
  93335. var _tmpMat1 = BoneLookController._tmpMats[0];
  93336. var _tmpMat2 = BoneLookController._tmpMats[1];
  93337. var mesh = this.mesh;
  93338. var parentBone = bone.getParent();
  93339. var upAxis = BoneLookController._tmpVecs[1];
  93340. upAxis.copyFrom(this.upAxis);
  93341. if (this.upAxisSpace == BABYLON.Space.BONE && parentBone) {
  93342. if (this._transformYawPitch) {
  93343. BABYLON.Vector3.TransformCoordinatesToRef(upAxis, this._transformYawPitchInv, upAxis);
  93344. }
  93345. parentBone.getDirectionToRef(upAxis, this.mesh, upAxis);
  93346. }
  93347. else if (this.upAxisSpace == BABYLON.Space.LOCAL) {
  93348. mesh.getDirectionToRef(upAxis, upAxis);
  93349. if (mesh.scaling.x != 1 || mesh.scaling.y != 1 || mesh.scaling.z != 1) {
  93350. upAxis.normalize();
  93351. }
  93352. }
  93353. var checkYaw = false;
  93354. var checkPitch = false;
  93355. if (this._maxYaw != Math.PI || this._minYaw != -Math.PI) {
  93356. checkYaw = true;
  93357. }
  93358. if (this._maxPitch != Math.PI || this._minPitch != -Math.PI) {
  93359. checkPitch = true;
  93360. }
  93361. if (checkYaw || checkPitch) {
  93362. var spaceMat = BoneLookController._tmpMats[2];
  93363. var spaceMatInv = BoneLookController._tmpMats[3];
  93364. if (this.upAxisSpace == BABYLON.Space.BONE && upAxis.y == 1 && parentBone) {
  93365. parentBone.getRotationMatrixToRef(BABYLON.Space.WORLD, this.mesh, spaceMat);
  93366. }
  93367. else if (this.upAxisSpace == BABYLON.Space.LOCAL && upAxis.y == 1 && !parentBone) {
  93368. spaceMat.copyFrom(mesh.getWorldMatrix());
  93369. }
  93370. else {
  93371. var forwardAxis = BoneLookController._tmpVecs[2];
  93372. forwardAxis.copyFrom(this._fowardAxis);
  93373. if (this._transformYawPitch) {
  93374. BABYLON.Vector3.TransformCoordinatesToRef(forwardAxis, this._transformYawPitchInv, forwardAxis);
  93375. }
  93376. if (parentBone) {
  93377. parentBone.getDirectionToRef(forwardAxis, this.mesh, forwardAxis);
  93378. }
  93379. else {
  93380. mesh.getDirectionToRef(forwardAxis, forwardAxis);
  93381. }
  93382. var rightAxis = BABYLON.Vector3.Cross(upAxis, forwardAxis);
  93383. rightAxis.normalize();
  93384. var forwardAxis = BABYLON.Vector3.Cross(rightAxis, upAxis);
  93385. BABYLON.Matrix.FromXYZAxesToRef(rightAxis, upAxis, forwardAxis, spaceMat);
  93386. }
  93387. spaceMat.invertToRef(spaceMatInv);
  93388. var xzlen = null;
  93389. if (checkPitch) {
  93390. var localTarget = BoneLookController._tmpVecs[3];
  93391. target.subtractToRef(bonePos, localTarget);
  93392. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMatInv, localTarget);
  93393. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  93394. var pitch = Math.atan2(localTarget.y, xzlen);
  93395. var newPitch = pitch;
  93396. if (pitch > this._maxPitch) {
  93397. localTarget.y = this._maxPitchTan * xzlen;
  93398. newPitch = this._maxPitch;
  93399. }
  93400. else if (pitch < this._minPitch) {
  93401. localTarget.y = this._minPitchTan * xzlen;
  93402. newPitch = this._minPitch;
  93403. }
  93404. if (pitch != newPitch) {
  93405. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMat, localTarget);
  93406. localTarget.addInPlace(bonePos);
  93407. target = localTarget;
  93408. }
  93409. }
  93410. if (checkYaw) {
  93411. var localTarget = BoneLookController._tmpVecs[4];
  93412. target.subtractToRef(bonePos, localTarget);
  93413. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMatInv, localTarget);
  93414. var yaw = Math.atan2(localTarget.x, localTarget.z);
  93415. var newYaw = yaw;
  93416. if (yaw > this._maxYaw || yaw < this._minYaw) {
  93417. if (xzlen == null) {
  93418. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  93419. }
  93420. if (this._yawRange > Math.PI) {
  93421. if (this._isAngleBetween(yaw, this._maxYaw, this._midYawConstraint)) {
  93422. localTarget.z = this._maxYawCos * xzlen;
  93423. localTarget.x = this._maxYawSin * xzlen;
  93424. newYaw = this._maxYaw;
  93425. }
  93426. else if (this._isAngleBetween(yaw, this._midYawConstraint, this._minYaw)) {
  93427. localTarget.z = this._minYawCos * xzlen;
  93428. localTarget.x = this._minYawSin * xzlen;
  93429. newYaw = this._minYaw;
  93430. }
  93431. }
  93432. else {
  93433. if (yaw > this._maxYaw) {
  93434. localTarget.z = this._maxYawCos * xzlen;
  93435. localTarget.x = this._maxYawSin * xzlen;
  93436. newYaw = this._maxYaw;
  93437. }
  93438. else if (yaw < this._minYaw) {
  93439. localTarget.z = this._minYawCos * xzlen;
  93440. localTarget.x = this._minYawSin * xzlen;
  93441. newYaw = this._minYaw;
  93442. }
  93443. }
  93444. }
  93445. if (this._slerping && this._yawRange > Math.PI) {
  93446. //are we going to be crossing into the min/max region?
  93447. var boneFwd = BoneLookController._tmpVecs[8];
  93448. boneFwd.copyFrom(BABYLON.Axis.Z);
  93449. if (this._transformYawPitch) {
  93450. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, this._transformYawPitchInv, boneFwd);
  93451. }
  93452. var boneRotMat = BoneLookController._tmpMats[4];
  93453. this._boneQuat.toRotationMatrix(boneRotMat);
  93454. this.mesh.getWorldMatrix().multiplyToRef(boneRotMat, boneRotMat);
  93455. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, boneRotMat, boneFwd);
  93456. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, spaceMatInv, boneFwd);
  93457. var boneYaw = Math.atan2(boneFwd.x, boneFwd.z);
  93458. var angBtwTar = this._getAngleBetween(boneYaw, yaw);
  93459. var angBtwMidYaw = this._getAngleBetween(boneYaw, this._midYawConstraint);
  93460. if (angBtwTar > angBtwMidYaw) {
  93461. if (xzlen == null) {
  93462. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  93463. }
  93464. var angBtwMax = this._getAngleBetween(boneYaw, this._maxYaw);
  93465. var angBtwMin = this._getAngleBetween(boneYaw, this._minYaw);
  93466. if (angBtwMin < angBtwMax) {
  93467. newYaw = boneYaw + Math.PI * .75;
  93468. localTarget.z = Math.cos(newYaw) * xzlen;
  93469. localTarget.x = Math.sin(newYaw) * xzlen;
  93470. }
  93471. else {
  93472. newYaw = boneYaw - Math.PI * .75;
  93473. localTarget.z = Math.cos(newYaw) * xzlen;
  93474. localTarget.x = Math.sin(newYaw) * xzlen;
  93475. }
  93476. }
  93477. }
  93478. if (yaw != newYaw) {
  93479. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMat, localTarget);
  93480. localTarget.addInPlace(bonePos);
  93481. target = localTarget;
  93482. }
  93483. }
  93484. }
  93485. var zaxis = BoneLookController._tmpVecs[5];
  93486. var xaxis = BoneLookController._tmpVecs[6];
  93487. var yaxis = BoneLookController._tmpVecs[7];
  93488. var _tmpQuat = BoneLookController._tmpQuat;
  93489. target.subtractToRef(bonePos, zaxis);
  93490. zaxis.normalize();
  93491. BABYLON.Vector3.CrossToRef(upAxis, zaxis, xaxis);
  93492. xaxis.normalize();
  93493. BABYLON.Vector3.CrossToRef(zaxis, xaxis, yaxis);
  93494. yaxis.normalize();
  93495. BABYLON.Matrix.FromXYZAxesToRef(xaxis, yaxis, zaxis, _tmpMat1);
  93496. if (xaxis.x === 0 && xaxis.y === 0 && xaxis.z === 0) {
  93497. return;
  93498. }
  93499. if (yaxis.x === 0 && yaxis.y === 0 && yaxis.z === 0) {
  93500. return;
  93501. }
  93502. if (zaxis.x === 0 && zaxis.y === 0 && zaxis.z === 0) {
  93503. return;
  93504. }
  93505. if (this.adjustYaw || this.adjustPitch || this.adjustRoll) {
  93506. BABYLON.Matrix.RotationYawPitchRollToRef(this.adjustYaw, this.adjustPitch, this.adjustRoll, _tmpMat2);
  93507. _tmpMat2.multiplyToRef(_tmpMat1, _tmpMat1);
  93508. }
  93509. if (this.slerpAmount < 1) {
  93510. if (!this._slerping) {
  93511. this.bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, this.mesh, this._boneQuat);
  93512. }
  93513. if (this._transformYawPitch) {
  93514. this._transformYawPitch.multiplyToRef(_tmpMat1, _tmpMat1);
  93515. }
  93516. BABYLON.Quaternion.FromRotationMatrixToRef(_tmpMat1, _tmpQuat);
  93517. BABYLON.Quaternion.SlerpToRef(this._boneQuat, _tmpQuat, this.slerpAmount, this._boneQuat);
  93518. this.bone.setRotationQuaternion(this._boneQuat, BABYLON.Space.WORLD, this.mesh);
  93519. this._slerping = true;
  93520. }
  93521. else {
  93522. if (this._transformYawPitch) {
  93523. this._transformYawPitch.multiplyToRef(_tmpMat1, _tmpMat1);
  93524. }
  93525. this.bone.setRotationMatrix(_tmpMat1, BABYLON.Space.WORLD, this.mesh);
  93526. this._slerping = false;
  93527. }
  93528. };
  93529. BoneLookController.prototype._getAngleDiff = function (ang1, ang2) {
  93530. var angDiff = ang2 - ang1;
  93531. angDiff %= Math.PI * 2;
  93532. if (angDiff > Math.PI) {
  93533. angDiff -= Math.PI * 2;
  93534. }
  93535. else if (angDiff < -Math.PI) {
  93536. angDiff += Math.PI * 2;
  93537. }
  93538. return angDiff;
  93539. };
  93540. BoneLookController.prototype._getAngleBetween = function (ang1, ang2) {
  93541. ang1 %= (2 * Math.PI);
  93542. ang1 = (ang1 < 0) ? ang1 + (2 * Math.PI) : ang1;
  93543. ang2 %= (2 * Math.PI);
  93544. ang2 = (ang2 < 0) ? ang2 + (2 * Math.PI) : ang2;
  93545. var ab = 0;
  93546. if (ang1 < ang2) {
  93547. ab = ang2 - ang1;
  93548. }
  93549. else {
  93550. ab = ang1 - ang2;
  93551. }
  93552. if (ab > Math.PI) {
  93553. ab = Math.PI * 2 - ab;
  93554. }
  93555. return ab;
  93556. };
  93557. BoneLookController.prototype._isAngleBetween = function (ang, ang1, ang2) {
  93558. ang %= (2 * Math.PI);
  93559. ang = (ang < 0) ? ang + (2 * Math.PI) : ang;
  93560. ang1 %= (2 * Math.PI);
  93561. ang1 = (ang1 < 0) ? ang1 + (2 * Math.PI) : ang1;
  93562. ang2 %= (2 * Math.PI);
  93563. ang2 = (ang2 < 0) ? ang2 + (2 * Math.PI) : ang2;
  93564. if (ang1 < ang2) {
  93565. if (ang > ang1 && ang < ang2) {
  93566. return true;
  93567. }
  93568. }
  93569. else {
  93570. if (ang > ang2 && ang < ang1) {
  93571. return true;
  93572. }
  93573. }
  93574. return false;
  93575. };
  93576. BoneLookController._tmpVecs = BABYLON.Tools.BuildArray(10, BABYLON.Vector3.Zero);
  93577. BoneLookController._tmpQuat = BABYLON.Quaternion.Identity();
  93578. BoneLookController._tmpMats = BABYLON.Tools.BuildArray(5, BABYLON.Matrix.Identity);
  93579. return BoneLookController;
  93580. }());
  93581. BABYLON.BoneLookController = BoneLookController;
  93582. })(BABYLON || (BABYLON = {}));
  93583. //# sourceMappingURL=babylon.boneLookController.js.map
  93584. var BABYLON;
  93585. (function (BABYLON) {
  93586. /**
  93587. * Class used to handle skinning animations
  93588. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  93589. */
  93590. var Skeleton = /** @class */ (function () {
  93591. /**
  93592. * Creates a new skeleton
  93593. * @param name defines the skeleton name
  93594. * @param id defines the skeleton Id
  93595. * @param scene defines the hosting scene
  93596. */
  93597. function Skeleton(
  93598. /** defines the skeleton name */
  93599. name,
  93600. /** defines the skeleton Id */
  93601. id, scene) {
  93602. this.name = name;
  93603. this.id = id;
  93604. /**
  93605. * Gets the list of child bones
  93606. */
  93607. this.bones = new Array();
  93608. /**
  93609. * Gets a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  93610. */
  93611. this.needInitialSkinMatrix = false;
  93612. this._isDirty = true;
  93613. this._meshesWithPoseMatrix = new Array();
  93614. this._identity = BABYLON.Matrix.Identity();
  93615. this._ranges = {};
  93616. this._lastAbsoluteTransformsUpdateId = -1;
  93617. this._canUseTextureForBones = false;
  93618. /**
  93619. * Specifies if the skeleton should be serialized
  93620. */
  93621. this.doNotSerialize = false;
  93622. /**
  93623. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  93624. * Please note that this option is not available when needInitialSkinMatrix === true or if the hardware does not support it
  93625. */
  93626. this.useTextureToStoreBoneMatrices = true;
  93627. this._animationPropertiesOverride = null;
  93628. // Events
  93629. /**
  93630. * An observable triggered before computing the skeleton's matrices
  93631. */
  93632. this.onBeforeComputeObservable = new BABYLON.Observable();
  93633. this.bones = [];
  93634. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  93635. this._scene.skeletons.push(this);
  93636. //make sure it will recalculate the matrix next time prepare is called.
  93637. this._isDirty = true;
  93638. var engineCaps = this._scene.getEngine().getCaps();
  93639. this._canUseTextureForBones = engineCaps.textureFloat && engineCaps.maxVertexTextureImageUnits > 0;
  93640. }
  93641. Object.defineProperty(Skeleton.prototype, "animationPropertiesOverride", {
  93642. /**
  93643. * Gets or sets the animation properties override
  93644. */
  93645. get: function () {
  93646. if (!this._animationPropertiesOverride) {
  93647. return this._scene.animationPropertiesOverride;
  93648. }
  93649. return this._animationPropertiesOverride;
  93650. },
  93651. set: function (value) {
  93652. this._animationPropertiesOverride = value;
  93653. },
  93654. enumerable: true,
  93655. configurable: true
  93656. });
  93657. Object.defineProperty(Skeleton.prototype, "isUsingTextureForMatrices", {
  93658. /**
  93659. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  93660. */
  93661. get: function () {
  93662. return this.useTextureToStoreBoneMatrices && this._canUseTextureForBones && !this.needInitialSkinMatrix;
  93663. },
  93664. enumerable: true,
  93665. configurable: true
  93666. });
  93667. // Members
  93668. /**
  93669. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  93670. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  93671. * @returns a Float32Array containing matrices data
  93672. */
  93673. Skeleton.prototype.getTransformMatrices = function (mesh) {
  93674. if (this.needInitialSkinMatrix && mesh._bonesTransformMatrices) {
  93675. return mesh._bonesTransformMatrices;
  93676. }
  93677. if (!this._transformMatrices) {
  93678. this.prepare();
  93679. }
  93680. return this._transformMatrices;
  93681. };
  93682. /**
  93683. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  93684. * @returns a raw texture containing the data
  93685. */
  93686. Skeleton.prototype.getTransformMatrixTexture = function () {
  93687. return this._transformMatrixTexture;
  93688. };
  93689. /**
  93690. * Gets the current hosting scene
  93691. * @returns a scene object
  93692. */
  93693. Skeleton.prototype.getScene = function () {
  93694. return this._scene;
  93695. };
  93696. // Methods
  93697. /**
  93698. * Gets a string representing the current skeleton data
  93699. * @param fullDetails defines a boolean indicating if we want a verbose version
  93700. * @returns a string representing the current skeleton data
  93701. */
  93702. Skeleton.prototype.toString = function (fullDetails) {
  93703. var ret = "Name: " + this.name + ", nBones: " + this.bones.length;
  93704. ret += ", nAnimationRanges: " + (this._ranges ? Object.keys(this._ranges).length : "none");
  93705. if (fullDetails) {
  93706. ret += ", Ranges: {";
  93707. var first = true;
  93708. for (var name_1 in this._ranges) {
  93709. if (first) {
  93710. ret += ", ";
  93711. first = false;
  93712. }
  93713. ret += name_1;
  93714. }
  93715. ret += "}";
  93716. }
  93717. return ret;
  93718. };
  93719. /**
  93720. * Get bone's index searching by name
  93721. * @param name defines bone's name to search for
  93722. * @return the indice of the bone. Returns -1 if not found
  93723. */
  93724. Skeleton.prototype.getBoneIndexByName = function (name) {
  93725. for (var boneIndex = 0, cache = this.bones.length; boneIndex < cache; boneIndex++) {
  93726. if (this.bones[boneIndex].name === name) {
  93727. return boneIndex;
  93728. }
  93729. }
  93730. return -1;
  93731. };
  93732. /**
  93733. * Creater a new animation range
  93734. * @param name defines the name of the range
  93735. * @param from defines the start key
  93736. * @param to defines the end key
  93737. */
  93738. Skeleton.prototype.createAnimationRange = function (name, from, to) {
  93739. // check name not already in use
  93740. if (!this._ranges[name]) {
  93741. this._ranges[name] = new BABYLON.AnimationRange(name, from, to);
  93742. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  93743. if (this.bones[i].animations[0]) {
  93744. this.bones[i].animations[0].createRange(name, from, to);
  93745. }
  93746. }
  93747. }
  93748. };
  93749. /**
  93750. * Delete a specific animation range
  93751. * @param name defines the name of the range
  93752. * @param deleteFrames defines if frames must be removed as well
  93753. */
  93754. Skeleton.prototype.deleteAnimationRange = function (name, deleteFrames) {
  93755. if (deleteFrames === void 0) { deleteFrames = true; }
  93756. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  93757. if (this.bones[i].animations[0]) {
  93758. this.bones[i].animations[0].deleteRange(name, deleteFrames);
  93759. }
  93760. }
  93761. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  93762. };
  93763. /**
  93764. * Gets a specific animation range
  93765. * @param name defines the name of the range to look for
  93766. * @returns the requested animation range or null if not found
  93767. */
  93768. Skeleton.prototype.getAnimationRange = function (name) {
  93769. return this._ranges[name];
  93770. };
  93771. /**
  93772. * Gets the list of all animation ranges defined on this skeleton
  93773. * @returns an array
  93774. */
  93775. Skeleton.prototype.getAnimationRanges = function () {
  93776. var animationRanges = [];
  93777. var name;
  93778. var i = 0;
  93779. for (name in this._ranges) {
  93780. animationRanges[i] = this._ranges[name];
  93781. i++;
  93782. }
  93783. return animationRanges;
  93784. };
  93785. /**
  93786. * Copy animation range from a source skeleton.
  93787. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  93788. * @param source defines the source skeleton
  93789. * @param name defines the name of the range to copy
  93790. * @param rescaleAsRequired defines if rescaling must be applied if required
  93791. * @returns true if operation was successful
  93792. */
  93793. Skeleton.prototype.copyAnimationRange = function (source, name, rescaleAsRequired) {
  93794. if (rescaleAsRequired === void 0) { rescaleAsRequired = false; }
  93795. if (this._ranges[name] || !source.getAnimationRange(name)) {
  93796. return false;
  93797. }
  93798. var ret = true;
  93799. var frameOffset = this._getHighestAnimationFrame() + 1;
  93800. // make a dictionary of source skeleton's bones, so exact same order or doublely nested loop is not required
  93801. var boneDict = {};
  93802. var sourceBones = source.bones;
  93803. var nBones;
  93804. var i;
  93805. for (i = 0, nBones = sourceBones.length; i < nBones; i++) {
  93806. boneDict[sourceBones[i].name] = sourceBones[i];
  93807. }
  93808. if (this.bones.length !== sourceBones.length) {
  93809. BABYLON.Tools.Warn("copyAnimationRange: this rig has " + this.bones.length + " bones, while source as " + sourceBones.length);
  93810. ret = false;
  93811. }
  93812. var skelDimensionsRatio = (rescaleAsRequired && this.dimensionsAtRest && source.dimensionsAtRest) ? this.dimensionsAtRest.divide(source.dimensionsAtRest) : null;
  93813. for (i = 0, nBones = this.bones.length; i < nBones; i++) {
  93814. var boneName = this.bones[i].name;
  93815. var sourceBone = boneDict[boneName];
  93816. if (sourceBone) {
  93817. ret = ret && this.bones[i].copyAnimationRange(sourceBone, name, frameOffset, rescaleAsRequired, skelDimensionsRatio);
  93818. }
  93819. else {
  93820. BABYLON.Tools.Warn("copyAnimationRange: not same rig, missing source bone " + boneName);
  93821. ret = false;
  93822. }
  93823. }
  93824. // do not call createAnimationRange(), since it also is done to bones, which was already done
  93825. var range = source.getAnimationRange(name);
  93826. if (range) {
  93827. this._ranges[name] = new BABYLON.AnimationRange(name, range.from + frameOffset, range.to + frameOffset);
  93828. }
  93829. return ret;
  93830. };
  93831. /**
  93832. * Forces the skeleton to go to rest pose
  93833. */
  93834. Skeleton.prototype.returnToRest = function () {
  93835. for (var index = 0; index < this.bones.length; index++) {
  93836. this.bones[index].returnToRest();
  93837. }
  93838. };
  93839. Skeleton.prototype._getHighestAnimationFrame = function () {
  93840. var ret = 0;
  93841. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  93842. if (this.bones[i].animations[0]) {
  93843. var highest = this.bones[i].animations[0].getHighestFrame();
  93844. if (ret < highest) {
  93845. ret = highest;
  93846. }
  93847. }
  93848. }
  93849. return ret;
  93850. };
  93851. /**
  93852. * Begin a specific animation range
  93853. * @param name defines the name of the range to start
  93854. * @param loop defines if looping must be turned on (false by default)
  93855. * @param speedRatio defines the speed ratio to apply (1 by default)
  93856. * @param onAnimationEnd defines a callback which will be called when animation will end
  93857. * @returns a new animatable
  93858. */
  93859. Skeleton.prototype.beginAnimation = function (name, loop, speedRatio, onAnimationEnd) {
  93860. var range = this.getAnimationRange(name);
  93861. if (!range) {
  93862. return null;
  93863. }
  93864. return this._scene.beginAnimation(this, range.from, range.to, loop, speedRatio, onAnimationEnd);
  93865. };
  93866. /** @hidden */
  93867. Skeleton.prototype._markAsDirty = function () {
  93868. this._isDirty = true;
  93869. };
  93870. /** @hidden */
  93871. Skeleton.prototype._registerMeshWithPoseMatrix = function (mesh) {
  93872. this._meshesWithPoseMatrix.push(mesh);
  93873. };
  93874. /** @hidden */
  93875. Skeleton.prototype._unregisterMeshWithPoseMatrix = function (mesh) {
  93876. var index = this._meshesWithPoseMatrix.indexOf(mesh);
  93877. if (index > -1) {
  93878. this._meshesWithPoseMatrix.splice(index, 1);
  93879. }
  93880. };
  93881. Skeleton.prototype._computeTransformMatrices = function (targetMatrix, initialSkinMatrix) {
  93882. this.onBeforeComputeObservable.notifyObservers(this);
  93883. for (var index = 0; index < this.bones.length; index++) {
  93884. var bone = this.bones[index];
  93885. var parentBone = bone.getParent();
  93886. if (parentBone) {
  93887. bone.getLocalMatrix().multiplyToRef(parentBone.getWorldMatrix(), bone.getWorldMatrix());
  93888. }
  93889. else {
  93890. if (initialSkinMatrix) {
  93891. bone.getLocalMatrix().multiplyToRef(initialSkinMatrix, bone.getWorldMatrix());
  93892. }
  93893. else {
  93894. bone.getWorldMatrix().copyFrom(bone.getLocalMatrix());
  93895. }
  93896. }
  93897. if (bone._index !== -1) {
  93898. var mappedIndex = bone._index === null ? index : bone._index;
  93899. bone.getInvertedAbsoluteTransform().multiplyToArray(bone.getWorldMatrix(), targetMatrix, mappedIndex * 16);
  93900. }
  93901. }
  93902. this._identity.copyToArray(targetMatrix, this.bones.length * 16);
  93903. };
  93904. /**
  93905. * Build all resources required to render a skeleton
  93906. */
  93907. Skeleton.prototype.prepare = function () {
  93908. if (!this._isDirty) {
  93909. return;
  93910. }
  93911. if (this.needInitialSkinMatrix) {
  93912. for (var index = 0; index < this._meshesWithPoseMatrix.length; index++) {
  93913. var mesh = this._meshesWithPoseMatrix[index];
  93914. var poseMatrix = mesh.getPoseMatrix();
  93915. if (!mesh._bonesTransformMatrices || mesh._bonesTransformMatrices.length !== 16 * (this.bones.length + 1)) {
  93916. mesh._bonesTransformMatrices = new Float32Array(16 * (this.bones.length + 1));
  93917. }
  93918. if (this._synchronizedWithMesh !== mesh) {
  93919. this._synchronizedWithMesh = mesh;
  93920. // Prepare bones
  93921. for (var boneIndex = 0; boneIndex < this.bones.length; boneIndex++) {
  93922. var bone = this.bones[boneIndex];
  93923. if (!bone.getParent()) {
  93924. var matrix = bone.getBaseMatrix();
  93925. matrix.multiplyToRef(poseMatrix, BABYLON.Tmp.Matrix[1]);
  93926. bone._updateDifferenceMatrix(BABYLON.Tmp.Matrix[1]);
  93927. }
  93928. }
  93929. }
  93930. this._computeTransformMatrices(mesh._bonesTransformMatrices, poseMatrix);
  93931. }
  93932. }
  93933. else {
  93934. if (!this._transformMatrices || this._transformMatrices.length !== 16 * (this.bones.length + 1)) {
  93935. this._transformMatrices = new Float32Array(16 * (this.bones.length + 1));
  93936. if (this.isUsingTextureForMatrices) {
  93937. if (this._transformMatrixTexture) {
  93938. this._transformMatrixTexture.dispose();
  93939. }
  93940. this._transformMatrixTexture = BABYLON.RawTexture.CreateRGBATexture(this._transformMatrices, (this.bones.length + 1) * 4, 1, this._scene, false, false, BABYLON.Engine.TEXTURE_NEAREST_SAMPLINGMODE, BABYLON.Engine.TEXTURETYPE_FLOAT);
  93941. }
  93942. }
  93943. this._computeTransformMatrices(this._transformMatrices, null);
  93944. if (this.isUsingTextureForMatrices && this._transformMatrixTexture) {
  93945. this._transformMatrixTexture.update(this._transformMatrices);
  93946. }
  93947. }
  93948. this._isDirty = false;
  93949. this._scene._activeBones.addCount(this.bones.length, false);
  93950. };
  93951. /**
  93952. * Gets the list of animatables currently running for this skeleton
  93953. * @returns an array of animatables
  93954. */
  93955. Skeleton.prototype.getAnimatables = function () {
  93956. if (!this._animatables || this._animatables.length !== this.bones.length) {
  93957. this._animatables = [];
  93958. for (var index = 0; index < this.bones.length; index++) {
  93959. this._animatables.push(this.bones[index]);
  93960. }
  93961. }
  93962. return this._animatables;
  93963. };
  93964. /**
  93965. * Clone the current skeleton
  93966. * @param name defines the name of the new skeleton
  93967. * @param id defines the id of the enw skeleton
  93968. * @returns the new skeleton
  93969. */
  93970. Skeleton.prototype.clone = function (name, id) {
  93971. var result = new Skeleton(name, id || name, this._scene);
  93972. result.needInitialSkinMatrix = this.needInitialSkinMatrix;
  93973. for (var index = 0; index < this.bones.length; index++) {
  93974. var source = this.bones[index];
  93975. var parentBone = null;
  93976. var parent_1 = source.getParent();
  93977. if (parent_1) {
  93978. var parentIndex = this.bones.indexOf(parent_1);
  93979. parentBone = result.bones[parentIndex];
  93980. }
  93981. var bone = new BABYLON.Bone(source.name, result, parentBone, source.getBaseMatrix().clone(), source.getRestPose().clone());
  93982. BABYLON.Tools.DeepCopy(source.animations, bone.animations);
  93983. }
  93984. if (this._ranges) {
  93985. result._ranges = {};
  93986. for (var rangeName in this._ranges) {
  93987. var range = this._ranges[rangeName];
  93988. if (range) {
  93989. result._ranges[rangeName] = range.clone();
  93990. }
  93991. }
  93992. }
  93993. this._isDirty = true;
  93994. return result;
  93995. };
  93996. /**
  93997. * Enable animation blending for this skeleton
  93998. * @param blendingSpeed defines the blending speed to apply
  93999. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  94000. */
  94001. Skeleton.prototype.enableBlending = function (blendingSpeed) {
  94002. if (blendingSpeed === void 0) { blendingSpeed = 0.01; }
  94003. this.bones.forEach(function (bone) {
  94004. bone.animations.forEach(function (animation) {
  94005. animation.enableBlending = true;
  94006. animation.blendingSpeed = blendingSpeed;
  94007. });
  94008. });
  94009. };
  94010. /**
  94011. * Releases all resources associated with the current skeleton
  94012. */
  94013. Skeleton.prototype.dispose = function () {
  94014. this._meshesWithPoseMatrix = [];
  94015. // Animations
  94016. this.getScene().stopAnimation(this);
  94017. // Remove from scene
  94018. this.getScene().removeSkeleton(this);
  94019. if (this._transformMatrixTexture) {
  94020. this._transformMatrixTexture.dispose();
  94021. this._transformMatrixTexture = null;
  94022. }
  94023. };
  94024. /**
  94025. * Serialize the skeleton in a JSON object
  94026. * @returns a JSON object
  94027. */
  94028. Skeleton.prototype.serialize = function () {
  94029. var serializationObject = {};
  94030. serializationObject.name = this.name;
  94031. serializationObject.id = this.id;
  94032. if (this.dimensionsAtRest) {
  94033. serializationObject.dimensionsAtRest = this.dimensionsAtRest.asArray();
  94034. }
  94035. serializationObject.bones = [];
  94036. serializationObject.needInitialSkinMatrix = this.needInitialSkinMatrix;
  94037. for (var index = 0; index < this.bones.length; index++) {
  94038. var bone = this.bones[index];
  94039. var parent_2 = bone.getParent();
  94040. var serializedBone = {
  94041. parentBoneIndex: parent_2 ? this.bones.indexOf(parent_2) : -1,
  94042. name: bone.name,
  94043. matrix: bone.getBaseMatrix().toArray(),
  94044. rest: bone.getRestPose().toArray()
  94045. };
  94046. serializationObject.bones.push(serializedBone);
  94047. if (bone.length) {
  94048. serializedBone.length = bone.length;
  94049. }
  94050. if (bone.metadata) {
  94051. serializedBone.metadata = bone.metadata;
  94052. }
  94053. if (bone.animations && bone.animations.length > 0) {
  94054. serializedBone.animation = bone.animations[0].serialize();
  94055. }
  94056. serializationObject.ranges = [];
  94057. for (var name in this._ranges) {
  94058. var source = this._ranges[name];
  94059. if (!source) {
  94060. continue;
  94061. }
  94062. var range = {};
  94063. range.name = name;
  94064. range.from = source.from;
  94065. range.to = source.to;
  94066. serializationObject.ranges.push(range);
  94067. }
  94068. }
  94069. return serializationObject;
  94070. };
  94071. /**
  94072. * Creates a new skeleton from serialized data
  94073. * @param parsedSkeleton defines the serialized data
  94074. * @param scene defines the hosting scene
  94075. * @returns a new skeleton
  94076. */
  94077. Skeleton.Parse = function (parsedSkeleton, scene) {
  94078. var skeleton = new Skeleton(parsedSkeleton.name, parsedSkeleton.id, scene);
  94079. if (parsedSkeleton.dimensionsAtRest) {
  94080. skeleton.dimensionsAtRest = BABYLON.Vector3.FromArray(parsedSkeleton.dimensionsAtRest);
  94081. }
  94082. skeleton.needInitialSkinMatrix = parsedSkeleton.needInitialSkinMatrix;
  94083. var index;
  94084. for (index = 0; index < parsedSkeleton.bones.length; index++) {
  94085. var parsedBone = parsedSkeleton.bones[index];
  94086. var parentBone = null;
  94087. if (parsedBone.parentBoneIndex > -1) {
  94088. parentBone = skeleton.bones[parsedBone.parentBoneIndex];
  94089. }
  94090. var rest = parsedBone.rest ? BABYLON.Matrix.FromArray(parsedBone.rest) : null;
  94091. var bone = new BABYLON.Bone(parsedBone.name, skeleton, parentBone, BABYLON.Matrix.FromArray(parsedBone.matrix), rest);
  94092. if (parsedBone.id !== undefined && parsedBone.id !== null) {
  94093. bone.id = parsedBone.id;
  94094. }
  94095. if (parsedBone.length) {
  94096. bone.length = parsedBone.length;
  94097. }
  94098. if (parsedBone.metadata) {
  94099. bone.metadata = parsedBone.metadata;
  94100. }
  94101. if (parsedBone.animation) {
  94102. bone.animations.push(BABYLON.Animation.Parse(parsedBone.animation));
  94103. }
  94104. }
  94105. // placed after bones, so createAnimationRange can cascade down
  94106. if (parsedSkeleton.ranges) {
  94107. for (index = 0; index < parsedSkeleton.ranges.length; index++) {
  94108. var data = parsedSkeleton.ranges[index];
  94109. skeleton.createAnimationRange(data.name, data.from, data.to);
  94110. }
  94111. }
  94112. return skeleton;
  94113. };
  94114. /**
  94115. * Compute all node absolute transforms
  94116. * @param forceUpdate defines if computation must be done even if cache is up to date
  94117. */
  94118. Skeleton.prototype.computeAbsoluteTransforms = function (forceUpdate) {
  94119. if (forceUpdate === void 0) { forceUpdate = false; }
  94120. var renderId = this._scene.getRenderId();
  94121. if (this._lastAbsoluteTransformsUpdateId != renderId || forceUpdate) {
  94122. this.bones[0].computeAbsoluteTransforms();
  94123. this._lastAbsoluteTransformsUpdateId = renderId;
  94124. }
  94125. };
  94126. /**
  94127. * Gets the root pose matrix
  94128. * @returns a matrix
  94129. */
  94130. Skeleton.prototype.getPoseMatrix = function () {
  94131. var poseMatrix = null;
  94132. if (this._meshesWithPoseMatrix.length > 0) {
  94133. poseMatrix = this._meshesWithPoseMatrix[0].getPoseMatrix();
  94134. }
  94135. return poseMatrix;
  94136. };
  94137. /**
  94138. * Sorts bones per internal index
  94139. */
  94140. Skeleton.prototype.sortBones = function () {
  94141. var bones = new Array();
  94142. var visited = new Array(this.bones.length);
  94143. for (var index = 0; index < this.bones.length; index++) {
  94144. this._sortBones(index, bones, visited);
  94145. }
  94146. this.bones = bones;
  94147. };
  94148. Skeleton.prototype._sortBones = function (index, bones, visited) {
  94149. if (visited[index]) {
  94150. return;
  94151. }
  94152. visited[index] = true;
  94153. var bone = this.bones[index];
  94154. if (bone._index === undefined) {
  94155. bone._index = index;
  94156. }
  94157. var parentBone = bone.getParent();
  94158. if (parentBone) {
  94159. this._sortBones(this.bones.indexOf(parentBone), bones, visited);
  94160. }
  94161. bones.push(bone);
  94162. };
  94163. return Skeleton;
  94164. }());
  94165. BABYLON.Skeleton = Skeleton;
  94166. })(BABYLON || (BABYLON = {}));
  94167. //# sourceMappingURL=babylon.skeleton.js.map
  94168. var BABYLON;
  94169. (function (BABYLON) {
  94170. /**
  94171. * This groups tools to convert HDR texture to native colors array.
  94172. */
  94173. var HDRTools = /** @class */ (function () {
  94174. function HDRTools() {
  94175. }
  94176. HDRTools.Ldexp = function (mantissa, exponent) {
  94177. if (exponent > 1023) {
  94178. return mantissa * Math.pow(2, 1023) * Math.pow(2, exponent - 1023);
  94179. }
  94180. if (exponent < -1074) {
  94181. return mantissa * Math.pow(2, -1074) * Math.pow(2, exponent + 1074);
  94182. }
  94183. return mantissa * Math.pow(2, exponent);
  94184. };
  94185. HDRTools.Rgbe2float = function (float32array, red, green, blue, exponent, index) {
  94186. if (exponent > 0) { /*nonzero pixel*/
  94187. exponent = this.Ldexp(1.0, exponent - (128 + 8));
  94188. float32array[index + 0] = red * exponent;
  94189. float32array[index + 1] = green * exponent;
  94190. float32array[index + 2] = blue * exponent;
  94191. }
  94192. else {
  94193. float32array[index + 0] = 0;
  94194. float32array[index + 1] = 0;
  94195. float32array[index + 2] = 0;
  94196. }
  94197. };
  94198. HDRTools.readStringLine = function (uint8array, startIndex) {
  94199. var line = "";
  94200. var character = "";
  94201. for (var i = startIndex; i < uint8array.length - startIndex; i++) {
  94202. character = String.fromCharCode(uint8array[i]);
  94203. if (character == "\n") {
  94204. break;
  94205. }
  94206. line += character;
  94207. }
  94208. return line;
  94209. };
  94210. /**
  94211. * Reads header information from an RGBE texture stored in a native array.
  94212. * More information on this format are available here:
  94213. * https://en.wikipedia.org/wiki/RGBE_image_format
  94214. *
  94215. * @param uint8array The binary file stored in native array.
  94216. * @return The header information.
  94217. */
  94218. HDRTools.RGBE_ReadHeader = function (uint8array) {
  94219. var height = 0;
  94220. var width = 0;
  94221. var line = this.readStringLine(uint8array, 0);
  94222. if (line[0] != '#' || line[1] != '?') {
  94223. throw "Bad HDR Format.";
  94224. }
  94225. var endOfHeader = false;
  94226. var findFormat = false;
  94227. var lineIndex = 0;
  94228. do {
  94229. lineIndex += (line.length + 1);
  94230. line = this.readStringLine(uint8array, lineIndex);
  94231. if (line == "FORMAT=32-bit_rle_rgbe") {
  94232. findFormat = true;
  94233. }
  94234. else if (line.length == 0) {
  94235. endOfHeader = true;
  94236. }
  94237. } while (!endOfHeader);
  94238. if (!findFormat) {
  94239. throw "HDR Bad header format, unsupported FORMAT";
  94240. }
  94241. lineIndex += (line.length + 1);
  94242. line = this.readStringLine(uint8array, lineIndex);
  94243. var sizeRegexp = /^\-Y (.*) \+X (.*)$/g;
  94244. var match = sizeRegexp.exec(line);
  94245. // TODO. Support +Y and -X if needed.
  94246. if (!match || match.length < 3) {
  94247. throw "HDR Bad header format, no size";
  94248. }
  94249. width = parseInt(match[2]);
  94250. height = parseInt(match[1]);
  94251. if (width < 8 || width > 0x7fff) {
  94252. throw "HDR Bad header format, unsupported size";
  94253. }
  94254. lineIndex += (line.length + 1);
  94255. return {
  94256. height: height,
  94257. width: width,
  94258. dataPosition: lineIndex
  94259. };
  94260. };
  94261. /**
  94262. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  94263. * This RGBE texture needs to store the information as a panorama.
  94264. *
  94265. * More information on this format are available here:
  94266. * https://en.wikipedia.org/wiki/RGBE_image_format
  94267. *
  94268. * @param buffer The binary file stored in an array buffer.
  94269. * @param size The expected size of the extracted cubemap.
  94270. * @return The Cube Map information.
  94271. */
  94272. HDRTools.GetCubeMapTextureData = function (buffer, size) {
  94273. var uint8array = new Uint8Array(buffer);
  94274. var hdrInfo = this.RGBE_ReadHeader(uint8array);
  94275. var data = this.RGBE_ReadPixels_RLE(uint8array, hdrInfo);
  94276. var cubeMapData = BABYLON.PanoramaToCubeMapTools.ConvertPanoramaToCubemap(data, hdrInfo.width, hdrInfo.height, size);
  94277. return cubeMapData;
  94278. };
  94279. /**
  94280. * Returns the pixels data extracted from an RGBE texture.
  94281. * This pixels will be stored left to right up to down in the R G B order in one array.
  94282. *
  94283. * More information on this format are available here:
  94284. * https://en.wikipedia.org/wiki/RGBE_image_format
  94285. *
  94286. * @param uint8array The binary file stored in an array buffer.
  94287. * @param hdrInfo The header information of the file.
  94288. * @return The pixels data in RGB right to left up to down order.
  94289. */
  94290. HDRTools.RGBE_ReadPixels = function (uint8array, hdrInfo) {
  94291. // Keep for multi format supports.
  94292. return this.RGBE_ReadPixels_RLE(uint8array, hdrInfo);
  94293. };
  94294. HDRTools.RGBE_ReadPixels_RLE = function (uint8array, hdrInfo) {
  94295. var num_scanlines = hdrInfo.height;
  94296. var scanline_width = hdrInfo.width;
  94297. var a, b, c, d, count;
  94298. var dataIndex = hdrInfo.dataPosition;
  94299. var index = 0, endIndex = 0, i = 0;
  94300. var scanLineArrayBuffer = new ArrayBuffer(scanline_width * 4); // four channel R G B E
  94301. var scanLineArray = new Uint8Array(scanLineArrayBuffer);
  94302. // 3 channels of 4 bytes per pixel in float.
  94303. var resultBuffer = new ArrayBuffer(hdrInfo.width * hdrInfo.height * 4 * 3);
  94304. var resultArray = new Float32Array(resultBuffer);
  94305. // read in each successive scanline
  94306. while (num_scanlines > 0) {
  94307. a = uint8array[dataIndex++];
  94308. b = uint8array[dataIndex++];
  94309. c = uint8array[dataIndex++];
  94310. d = uint8array[dataIndex++];
  94311. if (a != 2 || b != 2 || (c & 0x80)) {
  94312. // this file is not run length encoded
  94313. throw "HDR Bad header format, not RLE";
  94314. }
  94315. if (((c << 8) | d) != scanline_width) {
  94316. throw "HDR Bad header format, wrong scan line width";
  94317. }
  94318. index = 0;
  94319. // read each of the four channels for the scanline into the buffer
  94320. for (i = 0; i < 4; i++) {
  94321. endIndex = (i + 1) * scanline_width;
  94322. while (index < endIndex) {
  94323. a = uint8array[dataIndex++];
  94324. b = uint8array[dataIndex++];
  94325. if (a > 128) {
  94326. // a run of the same value
  94327. count = a - 128;
  94328. if ((count == 0) || (count > endIndex - index)) {
  94329. throw "HDR Bad Format, bad scanline data (run)";
  94330. }
  94331. while (count-- > 0) {
  94332. scanLineArray[index++] = b;
  94333. }
  94334. }
  94335. else {
  94336. // a non-run
  94337. count = a;
  94338. if ((count == 0) || (count > endIndex - index)) {
  94339. throw "HDR Bad Format, bad scanline data (non-run)";
  94340. }
  94341. scanLineArray[index++] = b;
  94342. if (--count > 0) {
  94343. for (var j = 0; j < count; j++) {
  94344. scanLineArray[index++] = uint8array[dataIndex++];
  94345. }
  94346. }
  94347. }
  94348. }
  94349. }
  94350. // now convert data from buffer into floats
  94351. for (i = 0; i < scanline_width; i++) {
  94352. a = scanLineArray[i];
  94353. b = scanLineArray[i + scanline_width];
  94354. c = scanLineArray[i + 2 * scanline_width];
  94355. d = scanLineArray[i + 3 * scanline_width];
  94356. this.Rgbe2float(resultArray, a, b, c, d, (hdrInfo.height - num_scanlines) * scanline_width * 3 + i * 3);
  94357. }
  94358. num_scanlines--;
  94359. }
  94360. return resultArray;
  94361. };
  94362. return HDRTools;
  94363. }());
  94364. BABYLON.HDRTools = HDRTools;
  94365. })(BABYLON || (BABYLON = {}));
  94366. //# sourceMappingURL=babylon.hdr.js.map
  94367. var BABYLON;
  94368. (function (BABYLON) {
  94369. /**
  94370. * This represents a texture coming from an HDR input.
  94371. *
  94372. * The only supported format is currently panorama picture stored in RGBE format.
  94373. * Example of such files can be found on HDRLib: http://hdrlib.com/
  94374. */
  94375. var HDRCubeTexture = /** @class */ (function (_super) {
  94376. __extends(HDRCubeTexture, _super);
  94377. /**
  94378. * Instantiates an HDRTexture from the following parameters.
  94379. *
  94380. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  94381. * @param scene The scene the texture will be used in
  94382. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  94383. * @param noMipmap Forces to not generate the mipmap if true
  94384. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  94385. * @param gammaSpace Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  94386. * @param reserved Reserved flag for internal use.
  94387. */
  94388. function HDRCubeTexture(url, scene, size, noMipmap, generateHarmonics, gammaSpace, reserved, onLoad, onError) {
  94389. if (noMipmap === void 0) { noMipmap = false; }
  94390. if (generateHarmonics === void 0) { generateHarmonics = true; }
  94391. if (gammaSpace === void 0) { gammaSpace = false; }
  94392. if (reserved === void 0) { reserved = false; }
  94393. if (onLoad === void 0) { onLoad = null; }
  94394. if (onError === void 0) { onError = null; }
  94395. var _this = _super.call(this, scene) || this;
  94396. _this._generateHarmonics = true;
  94397. _this._onLoad = null;
  94398. _this._onError = null;
  94399. /**
  94400. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  94401. */
  94402. _this.coordinatesMode = BABYLON.Texture.CUBIC_MODE;
  94403. _this._isBlocking = true;
  94404. _this._rotationY = 0;
  94405. /**
  94406. * Gets or sets the center of the bounding box associated with the cube texture
  94407. * It must define where the camera used to render the texture was set
  94408. */
  94409. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  94410. if (!url) {
  94411. return _this;
  94412. }
  94413. _this.name = url;
  94414. _this.url = url;
  94415. _this.hasAlpha = false;
  94416. _this.isCube = true;
  94417. _this._textureMatrix = BABYLON.Matrix.Identity();
  94418. _this._onLoad = onLoad;
  94419. _this._onError = onError;
  94420. _this.gammaSpace = gammaSpace;
  94421. _this._noMipmap = noMipmap;
  94422. _this._size = size;
  94423. _this._texture = _this._getFromCache(url, _this._noMipmap);
  94424. if (!_this._texture) {
  94425. if (!scene.useDelayedTextureLoading) {
  94426. _this.loadTexture();
  94427. }
  94428. else {
  94429. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  94430. }
  94431. }
  94432. return _this;
  94433. }
  94434. Object.defineProperty(HDRCubeTexture.prototype, "isBlocking", {
  94435. /**
  94436. * Gets wether or not the texture is blocking during loading.
  94437. */
  94438. get: function () {
  94439. return this._isBlocking;
  94440. },
  94441. /**
  94442. * Sets wether or not the texture is blocking during loading.
  94443. */
  94444. set: function (value) {
  94445. this._isBlocking = value;
  94446. },
  94447. enumerable: true,
  94448. configurable: true
  94449. });
  94450. Object.defineProperty(HDRCubeTexture.prototype, "rotationY", {
  94451. /**
  94452. * Gets texture matrix rotation angle around Y axis radians.
  94453. */
  94454. get: function () {
  94455. return this._rotationY;
  94456. },
  94457. /**
  94458. * Sets texture matrix rotation angle around Y axis in radians.
  94459. */
  94460. set: function (value) {
  94461. this._rotationY = value;
  94462. this.setReflectionTextureMatrix(BABYLON.Matrix.RotationY(this._rotationY));
  94463. },
  94464. enumerable: true,
  94465. configurable: true
  94466. });
  94467. Object.defineProperty(HDRCubeTexture.prototype, "boundingBoxSize", {
  94468. get: function () {
  94469. return this._boundingBoxSize;
  94470. },
  94471. /**
  94472. * Gets or sets the size of the bounding box associated with the cube texture
  94473. * When defined, the cubemap will switch to local mode
  94474. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  94475. * @example https://www.babylonjs-playground.com/#RNASML
  94476. */
  94477. set: function (value) {
  94478. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  94479. return;
  94480. }
  94481. this._boundingBoxSize = value;
  94482. var scene = this.getScene();
  94483. if (scene) {
  94484. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  94485. }
  94486. },
  94487. enumerable: true,
  94488. configurable: true
  94489. });
  94490. /**
  94491. * Occurs when the file is raw .hdr file.
  94492. */
  94493. HDRCubeTexture.prototype.loadTexture = function () {
  94494. var _this = this;
  94495. var callback = function (buffer) {
  94496. _this.lodGenerationOffset = 0.0;
  94497. _this.lodGenerationScale = 0.8;
  94498. var scene = _this.getScene();
  94499. if (!scene) {
  94500. return null;
  94501. }
  94502. // Extract the raw linear data.
  94503. var data = BABYLON.HDRTools.GetCubeMapTextureData(buffer, _this._size);
  94504. // Generate harmonics if needed.
  94505. if (_this._generateHarmonics) {
  94506. var sphericalPolynomial = BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial(data);
  94507. _this.sphericalPolynomial = sphericalPolynomial;
  94508. }
  94509. var results = [];
  94510. var byteArray = null;
  94511. // Push each faces.
  94512. for (var j = 0; j < 6; j++) {
  94513. // Create uintarray fallback.
  94514. if (!scene.getEngine().getCaps().textureFloat) {
  94515. // 3 channels of 1 bytes per pixel in bytes.
  94516. var byteBuffer = new ArrayBuffer(_this._size * _this._size * 3);
  94517. byteArray = new Uint8Array(byteBuffer);
  94518. }
  94519. var dataFace = (data[HDRCubeTexture._facesMapping[j]]);
  94520. // If special cases.
  94521. if (_this.gammaSpace || byteArray) {
  94522. for (var i = 0; i < _this._size * _this._size; i++) {
  94523. // Put in gamma space if requested.
  94524. if (_this.gammaSpace) {
  94525. dataFace[(i * 3) + 0] = Math.pow(dataFace[(i * 3) + 0], BABYLON.ToGammaSpace);
  94526. dataFace[(i * 3) + 1] = Math.pow(dataFace[(i * 3) + 1], BABYLON.ToGammaSpace);
  94527. dataFace[(i * 3) + 2] = Math.pow(dataFace[(i * 3) + 2], BABYLON.ToGammaSpace);
  94528. }
  94529. // Convert to int texture for fallback.
  94530. if (byteArray) {
  94531. var r = Math.max(dataFace[(i * 3) + 0] * 255, 0);
  94532. var g = Math.max(dataFace[(i * 3) + 1] * 255, 0);
  94533. var b = Math.max(dataFace[(i * 3) + 2] * 255, 0);
  94534. // May use luminance instead if the result is not accurate.
  94535. var max = Math.max(Math.max(r, g), b);
  94536. if (max > 255) {
  94537. var scale = 255 / max;
  94538. r *= scale;
  94539. g *= scale;
  94540. b *= scale;
  94541. }
  94542. byteArray[(i * 3) + 0] = r;
  94543. byteArray[(i * 3) + 1] = g;
  94544. byteArray[(i * 3) + 2] = b;
  94545. }
  94546. }
  94547. }
  94548. if (byteArray) {
  94549. results.push(byteArray);
  94550. }
  94551. else {
  94552. results.push(dataFace);
  94553. }
  94554. }
  94555. return results;
  94556. };
  94557. var scene = this.getScene();
  94558. if (scene) {
  94559. this._texture = scene.getEngine().createRawCubeTextureFromUrl(this.url, scene, this._size, BABYLON.Engine.TEXTUREFORMAT_RGB, scene.getEngine().getCaps().textureFloat ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT, this._noMipmap, callback, null, this._onLoad, this._onError);
  94560. }
  94561. };
  94562. HDRCubeTexture.prototype.clone = function () {
  94563. var scene = this.getScene();
  94564. if (!scene) {
  94565. return this;
  94566. }
  94567. var newTexture = new HDRCubeTexture(this.url, scene, this._size, this._noMipmap, this._generateHarmonics, this.gammaSpace);
  94568. // Base texture
  94569. newTexture.level = this.level;
  94570. newTexture.wrapU = this.wrapU;
  94571. newTexture.wrapV = this.wrapV;
  94572. newTexture.coordinatesIndex = this.coordinatesIndex;
  94573. newTexture.coordinatesMode = this.coordinatesMode;
  94574. return newTexture;
  94575. };
  94576. // Methods
  94577. HDRCubeTexture.prototype.delayLoad = function () {
  94578. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  94579. return;
  94580. }
  94581. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  94582. this._texture = this._getFromCache(this.url, this._noMipmap);
  94583. if (!this._texture) {
  94584. this.loadTexture();
  94585. }
  94586. };
  94587. /**
  94588. * Get the texture reflection matrix used to rotate/transform the reflection.
  94589. * @returns the reflection matrix
  94590. */
  94591. HDRCubeTexture.prototype.getReflectionTextureMatrix = function () {
  94592. return this._textureMatrix;
  94593. };
  94594. /**
  94595. * Set the texture reflection matrix used to rotate/transform the reflection.
  94596. * @param value Define the reflection matrix to set
  94597. */
  94598. HDRCubeTexture.prototype.setReflectionTextureMatrix = function (value) {
  94599. this._textureMatrix = value;
  94600. };
  94601. /**
  94602. * Parses a JSON representation of an HDR Texture in order to create the texture
  94603. * @param parsedTexture Define the JSON representation
  94604. * @param scene Define the scene the texture should be created in
  94605. * @param rootUrl Define the root url in case we need to load relative dependencies
  94606. * @returns the newly created texture after parsing
  94607. */
  94608. HDRCubeTexture.Parse = function (parsedTexture, scene, rootUrl) {
  94609. var texture = null;
  94610. if (parsedTexture.name && !parsedTexture.isRenderTarget) {
  94611. texture = new HDRCubeTexture(rootUrl + parsedTexture.name, scene, parsedTexture.size, parsedTexture.noMipmap, parsedTexture.generateHarmonics, parsedTexture.useInGammaSpace);
  94612. texture.name = parsedTexture.name;
  94613. texture.hasAlpha = parsedTexture.hasAlpha;
  94614. texture.level = parsedTexture.level;
  94615. texture.coordinatesMode = parsedTexture.coordinatesMode;
  94616. texture.isBlocking = parsedTexture.isBlocking;
  94617. }
  94618. if (texture) {
  94619. if (parsedTexture.boundingBoxPosition) {
  94620. texture.boundingBoxPosition = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxPosition);
  94621. }
  94622. if (parsedTexture.boundingBoxSize) {
  94623. texture.boundingBoxSize = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxSize);
  94624. }
  94625. if (parsedTexture.rotationY) {
  94626. texture.rotationY = parsedTexture.rotationY;
  94627. }
  94628. }
  94629. return texture;
  94630. };
  94631. HDRCubeTexture.prototype.serialize = function () {
  94632. if (!this.name) {
  94633. return null;
  94634. }
  94635. var serializationObject = {};
  94636. serializationObject.name = this.name;
  94637. serializationObject.hasAlpha = this.hasAlpha;
  94638. serializationObject.isCube = true;
  94639. serializationObject.level = this.level;
  94640. serializationObject.size = this._size;
  94641. serializationObject.coordinatesMode = this.coordinatesMode;
  94642. serializationObject.useInGammaSpace = this.gammaSpace;
  94643. serializationObject.generateHarmonics = this._generateHarmonics;
  94644. serializationObject.customType = "BABYLON.HDRCubeTexture";
  94645. serializationObject.noMipmap = this._noMipmap;
  94646. serializationObject.isBlocking = this._isBlocking;
  94647. serializationObject.rotationY = this._rotationY;
  94648. return serializationObject;
  94649. };
  94650. HDRCubeTexture._facesMapping = [
  94651. "right",
  94652. "left",
  94653. "up",
  94654. "down",
  94655. "front",
  94656. "back"
  94657. ];
  94658. return HDRCubeTexture;
  94659. }(BABYLON.BaseTexture));
  94660. BABYLON.HDRCubeTexture = HDRCubeTexture;
  94661. })(BABYLON || (BABYLON = {}));
  94662. //# sourceMappingURL=babylon.hdrCubeTexture.js.map
  94663. var BABYLON;
  94664. (function (BABYLON) {
  94665. /**
  94666. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  94667. */
  94668. var PanoramaToCubeMapTools = /** @class */ (function () {
  94669. function PanoramaToCubeMapTools() {
  94670. }
  94671. /**
  94672. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  94673. *
  94674. * @param float32Array The source data.
  94675. * @param inputWidth The width of the input panorama.
  94676. * @param inputHeight The height of the input panorama.
  94677. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  94678. * @return The cubemap data
  94679. */
  94680. PanoramaToCubeMapTools.ConvertPanoramaToCubemap = function (float32Array, inputWidth, inputHeight, size) {
  94681. if (!float32Array) {
  94682. throw "ConvertPanoramaToCubemap: input cannot be null";
  94683. }
  94684. if (float32Array.length != inputWidth * inputHeight * 3) {
  94685. throw "ConvertPanoramaToCubemap: input size is wrong";
  94686. }
  94687. var textureFront = this.CreateCubemapTexture(size, this.FACE_FRONT, float32Array, inputWidth, inputHeight);
  94688. var textureBack = this.CreateCubemapTexture(size, this.FACE_BACK, float32Array, inputWidth, inputHeight);
  94689. var textureLeft = this.CreateCubemapTexture(size, this.FACE_LEFT, float32Array, inputWidth, inputHeight);
  94690. var textureRight = this.CreateCubemapTexture(size, this.FACE_RIGHT, float32Array, inputWidth, inputHeight);
  94691. var textureUp = this.CreateCubemapTexture(size, this.FACE_UP, float32Array, inputWidth, inputHeight);
  94692. var textureDown = this.CreateCubemapTexture(size, this.FACE_DOWN, float32Array, inputWidth, inputHeight);
  94693. return {
  94694. front: textureFront,
  94695. back: textureBack,
  94696. left: textureLeft,
  94697. right: textureRight,
  94698. up: textureUp,
  94699. down: textureDown,
  94700. size: size,
  94701. type: BABYLON.Engine.TEXTURETYPE_FLOAT,
  94702. format: BABYLON.Engine.TEXTUREFORMAT_RGB,
  94703. gammaSpace: false,
  94704. };
  94705. };
  94706. PanoramaToCubeMapTools.CreateCubemapTexture = function (texSize, faceData, float32Array, inputWidth, inputHeight) {
  94707. var buffer = new ArrayBuffer(texSize * texSize * 4 * 3);
  94708. var textureArray = new Float32Array(buffer);
  94709. var rotDX1 = faceData[1].subtract(faceData[0]).scale(1 / texSize);
  94710. var rotDX2 = faceData[3].subtract(faceData[2]).scale(1 / texSize);
  94711. var dy = 1 / texSize;
  94712. var fy = 0;
  94713. for (var y = 0; y < texSize; y++) {
  94714. var xv1 = faceData[0];
  94715. var xv2 = faceData[2];
  94716. for (var x = 0; x < texSize; x++) {
  94717. var v = xv2.subtract(xv1).scale(fy).add(xv1);
  94718. v.normalize();
  94719. var color = this.CalcProjectionSpherical(v, float32Array, inputWidth, inputHeight);
  94720. // 3 channels per pixels
  94721. textureArray[y * texSize * 3 + (x * 3) + 0] = color.r;
  94722. textureArray[y * texSize * 3 + (x * 3) + 1] = color.g;
  94723. textureArray[y * texSize * 3 + (x * 3) + 2] = color.b;
  94724. xv1 = xv1.add(rotDX1);
  94725. xv2 = xv2.add(rotDX2);
  94726. }
  94727. fy += dy;
  94728. }
  94729. return textureArray;
  94730. };
  94731. PanoramaToCubeMapTools.CalcProjectionSpherical = function (vDir, float32Array, inputWidth, inputHeight) {
  94732. var theta = Math.atan2(vDir.z, vDir.x);
  94733. var phi = Math.acos(vDir.y);
  94734. while (theta < -Math.PI) {
  94735. theta += 2 * Math.PI;
  94736. }
  94737. while (theta > Math.PI) {
  94738. theta -= 2 * Math.PI;
  94739. }
  94740. var dx = theta / Math.PI;
  94741. var dy = phi / Math.PI;
  94742. // recenter.
  94743. dx = dx * 0.5 + 0.5;
  94744. var px = Math.round(dx * inputWidth);
  94745. if (px < 0) {
  94746. px = 0;
  94747. }
  94748. else if (px >= inputWidth) {
  94749. px = inputWidth - 1;
  94750. }
  94751. var py = Math.round(dy * inputHeight);
  94752. if (py < 0) {
  94753. py = 0;
  94754. }
  94755. else if (py >= inputHeight) {
  94756. py = inputHeight - 1;
  94757. }
  94758. var inputY = (inputHeight - py - 1);
  94759. var r = float32Array[inputY * inputWidth * 3 + (px * 3) + 0];
  94760. var g = float32Array[inputY * inputWidth * 3 + (px * 3) + 1];
  94761. var b = float32Array[inputY * inputWidth * 3 + (px * 3) + 2];
  94762. return {
  94763. r: r,
  94764. g: g,
  94765. b: b
  94766. };
  94767. };
  94768. PanoramaToCubeMapTools.FACE_FRONT = [
  94769. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  94770. new BABYLON.Vector3(1.0, -1.0, -1.0),
  94771. new BABYLON.Vector3(-1.0, 1.0, -1.0),
  94772. new BABYLON.Vector3(1.0, 1.0, -1.0)
  94773. ];
  94774. PanoramaToCubeMapTools.FACE_BACK = [
  94775. new BABYLON.Vector3(1.0, -1.0, 1.0),
  94776. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  94777. new BABYLON.Vector3(1.0, 1.0, 1.0),
  94778. new BABYLON.Vector3(-1.0, 1.0, 1.0)
  94779. ];
  94780. PanoramaToCubeMapTools.FACE_RIGHT = [
  94781. new BABYLON.Vector3(1.0, -1.0, -1.0),
  94782. new BABYLON.Vector3(1.0, -1.0, 1.0),
  94783. new BABYLON.Vector3(1.0, 1.0, -1.0),
  94784. new BABYLON.Vector3(1.0, 1.0, 1.0)
  94785. ];
  94786. PanoramaToCubeMapTools.FACE_LEFT = [
  94787. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  94788. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  94789. new BABYLON.Vector3(-1.0, 1.0, 1.0),
  94790. new BABYLON.Vector3(-1.0, 1.0, -1.0)
  94791. ];
  94792. PanoramaToCubeMapTools.FACE_DOWN = [
  94793. new BABYLON.Vector3(-1.0, 1.0, -1.0),
  94794. new BABYLON.Vector3(1.0, 1.0, -1.0),
  94795. new BABYLON.Vector3(-1.0, 1.0, 1.0),
  94796. new BABYLON.Vector3(1.0, 1.0, 1.0)
  94797. ];
  94798. PanoramaToCubeMapTools.FACE_UP = [
  94799. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  94800. new BABYLON.Vector3(1.0, -1.0, 1.0),
  94801. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  94802. new BABYLON.Vector3(1.0, -1.0, -1.0)
  94803. ];
  94804. return PanoramaToCubeMapTools;
  94805. }());
  94806. BABYLON.PanoramaToCubeMapTools = PanoramaToCubeMapTools;
  94807. })(BABYLON || (BABYLON = {}));
  94808. //# sourceMappingURL=babylon.panoramaToCubemap.js.map
  94809. var BABYLON;
  94810. (function (BABYLON) {
  94811. /**
  94812. * Vector2 wth index property
  94813. */
  94814. var IndexedVector2 = /** @class */ (function (_super) {
  94815. __extends(IndexedVector2, _super);
  94816. function IndexedVector2(original,
  94817. /** Index of the vector2 */
  94818. index) {
  94819. var _this = _super.call(this, original.x, original.y) || this;
  94820. _this.index = index;
  94821. return _this;
  94822. }
  94823. return IndexedVector2;
  94824. }(BABYLON.Vector2));
  94825. /**
  94826. * Defines points to create a polygon
  94827. */
  94828. var PolygonPoints = /** @class */ (function () {
  94829. function PolygonPoints() {
  94830. this.elements = new Array();
  94831. }
  94832. PolygonPoints.prototype.add = function (originalPoints) {
  94833. var _this = this;
  94834. var result = new Array();
  94835. originalPoints.forEach(function (point) {
  94836. if (result.length === 0 || !point.equalsWithEpsilon(result[0])) {
  94837. var newPoint = new IndexedVector2(point, _this.elements.length);
  94838. result.push(newPoint);
  94839. _this.elements.push(newPoint);
  94840. }
  94841. });
  94842. return result;
  94843. };
  94844. PolygonPoints.prototype.computeBounds = function () {
  94845. var lmin = new BABYLON.Vector2(this.elements[0].x, this.elements[0].y);
  94846. var lmax = new BABYLON.Vector2(this.elements[0].x, this.elements[0].y);
  94847. this.elements.forEach(function (point) {
  94848. // x
  94849. if (point.x < lmin.x) {
  94850. lmin.x = point.x;
  94851. }
  94852. else if (point.x > lmax.x) {
  94853. lmax.x = point.x;
  94854. }
  94855. // y
  94856. if (point.y < lmin.y) {
  94857. lmin.y = point.y;
  94858. }
  94859. else if (point.y > lmax.y) {
  94860. lmax.y = point.y;
  94861. }
  94862. });
  94863. return {
  94864. min: lmin,
  94865. max: lmax,
  94866. width: lmax.x - lmin.x,
  94867. height: lmax.y - lmin.y
  94868. };
  94869. };
  94870. return PolygonPoints;
  94871. }());
  94872. /**
  94873. * Polygon
  94874. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  94875. */
  94876. var Polygon = /** @class */ (function () {
  94877. function Polygon() {
  94878. }
  94879. /**
  94880. * Creates a rectangle
  94881. * @param xmin bottom X coord
  94882. * @param ymin bottom Y coord
  94883. * @param xmax top X coord
  94884. * @param ymax top Y coord
  94885. * @returns points that make the resulting rectation
  94886. */
  94887. Polygon.Rectangle = function (xmin, ymin, xmax, ymax) {
  94888. return [
  94889. new BABYLON.Vector2(xmin, ymin),
  94890. new BABYLON.Vector2(xmax, ymin),
  94891. new BABYLON.Vector2(xmax, ymax),
  94892. new BABYLON.Vector2(xmin, ymax)
  94893. ];
  94894. };
  94895. /**
  94896. * Creates a circle
  94897. * @param radius radius of circle
  94898. * @param cx scale in x
  94899. * @param cy scale in y
  94900. * @param numberOfSides number of sides that make up the circle
  94901. * @returns points that make the resulting circle
  94902. */
  94903. Polygon.Circle = function (radius, cx, cy, numberOfSides) {
  94904. if (cx === void 0) { cx = 0; }
  94905. if (cy === void 0) { cy = 0; }
  94906. if (numberOfSides === void 0) { numberOfSides = 32; }
  94907. var result = new Array();
  94908. var angle = 0;
  94909. var increment = (Math.PI * 2) / numberOfSides;
  94910. for (var i = 0; i < numberOfSides; i++) {
  94911. result.push(new BABYLON.Vector2(cx + Math.cos(angle) * radius, cy + Math.sin(angle) * radius));
  94912. angle -= increment;
  94913. }
  94914. return result;
  94915. };
  94916. /**
  94917. * Creates a polygon from input string
  94918. * @param input Input polygon data
  94919. * @returns the parsed points
  94920. */
  94921. Polygon.Parse = function (input) {
  94922. var floats = input.split(/[^-+eE\.\d]+/).map(parseFloat).filter(function (val) { return (!isNaN(val)); });
  94923. var i, result = [];
  94924. for (i = 0; i < (floats.length & 0x7FFFFFFE); i += 2) {
  94925. result.push(new BABYLON.Vector2(floats[i], floats[i + 1]));
  94926. }
  94927. return result;
  94928. };
  94929. /**
  94930. * Starts building a polygon from x and y coordinates
  94931. * @param x x coordinate
  94932. * @param y y coordinate
  94933. * @returns the started path2
  94934. */
  94935. Polygon.StartingAt = function (x, y) {
  94936. return BABYLON.Path2.StartingAt(x, y);
  94937. };
  94938. return Polygon;
  94939. }());
  94940. BABYLON.Polygon = Polygon;
  94941. /**
  94942. * Builds a polygon
  94943. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  94944. */
  94945. var PolygonMeshBuilder = /** @class */ (function () {
  94946. /**
  94947. * Creates a PolygonMeshBuilder
  94948. * @param name name of the builder
  94949. * @param contours Path of the polygon
  94950. * @param scene scene to add to
  94951. */
  94952. function PolygonMeshBuilder(name, contours, scene) {
  94953. this._points = new PolygonPoints();
  94954. this._outlinepoints = new PolygonPoints();
  94955. this._holes = new Array();
  94956. this._epoints = new Array();
  94957. this._eholes = new Array();
  94958. this._name = name;
  94959. this._scene = scene;
  94960. var points;
  94961. if (contours instanceof BABYLON.Path2) {
  94962. points = contours.getPoints();
  94963. }
  94964. else {
  94965. points = contours;
  94966. }
  94967. this._addToepoint(points);
  94968. this._points.add(points);
  94969. this._outlinepoints.add(points);
  94970. if (typeof earcut === 'undefined') {
  94971. BABYLON.Tools.Warn("Earcut was not found, the polygon will not be built.");
  94972. }
  94973. }
  94974. PolygonMeshBuilder.prototype._addToepoint = function (points) {
  94975. for (var _i = 0, points_1 = points; _i < points_1.length; _i++) {
  94976. var p = points_1[_i];
  94977. this._epoints.push(p.x, p.y);
  94978. }
  94979. };
  94980. /**
  94981. * Adds a whole within the polygon
  94982. * @param hole Array of points defining the hole
  94983. * @returns this
  94984. */
  94985. PolygonMeshBuilder.prototype.addHole = function (hole) {
  94986. this._points.add(hole);
  94987. var holepoints = new PolygonPoints();
  94988. holepoints.add(hole);
  94989. this._holes.push(holepoints);
  94990. this._eholes.push(this._epoints.length / 2);
  94991. this._addToepoint(hole);
  94992. return this;
  94993. };
  94994. /**
  94995. * Creates the polygon
  94996. * @param updatable If the mesh should be updatable
  94997. * @param depth The depth of the mesh created
  94998. * @returns the created mesh
  94999. */
  95000. PolygonMeshBuilder.prototype.build = function (updatable, depth) {
  95001. var _this = this;
  95002. if (updatable === void 0) { updatable = false; }
  95003. if (depth === void 0) { depth = 0; }
  95004. var result = new BABYLON.Mesh(this._name, this._scene);
  95005. var normals = new Array();
  95006. var positions = new Array();
  95007. var uvs = new Array();
  95008. var bounds = this._points.computeBounds();
  95009. this._points.elements.forEach(function (p) {
  95010. normals.push(0, 1.0, 0);
  95011. positions.push(p.x, 0, p.y);
  95012. uvs.push((p.x - bounds.min.x) / bounds.width, (p.y - bounds.min.y) / bounds.height);
  95013. });
  95014. var indices = new Array();
  95015. var res = earcut(this._epoints, this._eholes, 2);
  95016. for (var i = 0; i < res.length; i++) {
  95017. indices.push(res[i]);
  95018. }
  95019. if (depth > 0) {
  95020. var positionscount = (positions.length / 3); //get the current pointcount
  95021. this._points.elements.forEach(function (p) {
  95022. normals.push(0, -1.0, 0);
  95023. positions.push(p.x, -depth, p.y);
  95024. uvs.push(1 - (p.x - bounds.min.x) / bounds.width, 1 - (p.y - bounds.min.y) / bounds.height);
  95025. });
  95026. var totalCount = indices.length;
  95027. for (var i = 0; i < totalCount; i += 3) {
  95028. var i0 = indices[i + 0];
  95029. var i1 = indices[i + 1];
  95030. var i2 = indices[i + 2];
  95031. indices.push(i2 + positionscount);
  95032. indices.push(i1 + positionscount);
  95033. indices.push(i0 + positionscount);
  95034. }
  95035. //Add the sides
  95036. this.addSide(positions, normals, uvs, indices, bounds, this._outlinepoints, depth, false);
  95037. this._holes.forEach(function (hole) {
  95038. _this.addSide(positions, normals, uvs, indices, bounds, hole, depth, true);
  95039. });
  95040. }
  95041. result.setVerticesData(BABYLON.VertexBuffer.PositionKind, positions, updatable);
  95042. result.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatable);
  95043. result.setVerticesData(BABYLON.VertexBuffer.UVKind, uvs, updatable);
  95044. result.setIndices(indices);
  95045. return result;
  95046. };
  95047. /**
  95048. * Adds a side to the polygon
  95049. * @param positions points that make the polygon
  95050. * @param normals normals of the polygon
  95051. * @param uvs uvs of the polygon
  95052. * @param indices indices of the polygon
  95053. * @param bounds bounds of the polygon
  95054. * @param points points of the polygon
  95055. * @param depth depth of the polygon
  95056. * @param flip flip of the polygon
  95057. */
  95058. PolygonMeshBuilder.prototype.addSide = function (positions, normals, uvs, indices, bounds, points, depth, flip) {
  95059. var StartIndex = positions.length / 3;
  95060. var ulength = 0;
  95061. for (var i = 0; i < points.elements.length; i++) {
  95062. var p = points.elements[i];
  95063. var p1;
  95064. if ((i + 1) > points.elements.length - 1) {
  95065. p1 = points.elements[0];
  95066. }
  95067. else {
  95068. p1 = points.elements[i + 1];
  95069. }
  95070. positions.push(p.x, 0, p.y);
  95071. positions.push(p.x, -depth, p.y);
  95072. positions.push(p1.x, 0, p1.y);
  95073. positions.push(p1.x, -depth, p1.y);
  95074. var v1 = new BABYLON.Vector3(p.x, 0, p.y);
  95075. var v2 = new BABYLON.Vector3(p1.x, 0, p1.y);
  95076. var v3 = v2.subtract(v1);
  95077. var v4 = new BABYLON.Vector3(0, 1, 0);
  95078. var vn = BABYLON.Vector3.Cross(v3, v4);
  95079. vn = vn.normalize();
  95080. uvs.push(ulength / bounds.width, 0);
  95081. uvs.push(ulength / bounds.width, 1);
  95082. ulength += v3.length();
  95083. uvs.push((ulength / bounds.width), 0);
  95084. uvs.push((ulength / bounds.width), 1);
  95085. if (!flip) {
  95086. normals.push(-vn.x, -vn.y, -vn.z);
  95087. normals.push(-vn.x, -vn.y, -vn.z);
  95088. normals.push(-vn.x, -vn.y, -vn.z);
  95089. normals.push(-vn.x, -vn.y, -vn.z);
  95090. indices.push(StartIndex);
  95091. indices.push(StartIndex + 1);
  95092. indices.push(StartIndex + 2);
  95093. indices.push(StartIndex + 1);
  95094. indices.push(StartIndex + 3);
  95095. indices.push(StartIndex + 2);
  95096. }
  95097. else {
  95098. normals.push(vn.x, vn.y, vn.z);
  95099. normals.push(vn.x, vn.y, vn.z);
  95100. normals.push(vn.x, vn.y, vn.z);
  95101. normals.push(vn.x, vn.y, vn.z);
  95102. indices.push(StartIndex);
  95103. indices.push(StartIndex + 2);
  95104. indices.push(StartIndex + 1);
  95105. indices.push(StartIndex + 1);
  95106. indices.push(StartIndex + 2);
  95107. indices.push(StartIndex + 3);
  95108. }
  95109. StartIndex += 4;
  95110. }
  95111. };
  95112. return PolygonMeshBuilder;
  95113. }());
  95114. BABYLON.PolygonMeshBuilder = PolygonMeshBuilder;
  95115. })(BABYLON || (BABYLON = {}));
  95116. //# sourceMappingURL=babylon.polygonMesh.js.map
  95117. var BABYLON;
  95118. (function (BABYLON) {
  95119. /**
  95120. * Unique ID when we import meshes from Babylon to CSG
  95121. */
  95122. var currentCSGMeshId = 0;
  95123. /**
  95124. * Represents a vertex of a polygon. Use your own vertex class instead of this
  95125. * one to provide additional features like texture coordinates and vertex
  95126. * colors. Custom vertex classes need to provide a `pos` property and `clone()`,
  95127. * `flip()`, and `interpolate()` methods that behave analogous to the ones
  95128. * defined by `BABYLON.CSG.Vertex`. This class provides `normal` so convenience
  95129. * functions like `BABYLON.CSG.sphere()` can return a smooth vertex normal, but `normal`
  95130. * is not used anywhere else.
  95131. * Same goes for uv, it allows to keep the original vertex uv coordinates of the 2 meshes
  95132. */
  95133. var Vertex = /** @class */ (function () {
  95134. /**
  95135. * Initializes the vertex
  95136. * @param pos The position of the vertex
  95137. * @param normal The normal of the vertex
  95138. * @param uv The texture coordinate of the vertex
  95139. */
  95140. function Vertex(
  95141. /**
  95142. * The position of the vertex
  95143. */
  95144. pos,
  95145. /**
  95146. * The normal of the vertex
  95147. */
  95148. normal,
  95149. /**
  95150. * The texture coordinate of the vertex
  95151. */
  95152. uv) {
  95153. this.pos = pos;
  95154. this.normal = normal;
  95155. this.uv = uv;
  95156. }
  95157. /**
  95158. * Make a clone, or deep copy, of the vertex
  95159. * @returns A new Vertex
  95160. */
  95161. Vertex.prototype.clone = function () {
  95162. return new Vertex(this.pos.clone(), this.normal.clone(), this.uv.clone());
  95163. };
  95164. /**
  95165. * Invert all orientation-specific data (e.g. vertex normal). Called when the
  95166. * orientation of a polygon is flipped.
  95167. */
  95168. Vertex.prototype.flip = function () {
  95169. this.normal = this.normal.scale(-1);
  95170. };
  95171. /**
  95172. * Create a new vertex between this vertex and `other` by linearly
  95173. * interpolating all properties using a parameter of `t`. Subclasses should
  95174. * override this to interpolate additional properties.
  95175. * @param other the vertex to interpolate against
  95176. * @param t The factor used to linearly interpolate between the vertices
  95177. */
  95178. Vertex.prototype.interpolate = function (other, t) {
  95179. return new Vertex(BABYLON.Vector3.Lerp(this.pos, other.pos, t), BABYLON.Vector3.Lerp(this.normal, other.normal, t), BABYLON.Vector2.Lerp(this.uv, other.uv, t));
  95180. };
  95181. return Vertex;
  95182. }());
  95183. /**
  95184. * Represents a plane in 3D space.
  95185. */
  95186. var Plane = /** @class */ (function () {
  95187. /**
  95188. * Initializes the plane
  95189. * @param normal The normal for the plane
  95190. * @param w
  95191. */
  95192. function Plane(normal, w) {
  95193. this.normal = normal;
  95194. this.w = w;
  95195. }
  95196. /**
  95197. * Construct a plane from three points
  95198. * @param a Point a
  95199. * @param b Point b
  95200. * @param c Point c
  95201. */
  95202. Plane.FromPoints = function (a, b, c) {
  95203. var v0 = c.subtract(a);
  95204. var v1 = b.subtract(a);
  95205. if (v0.lengthSquared() === 0 || v1.lengthSquared() === 0) {
  95206. return null;
  95207. }
  95208. var n = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(v0, v1));
  95209. return new Plane(n, BABYLON.Vector3.Dot(n, a));
  95210. };
  95211. /**
  95212. * Clone, or make a deep copy of the plane
  95213. * @returns a new Plane
  95214. */
  95215. Plane.prototype.clone = function () {
  95216. return new Plane(this.normal.clone(), this.w);
  95217. };
  95218. /**
  95219. * Flip the face of the plane
  95220. */
  95221. Plane.prototype.flip = function () {
  95222. this.normal.scaleInPlace(-1);
  95223. this.w = -this.w;
  95224. };
  95225. /**
  95226. * Split `polygon` by this plane if needed, then put the polygon or polygon
  95227. * fragments in the appropriate lists. Coplanar polygons go into either
  95228. `* coplanarFront` or `coplanarBack` depending on their orientation with
  95229. * respect to this plane. Polygons in front or in back of this plane go into
  95230. * either `front` or `back`
  95231. * @param polygon The polygon to be split
  95232. * @param coplanarFront Will contain polygons coplanar with the plane that are oriented to the front of the plane
  95233. * @param coplanarBack Will contain polygons coplanar with the plane that are oriented to the back of the plane
  95234. * @param front Will contain the polygons in front of the plane
  95235. * @param back Will contain the polygons begind the plane
  95236. */
  95237. Plane.prototype.splitPolygon = function (polygon, coplanarFront, coplanarBack, front, back) {
  95238. var COPLANAR = 0;
  95239. var FRONT = 1;
  95240. var BACK = 2;
  95241. var SPANNING = 3;
  95242. // Classify each point as well as the entire polygon into one of the above
  95243. // four classes.
  95244. var polygonType = 0;
  95245. var types = [];
  95246. var i;
  95247. var t;
  95248. for (i = 0; i < polygon.vertices.length; i++) {
  95249. t = BABYLON.Vector3.Dot(this.normal, polygon.vertices[i].pos) - this.w;
  95250. var type = (t < -Plane.EPSILON) ? BACK : (t > Plane.EPSILON) ? FRONT : COPLANAR;
  95251. polygonType |= type;
  95252. types.push(type);
  95253. }
  95254. // Put the polygon in the correct list, splitting it when necessary
  95255. switch (polygonType) {
  95256. case COPLANAR:
  95257. (BABYLON.Vector3.Dot(this.normal, polygon.plane.normal) > 0 ? coplanarFront : coplanarBack).push(polygon);
  95258. break;
  95259. case FRONT:
  95260. front.push(polygon);
  95261. break;
  95262. case BACK:
  95263. back.push(polygon);
  95264. break;
  95265. case SPANNING:
  95266. var f = [], b = [];
  95267. for (i = 0; i < polygon.vertices.length; i++) {
  95268. var j = (i + 1) % polygon.vertices.length;
  95269. var ti = types[i], tj = types[j];
  95270. var vi = polygon.vertices[i], vj = polygon.vertices[j];
  95271. if (ti !== BACK) {
  95272. f.push(vi);
  95273. }
  95274. if (ti !== FRONT) {
  95275. b.push(ti !== BACK ? vi.clone() : vi);
  95276. }
  95277. if ((ti | tj) === SPANNING) {
  95278. t = (this.w - BABYLON.Vector3.Dot(this.normal, vi.pos)) / BABYLON.Vector3.Dot(this.normal, vj.pos.subtract(vi.pos));
  95279. var v = vi.interpolate(vj, t);
  95280. f.push(v);
  95281. b.push(v.clone());
  95282. }
  95283. }
  95284. var poly;
  95285. if (f.length >= 3) {
  95286. poly = new Polygon(f, polygon.shared);
  95287. if (poly.plane) {
  95288. front.push(poly);
  95289. }
  95290. }
  95291. if (b.length >= 3) {
  95292. poly = new Polygon(b, polygon.shared);
  95293. if (poly.plane) {
  95294. back.push(poly);
  95295. }
  95296. }
  95297. break;
  95298. }
  95299. };
  95300. /**
  95301. * `BABYLON.CSG.Plane.EPSILON` is the tolerance used by `splitPolygon()` to decide if a
  95302. * point is on the plane
  95303. */
  95304. Plane.EPSILON = 1e-5;
  95305. return Plane;
  95306. }());
  95307. /**
  95308. * Represents a convex polygon. The vertices used to initialize a polygon must
  95309. * be coplanar and form a convex loop.
  95310. *
  95311. * Each convex polygon has a `shared` property, which is shared between all
  95312. * polygons that are clones of each other or were split from the same polygon.
  95313. * This can be used to define per-polygon properties (such as surface color)
  95314. */
  95315. var Polygon = /** @class */ (function () {
  95316. /**
  95317. * Initializes the polygon
  95318. * @param vertices The vertices of the polygon
  95319. * @param shared The properties shared across all polygons
  95320. */
  95321. function Polygon(vertices, shared) {
  95322. this.vertices = vertices;
  95323. this.shared = shared;
  95324. this.plane = Plane.FromPoints(vertices[0].pos, vertices[1].pos, vertices[2].pos);
  95325. }
  95326. /**
  95327. * Clones, or makes a deep copy, or the polygon
  95328. */
  95329. Polygon.prototype.clone = function () {
  95330. var vertices = this.vertices.map(function (v) { return v.clone(); });
  95331. return new Polygon(vertices, this.shared);
  95332. };
  95333. /**
  95334. * Flips the faces of the polygon
  95335. */
  95336. Polygon.prototype.flip = function () {
  95337. this.vertices.reverse().map(function (v) { v.flip(); });
  95338. this.plane.flip();
  95339. };
  95340. return Polygon;
  95341. }());
  95342. /**
  95343. * Holds a node in a BSP tree. A BSP tree is built from a collection of polygons
  95344. * by picking a polygon to split along. That polygon (and all other coplanar
  95345. * polygons) are added directly to that node and the other polygons are added to
  95346. * the front and/or back subtrees. This is not a leafy BSP tree since there is
  95347. * no distinction between internal and leaf nodes
  95348. */
  95349. var Node = /** @class */ (function () {
  95350. /**
  95351. * Initializes the node
  95352. * @param polygons A collection of polygons held in the node
  95353. */
  95354. function Node(polygons) {
  95355. this.plane = null;
  95356. this.front = null;
  95357. this.back = null;
  95358. this.polygons = new Array();
  95359. if (polygons) {
  95360. this.build(polygons);
  95361. }
  95362. }
  95363. /**
  95364. * Clones, or makes a deep copy, of the node
  95365. * @returns The cloned node
  95366. */
  95367. Node.prototype.clone = function () {
  95368. var node = new Node();
  95369. node.plane = this.plane && this.plane.clone();
  95370. node.front = this.front && this.front.clone();
  95371. node.back = this.back && this.back.clone();
  95372. node.polygons = this.polygons.map(function (p) { return p.clone(); });
  95373. return node;
  95374. };
  95375. /**
  95376. * Convert solid space to empty space and empty space to solid space
  95377. */
  95378. Node.prototype.invert = function () {
  95379. for (var i = 0; i < this.polygons.length; i++) {
  95380. this.polygons[i].flip();
  95381. }
  95382. if (this.plane) {
  95383. this.plane.flip();
  95384. }
  95385. if (this.front) {
  95386. this.front.invert();
  95387. }
  95388. if (this.back) {
  95389. this.back.invert();
  95390. }
  95391. var temp = this.front;
  95392. this.front = this.back;
  95393. this.back = temp;
  95394. };
  95395. /**
  95396. * Recursively remove all polygons in `polygons` that are inside this BSP
  95397. * tree.
  95398. * @param polygons Polygons to remove from the BSP
  95399. * @returns Polygons clipped from the BSP
  95400. */
  95401. Node.prototype.clipPolygons = function (polygons) {
  95402. if (!this.plane) {
  95403. return polygons.slice();
  95404. }
  95405. var front = new Array(), back = new Array();
  95406. for (var i = 0; i < polygons.length; i++) {
  95407. this.plane.splitPolygon(polygons[i], front, back, front, back);
  95408. }
  95409. if (this.front) {
  95410. front = this.front.clipPolygons(front);
  95411. }
  95412. if (this.back) {
  95413. back = this.back.clipPolygons(back);
  95414. }
  95415. else {
  95416. back = [];
  95417. }
  95418. return front.concat(back);
  95419. };
  95420. /**
  95421. * Remove all polygons in this BSP tree that are inside the other BSP tree
  95422. * `bsp`.
  95423. * @param bsp BSP containing polygons to remove from this BSP
  95424. */
  95425. Node.prototype.clipTo = function (bsp) {
  95426. this.polygons = bsp.clipPolygons(this.polygons);
  95427. if (this.front) {
  95428. this.front.clipTo(bsp);
  95429. }
  95430. if (this.back) {
  95431. this.back.clipTo(bsp);
  95432. }
  95433. };
  95434. /**
  95435. * Return a list of all polygons in this BSP tree
  95436. * @returns List of all polygons in this BSP tree
  95437. */
  95438. Node.prototype.allPolygons = function () {
  95439. var polygons = this.polygons.slice();
  95440. if (this.front) {
  95441. polygons = polygons.concat(this.front.allPolygons());
  95442. }
  95443. if (this.back) {
  95444. polygons = polygons.concat(this.back.allPolygons());
  95445. }
  95446. return polygons;
  95447. };
  95448. /**
  95449. * Build a BSP tree out of `polygons`. When called on an existing tree, the
  95450. * new polygons are filtered down to the bottom of the tree and become new
  95451. * nodes there. Each set of polygons is partitioned using the first polygon
  95452. * (no heuristic is used to pick a good split)
  95453. * @param polygons Polygons used to construct the BSP tree
  95454. */
  95455. Node.prototype.build = function (polygons) {
  95456. if (!polygons.length) {
  95457. return;
  95458. }
  95459. if (!this.plane) {
  95460. this.plane = polygons[0].plane.clone();
  95461. }
  95462. var front = new Array(), back = new Array();
  95463. for (var i = 0; i < polygons.length; i++) {
  95464. this.plane.splitPolygon(polygons[i], this.polygons, this.polygons, front, back);
  95465. }
  95466. if (front.length) {
  95467. if (!this.front) {
  95468. this.front = new Node();
  95469. }
  95470. this.front.build(front);
  95471. }
  95472. if (back.length) {
  95473. if (!this.back) {
  95474. this.back = new Node();
  95475. }
  95476. this.back.build(back);
  95477. }
  95478. };
  95479. return Node;
  95480. }());
  95481. /**
  95482. * Class for building Constructive Solid Geometry
  95483. */
  95484. var CSG = /** @class */ (function () {
  95485. function CSG() {
  95486. this.polygons = new Array();
  95487. }
  95488. /**
  95489. * Convert the BABYLON.Mesh to BABYLON.CSG
  95490. * @param mesh The BABYLON.Mesh to convert to BABYLON.CSG
  95491. * @returns A new BABYLON.CSG from the BABYLON.Mesh
  95492. */
  95493. CSG.FromMesh = function (mesh) {
  95494. var vertex, normal, uv, position, polygon, polygons = new Array(), vertices;
  95495. var matrix, meshPosition, meshRotation, meshRotationQuaternion = null, meshScaling;
  95496. if (mesh instanceof BABYLON.Mesh) {
  95497. mesh.computeWorldMatrix(true);
  95498. matrix = mesh.getWorldMatrix();
  95499. meshPosition = mesh.position.clone();
  95500. meshRotation = mesh.rotation.clone();
  95501. if (mesh.rotationQuaternion) {
  95502. meshRotationQuaternion = mesh.rotationQuaternion.clone();
  95503. }
  95504. meshScaling = mesh.scaling.clone();
  95505. }
  95506. else {
  95507. throw 'BABYLON.CSG: Wrong Mesh type, must be BABYLON.Mesh';
  95508. }
  95509. var indices = mesh.getIndices(), positions = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind), normals = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind), uvs = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  95510. var subMeshes = mesh.subMeshes;
  95511. for (var sm = 0, sml = subMeshes.length; sm < sml; sm++) {
  95512. for (var i = subMeshes[sm].indexStart, il = subMeshes[sm].indexCount + subMeshes[sm].indexStart; i < il; i += 3) {
  95513. vertices = [];
  95514. for (var j = 0; j < 3; j++) {
  95515. var sourceNormal = new BABYLON.Vector3(normals[indices[i + j] * 3], normals[indices[i + j] * 3 + 1], normals[indices[i + j] * 3 + 2]);
  95516. uv = new BABYLON.Vector2(uvs[indices[i + j] * 2], uvs[indices[i + j] * 2 + 1]);
  95517. var sourcePosition = new BABYLON.Vector3(positions[indices[i + j] * 3], positions[indices[i + j] * 3 + 1], positions[indices[i + j] * 3 + 2]);
  95518. position = BABYLON.Vector3.TransformCoordinates(sourcePosition, matrix);
  95519. normal = BABYLON.Vector3.TransformNormal(sourceNormal, matrix);
  95520. vertex = new Vertex(position, normal, uv);
  95521. vertices.push(vertex);
  95522. }
  95523. polygon = new Polygon(vertices, { subMeshId: sm, meshId: currentCSGMeshId, materialIndex: subMeshes[sm].materialIndex });
  95524. // To handle the case of degenerated triangle
  95525. // polygon.plane == null <=> the polygon does not represent 1 single plane <=> the triangle is degenerated
  95526. if (polygon.plane) {
  95527. polygons.push(polygon);
  95528. }
  95529. }
  95530. }
  95531. var csg = CSG.FromPolygons(polygons);
  95532. csg.matrix = matrix;
  95533. csg.position = meshPosition;
  95534. csg.rotation = meshRotation;
  95535. csg.scaling = meshScaling;
  95536. csg.rotationQuaternion = meshRotationQuaternion;
  95537. currentCSGMeshId++;
  95538. return csg;
  95539. };
  95540. /**
  95541. * Construct a BABYLON.CSG solid from a list of `BABYLON.CSG.Polygon` instances.
  95542. * @param polygons Polygons used to construct a BABYLON.CSG solid
  95543. */
  95544. CSG.FromPolygons = function (polygons) {
  95545. var csg = new CSG();
  95546. csg.polygons = polygons;
  95547. return csg;
  95548. };
  95549. /**
  95550. * Clones, or makes a deep copy, of the BABYLON.CSG
  95551. * @returns A new BABYLON.CSG
  95552. */
  95553. CSG.prototype.clone = function () {
  95554. var csg = new CSG();
  95555. csg.polygons = this.polygons.map(function (p) { return p.clone(); });
  95556. csg.copyTransformAttributes(this);
  95557. return csg;
  95558. };
  95559. /**
  95560. * Unions this CSG with another CSG
  95561. * @param csg The CSG to union against this CSG
  95562. * @returns The unioned CSG
  95563. */
  95564. CSG.prototype.union = function (csg) {
  95565. var a = new Node(this.clone().polygons);
  95566. var b = new Node(csg.clone().polygons);
  95567. a.clipTo(b);
  95568. b.clipTo(a);
  95569. b.invert();
  95570. b.clipTo(a);
  95571. b.invert();
  95572. a.build(b.allPolygons());
  95573. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  95574. };
  95575. /**
  95576. * Unions this CSG with another CSG in place
  95577. * @param csg The CSG to union against this CSG
  95578. */
  95579. CSG.prototype.unionInPlace = function (csg) {
  95580. var a = new Node(this.polygons);
  95581. var b = new Node(csg.polygons);
  95582. a.clipTo(b);
  95583. b.clipTo(a);
  95584. b.invert();
  95585. b.clipTo(a);
  95586. b.invert();
  95587. a.build(b.allPolygons());
  95588. this.polygons = a.allPolygons();
  95589. };
  95590. /**
  95591. * Subtracts this CSG with another CSG
  95592. * @param csg The CSG to subtract against this CSG
  95593. * @returns A new BABYLON.CSG
  95594. */
  95595. CSG.prototype.subtract = function (csg) {
  95596. var a = new Node(this.clone().polygons);
  95597. var b = new Node(csg.clone().polygons);
  95598. a.invert();
  95599. a.clipTo(b);
  95600. b.clipTo(a);
  95601. b.invert();
  95602. b.clipTo(a);
  95603. b.invert();
  95604. a.build(b.allPolygons());
  95605. a.invert();
  95606. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  95607. };
  95608. /**
  95609. * Subtracts this CSG with another CSG in place
  95610. * @param csg The CSG to subtact against this CSG
  95611. */
  95612. CSG.prototype.subtractInPlace = function (csg) {
  95613. var a = new Node(this.polygons);
  95614. var b = new Node(csg.polygons);
  95615. a.invert();
  95616. a.clipTo(b);
  95617. b.clipTo(a);
  95618. b.invert();
  95619. b.clipTo(a);
  95620. b.invert();
  95621. a.build(b.allPolygons());
  95622. a.invert();
  95623. this.polygons = a.allPolygons();
  95624. };
  95625. /**
  95626. * Intersect this CSG with another CSG
  95627. * @param csg The CSG to intersect against this CSG
  95628. * @returns A new BABYLON.CSG
  95629. */
  95630. CSG.prototype.intersect = function (csg) {
  95631. var a = new Node(this.clone().polygons);
  95632. var b = new Node(csg.clone().polygons);
  95633. a.invert();
  95634. b.clipTo(a);
  95635. b.invert();
  95636. a.clipTo(b);
  95637. b.clipTo(a);
  95638. a.build(b.allPolygons());
  95639. a.invert();
  95640. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  95641. };
  95642. /**
  95643. * Intersects this CSG with another CSG in place
  95644. * @param csg The CSG to intersect against this CSG
  95645. */
  95646. CSG.prototype.intersectInPlace = function (csg) {
  95647. var a = new Node(this.polygons);
  95648. var b = new Node(csg.polygons);
  95649. a.invert();
  95650. b.clipTo(a);
  95651. b.invert();
  95652. a.clipTo(b);
  95653. b.clipTo(a);
  95654. a.build(b.allPolygons());
  95655. a.invert();
  95656. this.polygons = a.allPolygons();
  95657. };
  95658. /**
  95659. * Return a new BABYLON.CSG solid with solid and empty space switched. This solid is
  95660. * not modified.
  95661. * @returns A new BABYLON.CSG solid with solid and empty space switched
  95662. */
  95663. CSG.prototype.inverse = function () {
  95664. var csg = this.clone();
  95665. csg.inverseInPlace();
  95666. return csg;
  95667. };
  95668. /**
  95669. * Inverses the BABYLON.CSG in place
  95670. */
  95671. CSG.prototype.inverseInPlace = function () {
  95672. this.polygons.map(function (p) { p.flip(); });
  95673. };
  95674. /**
  95675. * This is used to keep meshes transformations so they can be restored
  95676. * when we build back a Babylon Mesh
  95677. * NB : All CSG operations are performed in world coordinates
  95678. * @param csg The BABYLON.CSG to copy the transform attributes from
  95679. * @returns This BABYLON.CSG
  95680. */
  95681. CSG.prototype.copyTransformAttributes = function (csg) {
  95682. this.matrix = csg.matrix;
  95683. this.position = csg.position;
  95684. this.rotation = csg.rotation;
  95685. this.scaling = csg.scaling;
  95686. this.rotationQuaternion = csg.rotationQuaternion;
  95687. return this;
  95688. };
  95689. /**
  95690. * Build Raw mesh from CSG
  95691. * Coordinates here are in world space
  95692. * @param name The name of the mesh geometry
  95693. * @param scene The BABYLON.Scene
  95694. * @param keepSubMeshes Specifies if the submeshes should be kept
  95695. * @returns A new BABYLON.Mesh
  95696. */
  95697. CSG.prototype.buildMeshGeometry = function (name, scene, keepSubMeshes) {
  95698. var matrix = this.matrix.clone();
  95699. matrix.invert();
  95700. var mesh = new BABYLON.Mesh(name, scene), vertices = [], indices = [], normals = [], uvs = [], vertex = BABYLON.Vector3.Zero(), normal = BABYLON.Vector3.Zero(), uv = BABYLON.Vector2.Zero(), polygons = this.polygons, polygonIndices = [0, 0, 0], polygon, vertice_dict = {}, vertex_idx, currentIndex = 0, subMesh_dict = {}, subMesh_obj;
  95701. if (keepSubMeshes) {
  95702. // Sort Polygons, since subMeshes are indices range
  95703. polygons.sort(function (a, b) {
  95704. if (a.shared.meshId === b.shared.meshId) {
  95705. return a.shared.subMeshId - b.shared.subMeshId;
  95706. }
  95707. else {
  95708. return a.shared.meshId - b.shared.meshId;
  95709. }
  95710. });
  95711. }
  95712. for (var i = 0, il = polygons.length; i < il; i++) {
  95713. polygon = polygons[i];
  95714. // Building SubMeshes
  95715. if (!subMesh_dict[polygon.shared.meshId]) {
  95716. subMesh_dict[polygon.shared.meshId] = {};
  95717. }
  95718. if (!subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId]) {
  95719. subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId] = {
  95720. indexStart: +Infinity,
  95721. indexEnd: -Infinity,
  95722. materialIndex: polygon.shared.materialIndex
  95723. };
  95724. }
  95725. subMesh_obj = subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId];
  95726. for (var j = 2, jl = polygon.vertices.length; j < jl; j++) {
  95727. polygonIndices[0] = 0;
  95728. polygonIndices[1] = j - 1;
  95729. polygonIndices[2] = j;
  95730. for (var k = 0; k < 3; k++) {
  95731. vertex.copyFrom(polygon.vertices[polygonIndices[k]].pos);
  95732. normal.copyFrom(polygon.vertices[polygonIndices[k]].normal);
  95733. uv.copyFrom(polygon.vertices[polygonIndices[k]].uv);
  95734. var localVertex = BABYLON.Vector3.TransformCoordinates(vertex, matrix);
  95735. var localNormal = BABYLON.Vector3.TransformNormal(normal, matrix);
  95736. vertex_idx = vertice_dict[localVertex.x + ',' + localVertex.y + ',' + localVertex.z];
  95737. // Check if 2 points can be merged
  95738. if (!(typeof vertex_idx !== 'undefined' &&
  95739. normals[vertex_idx * 3] === localNormal.x &&
  95740. normals[vertex_idx * 3 + 1] === localNormal.y &&
  95741. normals[vertex_idx * 3 + 2] === localNormal.z &&
  95742. uvs[vertex_idx * 2] === uv.x &&
  95743. uvs[vertex_idx * 2 + 1] === uv.y)) {
  95744. vertices.push(localVertex.x, localVertex.y, localVertex.z);
  95745. uvs.push(uv.x, uv.y);
  95746. normals.push(normal.x, normal.y, normal.z);
  95747. vertex_idx = vertice_dict[localVertex.x + ',' + localVertex.y + ',' + localVertex.z] = (vertices.length / 3) - 1;
  95748. }
  95749. indices.push(vertex_idx);
  95750. subMesh_obj.indexStart = Math.min(currentIndex, subMesh_obj.indexStart);
  95751. subMesh_obj.indexEnd = Math.max(currentIndex, subMesh_obj.indexEnd);
  95752. currentIndex++;
  95753. }
  95754. }
  95755. }
  95756. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, vertices);
  95757. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  95758. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvs);
  95759. mesh.setIndices(indices, null);
  95760. if (keepSubMeshes) {
  95761. // We offset the materialIndex by the previous number of materials in the CSG mixed meshes
  95762. var materialIndexOffset = 0, materialMaxIndex;
  95763. mesh.subMeshes = new Array();
  95764. for (var m in subMesh_dict) {
  95765. materialMaxIndex = -1;
  95766. for (var sm in subMesh_dict[m]) {
  95767. subMesh_obj = subMesh_dict[m][sm];
  95768. BABYLON.SubMesh.CreateFromIndices(subMesh_obj.materialIndex + materialIndexOffset, subMesh_obj.indexStart, subMesh_obj.indexEnd - subMesh_obj.indexStart + 1, mesh);
  95769. materialMaxIndex = Math.max(subMesh_obj.materialIndex, materialMaxIndex);
  95770. }
  95771. materialIndexOffset += ++materialMaxIndex;
  95772. }
  95773. }
  95774. return mesh;
  95775. };
  95776. /**
  95777. * Build Mesh from CSG taking material and transforms into account
  95778. * @param name The name of the BABYLON.Mesh
  95779. * @param material The material of the BABYLON.Mesh
  95780. * @param scene The BABYLON.Scene
  95781. * @param keepSubMeshes Specifies if submeshes should be kept
  95782. * @returns The new BABYLON.Mesh
  95783. */
  95784. CSG.prototype.toMesh = function (name, material, scene, keepSubMeshes) {
  95785. var mesh = this.buildMeshGeometry(name, scene, keepSubMeshes);
  95786. mesh.material = material;
  95787. mesh.position.copyFrom(this.position);
  95788. mesh.rotation.copyFrom(this.rotation);
  95789. if (this.rotationQuaternion) {
  95790. mesh.rotationQuaternion = this.rotationQuaternion.clone();
  95791. }
  95792. mesh.scaling.copyFrom(this.scaling);
  95793. mesh.computeWorldMatrix(true);
  95794. return mesh;
  95795. };
  95796. return CSG;
  95797. }());
  95798. BABYLON.CSG = CSG;
  95799. })(BABYLON || (BABYLON = {}));
  95800. //# sourceMappingURL=babylon.csg.js.map
  95801. var BABYLON;
  95802. (function (BABYLON) {
  95803. /**
  95804. * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
  95805. * It controls one of the indiviual texture used in the effect.
  95806. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  95807. */
  95808. var LensFlare = /** @class */ (function () {
  95809. /**
  95810. * Instantiates a new Lens Flare.
  95811. * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
  95812. * It controls one of the indiviual texture used in the effect.
  95813. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  95814. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  95815. * @param position Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  95816. * @param color Define the lens color
  95817. * @param imgUrl Define the lens texture url
  95818. * @param system Define the `lensFlareSystem` this flare is part of
  95819. */
  95820. function LensFlare(
  95821. /**
  95822. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  95823. */
  95824. size,
  95825. /**
  95826. * Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  95827. */
  95828. position, color, imgUrl, system) {
  95829. this.size = size;
  95830. this.position = position;
  95831. /**
  95832. * Define the alpha mode to render this particular lens.
  95833. */
  95834. this.alphaMode = BABYLON.Engine.ALPHA_ONEONE;
  95835. this.color = color || new BABYLON.Color3(1, 1, 1);
  95836. this.texture = imgUrl ? new BABYLON.Texture(imgUrl, system.getScene(), true) : null;
  95837. this._system = system;
  95838. system.lensFlares.push(this);
  95839. }
  95840. /**
  95841. * Creates a new Lens Flare.
  95842. * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
  95843. * It controls one of the indiviual texture used in the effect.
  95844. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  95845. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  95846. * @param position Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  95847. * @param color Define the lens color
  95848. * @param imgUrl Define the lens texture url
  95849. * @param system Define the `lensFlareSystem` this flare is part of
  95850. * @returns The newly created Lens Flare
  95851. */
  95852. LensFlare.AddFlare = function (size, position, color, imgUrl, system) {
  95853. return new LensFlare(size, position, color, imgUrl, system);
  95854. };
  95855. /**
  95856. * Dispose and release the lens flare with its associated resources.
  95857. */
  95858. LensFlare.prototype.dispose = function () {
  95859. if (this.texture) {
  95860. this.texture.dispose();
  95861. }
  95862. // Remove from scene
  95863. var index = this._system.lensFlares.indexOf(this);
  95864. this._system.lensFlares.splice(index, 1);
  95865. };
  95866. return LensFlare;
  95867. }());
  95868. BABYLON.LensFlare = LensFlare;
  95869. })(BABYLON || (BABYLON = {}));
  95870. //# sourceMappingURL=babylon.lensFlare.js.map
  95871. var BABYLON;
  95872. (function (BABYLON) {
  95873. // Adds the parser to the scene parsers.
  95874. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_LENSFLARESYSTEM, function (parsedData, scene, container, rootUrl) {
  95875. // Lens flares
  95876. if (parsedData.lensFlareSystems !== undefined && parsedData.lensFlareSystems !== null) {
  95877. if (!container.lensFlareSystems) {
  95878. container.lensFlareSystems = new Array();
  95879. }
  95880. for (var index = 0, cache = parsedData.lensFlareSystems.length; index < cache; index++) {
  95881. var parsedLensFlareSystem = parsedData.lensFlareSystems[index];
  95882. var lf = BABYLON.LensFlareSystem.Parse(parsedLensFlareSystem, scene, rootUrl);
  95883. container.lensFlareSystems.push(lf);
  95884. }
  95885. }
  95886. });
  95887. BABYLON.AbstractScene.prototype.getLensFlareSystemByName = function (name) {
  95888. for (var index = 0; index < this.lensFlareSystems.length; index++) {
  95889. if (this.lensFlareSystems[index].name === name) {
  95890. return this.lensFlareSystems[index];
  95891. }
  95892. }
  95893. return null;
  95894. };
  95895. BABYLON.AbstractScene.prototype.getLensFlareSystemByID = function (id) {
  95896. for (var index = 0; index < this.lensFlareSystems.length; index++) {
  95897. if (this.lensFlareSystems[index].id === id) {
  95898. return this.lensFlareSystems[index];
  95899. }
  95900. }
  95901. return null;
  95902. };
  95903. BABYLON.AbstractScene.prototype.removeLensFlareSystem = function (toRemove) {
  95904. var index = this.lensFlareSystems.indexOf(toRemove);
  95905. if (index !== -1) {
  95906. this.lensFlareSystems.splice(index, 1);
  95907. }
  95908. return index;
  95909. };
  95910. BABYLON.AbstractScene.prototype.addLensFlareSystem = function (newLensFlareSystem) {
  95911. this.lensFlareSystems.push(newLensFlareSystem);
  95912. };
  95913. /**
  95914. * Defines the lens flare scene component responsible to manage any lens flares
  95915. * in a given scene.
  95916. */
  95917. var LensFlareSystemSceneComponent = /** @class */ (function () {
  95918. /**
  95919. * Creates a new instance of the component for the given scene
  95920. * @param scene Defines the scene to register the component in
  95921. */
  95922. function LensFlareSystemSceneComponent(scene) {
  95923. /**
  95924. * The component name helpfull to identify the component in the list of scene components.
  95925. */
  95926. this.name = BABYLON.SceneComponentConstants.NAME_LENSFLARESYSTEM;
  95927. this.scene = scene;
  95928. scene.lensFlareSystems = new Array();
  95929. }
  95930. /**
  95931. * Registers the component in a given scene
  95932. */
  95933. LensFlareSystemSceneComponent.prototype.register = function () {
  95934. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_LENSFLARESYSTEM, this, this._draw);
  95935. };
  95936. /**
  95937. * Rebuilds the elements related to this component in case of
  95938. * context lost for instance.
  95939. */
  95940. LensFlareSystemSceneComponent.prototype.rebuild = function () {
  95941. // Nothing to do for lens flare
  95942. };
  95943. /**
  95944. * Adds all the element from the container to the scene
  95945. * @param container the container holding the elements
  95946. */
  95947. LensFlareSystemSceneComponent.prototype.addFromContainer = function (container) {
  95948. var _this = this;
  95949. if (!container.lensFlareSystems) {
  95950. return;
  95951. }
  95952. container.lensFlareSystems.forEach(function (o) {
  95953. _this.scene.addLensFlareSystem(o);
  95954. });
  95955. };
  95956. /**
  95957. * Removes all the elements in the container from the scene
  95958. * @param container contains the elements to remove
  95959. */
  95960. LensFlareSystemSceneComponent.prototype.removeFromContainer = function (container) {
  95961. var _this = this;
  95962. if (!container.lensFlareSystems) {
  95963. return;
  95964. }
  95965. container.lensFlareSystems.forEach(function (o) {
  95966. _this.scene.removeLensFlareSystem(o);
  95967. });
  95968. };
  95969. /**
  95970. * Serializes the component data to the specified json object
  95971. * @param serializationObject The object to serialize to
  95972. */
  95973. LensFlareSystemSceneComponent.prototype.serialize = function (serializationObject) {
  95974. // Lens flares
  95975. serializationObject.lensFlareSystems = [];
  95976. var lensFlareSystems = this.scene.lensFlareSystems;
  95977. for (var _i = 0, lensFlareSystems_1 = lensFlareSystems; _i < lensFlareSystems_1.length; _i++) {
  95978. var lensFlareSystem = lensFlareSystems_1[_i];
  95979. serializationObject.lensFlareSystems.push(lensFlareSystem.serialize());
  95980. }
  95981. };
  95982. /**
  95983. * Disposes the component and the associated ressources.
  95984. */
  95985. LensFlareSystemSceneComponent.prototype.dispose = function () {
  95986. var lensFlareSystems = this.scene.lensFlareSystems;
  95987. while (lensFlareSystems.length) {
  95988. lensFlareSystems[0].dispose();
  95989. }
  95990. };
  95991. LensFlareSystemSceneComponent.prototype._draw = function (camera) {
  95992. // Lens flares
  95993. if (this.scene.lensFlaresEnabled) {
  95994. var lensFlareSystems = this.scene.lensFlareSystems;
  95995. BABYLON.Tools.StartPerformanceCounter("Lens flares", lensFlareSystems.length > 0);
  95996. for (var _i = 0, lensFlareSystems_2 = lensFlareSystems; _i < lensFlareSystems_2.length; _i++) {
  95997. var lensFlareSystem = lensFlareSystems_2[_i];
  95998. if ((camera.layerMask & lensFlareSystem.layerMask) !== 0) {
  95999. lensFlareSystem.render();
  96000. }
  96001. }
  96002. BABYLON.Tools.EndPerformanceCounter("Lens flares", lensFlareSystems.length > 0);
  96003. }
  96004. };
  96005. return LensFlareSystemSceneComponent;
  96006. }());
  96007. BABYLON.LensFlareSystemSceneComponent = LensFlareSystemSceneComponent;
  96008. })(BABYLON || (BABYLON = {}));
  96009. //# sourceMappingURL=babylon.lensFlareSystemSceneComponent.js.map
  96010. var BABYLON;
  96011. (function (BABYLON) {
  96012. /**
  96013. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  96014. * It is usually composed of several `BABYLON.lensFlare`.
  96015. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  96016. */
  96017. var LensFlareSystem = /** @class */ (function () {
  96018. /**
  96019. * Instantiates a lens flare system.
  96020. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  96021. * It is usually composed of several `BABYLON.lensFlare`.
  96022. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  96023. * @param name Define the name of the lens flare system in the scene
  96024. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  96025. * @param scene Define the scene the lens flare system belongs to
  96026. */
  96027. function LensFlareSystem(
  96028. /**
  96029. * Define the name of the lens flare system
  96030. */
  96031. name, emitter, scene) {
  96032. this.name = name;
  96033. /**
  96034. * List of lens flares used in this system.
  96035. */
  96036. this.lensFlares = new Array();
  96037. /**
  96038. * Define a limit from the border the lens flare can be visible.
  96039. */
  96040. this.borderLimit = 300;
  96041. /**
  96042. * Define a viewport border we do not want to see the lens flare in.
  96043. */
  96044. this.viewportBorder = 0;
  96045. /**
  96046. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  96047. */
  96048. this.layerMask = 0x0FFFFFFF;
  96049. this._vertexBuffers = {};
  96050. this._isEnabled = true;
  96051. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  96052. var component = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_LENSFLARESYSTEM);
  96053. if (!component) {
  96054. component = new BABYLON.LensFlareSystemSceneComponent(this._scene);
  96055. scene._addComponent(component);
  96056. }
  96057. this._emitter = emitter;
  96058. this.id = name;
  96059. scene.lensFlareSystems.push(this);
  96060. this.meshesSelectionPredicate = function (m) { return (scene.activeCamera && m.material && m.isVisible && m.isEnabled() && m.isBlocker && ((m.layerMask & scene.activeCamera.layerMask) != 0)); };
  96061. var engine = scene.getEngine();
  96062. // VBO
  96063. var vertices = [];
  96064. vertices.push(1, 1);
  96065. vertices.push(-1, 1);
  96066. vertices.push(-1, -1);
  96067. vertices.push(1, -1);
  96068. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  96069. // Indices
  96070. var indices = [];
  96071. indices.push(0);
  96072. indices.push(1);
  96073. indices.push(2);
  96074. indices.push(0);
  96075. indices.push(2);
  96076. indices.push(3);
  96077. this._indexBuffer = engine.createIndexBuffer(indices);
  96078. // Effects
  96079. this._effect = engine.createEffect("lensFlare", [BABYLON.VertexBuffer.PositionKind], ["color", "viewportMatrix"], ["textureSampler"], "");
  96080. }
  96081. Object.defineProperty(LensFlareSystem.prototype, "isEnabled", {
  96082. /**
  96083. * Define if the lens flare system is enabled.
  96084. */
  96085. get: function () {
  96086. return this._isEnabled;
  96087. },
  96088. set: function (value) {
  96089. this._isEnabled = value;
  96090. },
  96091. enumerable: true,
  96092. configurable: true
  96093. });
  96094. /**
  96095. * Get the scene the effects belongs to.
  96096. * @returns the scene holding the lens flare system
  96097. */
  96098. LensFlareSystem.prototype.getScene = function () {
  96099. return this._scene;
  96100. };
  96101. /**
  96102. * Get the emitter of the lens flare system.
  96103. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  96104. * @returns the emitter of the lens flare system
  96105. */
  96106. LensFlareSystem.prototype.getEmitter = function () {
  96107. return this._emitter;
  96108. };
  96109. /**
  96110. * Set the emitter of the lens flare system.
  96111. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  96112. * @param newEmitter Define the new emitter of the system
  96113. */
  96114. LensFlareSystem.prototype.setEmitter = function (newEmitter) {
  96115. this._emitter = newEmitter;
  96116. };
  96117. /**
  96118. * Get the lens flare system emitter position.
  96119. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  96120. * @returns the position
  96121. */
  96122. LensFlareSystem.prototype.getEmitterPosition = function () {
  96123. return this._emitter.getAbsolutePosition ? this._emitter.getAbsolutePosition() : this._emitter.position;
  96124. };
  96125. /**
  96126. * @hidden
  96127. */
  96128. LensFlareSystem.prototype.computeEffectivePosition = function (globalViewport) {
  96129. var position = this.getEmitterPosition();
  96130. position = BABYLON.Vector3.Project(position, BABYLON.Matrix.Identity(), this._scene.getTransformMatrix(), globalViewport);
  96131. this._positionX = position.x;
  96132. this._positionY = position.y;
  96133. position = BABYLON.Vector3.TransformCoordinates(this.getEmitterPosition(), this._scene.getViewMatrix());
  96134. if (this.viewportBorder > 0) {
  96135. globalViewport.x -= this.viewportBorder;
  96136. globalViewport.y -= this.viewportBorder;
  96137. globalViewport.width += this.viewportBorder * 2;
  96138. globalViewport.height += this.viewportBorder * 2;
  96139. position.x += this.viewportBorder;
  96140. position.y += this.viewportBorder;
  96141. this._positionX += this.viewportBorder;
  96142. this._positionY += this.viewportBorder;
  96143. }
  96144. if (position.z > 0) {
  96145. if ((this._positionX > globalViewport.x) && (this._positionX < globalViewport.x + globalViewport.width)) {
  96146. if ((this._positionY > globalViewport.y) && (this._positionY < globalViewport.y + globalViewport.height)) {
  96147. return true;
  96148. }
  96149. }
  96150. return true;
  96151. }
  96152. return false;
  96153. };
  96154. /** @hidden */
  96155. LensFlareSystem.prototype._isVisible = function () {
  96156. if (!this._isEnabled || !this._scene.activeCamera) {
  96157. return false;
  96158. }
  96159. var emitterPosition = this.getEmitterPosition();
  96160. var direction = emitterPosition.subtract(this._scene.activeCamera.globalPosition);
  96161. var distance = direction.length();
  96162. direction.normalize();
  96163. var ray = new BABYLON.Ray(this._scene.activeCamera.globalPosition, direction);
  96164. var pickInfo = this._scene.pickWithRay(ray, this.meshesSelectionPredicate, true);
  96165. return !pickInfo || !pickInfo.hit || pickInfo.distance > distance;
  96166. };
  96167. /**
  96168. * @hidden
  96169. */
  96170. LensFlareSystem.prototype.render = function () {
  96171. if (!this._effect.isReady() || !this._scene.activeCamera) {
  96172. return false;
  96173. }
  96174. var engine = this._scene.getEngine();
  96175. var viewport = this._scene.activeCamera.viewport;
  96176. var globalViewport = viewport.toGlobal(engine.getRenderWidth(true), engine.getRenderHeight(true));
  96177. // Position
  96178. if (!this.computeEffectivePosition(globalViewport)) {
  96179. return false;
  96180. }
  96181. // Visibility
  96182. if (!this._isVisible()) {
  96183. return false;
  96184. }
  96185. // Intensity
  96186. var awayX;
  96187. var awayY;
  96188. if (this._positionX < this.borderLimit + globalViewport.x) {
  96189. awayX = this.borderLimit + globalViewport.x - this._positionX;
  96190. }
  96191. else if (this._positionX > globalViewport.x + globalViewport.width - this.borderLimit) {
  96192. awayX = this._positionX - globalViewport.x - globalViewport.width + this.borderLimit;
  96193. }
  96194. else {
  96195. awayX = 0;
  96196. }
  96197. if (this._positionY < this.borderLimit + globalViewport.y) {
  96198. awayY = this.borderLimit + globalViewport.y - this._positionY;
  96199. }
  96200. else if (this._positionY > globalViewport.y + globalViewport.height - this.borderLimit) {
  96201. awayY = this._positionY - globalViewport.y - globalViewport.height + this.borderLimit;
  96202. }
  96203. else {
  96204. awayY = 0;
  96205. }
  96206. var away = (awayX > awayY) ? awayX : awayY;
  96207. away -= this.viewportBorder;
  96208. if (away > this.borderLimit) {
  96209. away = this.borderLimit;
  96210. }
  96211. var intensity = 1.0 - BABYLON.Scalar.Clamp(away / this.borderLimit, 0, 1);
  96212. if (intensity < 0) {
  96213. return false;
  96214. }
  96215. if (intensity > 1.0) {
  96216. intensity = 1.0;
  96217. }
  96218. if (this.viewportBorder > 0) {
  96219. globalViewport.x += this.viewportBorder;
  96220. globalViewport.y += this.viewportBorder;
  96221. globalViewport.width -= this.viewportBorder * 2;
  96222. globalViewport.height -= this.viewportBorder * 2;
  96223. this._positionX -= this.viewportBorder;
  96224. this._positionY -= this.viewportBorder;
  96225. }
  96226. // Position
  96227. var centerX = globalViewport.x + globalViewport.width / 2;
  96228. var centerY = globalViewport.y + globalViewport.height / 2;
  96229. var distX = centerX - this._positionX;
  96230. var distY = centerY - this._positionY;
  96231. // Effects
  96232. engine.enableEffect(this._effect);
  96233. engine.setState(false);
  96234. engine.setDepthBuffer(false);
  96235. // VBOs
  96236. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  96237. // Flares
  96238. for (var index = 0; index < this.lensFlares.length; index++) {
  96239. var flare = this.lensFlares[index];
  96240. engine.setAlphaMode(flare.alphaMode);
  96241. var x = centerX - (distX * flare.position);
  96242. var y = centerY - (distY * flare.position);
  96243. var cw = flare.size;
  96244. var ch = flare.size * engine.getAspectRatio(this._scene.activeCamera, true);
  96245. var cx = 2 * (x / (globalViewport.width + globalViewport.x * 2)) - 1.0;
  96246. var cy = 1.0 - 2 * (y / (globalViewport.height + globalViewport.y * 2));
  96247. var viewportMatrix = BABYLON.Matrix.FromValues(cw / 2, 0, 0, 0, 0, ch / 2, 0, 0, 0, 0, 1, 0, cx, cy, 0, 1);
  96248. this._effect.setMatrix("viewportMatrix", viewportMatrix);
  96249. // Texture
  96250. this._effect.setTexture("textureSampler", flare.texture);
  96251. // Color
  96252. this._effect.setFloat4("color", flare.color.r * intensity, flare.color.g * intensity, flare.color.b * intensity, 1.0);
  96253. // Draw order
  96254. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  96255. }
  96256. engine.setDepthBuffer(true);
  96257. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  96258. return true;
  96259. };
  96260. /**
  96261. * Dispose and release the lens flare with its associated resources.
  96262. */
  96263. LensFlareSystem.prototype.dispose = function () {
  96264. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  96265. if (vertexBuffer) {
  96266. vertexBuffer.dispose();
  96267. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  96268. }
  96269. if (this._indexBuffer) {
  96270. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  96271. this._indexBuffer = null;
  96272. }
  96273. while (this.lensFlares.length) {
  96274. this.lensFlares[0].dispose();
  96275. }
  96276. // Remove from scene
  96277. var index = this._scene.lensFlareSystems.indexOf(this);
  96278. this._scene.lensFlareSystems.splice(index, 1);
  96279. };
  96280. /**
  96281. * Parse a lens flare system from a JSON repressentation
  96282. * @param parsedLensFlareSystem Define the JSON to parse
  96283. * @param scene Define the scene the parsed system should be instantiated in
  96284. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  96285. * @returns the parsed system
  96286. */
  96287. LensFlareSystem.Parse = function (parsedLensFlareSystem, scene, rootUrl) {
  96288. var emitter = scene.getLastEntryByID(parsedLensFlareSystem.emitterId);
  96289. var name = parsedLensFlareSystem.name || "lensFlareSystem#" + parsedLensFlareSystem.emitterId;
  96290. var lensFlareSystem = new LensFlareSystem(name, emitter, scene);
  96291. lensFlareSystem.id = parsedLensFlareSystem.id || name;
  96292. lensFlareSystem.borderLimit = parsedLensFlareSystem.borderLimit;
  96293. for (var index = 0; index < parsedLensFlareSystem.flares.length; index++) {
  96294. var parsedFlare = parsedLensFlareSystem.flares[index];
  96295. BABYLON.LensFlare.AddFlare(parsedFlare.size, parsedFlare.position, BABYLON.Color3.FromArray(parsedFlare.color), parsedFlare.textureName ? rootUrl + parsedFlare.textureName : "", lensFlareSystem);
  96296. }
  96297. return lensFlareSystem;
  96298. };
  96299. /**
  96300. * Serialize the current Lens Flare System into a JSON representation.
  96301. * @returns the serialized JSON
  96302. */
  96303. LensFlareSystem.prototype.serialize = function () {
  96304. var serializationObject = {};
  96305. serializationObject.id = this.id;
  96306. serializationObject.name = this.name;
  96307. serializationObject.emitterId = this.getEmitter().id;
  96308. serializationObject.borderLimit = this.borderLimit;
  96309. serializationObject.flares = [];
  96310. for (var index = 0; index < this.lensFlares.length; index++) {
  96311. var flare = this.lensFlares[index];
  96312. serializationObject.flares.push({
  96313. size: flare.size,
  96314. position: flare.position,
  96315. color: flare.color.asArray(),
  96316. textureName: BABYLON.Tools.GetFilename(flare.texture ? flare.texture.name : "")
  96317. });
  96318. }
  96319. return serializationObject;
  96320. };
  96321. return LensFlareSystem;
  96322. }());
  96323. BABYLON.LensFlareSystem = LensFlareSystem;
  96324. })(BABYLON || (BABYLON = {}));
  96325. //# sourceMappingURL=babylon.lensFlareSystem.js.map
  96326. var BABYLON;
  96327. (function (BABYLON) {
  96328. /**
  96329. * This is a holder class for the physics joint created by the physics plugin
  96330. * It holds a set of functions to control the underlying joint
  96331. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96332. */
  96333. var PhysicsJoint = /** @class */ (function () {
  96334. /**
  96335. * Initializes the physics joint
  96336. * @param type The type of the physics joint
  96337. * @param jointData The data for the physics joint
  96338. */
  96339. function PhysicsJoint(
  96340. /**
  96341. * The type of the physics joint
  96342. */
  96343. type,
  96344. /**
  96345. * The data for the physics joint
  96346. */
  96347. jointData) {
  96348. this.type = type;
  96349. this.jointData = jointData;
  96350. jointData.nativeParams = jointData.nativeParams || {};
  96351. }
  96352. Object.defineProperty(PhysicsJoint.prototype, "physicsJoint", {
  96353. /**
  96354. * Gets the physics joint
  96355. */
  96356. get: function () {
  96357. return this._physicsJoint;
  96358. },
  96359. /**
  96360. * Sets the physics joint
  96361. */
  96362. set: function (newJoint) {
  96363. if (this._physicsJoint) {
  96364. //remove from the wolrd
  96365. }
  96366. this._physicsJoint = newJoint;
  96367. },
  96368. enumerable: true,
  96369. configurable: true
  96370. });
  96371. Object.defineProperty(PhysicsJoint.prototype, "physicsPlugin", {
  96372. /**
  96373. * Sets the physics plugin
  96374. */
  96375. set: function (physicsPlugin) {
  96376. this._physicsPlugin = physicsPlugin;
  96377. },
  96378. enumerable: true,
  96379. configurable: true
  96380. });
  96381. /**
  96382. * Execute a function that is physics-plugin specific.
  96383. * @param {Function} func the function that will be executed.
  96384. * It accepts two parameters: the physics world and the physics joint
  96385. */
  96386. PhysicsJoint.prototype.executeNativeFunction = function (func) {
  96387. func(this._physicsPlugin.world, this._physicsJoint);
  96388. };
  96389. //TODO check if the native joints are the same
  96390. //Joint Types
  96391. /**
  96392. * Distance-Joint type
  96393. */
  96394. PhysicsJoint.DistanceJoint = 0;
  96395. /**
  96396. * Hinge-Joint type
  96397. */
  96398. PhysicsJoint.HingeJoint = 1;
  96399. /**
  96400. * Ball-and-Socket joint type
  96401. */
  96402. PhysicsJoint.BallAndSocketJoint = 2;
  96403. /**
  96404. * Wheel-Joint type
  96405. */
  96406. PhysicsJoint.WheelJoint = 3;
  96407. /**
  96408. * Slider-Joint type
  96409. */
  96410. PhysicsJoint.SliderJoint = 4;
  96411. //OIMO
  96412. /**
  96413. * Prismatic-Joint type
  96414. */
  96415. PhysicsJoint.PrismaticJoint = 5;
  96416. //
  96417. /**
  96418. * Universal-Joint type
  96419. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  96420. */
  96421. PhysicsJoint.UniversalJoint = 6;
  96422. /**
  96423. * Hinge-Joint 2 type
  96424. */
  96425. PhysicsJoint.Hinge2Joint = PhysicsJoint.WheelJoint;
  96426. //Cannon
  96427. /**
  96428. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  96429. */
  96430. PhysicsJoint.PointToPointJoint = 8;
  96431. //Cannon only at the moment
  96432. /**
  96433. * Spring-Joint type
  96434. */
  96435. PhysicsJoint.SpringJoint = 9;
  96436. /**
  96437. * Lock-Joint type
  96438. */
  96439. PhysicsJoint.LockJoint = 10;
  96440. return PhysicsJoint;
  96441. }());
  96442. BABYLON.PhysicsJoint = PhysicsJoint;
  96443. /**
  96444. * A class representing a physics distance joint
  96445. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96446. */
  96447. var DistanceJoint = /** @class */ (function (_super) {
  96448. __extends(DistanceJoint, _super);
  96449. /**
  96450. *
  96451. * @param jointData The data for the Distance-Joint
  96452. */
  96453. function DistanceJoint(jointData) {
  96454. return _super.call(this, PhysicsJoint.DistanceJoint, jointData) || this;
  96455. }
  96456. /**
  96457. * Update the predefined distance.
  96458. * @param maxDistance The maximum preferred distance
  96459. * @param minDistance The minimum preferred distance
  96460. */
  96461. DistanceJoint.prototype.updateDistance = function (maxDistance, minDistance) {
  96462. this._physicsPlugin.updateDistanceJoint(this, maxDistance, minDistance);
  96463. };
  96464. return DistanceJoint;
  96465. }(PhysicsJoint));
  96466. BABYLON.DistanceJoint = DistanceJoint;
  96467. /**
  96468. * Represents a Motor-Enabled Joint
  96469. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96470. */
  96471. var MotorEnabledJoint = /** @class */ (function (_super) {
  96472. __extends(MotorEnabledJoint, _super);
  96473. /**
  96474. * Initializes the Motor-Enabled Joint
  96475. * @param type The type of the joint
  96476. * @param jointData The physica joint data for the joint
  96477. */
  96478. function MotorEnabledJoint(type, jointData) {
  96479. return _super.call(this, type, jointData) || this;
  96480. }
  96481. /**
  96482. * Set the motor values.
  96483. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96484. * @param force the force to apply
  96485. * @param maxForce max force for this motor.
  96486. */
  96487. MotorEnabledJoint.prototype.setMotor = function (force, maxForce) {
  96488. this._physicsPlugin.setMotor(this, force || 0, maxForce);
  96489. };
  96490. /**
  96491. * Set the motor's limits.
  96492. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96493. * @param upperLimit The upper limit of the motor
  96494. * @param lowerLimit The lower limit of the motor
  96495. */
  96496. MotorEnabledJoint.prototype.setLimit = function (upperLimit, lowerLimit) {
  96497. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit);
  96498. };
  96499. return MotorEnabledJoint;
  96500. }(PhysicsJoint));
  96501. BABYLON.MotorEnabledJoint = MotorEnabledJoint;
  96502. /**
  96503. * This class represents a single physics Hinge-Joint
  96504. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96505. */
  96506. var HingeJoint = /** @class */ (function (_super) {
  96507. __extends(HingeJoint, _super);
  96508. /**
  96509. * Initializes the Hinge-Joint
  96510. * @param jointData The joint data for the Hinge-Joint
  96511. */
  96512. function HingeJoint(jointData) {
  96513. return _super.call(this, PhysicsJoint.HingeJoint, jointData) || this;
  96514. }
  96515. /**
  96516. * Set the motor values.
  96517. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96518. * @param {number} force the force to apply
  96519. * @param {number} maxForce max force for this motor.
  96520. */
  96521. HingeJoint.prototype.setMotor = function (force, maxForce) {
  96522. this._physicsPlugin.setMotor(this, force || 0, maxForce);
  96523. };
  96524. /**
  96525. * Set the motor's limits.
  96526. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96527. * @param upperLimit The upper limit of the motor
  96528. * @param lowerLimit The lower limit of the motor
  96529. */
  96530. HingeJoint.prototype.setLimit = function (upperLimit, lowerLimit) {
  96531. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit);
  96532. };
  96533. return HingeJoint;
  96534. }(MotorEnabledJoint));
  96535. BABYLON.HingeJoint = HingeJoint;
  96536. /**
  96537. * This class represents a dual hinge physics joint (same as wheel joint)
  96538. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96539. */
  96540. var Hinge2Joint = /** @class */ (function (_super) {
  96541. __extends(Hinge2Joint, _super);
  96542. /**
  96543. * Initializes the Hinge2-Joint
  96544. * @param jointData The joint data for the Hinge2-Joint
  96545. */
  96546. function Hinge2Joint(jointData) {
  96547. return _super.call(this, PhysicsJoint.Hinge2Joint, jointData) || this;
  96548. }
  96549. /**
  96550. * Set the motor values.
  96551. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96552. * @param {number} force the force to apply
  96553. * @param {number} maxForce max force for this motor.
  96554. * @param {motorIndex} the motor's index, 0 or 1.
  96555. */
  96556. Hinge2Joint.prototype.setMotor = function (force, maxForce, motorIndex) {
  96557. if (motorIndex === void 0) { motorIndex = 0; }
  96558. this._physicsPlugin.setMotor(this, force || 0, maxForce, motorIndex);
  96559. };
  96560. /**
  96561. * Set the motor limits.
  96562. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96563. * @param {number} upperLimit the upper limit
  96564. * @param {number} lowerLimit lower limit
  96565. * @param {motorIndex} the motor's index, 0 or 1.
  96566. */
  96567. Hinge2Joint.prototype.setLimit = function (upperLimit, lowerLimit, motorIndex) {
  96568. if (motorIndex === void 0) { motorIndex = 0; }
  96569. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit, motorIndex);
  96570. };
  96571. return Hinge2Joint;
  96572. }(MotorEnabledJoint));
  96573. BABYLON.Hinge2Joint = Hinge2Joint;
  96574. })(BABYLON || (BABYLON = {}));
  96575. //# sourceMappingURL=babylon.physicsJoint.js.map
  96576. var BABYLON;
  96577. (function (BABYLON) {
  96578. /**
  96579. * Represents a physics imposter
  96580. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96581. */
  96582. var PhysicsImpostor = /** @class */ (function () {
  96583. /**
  96584. * Initializes the physics imposter
  96585. * @param object The physics-enabled object used as the physics imposter
  96586. * @param type The type of the physics imposter
  96587. * @param _options The options for the physics imposter
  96588. * @param _scene The Babylon scene
  96589. */
  96590. function PhysicsImpostor(
  96591. /**
  96592. * The physics-enabled object used as the physics imposter
  96593. */
  96594. object,
  96595. /**
  96596. * The type of the physics imposter
  96597. */
  96598. type, _options, _scene) {
  96599. if (_options === void 0) { _options = { mass: 0 }; }
  96600. var _this = this;
  96601. this.object = object;
  96602. this.type = type;
  96603. this._options = _options;
  96604. this._scene = _scene;
  96605. this._bodyUpdateRequired = false;
  96606. this._onBeforePhysicsStepCallbacks = new Array();
  96607. this._onAfterPhysicsStepCallbacks = new Array();
  96608. this._onPhysicsCollideCallbacks = [];
  96609. this._deltaPosition = BABYLON.Vector3.Zero();
  96610. this._isDisposed = false;
  96611. //temp variables for parent rotation calculations
  96612. //private _mats: Array<Matrix> = [new Matrix(), new Matrix()];
  96613. this._tmpQuat = new BABYLON.Quaternion();
  96614. this._tmpQuat2 = new BABYLON.Quaternion();
  96615. /**
  96616. * this function is executed by the physics engine.
  96617. */
  96618. this.beforeStep = function () {
  96619. if (!_this._physicsEngine) {
  96620. return;
  96621. }
  96622. _this.object.translate(_this._deltaPosition, -1);
  96623. _this._deltaRotationConjugated && _this.object.rotationQuaternion && _this.object.rotationQuaternion.multiplyToRef(_this._deltaRotationConjugated, _this.object.rotationQuaternion);
  96624. _this.object.computeWorldMatrix(false);
  96625. if (_this.object.parent && _this.object.rotationQuaternion) {
  96626. _this.getParentsRotation();
  96627. _this._tmpQuat.multiplyToRef(_this.object.rotationQuaternion, _this._tmpQuat);
  96628. }
  96629. else {
  96630. _this._tmpQuat.copyFrom(_this.object.rotationQuaternion || new BABYLON.Quaternion());
  96631. }
  96632. if (!_this._options.disableBidirectionalTransformation) {
  96633. _this.object.rotationQuaternion && _this._physicsEngine.getPhysicsPlugin().setPhysicsBodyTransformation(_this, /*bInfo.boundingBox.centerWorld*/ _this.object.getAbsolutePivotPoint(), _this._tmpQuat);
  96634. }
  96635. _this._onBeforePhysicsStepCallbacks.forEach(function (func) {
  96636. func(_this);
  96637. });
  96638. };
  96639. /**
  96640. * this function is executed by the physics engine
  96641. */
  96642. this.afterStep = function () {
  96643. if (!_this._physicsEngine) {
  96644. return;
  96645. }
  96646. _this._onAfterPhysicsStepCallbacks.forEach(function (func) {
  96647. func(_this);
  96648. });
  96649. _this._physicsEngine.getPhysicsPlugin().setTransformationFromPhysicsBody(_this);
  96650. // object has now its world rotation. needs to be converted to local.
  96651. if (_this.object.parent && _this.object.rotationQuaternion) {
  96652. _this.getParentsRotation();
  96653. _this._tmpQuat.conjugateInPlace();
  96654. _this._tmpQuat.multiplyToRef(_this.object.rotationQuaternion, _this.object.rotationQuaternion);
  96655. }
  96656. // take the position set and make it the absolute position of this object.
  96657. _this.object.setAbsolutePosition(_this.object.position);
  96658. _this._deltaRotation && _this.object.rotationQuaternion && _this.object.rotationQuaternion.multiplyToRef(_this._deltaRotation, _this.object.rotationQuaternion);
  96659. _this.object.translate(_this._deltaPosition, 1);
  96660. };
  96661. /**
  96662. * Legacy collision detection event support
  96663. */
  96664. this.onCollideEvent = null;
  96665. /**
  96666. * event and body object due to cannon's event-based architecture.
  96667. */
  96668. this.onCollide = function (e) {
  96669. if (!_this._onPhysicsCollideCallbacks.length && !_this.onCollideEvent) {
  96670. return;
  96671. }
  96672. if (!_this._physicsEngine) {
  96673. return;
  96674. }
  96675. var otherImpostor = _this._physicsEngine.getImpostorWithPhysicsBody(e.body);
  96676. if (otherImpostor) {
  96677. // Legacy collision detection event support
  96678. if (_this.onCollideEvent) {
  96679. _this.onCollideEvent(_this, otherImpostor);
  96680. }
  96681. _this._onPhysicsCollideCallbacks.filter(function (obj) {
  96682. return obj.otherImpostors.indexOf(otherImpostor) !== -1;
  96683. }).forEach(function (obj) {
  96684. obj.callback(_this, otherImpostor);
  96685. });
  96686. }
  96687. };
  96688. //sanity check!
  96689. if (!this.object) {
  96690. BABYLON.Tools.Error("No object was provided. A physics object is obligatory");
  96691. return;
  96692. }
  96693. // Legacy support for old syntax.
  96694. if (!this._scene && object.getScene) {
  96695. this._scene = object.getScene();
  96696. }
  96697. if (!this._scene) {
  96698. return;
  96699. }
  96700. this._physicsEngine = this._scene.getPhysicsEngine();
  96701. if (!this._physicsEngine) {
  96702. BABYLON.Tools.Error("Physics not enabled. Please use scene.enablePhysics(...) before creating impostors.");
  96703. }
  96704. else {
  96705. //set the object's quaternion, if not set
  96706. if (!this.object.rotationQuaternion) {
  96707. if (this.object.rotation) {
  96708. this.object.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.object.rotation.y, this.object.rotation.x, this.object.rotation.z);
  96709. }
  96710. else {
  96711. this.object.rotationQuaternion = new BABYLON.Quaternion();
  96712. }
  96713. }
  96714. //default options params
  96715. this._options.mass = (_options.mass === void 0) ? 0 : _options.mass;
  96716. this._options.friction = (_options.friction === void 0) ? 0.2 : _options.friction;
  96717. this._options.restitution = (_options.restitution === void 0) ? 0.2 : _options.restitution;
  96718. this._joints = [];
  96719. //If the mesh has a parent, don't initialize the physicsBody. Instead wait for the parent to do that.
  96720. if (!this.object.parent || this._options.ignoreParent) {
  96721. this._init();
  96722. }
  96723. else if (this.object.parent.physicsImpostor) {
  96724. BABYLON.Tools.Warn("You must affect impostors to children before affecting impostor to parent.");
  96725. }
  96726. }
  96727. }
  96728. Object.defineProperty(PhysicsImpostor.prototype, "isDisposed", {
  96729. /**
  96730. * Specifies if the physics imposter is disposed
  96731. */
  96732. get: function () {
  96733. return this._isDisposed;
  96734. },
  96735. enumerable: true,
  96736. configurable: true
  96737. });
  96738. Object.defineProperty(PhysicsImpostor.prototype, "mass", {
  96739. /**
  96740. * Gets the mass of the physics imposter
  96741. */
  96742. get: function () {
  96743. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyMass(this) : 0;
  96744. },
  96745. set: function (value) {
  96746. this.setMass(value);
  96747. },
  96748. enumerable: true,
  96749. configurable: true
  96750. });
  96751. Object.defineProperty(PhysicsImpostor.prototype, "friction", {
  96752. /**
  96753. * Gets the coefficient of friction
  96754. */
  96755. get: function () {
  96756. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyFriction(this) : 0;
  96757. },
  96758. /**
  96759. * Sets the coefficient of friction
  96760. */
  96761. set: function (value) {
  96762. if (!this._physicsEngine) {
  96763. return;
  96764. }
  96765. this._physicsEngine.getPhysicsPlugin().setBodyFriction(this, value);
  96766. },
  96767. enumerable: true,
  96768. configurable: true
  96769. });
  96770. Object.defineProperty(PhysicsImpostor.prototype, "restitution", {
  96771. /**
  96772. * Gets the coefficient of restitution
  96773. */
  96774. get: function () {
  96775. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyRestitution(this) : 0;
  96776. },
  96777. /**
  96778. * Sets the coefficient of restitution
  96779. */
  96780. set: function (value) {
  96781. if (!this._physicsEngine) {
  96782. return;
  96783. }
  96784. this._physicsEngine.getPhysicsPlugin().setBodyRestitution(this, value);
  96785. },
  96786. enumerable: true,
  96787. configurable: true
  96788. });
  96789. /**
  96790. * This function will completly initialize this impostor.
  96791. * It will create a new body - but only if this mesh has no parent.
  96792. * If it has, this impostor will not be used other than to define the impostor
  96793. * of the child mesh.
  96794. * @hidden
  96795. */
  96796. PhysicsImpostor.prototype._init = function () {
  96797. if (!this._physicsEngine) {
  96798. return;
  96799. }
  96800. this._physicsEngine.removeImpostor(this);
  96801. this.physicsBody = null;
  96802. this._parent = this._parent || this._getPhysicsParent();
  96803. if (!this._isDisposed && (!this.parent || this._options.ignoreParent)) {
  96804. this._physicsEngine.addImpostor(this);
  96805. }
  96806. };
  96807. PhysicsImpostor.prototype._getPhysicsParent = function () {
  96808. if (this.object.parent instanceof BABYLON.AbstractMesh) {
  96809. var parentMesh = this.object.parent;
  96810. return parentMesh.physicsImpostor;
  96811. }
  96812. return null;
  96813. };
  96814. /**
  96815. * Should a new body be generated.
  96816. * @returns boolean specifying if body initialization is required
  96817. */
  96818. PhysicsImpostor.prototype.isBodyInitRequired = function () {
  96819. return this._bodyUpdateRequired || (!this._physicsBody && !this._parent);
  96820. };
  96821. /**
  96822. * Sets the updated scaling
  96823. * @param updated Specifies if the scaling is updated
  96824. */
  96825. PhysicsImpostor.prototype.setScalingUpdated = function (updated) {
  96826. this.forceUpdate();
  96827. };
  96828. /**
  96829. * Force a regeneration of this or the parent's impostor's body.
  96830. * Use under cautious - This will remove all joints already implemented.
  96831. */
  96832. PhysicsImpostor.prototype.forceUpdate = function () {
  96833. this._init();
  96834. if (this.parent && !this._options.ignoreParent) {
  96835. this.parent.forceUpdate();
  96836. }
  96837. };
  96838. Object.defineProperty(PhysicsImpostor.prototype, "physicsBody", {
  96839. /*public get mesh(): AbstractMesh {
  96840. return this._mesh;
  96841. }*/
  96842. /**
  96843. * Gets the body that holds this impostor. Either its own, or its parent.
  96844. */
  96845. get: function () {
  96846. return (this._parent && !this._options.ignoreParent) ? this._parent.physicsBody : this._physicsBody;
  96847. },
  96848. /**
  96849. * Set the physics body. Used mainly by the physics engine/plugin
  96850. */
  96851. set: function (physicsBody) {
  96852. if (this._physicsBody && this._physicsEngine) {
  96853. this._physicsEngine.getPhysicsPlugin().removePhysicsBody(this);
  96854. }
  96855. this._physicsBody = physicsBody;
  96856. this.resetUpdateFlags();
  96857. },
  96858. enumerable: true,
  96859. configurable: true
  96860. });
  96861. Object.defineProperty(PhysicsImpostor.prototype, "parent", {
  96862. /**
  96863. * Get the parent of the physics imposter
  96864. * @returns Physics imposter or null
  96865. */
  96866. get: function () {
  96867. return !this._options.ignoreParent && this._parent ? this._parent : null;
  96868. },
  96869. /**
  96870. * Sets the parent of the physics imposter
  96871. */
  96872. set: function (value) {
  96873. this._parent = value;
  96874. },
  96875. enumerable: true,
  96876. configurable: true
  96877. });
  96878. /**
  96879. * Resets the update flags
  96880. */
  96881. PhysicsImpostor.prototype.resetUpdateFlags = function () {
  96882. this._bodyUpdateRequired = false;
  96883. };
  96884. /**
  96885. * Gets the object extend size
  96886. * @returns the object extend size
  96887. */
  96888. PhysicsImpostor.prototype.getObjectExtendSize = function () {
  96889. if (this.object.getBoundingInfo) {
  96890. var q = this.object.rotationQuaternion;
  96891. //reset rotation
  96892. this.object.rotationQuaternion = PhysicsImpostor.IDENTITY_QUATERNION;
  96893. //calculate the world matrix with no rotation
  96894. this.object.computeWorldMatrix && this.object.computeWorldMatrix(true);
  96895. var boundingInfo = this.object.getBoundingInfo();
  96896. var size = boundingInfo.boundingBox.extendSizeWorld.scale(2);
  96897. //bring back the rotation
  96898. this.object.rotationQuaternion = q;
  96899. //calculate the world matrix with the new rotation
  96900. this.object.computeWorldMatrix && this.object.computeWorldMatrix(true);
  96901. return size;
  96902. }
  96903. else {
  96904. return PhysicsImpostor.DEFAULT_OBJECT_SIZE;
  96905. }
  96906. };
  96907. /**
  96908. * Gets the object center
  96909. * @returns The object center
  96910. */
  96911. PhysicsImpostor.prototype.getObjectCenter = function () {
  96912. if (this.object.getBoundingInfo) {
  96913. var boundingInfo = this.object.getBoundingInfo();
  96914. return boundingInfo.boundingBox.centerWorld;
  96915. }
  96916. else {
  96917. return this.object.position;
  96918. }
  96919. };
  96920. /**
  96921. * Get a specific parametes from the options parameter
  96922. * @param paramName The object parameter name
  96923. * @returns The object parameter
  96924. */
  96925. PhysicsImpostor.prototype.getParam = function (paramName) {
  96926. return this._options[paramName];
  96927. };
  96928. /**
  96929. * Sets a specific parameter in the options given to the physics plugin
  96930. * @param paramName The parameter name
  96931. * @param value The value of the parameter
  96932. */
  96933. PhysicsImpostor.prototype.setParam = function (paramName, value) {
  96934. this._options[paramName] = value;
  96935. this._bodyUpdateRequired = true;
  96936. };
  96937. /**
  96938. * Specifically change the body's mass option. Won't recreate the physics body object
  96939. * @param mass The mass of the physics imposter
  96940. */
  96941. PhysicsImpostor.prototype.setMass = function (mass) {
  96942. if (this.getParam("mass") !== mass) {
  96943. this.setParam("mass", mass);
  96944. }
  96945. if (this._physicsEngine) {
  96946. this._physicsEngine.getPhysicsPlugin().setBodyMass(this, mass);
  96947. }
  96948. };
  96949. /**
  96950. * Gets the linear velocity
  96951. * @returns linear velocity or null
  96952. */
  96953. PhysicsImpostor.prototype.getLinearVelocity = function () {
  96954. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getLinearVelocity(this) : BABYLON.Vector3.Zero();
  96955. };
  96956. /**
  96957. * Sets the linear velocity
  96958. * @param velocity linear velocity or null
  96959. */
  96960. PhysicsImpostor.prototype.setLinearVelocity = function (velocity) {
  96961. if (this._physicsEngine) {
  96962. this._physicsEngine.getPhysicsPlugin().setLinearVelocity(this, velocity);
  96963. }
  96964. };
  96965. /**
  96966. * Gets the angular velocity
  96967. * @returns angular velocity or null
  96968. */
  96969. PhysicsImpostor.prototype.getAngularVelocity = function () {
  96970. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getAngularVelocity(this) : BABYLON.Vector3.Zero();
  96971. };
  96972. /**
  96973. * Sets the angular velocity
  96974. * @param velocity The velocity or null
  96975. */
  96976. PhysicsImpostor.prototype.setAngularVelocity = function (velocity) {
  96977. if (this._physicsEngine) {
  96978. this._physicsEngine.getPhysicsPlugin().setAngularVelocity(this, velocity);
  96979. }
  96980. };
  96981. /**
  96982. * Execute a function with the physics plugin native code
  96983. * Provide a function the will have two variables - the world object and the physics body object
  96984. * @param func The function to execute with the physics plugin native code
  96985. */
  96986. PhysicsImpostor.prototype.executeNativeFunction = function (func) {
  96987. if (this._physicsEngine) {
  96988. func(this._physicsEngine.getPhysicsPlugin().world, this.physicsBody);
  96989. }
  96990. };
  96991. /**
  96992. * Register a function that will be executed before the physics world is stepping forward
  96993. * @param func The function to execute before the physics world is stepped forward
  96994. */
  96995. PhysicsImpostor.prototype.registerBeforePhysicsStep = function (func) {
  96996. this._onBeforePhysicsStepCallbacks.push(func);
  96997. };
  96998. /**
  96999. * Unregister a function that will be executed before the physics world is stepping forward
  97000. * @param func The function to execute before the physics world is stepped forward
  97001. */
  97002. PhysicsImpostor.prototype.unregisterBeforePhysicsStep = function (func) {
  97003. var index = this._onBeforePhysicsStepCallbacks.indexOf(func);
  97004. if (index > -1) {
  97005. this._onBeforePhysicsStepCallbacks.splice(index, 1);
  97006. }
  97007. else {
  97008. BABYLON.Tools.Warn("Function to remove was not found");
  97009. }
  97010. };
  97011. /**
  97012. * Register a function that will be executed after the physics step
  97013. * @param func The function to execute after physics step
  97014. */
  97015. PhysicsImpostor.prototype.registerAfterPhysicsStep = function (func) {
  97016. this._onAfterPhysicsStepCallbacks.push(func);
  97017. };
  97018. /**
  97019. * Unregisters a function that will be executed after the physics step
  97020. * @param func The function to execute after physics step
  97021. */
  97022. PhysicsImpostor.prototype.unregisterAfterPhysicsStep = function (func) {
  97023. var index = this._onAfterPhysicsStepCallbacks.indexOf(func);
  97024. if (index > -1) {
  97025. this._onAfterPhysicsStepCallbacks.splice(index, 1);
  97026. }
  97027. else {
  97028. BABYLON.Tools.Warn("Function to remove was not found");
  97029. }
  97030. };
  97031. /**
  97032. * register a function that will be executed when this impostor collides against a different body
  97033. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  97034. * @param func Callback that is executed on collision
  97035. */
  97036. PhysicsImpostor.prototype.registerOnPhysicsCollide = function (collideAgainst, func) {
  97037. var collidedAgainstList = collideAgainst instanceof Array ? collideAgainst : [collideAgainst];
  97038. this._onPhysicsCollideCallbacks.push({ callback: func, otherImpostors: collidedAgainstList });
  97039. };
  97040. /**
  97041. * Unregisters the physics imposter on contact
  97042. * @param collideAgainst The physics object to collide against
  97043. * @param func Callback to execute on collision
  97044. */
  97045. PhysicsImpostor.prototype.unregisterOnPhysicsCollide = function (collideAgainst, func) {
  97046. var collidedAgainstList = collideAgainst instanceof Array ? collideAgainst : [collideAgainst];
  97047. var index = -1;
  97048. var found = this._onPhysicsCollideCallbacks.some(function (cbDef, idx) {
  97049. if (cbDef.callback === func && cbDef.otherImpostors.length === collidedAgainstList.length) {
  97050. // chcek the arrays match
  97051. var sameList = cbDef.otherImpostors.every(function (impostor) {
  97052. return collidedAgainstList.indexOf(impostor) > -1;
  97053. });
  97054. if (sameList) {
  97055. index = idx;
  97056. }
  97057. return sameList;
  97058. }
  97059. return false;
  97060. });
  97061. if (found) {
  97062. this._onPhysicsCollideCallbacks.splice(index, 1);
  97063. }
  97064. else {
  97065. BABYLON.Tools.Warn("Function to remove was not found");
  97066. }
  97067. };
  97068. /**
  97069. * Get the parent rotation
  97070. * @returns The parent rotation
  97071. */
  97072. PhysicsImpostor.prototype.getParentsRotation = function () {
  97073. var parent = this.object.parent;
  97074. this._tmpQuat.copyFromFloats(0, 0, 0, 1);
  97075. while (parent) {
  97076. if (parent.rotationQuaternion) {
  97077. this._tmpQuat2.copyFrom(parent.rotationQuaternion);
  97078. }
  97079. else {
  97080. BABYLON.Quaternion.RotationYawPitchRollToRef(parent.rotation.y, parent.rotation.x, parent.rotation.z, this._tmpQuat2);
  97081. }
  97082. this._tmpQuat.multiplyToRef(this._tmpQuat2, this._tmpQuat);
  97083. parent = parent.parent;
  97084. }
  97085. return this._tmpQuat;
  97086. };
  97087. /**
  97088. * Apply a force
  97089. * @param force The force to apply
  97090. * @param contactPoint The contact point for the force
  97091. * @returns The physics imposter
  97092. */
  97093. PhysicsImpostor.prototype.applyForce = function (force, contactPoint) {
  97094. if (this._physicsEngine) {
  97095. this._physicsEngine.getPhysicsPlugin().applyForce(this, force, contactPoint);
  97096. }
  97097. return this;
  97098. };
  97099. /**
  97100. * Apply an impulse
  97101. * @param force The impulse force
  97102. * @param contactPoint The contact point for the impulse force
  97103. * @returns The physics imposter
  97104. */
  97105. PhysicsImpostor.prototype.applyImpulse = function (force, contactPoint) {
  97106. if (this._physicsEngine) {
  97107. this._physicsEngine.getPhysicsPlugin().applyImpulse(this, force, contactPoint);
  97108. }
  97109. return this;
  97110. };
  97111. /**
  97112. * A help function to create a joint
  97113. * @param otherImpostor A physics imposter used to create a joint
  97114. * @param jointType The type of joint
  97115. * @param jointData The data for the joint
  97116. * @returns The physics imposter
  97117. */
  97118. PhysicsImpostor.prototype.createJoint = function (otherImpostor, jointType, jointData) {
  97119. var joint = new BABYLON.PhysicsJoint(jointType, jointData);
  97120. this.addJoint(otherImpostor, joint);
  97121. return this;
  97122. };
  97123. /**
  97124. * Add a joint to this impostor with a different impostor
  97125. * @param otherImpostor A physics imposter used to add a joint
  97126. * @param joint The joint to add
  97127. * @returns The physics imposter
  97128. */
  97129. PhysicsImpostor.prototype.addJoint = function (otherImpostor, joint) {
  97130. this._joints.push({
  97131. otherImpostor: otherImpostor,
  97132. joint: joint
  97133. });
  97134. if (this._physicsEngine) {
  97135. this._physicsEngine.addJoint(this, otherImpostor, joint);
  97136. }
  97137. return this;
  97138. };
  97139. /**
  97140. * Will keep this body still, in a sleep mode.
  97141. * @returns the physics imposter
  97142. */
  97143. PhysicsImpostor.prototype.sleep = function () {
  97144. if (this._physicsEngine) {
  97145. this._physicsEngine.getPhysicsPlugin().sleepBody(this);
  97146. }
  97147. return this;
  97148. };
  97149. /**
  97150. * Wake the body up.
  97151. * @returns The physics imposter
  97152. */
  97153. PhysicsImpostor.prototype.wakeUp = function () {
  97154. if (this._physicsEngine) {
  97155. this._physicsEngine.getPhysicsPlugin().wakeUpBody(this);
  97156. }
  97157. return this;
  97158. };
  97159. /**
  97160. * Clones the physics imposter
  97161. * @param newObject The physics imposter clones to this physics-enabled object
  97162. * @returns A nullable physics imposter
  97163. */
  97164. PhysicsImpostor.prototype.clone = function (newObject) {
  97165. if (!newObject) {
  97166. return null;
  97167. }
  97168. return new PhysicsImpostor(newObject, this.type, this._options, this._scene);
  97169. };
  97170. /**
  97171. * Disposes the physics imposter
  97172. */
  97173. PhysicsImpostor.prototype.dispose = function ( /*disposeChildren: boolean = true*/) {
  97174. var _this = this;
  97175. //no dispose if no physics engine is available.
  97176. if (!this._physicsEngine) {
  97177. return;
  97178. }
  97179. this._joints.forEach(function (j) {
  97180. if (_this._physicsEngine) {
  97181. _this._physicsEngine.removeJoint(_this, j.otherImpostor, j.joint);
  97182. }
  97183. });
  97184. //dispose the physics body
  97185. this._physicsEngine.removeImpostor(this);
  97186. if (this.parent) {
  97187. this.parent.forceUpdate();
  97188. }
  97189. else {
  97190. /*this._object.getChildMeshes().forEach(function(mesh) {
  97191. if (mesh.physicsImpostor) {
  97192. if (disposeChildren) {
  97193. mesh.physicsImpostor.dispose();
  97194. mesh.physicsImpostor = null;
  97195. }
  97196. }
  97197. })*/
  97198. }
  97199. this._isDisposed = true;
  97200. };
  97201. /**
  97202. * Sets the delta position
  97203. * @param position The delta position amount
  97204. */
  97205. PhysicsImpostor.prototype.setDeltaPosition = function (position) {
  97206. this._deltaPosition.copyFrom(position);
  97207. };
  97208. /**
  97209. * Sets the delta rotation
  97210. * @param rotation The delta rotation amount
  97211. */
  97212. PhysicsImpostor.prototype.setDeltaRotation = function (rotation) {
  97213. if (!this._deltaRotation) {
  97214. this._deltaRotation = new BABYLON.Quaternion();
  97215. }
  97216. this._deltaRotation.copyFrom(rotation);
  97217. this._deltaRotationConjugated = this._deltaRotation.conjugate();
  97218. };
  97219. /**
  97220. * Gets the box size of the physics imposter and stores the result in the input parameter
  97221. * @param result Stores the box size
  97222. * @returns The physics imposter
  97223. */
  97224. PhysicsImpostor.prototype.getBoxSizeToRef = function (result) {
  97225. if (this._physicsEngine) {
  97226. this._physicsEngine.getPhysicsPlugin().getBoxSizeToRef(this, result);
  97227. }
  97228. return this;
  97229. };
  97230. /**
  97231. * Gets the radius of the physics imposter
  97232. * @returns Radius of the physics imposter
  97233. */
  97234. PhysicsImpostor.prototype.getRadius = function () {
  97235. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getRadius(this) : 0;
  97236. };
  97237. /**
  97238. * Sync a bone with this impostor
  97239. * @param bone The bone to sync to the impostor.
  97240. * @param boneMesh The mesh that the bone is influencing.
  97241. * @param jointPivot The pivot of the joint / bone in local space.
  97242. * @param distToJoint Optional distance from the impostor to the joint.
  97243. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  97244. */
  97245. PhysicsImpostor.prototype.syncBoneWithImpostor = function (bone, boneMesh, jointPivot, distToJoint, adjustRotation) {
  97246. var tempVec = PhysicsImpostor._tmpVecs[0];
  97247. var mesh = this.object;
  97248. if (mesh.rotationQuaternion) {
  97249. if (adjustRotation) {
  97250. var tempQuat = PhysicsImpostor._tmpQuat;
  97251. mesh.rotationQuaternion.multiplyToRef(adjustRotation, tempQuat);
  97252. bone.setRotationQuaternion(tempQuat, BABYLON.Space.WORLD, boneMesh);
  97253. }
  97254. else {
  97255. bone.setRotationQuaternion(mesh.rotationQuaternion, BABYLON.Space.WORLD, boneMesh);
  97256. }
  97257. }
  97258. tempVec.x = 0;
  97259. tempVec.y = 0;
  97260. tempVec.z = 0;
  97261. if (jointPivot) {
  97262. tempVec.x = jointPivot.x;
  97263. tempVec.y = jointPivot.y;
  97264. tempVec.z = jointPivot.z;
  97265. bone.getDirectionToRef(tempVec, boneMesh, tempVec);
  97266. if (distToJoint === undefined || distToJoint === null) {
  97267. distToJoint = jointPivot.length();
  97268. }
  97269. tempVec.x *= distToJoint;
  97270. tempVec.y *= distToJoint;
  97271. tempVec.z *= distToJoint;
  97272. }
  97273. if (bone.getParent()) {
  97274. tempVec.addInPlace(mesh.getAbsolutePosition());
  97275. bone.setAbsolutePosition(tempVec, boneMesh);
  97276. }
  97277. else {
  97278. boneMesh.setAbsolutePosition(mesh.getAbsolutePosition());
  97279. boneMesh.position.x -= tempVec.x;
  97280. boneMesh.position.y -= tempVec.y;
  97281. boneMesh.position.z -= tempVec.z;
  97282. }
  97283. };
  97284. /**
  97285. * Sync impostor to a bone
  97286. * @param bone The bone that the impostor will be synced to.
  97287. * @param boneMesh The mesh that the bone is influencing.
  97288. * @param jointPivot The pivot of the joint / bone in local space.
  97289. * @param distToJoint Optional distance from the impostor to the joint.
  97290. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  97291. * @param boneAxis Optional vector3 axis the bone is aligned with
  97292. */
  97293. PhysicsImpostor.prototype.syncImpostorWithBone = function (bone, boneMesh, jointPivot, distToJoint, adjustRotation, boneAxis) {
  97294. var mesh = this.object;
  97295. if (mesh.rotationQuaternion) {
  97296. if (adjustRotation) {
  97297. var tempQuat = PhysicsImpostor._tmpQuat;
  97298. bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, boneMesh, tempQuat);
  97299. tempQuat.multiplyToRef(adjustRotation, mesh.rotationQuaternion);
  97300. }
  97301. else {
  97302. bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, boneMesh, mesh.rotationQuaternion);
  97303. }
  97304. }
  97305. var pos = PhysicsImpostor._tmpVecs[0];
  97306. var boneDir = PhysicsImpostor._tmpVecs[1];
  97307. if (!boneAxis) {
  97308. boneAxis = PhysicsImpostor._tmpVecs[2];
  97309. boneAxis.x = 0;
  97310. boneAxis.y = 1;
  97311. boneAxis.z = 0;
  97312. }
  97313. bone.getDirectionToRef(boneAxis, boneMesh, boneDir);
  97314. bone.getAbsolutePositionToRef(boneMesh, pos);
  97315. if ((distToJoint === undefined || distToJoint === null) && jointPivot) {
  97316. distToJoint = jointPivot.length();
  97317. }
  97318. if (distToJoint !== undefined && distToJoint !== null) {
  97319. pos.x += boneDir.x * distToJoint;
  97320. pos.y += boneDir.y * distToJoint;
  97321. pos.z += boneDir.z * distToJoint;
  97322. }
  97323. mesh.setAbsolutePosition(pos);
  97324. };
  97325. /**
  97326. * The default object size of the imposter
  97327. */
  97328. PhysicsImpostor.DEFAULT_OBJECT_SIZE = new BABYLON.Vector3(1, 1, 1);
  97329. /**
  97330. * The identity quaternion of the imposter
  97331. */
  97332. PhysicsImpostor.IDENTITY_QUATERNION = BABYLON.Quaternion.Identity();
  97333. PhysicsImpostor._tmpVecs = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  97334. PhysicsImpostor._tmpQuat = BABYLON.Quaternion.Identity();
  97335. //Impostor types
  97336. /**
  97337. * No-Imposter type
  97338. */
  97339. PhysicsImpostor.NoImpostor = 0;
  97340. /**
  97341. * Sphere-Imposter type
  97342. */
  97343. PhysicsImpostor.SphereImpostor = 1;
  97344. /**
  97345. * Box-Imposter type
  97346. */
  97347. PhysicsImpostor.BoxImpostor = 2;
  97348. /**
  97349. * Plane-Imposter type
  97350. */
  97351. PhysicsImpostor.PlaneImpostor = 3;
  97352. /**
  97353. * Mesh-imposter type
  97354. */
  97355. PhysicsImpostor.MeshImpostor = 4;
  97356. /**
  97357. * Cylinder-Imposter type
  97358. */
  97359. PhysicsImpostor.CylinderImpostor = 7;
  97360. /**
  97361. * Particle-Imposter type
  97362. */
  97363. PhysicsImpostor.ParticleImpostor = 8;
  97364. /**
  97365. * Heightmap-Imposter type
  97366. */
  97367. PhysicsImpostor.HeightmapImpostor = 9;
  97368. return PhysicsImpostor;
  97369. }());
  97370. BABYLON.PhysicsImpostor = PhysicsImpostor;
  97371. })(BABYLON || (BABYLON = {}));
  97372. //# sourceMappingURL=babylon.physicsImpostor.js.map
  97373. var BABYLON;
  97374. (function (BABYLON) {
  97375. /**
  97376. * Class used to control physics engine
  97377. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  97378. */
  97379. var PhysicsEngine = /** @class */ (function () {
  97380. /**
  97381. * Creates a new Physics Engine
  97382. * @param gravity defines the gravity vector used by the simulation
  97383. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  97384. */
  97385. function PhysicsEngine(gravity, _physicsPlugin) {
  97386. if (_physicsPlugin === void 0) { _physicsPlugin = new BABYLON.CannonJSPlugin(); }
  97387. this._physicsPlugin = _physicsPlugin;
  97388. this._impostors = [];
  97389. this._joints = [];
  97390. if (!this._physicsPlugin.isSupported()) {
  97391. throw new Error("Physics Engine " + this._physicsPlugin.name + " cannot be found. "
  97392. + "Please make sure it is included.");
  97393. }
  97394. gravity = gravity || new BABYLON.Vector3(0, -9.807, 0);
  97395. this.setGravity(gravity);
  97396. this.setTimeStep();
  97397. }
  97398. /**
  97399. * Sets the gravity vector used by the simulation
  97400. * @param gravity defines the gravity vector to use
  97401. */
  97402. PhysicsEngine.prototype.setGravity = function (gravity) {
  97403. this.gravity = gravity;
  97404. this._physicsPlugin.setGravity(this.gravity);
  97405. };
  97406. /**
  97407. * Set the time step of the physics engine.
  97408. * Default is 1/60.
  97409. * To slow it down, enter 1/600 for example.
  97410. * To speed it up, 1/30
  97411. * @param newTimeStep defines the new timestep to apply to this world.
  97412. */
  97413. PhysicsEngine.prototype.setTimeStep = function (newTimeStep) {
  97414. if (newTimeStep === void 0) { newTimeStep = 1 / 60; }
  97415. this._physicsPlugin.setTimeStep(newTimeStep);
  97416. };
  97417. /**
  97418. * Get the time step of the physics engine.
  97419. * @returns the current time step
  97420. */
  97421. PhysicsEngine.prototype.getTimeStep = function () {
  97422. return this._physicsPlugin.getTimeStep();
  97423. };
  97424. /**
  97425. * Release all resources
  97426. */
  97427. PhysicsEngine.prototype.dispose = function () {
  97428. this._impostors.forEach(function (impostor) {
  97429. impostor.dispose();
  97430. });
  97431. this._physicsPlugin.dispose();
  97432. };
  97433. /**
  97434. * Gets the name of the current physics plugin
  97435. * @returns the name of the plugin
  97436. */
  97437. PhysicsEngine.prototype.getPhysicsPluginName = function () {
  97438. return this._physicsPlugin.name;
  97439. };
  97440. /**
  97441. * Adding a new impostor for the impostor tracking.
  97442. * This will be done by the impostor itself.
  97443. * @param impostor the impostor to add
  97444. */
  97445. PhysicsEngine.prototype.addImpostor = function (impostor) {
  97446. impostor.uniqueId = this._impostors.push(impostor);
  97447. //if no parent, generate the body
  97448. if (!impostor.parent) {
  97449. this._physicsPlugin.generatePhysicsBody(impostor);
  97450. }
  97451. };
  97452. /**
  97453. * Remove an impostor from the engine.
  97454. * This impostor and its mesh will not longer be updated by the physics engine.
  97455. * @param impostor the impostor to remove
  97456. */
  97457. PhysicsEngine.prototype.removeImpostor = function (impostor) {
  97458. var index = this._impostors.indexOf(impostor);
  97459. if (index > -1) {
  97460. var removed = this._impostors.splice(index, 1);
  97461. //Is it needed?
  97462. if (removed.length) {
  97463. //this will also remove it from the world.
  97464. removed[0].physicsBody = null;
  97465. }
  97466. }
  97467. };
  97468. /**
  97469. * Add a joint to the physics engine
  97470. * @param mainImpostor defines the main impostor to which the joint is added.
  97471. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  97472. * @param joint defines the joint that will connect both impostors.
  97473. */
  97474. PhysicsEngine.prototype.addJoint = function (mainImpostor, connectedImpostor, joint) {
  97475. var impostorJoint = {
  97476. mainImpostor: mainImpostor,
  97477. connectedImpostor: connectedImpostor,
  97478. joint: joint
  97479. };
  97480. joint.physicsPlugin = this._physicsPlugin;
  97481. this._joints.push(impostorJoint);
  97482. this._physicsPlugin.generateJoint(impostorJoint);
  97483. };
  97484. /**
  97485. * Removes a joint from the simulation
  97486. * @param mainImpostor defines the impostor used with the joint
  97487. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  97488. * @param joint defines the joint to remove
  97489. */
  97490. PhysicsEngine.prototype.removeJoint = function (mainImpostor, connectedImpostor, joint) {
  97491. var matchingJoints = this._joints.filter(function (impostorJoint) {
  97492. return (impostorJoint.connectedImpostor === connectedImpostor
  97493. && impostorJoint.joint === joint
  97494. && impostorJoint.mainImpostor === mainImpostor);
  97495. });
  97496. if (matchingJoints.length) {
  97497. this._physicsPlugin.removeJoint(matchingJoints[0]);
  97498. //TODO remove it from the list as well
  97499. }
  97500. };
  97501. /**
  97502. * Called by the scene. No need to call it.
  97503. * @param delta defines the timespam between frames
  97504. */
  97505. PhysicsEngine.prototype._step = function (delta) {
  97506. var _this = this;
  97507. //check if any mesh has no body / requires an update
  97508. this._impostors.forEach(function (impostor) {
  97509. if (impostor.isBodyInitRequired()) {
  97510. _this._physicsPlugin.generatePhysicsBody(impostor);
  97511. }
  97512. });
  97513. if (delta > 0.1) {
  97514. delta = 0.1;
  97515. }
  97516. else if (delta <= 0) {
  97517. delta = 1.0 / 60.0;
  97518. }
  97519. this._physicsPlugin.executeStep(delta, this._impostors);
  97520. };
  97521. /**
  97522. * Gets the current plugin used to run the simulation
  97523. * @returns current plugin
  97524. */
  97525. PhysicsEngine.prototype.getPhysicsPlugin = function () {
  97526. return this._physicsPlugin;
  97527. };
  97528. /**
  97529. * Gets the list of physic impostors
  97530. * @returns an array of PhysicsImpostor
  97531. */
  97532. PhysicsEngine.prototype.getImpostors = function () {
  97533. return this._impostors;
  97534. };
  97535. /**
  97536. * Gets the impostor for a physics enabled object
  97537. * @param object defines the object impersonated by the impostor
  97538. * @returns the PhysicsImpostor or null if not found
  97539. */
  97540. PhysicsEngine.prototype.getImpostorForPhysicsObject = function (object) {
  97541. for (var i = 0; i < this._impostors.length; ++i) {
  97542. if (this._impostors[i].object === object) {
  97543. return this._impostors[i];
  97544. }
  97545. }
  97546. return null;
  97547. };
  97548. /**
  97549. * Gets the impostor for a physics body object
  97550. * @param body defines physics body used by the impostor
  97551. * @returns the PhysicsImpostor or null if not found
  97552. */
  97553. PhysicsEngine.prototype.getImpostorWithPhysicsBody = function (body) {
  97554. for (var i = 0; i < this._impostors.length; ++i) {
  97555. if (this._impostors[i].physicsBody === body) {
  97556. return this._impostors[i];
  97557. }
  97558. }
  97559. return null;
  97560. };
  97561. /**
  97562. * Global value used to control the smallest number supported by the simulation
  97563. */
  97564. PhysicsEngine.Epsilon = 0.001;
  97565. return PhysicsEngine;
  97566. }());
  97567. BABYLON.PhysicsEngine = PhysicsEngine;
  97568. })(BABYLON || (BABYLON = {}));
  97569. //# sourceMappingURL=babylon.physicsEngine.js.map
  97570. var BABYLON;
  97571. (function (BABYLON) {
  97572. /**
  97573. * A helper for physics simulations
  97574. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97575. */
  97576. var PhysicsHelper = /** @class */ (function () {
  97577. /**
  97578. * Initializes the Physics helper
  97579. * @param scene Babylon.js scene
  97580. */
  97581. function PhysicsHelper(scene) {
  97582. this._scene = scene;
  97583. this._physicsEngine = this._scene.getPhysicsEngine();
  97584. if (!this._physicsEngine) {
  97585. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you can use the methods.');
  97586. }
  97587. }
  97588. /**
  97589. * Applies a radial explosion impulse
  97590. * @param origin the origin of the explosion
  97591. * @param radius the explosion radius
  97592. * @param strength the explosion strength
  97593. * @param falloff possible options: Constant & Linear. Defaults to Constant
  97594. * @returns A physics radial explosion event, or null
  97595. */
  97596. PhysicsHelper.prototype.applyRadialExplosionImpulse = function (origin, radius, strength, falloff) {
  97597. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  97598. if (!this._physicsEngine) {
  97599. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call this method.');
  97600. return null;
  97601. }
  97602. var impostors = this._physicsEngine.getImpostors();
  97603. if (impostors.length === 0) {
  97604. return null;
  97605. }
  97606. var event = new PhysicsRadialExplosionEvent(this._scene);
  97607. impostors.forEach(function (impostor) {
  97608. var impostorForceAndContactPoint = event.getImpostorForceAndContactPoint(impostor, origin, radius, strength, falloff);
  97609. if (!impostorForceAndContactPoint) {
  97610. return;
  97611. }
  97612. impostor.applyImpulse(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  97613. });
  97614. event.dispose(false);
  97615. return event;
  97616. };
  97617. /**
  97618. * Applies a radial explosion force
  97619. * @param origin the origin of the explosion
  97620. * @param radius the explosion radius
  97621. * @param strength the explosion strength
  97622. * @param falloff possible options: Constant & Linear. Defaults to Constant
  97623. * @returns A physics radial explosion event, or null
  97624. */
  97625. PhysicsHelper.prototype.applyRadialExplosionForce = function (origin, radius, strength, falloff) {
  97626. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  97627. if (!this._physicsEngine) {
  97628. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  97629. return null;
  97630. }
  97631. var impostors = this._physicsEngine.getImpostors();
  97632. if (impostors.length === 0) {
  97633. return null;
  97634. }
  97635. var event = new PhysicsRadialExplosionEvent(this._scene);
  97636. impostors.forEach(function (impostor) {
  97637. var impostorForceAndContactPoint = event.getImpostorForceAndContactPoint(impostor, origin, radius, strength, falloff);
  97638. if (!impostorForceAndContactPoint) {
  97639. return;
  97640. }
  97641. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  97642. });
  97643. event.dispose(false);
  97644. return event;
  97645. };
  97646. /**
  97647. * Creates a gravitational field
  97648. * @param origin the origin of the explosion
  97649. * @param radius the explosion radius
  97650. * @param strength the explosion strength
  97651. * @param falloff possible options: Constant & Linear. Defaults to Constant
  97652. * @returns A physics gravitational field event, or null
  97653. */
  97654. PhysicsHelper.prototype.gravitationalField = function (origin, radius, strength, falloff) {
  97655. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  97656. if (!this._physicsEngine) {
  97657. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  97658. return null;
  97659. }
  97660. var impostors = this._physicsEngine.getImpostors();
  97661. if (impostors.length === 0) {
  97662. return null;
  97663. }
  97664. var event = new PhysicsGravitationalFieldEvent(this, this._scene, origin, radius, strength, falloff);
  97665. event.dispose(false);
  97666. return event;
  97667. };
  97668. /**
  97669. * Creates a physics updraft event
  97670. * @param origin the origin of the updraft
  97671. * @param radius the radius of the updraft
  97672. * @param strength the strength of the updraft
  97673. * @param height the height of the updraft
  97674. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  97675. * @returns A physics updraft event, or null
  97676. */
  97677. PhysicsHelper.prototype.updraft = function (origin, radius, strength, height, updraftMode) {
  97678. if (updraftMode === void 0) { updraftMode = PhysicsUpdraftMode.Center; }
  97679. if (!this._physicsEngine) {
  97680. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  97681. return null;
  97682. }
  97683. if (this._physicsEngine.getImpostors().length === 0) {
  97684. return null;
  97685. }
  97686. var event = new PhysicsUpdraftEvent(this._scene, origin, radius, strength, height, updraftMode);
  97687. event.dispose(false);
  97688. return event;
  97689. };
  97690. /**
  97691. * Creates a physics vortex event
  97692. * @param origin the of the vortex
  97693. * @param radius the radius of the vortex
  97694. * @param strength the strength of the vortex
  97695. * @param height the height of the vortex
  97696. * @returns a Physics vortex event, or null
  97697. * A physics vortex event or null
  97698. */
  97699. PhysicsHelper.prototype.vortex = function (origin, radius, strength, height) {
  97700. if (!this._physicsEngine) {
  97701. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  97702. return null;
  97703. }
  97704. if (this._physicsEngine.getImpostors().length === 0) {
  97705. return null;
  97706. }
  97707. var event = new PhysicsVortexEvent(this._scene, origin, radius, strength, height);
  97708. event.dispose(false);
  97709. return event;
  97710. };
  97711. return PhysicsHelper;
  97712. }());
  97713. BABYLON.PhysicsHelper = PhysicsHelper;
  97714. /**
  97715. * Represents a physics radial explosion event
  97716. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97717. */
  97718. var PhysicsRadialExplosionEvent = /** @class */ (function () {
  97719. /**
  97720. * Initializes a radial explosioin event
  97721. * @param scene BabylonJS scene
  97722. */
  97723. function PhysicsRadialExplosionEvent(scene) {
  97724. this._sphereOptions = { segments: 32, diameter: 1 }; // TODO: make configurable
  97725. this._rays = [];
  97726. this._dataFetched = false; // check if the data has been fetched. If not, do cleanup
  97727. this._scene = scene;
  97728. }
  97729. /**
  97730. * Returns the data related to the radial explosion event (sphere & rays).
  97731. * @returns The radial explosion event data
  97732. */
  97733. PhysicsRadialExplosionEvent.prototype.getData = function () {
  97734. this._dataFetched = true;
  97735. return {
  97736. sphere: this._sphere,
  97737. rays: this._rays,
  97738. };
  97739. };
  97740. /**
  97741. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  97742. * @param impostor A physics imposter
  97743. * @param origin the origin of the explosion
  97744. * @param radius the explosion radius
  97745. * @param strength the explosion strength
  97746. * @param falloff possible options: Constant & Linear
  97747. * @returns {Nullable<PhysicsForceAndContactPoint>} A physics force and contact point, or null
  97748. */
  97749. PhysicsRadialExplosionEvent.prototype.getImpostorForceAndContactPoint = function (impostor, origin, radius, strength, falloff) {
  97750. if (impostor.mass === 0) {
  97751. return null;
  97752. }
  97753. if (!this._intersectsWithSphere(impostor, origin, radius)) {
  97754. return null;
  97755. }
  97756. if (impostor.object.getClassName() !== 'Mesh' && impostor.object.getClassName() !== 'InstancedMesh') {
  97757. return null;
  97758. }
  97759. var impostorObjectCenter = impostor.getObjectCenter();
  97760. var direction = impostorObjectCenter.subtract(origin);
  97761. var ray = new BABYLON.Ray(origin, direction, radius);
  97762. this._rays.push(ray);
  97763. var hit = ray.intersectsMesh(impostor.object);
  97764. var contactPoint = hit.pickedPoint;
  97765. if (!contactPoint) {
  97766. return null;
  97767. }
  97768. var distanceFromOrigin = BABYLON.Vector3.Distance(origin, contactPoint);
  97769. if (distanceFromOrigin > radius) {
  97770. return null;
  97771. }
  97772. var multiplier = falloff === PhysicsRadialImpulseFalloff.Constant
  97773. ? strength
  97774. : strength * (1 - (distanceFromOrigin / radius));
  97775. var force = direction.multiplyByFloats(multiplier, multiplier, multiplier);
  97776. return { force: force, contactPoint: contactPoint };
  97777. };
  97778. /**
  97779. * Disposes the sphere.
  97780. * @param force Specifies if the sphere should be disposed by force
  97781. */
  97782. PhysicsRadialExplosionEvent.prototype.dispose = function (force) {
  97783. var _this = this;
  97784. if (force === void 0) { force = true; }
  97785. if (force) {
  97786. this._sphere.dispose();
  97787. }
  97788. else {
  97789. setTimeout(function () {
  97790. if (!_this._dataFetched) {
  97791. _this._sphere.dispose();
  97792. }
  97793. }, 0);
  97794. }
  97795. };
  97796. /*** Helpers ***/
  97797. PhysicsRadialExplosionEvent.prototype._prepareSphere = function () {
  97798. if (!this._sphere) {
  97799. this._sphere = BABYLON.MeshBuilder.CreateSphere("radialExplosionEventSphere", this._sphereOptions, this._scene);
  97800. this._sphere.isVisible = false;
  97801. }
  97802. };
  97803. PhysicsRadialExplosionEvent.prototype._intersectsWithSphere = function (impostor, origin, radius) {
  97804. var impostorObject = impostor.object;
  97805. this._prepareSphere();
  97806. this._sphere.position = origin;
  97807. this._sphere.scaling = new BABYLON.Vector3(radius * 2, radius * 2, radius * 2);
  97808. this._sphere._updateBoundingInfo();
  97809. this._sphere.computeWorldMatrix(true);
  97810. return this._sphere.intersectsMesh(impostorObject, true);
  97811. };
  97812. return PhysicsRadialExplosionEvent;
  97813. }());
  97814. BABYLON.PhysicsRadialExplosionEvent = PhysicsRadialExplosionEvent;
  97815. /**
  97816. * Represents a gravitational field event
  97817. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97818. */
  97819. var PhysicsGravitationalFieldEvent = /** @class */ (function () {
  97820. /**
  97821. * Initializes the physics gravitational field event
  97822. * @param physicsHelper A physics helper
  97823. * @param scene BabylonJS scene
  97824. * @param origin The origin position of the gravitational field event
  97825. * @param radius The radius of the gravitational field event
  97826. * @param strength The strength of the gravitational field event
  97827. * @param falloff The falloff for the gravitational field event
  97828. */
  97829. function PhysicsGravitationalFieldEvent(physicsHelper, scene, origin, radius, strength, falloff) {
  97830. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  97831. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  97832. this._physicsHelper = physicsHelper;
  97833. this._scene = scene;
  97834. this._origin = origin;
  97835. this._radius = radius;
  97836. this._strength = strength;
  97837. this._falloff = falloff;
  97838. this._tickCallback = this._tick.bind(this);
  97839. }
  97840. /**
  97841. * Returns the data related to the gravitational field event (sphere).
  97842. * @returns A gravitational field event
  97843. */
  97844. PhysicsGravitationalFieldEvent.prototype.getData = function () {
  97845. this._dataFetched = true;
  97846. return {
  97847. sphere: this._sphere,
  97848. };
  97849. };
  97850. /**
  97851. * Enables the gravitational field.
  97852. */
  97853. PhysicsGravitationalFieldEvent.prototype.enable = function () {
  97854. this._tickCallback.call(this);
  97855. this._scene.registerBeforeRender(this._tickCallback);
  97856. };
  97857. /**
  97858. * Disables the gravitational field.
  97859. */
  97860. PhysicsGravitationalFieldEvent.prototype.disable = function () {
  97861. this._scene.unregisterBeforeRender(this._tickCallback);
  97862. };
  97863. /**
  97864. * Disposes the sphere.
  97865. * @param force The force to dispose from the gravitational field event
  97866. */
  97867. PhysicsGravitationalFieldEvent.prototype.dispose = function (force) {
  97868. var _this = this;
  97869. if (force === void 0) { force = true; }
  97870. if (force) {
  97871. this._sphere.dispose();
  97872. }
  97873. else {
  97874. setTimeout(function () {
  97875. if (!_this._dataFetched) {
  97876. _this._sphere.dispose();
  97877. }
  97878. }, 0);
  97879. }
  97880. };
  97881. PhysicsGravitationalFieldEvent.prototype._tick = function () {
  97882. // Since the params won't change, we fetch the event only once
  97883. if (this._sphere) {
  97884. this._physicsHelper.applyRadialExplosionForce(this._origin, this._radius, this._strength * -1, this._falloff);
  97885. }
  97886. else {
  97887. var radialExplosionEvent = this._physicsHelper.applyRadialExplosionForce(this._origin, this._radius, this._strength * -1, this._falloff);
  97888. if (radialExplosionEvent) {
  97889. this._sphere = radialExplosionEvent.getData().sphere.clone('radialExplosionEventSphereClone');
  97890. }
  97891. }
  97892. };
  97893. return PhysicsGravitationalFieldEvent;
  97894. }());
  97895. BABYLON.PhysicsGravitationalFieldEvent = PhysicsGravitationalFieldEvent;
  97896. /**
  97897. * Represents a physics updraft event
  97898. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97899. */
  97900. var PhysicsUpdraftEvent = /** @class */ (function () {
  97901. /**
  97902. * Initializes the physics updraft event
  97903. * @param _scene BabylonJS scene
  97904. * @param _origin The origin position of the updraft
  97905. * @param _radius The radius of the updraft
  97906. * @param _strength The strength of the updraft
  97907. * @param _height The height of the updraft
  97908. * @param _updraftMode The mode of the updraft
  97909. */
  97910. function PhysicsUpdraftEvent(_scene, _origin, _radius, _strength, _height, _updraftMode) {
  97911. this._scene = _scene;
  97912. this._origin = _origin;
  97913. this._radius = _radius;
  97914. this._strength = _strength;
  97915. this._height = _height;
  97916. this._updraftMode = _updraftMode;
  97917. this._originTop = BABYLON.Vector3.Zero(); // the most upper part of the cylinder
  97918. this._originDirection = BABYLON.Vector3.Zero(); // used if the updraftMode is perpendicular
  97919. this._cylinderPosition = BABYLON.Vector3.Zero(); // to keep the cylinders position, because normally the origin is in the center and not on the bottom
  97920. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  97921. this._physicsEngine = this._scene.getPhysicsEngine();
  97922. this._origin.addToRef(new BABYLON.Vector3(0, this._height / 2, 0), this._cylinderPosition);
  97923. this._origin.addToRef(new BABYLON.Vector3(0, this._height, 0), this._originTop);
  97924. if (this._updraftMode === PhysicsUpdraftMode.Perpendicular) {
  97925. this._originDirection = this._origin.subtract(this._originTop).normalize();
  97926. }
  97927. this._tickCallback = this._tick.bind(this);
  97928. }
  97929. /**
  97930. * Returns the data related to the updraft event (cylinder).
  97931. * @returns A physics updraft event
  97932. */
  97933. PhysicsUpdraftEvent.prototype.getData = function () {
  97934. this._dataFetched = true;
  97935. return {
  97936. cylinder: this._cylinder,
  97937. };
  97938. };
  97939. /**
  97940. * Enables the updraft.
  97941. */
  97942. PhysicsUpdraftEvent.prototype.enable = function () {
  97943. this._tickCallback.call(this);
  97944. this._scene.registerBeforeRender(this._tickCallback);
  97945. };
  97946. /**
  97947. * Disables the cortex.
  97948. */
  97949. PhysicsUpdraftEvent.prototype.disable = function () {
  97950. this._scene.unregisterBeforeRender(this._tickCallback);
  97951. };
  97952. /**
  97953. * Disposes the sphere.
  97954. * @param force Specifies if the updraft should be disposed by force
  97955. */
  97956. PhysicsUpdraftEvent.prototype.dispose = function (force) {
  97957. var _this = this;
  97958. if (force === void 0) { force = true; }
  97959. if (force) {
  97960. this._cylinder.dispose();
  97961. }
  97962. else {
  97963. setTimeout(function () {
  97964. if (!_this._dataFetched) {
  97965. _this._cylinder.dispose();
  97966. }
  97967. }, 0);
  97968. }
  97969. };
  97970. PhysicsUpdraftEvent.prototype.getImpostorForceAndContactPoint = function (impostor) {
  97971. if (impostor.mass === 0) {
  97972. return null;
  97973. }
  97974. if (!this._intersectsWithCylinder(impostor)) {
  97975. return null;
  97976. }
  97977. var impostorObjectCenter = impostor.getObjectCenter();
  97978. if (this._updraftMode === PhysicsUpdraftMode.Perpendicular) {
  97979. var direction = this._originDirection;
  97980. }
  97981. else {
  97982. var direction = impostorObjectCenter.subtract(this._originTop);
  97983. }
  97984. var multiplier = this._strength * -1;
  97985. var force = direction.multiplyByFloats(multiplier, multiplier, multiplier);
  97986. return { force: force, contactPoint: impostorObjectCenter };
  97987. };
  97988. PhysicsUpdraftEvent.prototype._tick = function () {
  97989. var _this = this;
  97990. this._physicsEngine.getImpostors().forEach(function (impostor) {
  97991. var impostorForceAndContactPoint = _this.getImpostorForceAndContactPoint(impostor);
  97992. if (!impostorForceAndContactPoint) {
  97993. return;
  97994. }
  97995. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  97996. });
  97997. };
  97998. /*** Helpers ***/
  97999. PhysicsUpdraftEvent.prototype._prepareCylinder = function () {
  98000. if (!this._cylinder) {
  98001. this._cylinder = BABYLON.MeshBuilder.CreateCylinder("updraftEventCylinder", {
  98002. height: this._height,
  98003. diameter: this._radius * 2,
  98004. }, this._scene);
  98005. this._cylinder.isVisible = false;
  98006. }
  98007. };
  98008. PhysicsUpdraftEvent.prototype._intersectsWithCylinder = function (impostor) {
  98009. var impostorObject = impostor.object;
  98010. this._prepareCylinder();
  98011. this._cylinder.position = this._cylinderPosition;
  98012. return this._cylinder.intersectsMesh(impostorObject, true);
  98013. };
  98014. return PhysicsUpdraftEvent;
  98015. }());
  98016. BABYLON.PhysicsUpdraftEvent = PhysicsUpdraftEvent;
  98017. /**
  98018. * Represents a physics vortex event
  98019. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  98020. */
  98021. var PhysicsVortexEvent = /** @class */ (function () {
  98022. /**
  98023. * Initializes the physics vortex event
  98024. * @param _scene The BabylonJS scene
  98025. * @param _origin The origin position of the vortex
  98026. * @param _radius The radius of the vortex
  98027. * @param _strength The strength of the vortex
  98028. * @param _height The height of the vortex
  98029. */
  98030. function PhysicsVortexEvent(_scene, _origin, _radius, _strength, _height) {
  98031. this._scene = _scene;
  98032. this._origin = _origin;
  98033. this._radius = _radius;
  98034. this._strength = _strength;
  98035. this._height = _height;
  98036. this._originTop = BABYLON.Vector3.Zero(); // the most upper part of the cylinder
  98037. this._centripetalForceThreshold = 0.7; // at which distance, relative to the radius the centripetal forces should kick in
  98038. this._updraftMultiplier = 0.02;
  98039. this._cylinderPosition = BABYLON.Vector3.Zero(); // to keep the cylinders position, because normally the origin is in the center and not on the bottom
  98040. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  98041. this._physicsEngine = this._scene.getPhysicsEngine();
  98042. this._origin.addToRef(new BABYLON.Vector3(0, this._height / 2, 0), this._cylinderPosition);
  98043. this._origin.addToRef(new BABYLON.Vector3(0, this._height, 0), this._originTop);
  98044. this._tickCallback = this._tick.bind(this);
  98045. }
  98046. /**
  98047. * Returns the data related to the vortex event (cylinder).
  98048. * @returns The physics vortex event data
  98049. */
  98050. PhysicsVortexEvent.prototype.getData = function () {
  98051. this._dataFetched = true;
  98052. return {
  98053. cylinder: this._cylinder,
  98054. };
  98055. };
  98056. /**
  98057. * Enables the vortex.
  98058. */
  98059. PhysicsVortexEvent.prototype.enable = function () {
  98060. this._tickCallback.call(this);
  98061. this._scene.registerBeforeRender(this._tickCallback);
  98062. };
  98063. /**
  98064. * Disables the cortex.
  98065. */
  98066. PhysicsVortexEvent.prototype.disable = function () {
  98067. this._scene.unregisterBeforeRender(this._tickCallback);
  98068. };
  98069. /**
  98070. * Disposes the sphere.
  98071. * @param force
  98072. */
  98073. PhysicsVortexEvent.prototype.dispose = function (force) {
  98074. var _this = this;
  98075. if (force === void 0) { force = true; }
  98076. if (force) {
  98077. this._cylinder.dispose();
  98078. }
  98079. else {
  98080. setTimeout(function () {
  98081. if (!_this._dataFetched) {
  98082. _this._cylinder.dispose();
  98083. }
  98084. }, 0);
  98085. }
  98086. };
  98087. PhysicsVortexEvent.prototype.getImpostorForceAndContactPoint = function (impostor) {
  98088. if (impostor.mass === 0) {
  98089. return null;
  98090. }
  98091. if (!this._intersectsWithCylinder(impostor)) {
  98092. return null;
  98093. }
  98094. if (impostor.object.getClassName() !== 'Mesh' && impostor.object.getClassName() !== 'InstancedMesh') {
  98095. return null;
  98096. }
  98097. var impostorObjectCenter = impostor.getObjectCenter();
  98098. var originOnPlane = new BABYLON.Vector3(this._origin.x, impostorObjectCenter.y, this._origin.z); // the distance to the origin as if both objects were on a plane (Y-axis)
  98099. var originToImpostorDirection = impostorObjectCenter.subtract(originOnPlane);
  98100. var ray = new BABYLON.Ray(originOnPlane, originToImpostorDirection, this._radius);
  98101. var hit = ray.intersectsMesh(impostor.object);
  98102. var contactPoint = hit.pickedPoint;
  98103. if (!contactPoint) {
  98104. return null;
  98105. }
  98106. var absoluteDistanceFromOrigin = hit.distance / this._radius;
  98107. var perpendicularDirection = BABYLON.Vector3.Cross(originOnPlane, impostorObjectCenter).normalize();
  98108. var directionToOrigin = contactPoint.normalize();
  98109. if (absoluteDistanceFromOrigin > this._centripetalForceThreshold) {
  98110. directionToOrigin = directionToOrigin.negate();
  98111. }
  98112. // TODO: find a more physically based solution
  98113. if (absoluteDistanceFromOrigin > this._centripetalForceThreshold) {
  98114. var forceX = directionToOrigin.x * this._strength / 8;
  98115. var forceY = directionToOrigin.y * this._updraftMultiplier;
  98116. var forceZ = directionToOrigin.z * this._strength / 8;
  98117. }
  98118. else {
  98119. var forceX = (perpendicularDirection.x + directionToOrigin.x) / 2;
  98120. var forceY = this._originTop.y * this._updraftMultiplier;
  98121. var forceZ = (perpendicularDirection.z + directionToOrigin.z) / 2;
  98122. }
  98123. var force = new BABYLON.Vector3(forceX, forceY, forceZ);
  98124. force = force.multiplyByFloats(this._strength, this._strength, this._strength);
  98125. return { force: force, contactPoint: impostorObjectCenter };
  98126. };
  98127. PhysicsVortexEvent.prototype._tick = function () {
  98128. var _this = this;
  98129. this._physicsEngine.getImpostors().forEach(function (impostor) {
  98130. var impostorForceAndContactPoint = _this.getImpostorForceAndContactPoint(impostor);
  98131. if (!impostorForceAndContactPoint) {
  98132. return;
  98133. }
  98134. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  98135. });
  98136. };
  98137. /*** Helpers ***/
  98138. PhysicsVortexEvent.prototype._prepareCylinder = function () {
  98139. if (!this._cylinder) {
  98140. this._cylinder = BABYLON.MeshBuilder.CreateCylinder("vortexEventCylinder", {
  98141. height: this._height,
  98142. diameter: this._radius * 2,
  98143. }, this._scene);
  98144. this._cylinder.isVisible = false;
  98145. }
  98146. };
  98147. PhysicsVortexEvent.prototype._intersectsWithCylinder = function (impostor) {
  98148. var impostorObject = impostor.object;
  98149. this._prepareCylinder();
  98150. this._cylinder.position = this._cylinderPosition;
  98151. return this._cylinder.intersectsMesh(impostorObject, true);
  98152. };
  98153. return PhysicsVortexEvent;
  98154. }());
  98155. BABYLON.PhysicsVortexEvent = PhysicsVortexEvent;
  98156. /**
  98157. * The strenght of the force in correspondence to the distance of the affected object
  98158. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  98159. */
  98160. var PhysicsRadialImpulseFalloff;
  98161. (function (PhysicsRadialImpulseFalloff) {
  98162. /** Defines that impulse is constant in strength across it's whole radius */
  98163. PhysicsRadialImpulseFalloff[PhysicsRadialImpulseFalloff["Constant"] = 0] = "Constant";
  98164. /** DEfines that impulse gets weaker if it's further from the origin */
  98165. PhysicsRadialImpulseFalloff[PhysicsRadialImpulseFalloff["Linear"] = 1] = "Linear";
  98166. })(PhysicsRadialImpulseFalloff = BABYLON.PhysicsRadialImpulseFalloff || (BABYLON.PhysicsRadialImpulseFalloff = {}));
  98167. /**
  98168. * The strength of the force in correspondence to the distance of the affected object
  98169. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  98170. */
  98171. var PhysicsUpdraftMode;
  98172. (function (PhysicsUpdraftMode) {
  98173. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  98174. PhysicsUpdraftMode[PhysicsUpdraftMode["Center"] = 0] = "Center";
  98175. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  98176. PhysicsUpdraftMode[PhysicsUpdraftMode["Perpendicular"] = 1] = "Perpendicular";
  98177. })(PhysicsUpdraftMode = BABYLON.PhysicsUpdraftMode || (BABYLON.PhysicsUpdraftMode = {}));
  98178. })(BABYLON || (BABYLON = {}));
  98179. //# sourceMappingURL=babylon.physicsHelper.js.map
  98180. var BABYLON;
  98181. (function (BABYLON) {
  98182. /** @hidden */
  98183. var CannonJSPlugin = /** @class */ (function () {
  98184. function CannonJSPlugin(_useDeltaForWorldStep, iterations) {
  98185. if (_useDeltaForWorldStep === void 0) { _useDeltaForWorldStep = true; }
  98186. if (iterations === void 0) { iterations = 10; }
  98187. this._useDeltaForWorldStep = _useDeltaForWorldStep;
  98188. this.name = "CannonJSPlugin";
  98189. this._physicsMaterials = new Array();
  98190. this._fixedTimeStep = 1 / 60;
  98191. //See https://github.com/schteppe/CANNON.js/blob/gh-pages/demos/collisionFilter.html
  98192. this.BJSCANNON = CANNON;
  98193. this._minus90X = new BABYLON.Quaternion(-0.7071067811865475, 0, 0, 0.7071067811865475);
  98194. this._plus90X = new BABYLON.Quaternion(0.7071067811865475, 0, 0, 0.7071067811865475);
  98195. this._tmpPosition = BABYLON.Vector3.Zero();
  98196. this._tmpDeltaPosition = BABYLON.Vector3.Zero();
  98197. this._tmpUnityRotation = new BABYLON.Quaternion();
  98198. if (!this.isSupported()) {
  98199. BABYLON.Tools.Error("CannonJS is not available. Please make sure you included the js file.");
  98200. return;
  98201. }
  98202. this._extendNamespace();
  98203. this.world = new this.BJSCANNON.World();
  98204. this.world.broadphase = new this.BJSCANNON.NaiveBroadphase();
  98205. this.world.solver.iterations = iterations;
  98206. }
  98207. CannonJSPlugin.prototype.setGravity = function (gravity) {
  98208. this.world.gravity.copy(gravity);
  98209. };
  98210. CannonJSPlugin.prototype.setTimeStep = function (timeStep) {
  98211. this._fixedTimeStep = timeStep;
  98212. };
  98213. CannonJSPlugin.prototype.getTimeStep = function () {
  98214. return this._fixedTimeStep;
  98215. };
  98216. CannonJSPlugin.prototype.executeStep = function (delta, impostors) {
  98217. this.world.step(this._fixedTimeStep, this._useDeltaForWorldStep ? delta : 0, 3);
  98218. };
  98219. CannonJSPlugin.prototype.applyImpulse = function (impostor, force, contactPoint) {
  98220. var worldPoint = new this.BJSCANNON.Vec3(contactPoint.x, contactPoint.y, contactPoint.z);
  98221. var impulse = new this.BJSCANNON.Vec3(force.x, force.y, force.z);
  98222. impostor.physicsBody.applyImpulse(impulse, worldPoint);
  98223. };
  98224. CannonJSPlugin.prototype.applyForce = function (impostor, force, contactPoint) {
  98225. var worldPoint = new this.BJSCANNON.Vec3(contactPoint.x, contactPoint.y, contactPoint.z);
  98226. var impulse = new this.BJSCANNON.Vec3(force.x, force.y, force.z);
  98227. impostor.physicsBody.applyForce(impulse, worldPoint);
  98228. };
  98229. CannonJSPlugin.prototype.generatePhysicsBody = function (impostor) {
  98230. //parent-child relationship. Does this impostor has a parent impostor?
  98231. if (impostor.parent) {
  98232. if (impostor.physicsBody) {
  98233. this.removePhysicsBody(impostor);
  98234. //TODO is that needed?
  98235. impostor.forceUpdate();
  98236. }
  98237. return;
  98238. }
  98239. //should a new body be created for this impostor?
  98240. if (impostor.isBodyInitRequired()) {
  98241. var shape = this._createShape(impostor);
  98242. //unregister events, if body is being changed
  98243. var oldBody = impostor.physicsBody;
  98244. if (oldBody) {
  98245. this.removePhysicsBody(impostor);
  98246. }
  98247. //create the body and material
  98248. var material = this._addMaterial("mat-" + impostor.uniqueId, impostor.getParam("friction"), impostor.getParam("restitution"));
  98249. var bodyCreationObject = {
  98250. mass: impostor.getParam("mass"),
  98251. material: material
  98252. };
  98253. // A simple extend, in case native options were used.
  98254. var nativeOptions = impostor.getParam("nativeOptions");
  98255. for (var key in nativeOptions) {
  98256. if (nativeOptions.hasOwnProperty(key)) {
  98257. bodyCreationObject[key] = nativeOptions[key];
  98258. }
  98259. }
  98260. impostor.physicsBody = new this.BJSCANNON.Body(bodyCreationObject);
  98261. impostor.physicsBody.addEventListener("collide", impostor.onCollide);
  98262. this.world.addEventListener("preStep", impostor.beforeStep);
  98263. this.world.addEventListener("postStep", impostor.afterStep);
  98264. impostor.physicsBody.addShape(shape);
  98265. this.world.add(impostor.physicsBody);
  98266. //try to keep the body moving in the right direction by taking old properties.
  98267. //Should be tested!
  98268. if (oldBody) {
  98269. ['force', 'torque', 'velocity', 'angularVelocity'].forEach(function (param) {
  98270. impostor.physicsBody[param].copy(oldBody[param]);
  98271. });
  98272. }
  98273. this._processChildMeshes(impostor);
  98274. }
  98275. //now update the body's transformation
  98276. this._updatePhysicsBodyTransformation(impostor);
  98277. };
  98278. CannonJSPlugin.prototype._processChildMeshes = function (mainImpostor) {
  98279. var _this = this;
  98280. var meshChildren = mainImpostor.object.getChildMeshes ? mainImpostor.object.getChildMeshes(true) : [];
  98281. var currentRotation = mainImpostor.object.rotationQuaternion;
  98282. if (meshChildren.length) {
  98283. var processMesh = function (localPosition, mesh) {
  98284. if (!currentRotation || !mesh.rotationQuaternion) {
  98285. return;
  98286. }
  98287. var childImpostor = mesh.getPhysicsImpostor();
  98288. if (childImpostor) {
  98289. var parent = childImpostor.parent;
  98290. if (parent !== mainImpostor) {
  98291. var pPosition = mesh.getAbsolutePosition().subtract(mainImpostor.object.getAbsolutePosition());
  98292. var localRotation = mesh.rotationQuaternion.multiply(BABYLON.Quaternion.Inverse(currentRotation));
  98293. if (childImpostor.physicsBody) {
  98294. _this.removePhysicsBody(childImpostor);
  98295. childImpostor.physicsBody = null;
  98296. }
  98297. childImpostor.parent = mainImpostor;
  98298. childImpostor.resetUpdateFlags();
  98299. mainImpostor.physicsBody.addShape(_this._createShape(childImpostor), new _this.BJSCANNON.Vec3(pPosition.x, pPosition.y, pPosition.z), new _this.BJSCANNON.Quaternion(localRotation.x, localRotation.y, localRotation.z, localRotation.w));
  98300. //Add the mass of the children.
  98301. mainImpostor.physicsBody.mass += childImpostor.getParam("mass");
  98302. }
  98303. }
  98304. currentRotation.multiplyInPlace(mesh.rotationQuaternion);
  98305. mesh.getChildMeshes(true).filter(function (m) { return !!m.physicsImpostor; }).forEach(processMesh.bind(_this, mesh.getAbsolutePosition()));
  98306. };
  98307. meshChildren.filter(function (m) { return !!m.physicsImpostor; }).forEach(processMesh.bind(this, mainImpostor.object.getAbsolutePosition()));
  98308. }
  98309. };
  98310. CannonJSPlugin.prototype.removePhysicsBody = function (impostor) {
  98311. impostor.physicsBody.removeEventListener("collide", impostor.onCollide);
  98312. this.world.removeEventListener("preStep", impostor.beforeStep);
  98313. this.world.removeEventListener("postStep", impostor.afterStep);
  98314. this.world.remove(impostor.physicsBody);
  98315. };
  98316. CannonJSPlugin.prototype.generateJoint = function (impostorJoint) {
  98317. var mainBody = impostorJoint.mainImpostor.physicsBody;
  98318. var connectedBody = impostorJoint.connectedImpostor.physicsBody;
  98319. if (!mainBody || !connectedBody) {
  98320. return;
  98321. }
  98322. var constraint;
  98323. var jointData = impostorJoint.joint.jointData;
  98324. //TODO - https://github.com/schteppe/this.BJSCANNON.js/blob/gh-pages/demos/collisionFilter.html
  98325. var constraintData = {
  98326. pivotA: jointData.mainPivot ? new this.BJSCANNON.Vec3().copy(jointData.mainPivot) : null,
  98327. pivotB: jointData.connectedPivot ? new this.BJSCANNON.Vec3().copy(jointData.connectedPivot) : null,
  98328. axisA: jointData.mainAxis ? new this.BJSCANNON.Vec3().copy(jointData.mainAxis) : null,
  98329. axisB: jointData.connectedAxis ? new this.BJSCANNON.Vec3().copy(jointData.connectedAxis) : null,
  98330. maxForce: jointData.nativeParams.maxForce,
  98331. collideConnected: !!jointData.collision
  98332. };
  98333. switch (impostorJoint.joint.type) {
  98334. case BABYLON.PhysicsJoint.HingeJoint:
  98335. case BABYLON.PhysicsJoint.Hinge2Joint:
  98336. constraint = new this.BJSCANNON.HingeConstraint(mainBody, connectedBody, constraintData);
  98337. break;
  98338. case BABYLON.PhysicsJoint.DistanceJoint:
  98339. constraint = new this.BJSCANNON.DistanceConstraint(mainBody, connectedBody, jointData.maxDistance || 2);
  98340. break;
  98341. case BABYLON.PhysicsJoint.SpringJoint:
  98342. var springData = jointData;
  98343. constraint = new this.BJSCANNON.Spring(mainBody, connectedBody, {
  98344. restLength: springData.length,
  98345. stiffness: springData.stiffness,
  98346. damping: springData.damping,
  98347. localAnchorA: constraintData.pivotA,
  98348. localAnchorB: constraintData.pivotB
  98349. });
  98350. break;
  98351. case BABYLON.PhysicsJoint.LockJoint:
  98352. constraint = new this.BJSCANNON.LockConstraint(mainBody, connectedBody, constraintData);
  98353. break;
  98354. case BABYLON.PhysicsJoint.PointToPointJoint:
  98355. case BABYLON.PhysicsJoint.BallAndSocketJoint:
  98356. default:
  98357. constraint = new this.BJSCANNON.PointToPointConstraint(mainBody, constraintData.pivotA, connectedBody, constraintData.pivotA, constraintData.maxForce);
  98358. break;
  98359. }
  98360. //set the collideConnected flag after the creation, since DistanceJoint ignores it.
  98361. constraint.collideConnected = !!jointData.collision;
  98362. impostorJoint.joint.physicsJoint = constraint;
  98363. //don't add spring as constraint, as it is not one.
  98364. if (impostorJoint.joint.type !== BABYLON.PhysicsJoint.SpringJoint) {
  98365. this.world.addConstraint(constraint);
  98366. }
  98367. else {
  98368. impostorJoint.joint.jointData.forceApplicationCallback = impostorJoint.joint.jointData.forceApplicationCallback || function () {
  98369. constraint.applyForce();
  98370. };
  98371. impostorJoint.mainImpostor.registerAfterPhysicsStep(impostorJoint.joint.jointData.forceApplicationCallback);
  98372. }
  98373. };
  98374. CannonJSPlugin.prototype.removeJoint = function (impostorJoint) {
  98375. if (impostorJoint.joint.type !== BABYLON.PhysicsJoint.SpringJoint) {
  98376. this.world.removeConstraint(impostorJoint.joint.physicsJoint);
  98377. }
  98378. else {
  98379. impostorJoint.mainImpostor.unregisterAfterPhysicsStep(impostorJoint.joint.jointData.forceApplicationCallback);
  98380. }
  98381. };
  98382. CannonJSPlugin.prototype._addMaterial = function (name, friction, restitution) {
  98383. var index;
  98384. var mat;
  98385. for (index = 0; index < this._physicsMaterials.length; index++) {
  98386. mat = this._physicsMaterials[index];
  98387. if (mat.friction === friction && mat.restitution === restitution) {
  98388. return mat;
  98389. }
  98390. }
  98391. var currentMat = new this.BJSCANNON.Material(name);
  98392. currentMat.friction = friction;
  98393. currentMat.restitution = restitution;
  98394. this._physicsMaterials.push(currentMat);
  98395. return currentMat;
  98396. };
  98397. CannonJSPlugin.prototype._checkWithEpsilon = function (value) {
  98398. return value < BABYLON.PhysicsEngine.Epsilon ? BABYLON.PhysicsEngine.Epsilon : value;
  98399. };
  98400. CannonJSPlugin.prototype._createShape = function (impostor) {
  98401. var object = impostor.object;
  98402. var returnValue;
  98403. var extendSize = impostor.getObjectExtendSize();
  98404. switch (impostor.type) {
  98405. case BABYLON.PhysicsImpostor.SphereImpostor:
  98406. var radiusX = extendSize.x;
  98407. var radiusY = extendSize.y;
  98408. var radiusZ = extendSize.z;
  98409. returnValue = new this.BJSCANNON.Sphere(Math.max(this._checkWithEpsilon(radiusX), this._checkWithEpsilon(radiusY), this._checkWithEpsilon(radiusZ)) / 2);
  98410. break;
  98411. //TMP also for cylinder - TODO Cannon supports cylinder natively.
  98412. case BABYLON.PhysicsImpostor.CylinderImpostor:
  98413. returnValue = new this.BJSCANNON.Cylinder(this._checkWithEpsilon(extendSize.x) / 2, this._checkWithEpsilon(extendSize.x) / 2, this._checkWithEpsilon(extendSize.y), 16);
  98414. break;
  98415. case BABYLON.PhysicsImpostor.BoxImpostor:
  98416. var box = extendSize.scale(0.5);
  98417. returnValue = new this.BJSCANNON.Box(new this.BJSCANNON.Vec3(this._checkWithEpsilon(box.x), this._checkWithEpsilon(box.y), this._checkWithEpsilon(box.z)));
  98418. break;
  98419. case BABYLON.PhysicsImpostor.PlaneImpostor:
  98420. BABYLON.Tools.Warn("Attention, PlaneImposter might not behave as you expect. Consider using BoxImposter instead");
  98421. returnValue = new this.BJSCANNON.Plane();
  98422. break;
  98423. case BABYLON.PhysicsImpostor.MeshImpostor:
  98424. // should transform the vertex data to world coordinates!!
  98425. var rawVerts = object.getVerticesData ? object.getVerticesData(BABYLON.VertexBuffer.PositionKind) : [];
  98426. var rawFaces = object.getIndices ? object.getIndices() : [];
  98427. if (!rawVerts) {
  98428. return;
  98429. }
  98430. // get only scale! so the object could transform correctly.
  98431. var oldPosition = object.position.clone();
  98432. var oldRotation = object.rotation && object.rotation.clone();
  98433. var oldQuaternion = object.rotationQuaternion && object.rotationQuaternion.clone();
  98434. object.position.copyFromFloats(0, 0, 0);
  98435. object.rotation && object.rotation.copyFromFloats(0, 0, 0);
  98436. object.rotationQuaternion && object.rotationQuaternion.copyFrom(impostor.getParentsRotation());
  98437. object.rotationQuaternion && object.parent && object.rotationQuaternion.conjugateInPlace();
  98438. var transform = object.computeWorldMatrix(true);
  98439. // convert rawVerts to object space
  98440. var temp = new Array();
  98441. var index;
  98442. for (index = 0; index < rawVerts.length; index += 3) {
  98443. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(rawVerts, index), transform).toArray(temp, index);
  98444. }
  98445. BABYLON.Tools.Warn("MeshImpostor only collides against spheres.");
  98446. returnValue = new this.BJSCANNON.Trimesh(temp, rawFaces);
  98447. //now set back the transformation!
  98448. object.position.copyFrom(oldPosition);
  98449. oldRotation && object.rotation && object.rotation.copyFrom(oldRotation);
  98450. oldQuaternion && object.rotationQuaternion && object.rotationQuaternion.copyFrom(oldQuaternion);
  98451. break;
  98452. case BABYLON.PhysicsImpostor.HeightmapImpostor:
  98453. var oldPosition2 = object.position.clone();
  98454. var oldRotation2 = object.rotation && object.rotation.clone();
  98455. var oldQuaternion2 = object.rotationQuaternion && object.rotationQuaternion.clone();
  98456. object.position.copyFromFloats(0, 0, 0);
  98457. object.rotation && object.rotation.copyFromFloats(0, 0, 0);
  98458. object.rotationQuaternion && object.rotationQuaternion.copyFrom(impostor.getParentsRotation());
  98459. object.rotationQuaternion && object.parent && object.rotationQuaternion.conjugateInPlace();
  98460. object.rotationQuaternion && object.rotationQuaternion.multiplyInPlace(this._minus90X);
  98461. returnValue = this._createHeightmap(object);
  98462. object.position.copyFrom(oldPosition2);
  98463. oldRotation2 && object.rotation && object.rotation.copyFrom(oldRotation2);
  98464. oldQuaternion2 && object.rotationQuaternion && object.rotationQuaternion.copyFrom(oldQuaternion2);
  98465. object.computeWorldMatrix(true);
  98466. break;
  98467. case BABYLON.PhysicsImpostor.ParticleImpostor:
  98468. returnValue = new this.BJSCANNON.Particle();
  98469. break;
  98470. }
  98471. return returnValue;
  98472. };
  98473. CannonJSPlugin.prototype._createHeightmap = function (object, pointDepth) {
  98474. var pos = (object.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  98475. var transform = object.computeWorldMatrix(true);
  98476. // convert rawVerts to object space
  98477. var temp = new Array();
  98478. var index;
  98479. for (index = 0; index < pos.length; index += 3) {
  98480. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(pos, index), transform).toArray(temp, index);
  98481. }
  98482. pos = temp;
  98483. var matrix = new Array();
  98484. //For now pointDepth will not be used and will be automatically calculated.
  98485. //Future reference - try and find the best place to add a reference to the pointDepth variable.
  98486. var arraySize = pointDepth || ~~(Math.sqrt(pos.length / 3) - 1);
  98487. var boundingInfo = object.getBoundingInfo();
  98488. var dim = Math.min(boundingInfo.boundingBox.extendSizeWorld.x, boundingInfo.boundingBox.extendSizeWorld.y);
  98489. var minY = boundingInfo.boundingBox.extendSizeWorld.z;
  98490. var elementSize = dim * 2 / arraySize;
  98491. for (var i = 0; i < pos.length; i = i + 3) {
  98492. var x = Math.round((pos[i + 0]) / elementSize + arraySize / 2);
  98493. var z = Math.round(((pos[i + 1]) / elementSize - arraySize / 2) * -1);
  98494. var y = -pos[i + 2] + minY;
  98495. if (!matrix[x]) {
  98496. matrix[x] = [];
  98497. }
  98498. if (!matrix[x][z]) {
  98499. matrix[x][z] = y;
  98500. }
  98501. matrix[x][z] = Math.max(y, matrix[x][z]);
  98502. }
  98503. for (var x = 0; x <= arraySize; ++x) {
  98504. if (!matrix[x]) {
  98505. var loc = 1;
  98506. while (!matrix[(x + loc) % arraySize]) {
  98507. loc++;
  98508. }
  98509. matrix[x] = matrix[(x + loc) % arraySize].slice();
  98510. //console.log("missing x", x);
  98511. }
  98512. for (var z = 0; z <= arraySize; ++z) {
  98513. if (!matrix[x][z]) {
  98514. var loc = 1;
  98515. var newValue;
  98516. while (newValue === undefined) {
  98517. newValue = matrix[x][(z + loc++) % arraySize];
  98518. }
  98519. matrix[x][z] = newValue;
  98520. }
  98521. }
  98522. }
  98523. var shape = new this.BJSCANNON.Heightfield(matrix, {
  98524. elementSize: elementSize
  98525. });
  98526. //For future reference, needed for body transformation
  98527. shape.minY = minY;
  98528. return shape;
  98529. };
  98530. CannonJSPlugin.prototype._updatePhysicsBodyTransformation = function (impostor) {
  98531. var object = impostor.object;
  98532. //make sure it is updated...
  98533. object.computeWorldMatrix && object.computeWorldMatrix(true);
  98534. // The delta between the mesh position and the mesh bounding box center
  98535. var bInfo = object.getBoundingInfo();
  98536. if (!bInfo) {
  98537. return;
  98538. }
  98539. var center = impostor.getObjectCenter();
  98540. //m.getAbsolutePosition().subtract(m.getBoundingInfo().boundingBox.centerWorld)
  98541. this._tmpDeltaPosition.copyFrom(object.getAbsolutePivotPoint().subtract(center));
  98542. this._tmpDeltaPosition.divideInPlace(impostor.object.scaling);
  98543. this._tmpPosition.copyFrom(center);
  98544. var quaternion = object.rotationQuaternion;
  98545. if (!quaternion) {
  98546. return;
  98547. }
  98548. //is shape is a plane or a heightmap, it must be rotated 90 degs in the X axis.
  98549. if (impostor.type === BABYLON.PhysicsImpostor.PlaneImpostor || impostor.type === BABYLON.PhysicsImpostor.HeightmapImpostor || impostor.type === BABYLON.PhysicsImpostor.CylinderImpostor) {
  98550. //-90 DEG in X, precalculated
  98551. quaternion = quaternion.multiply(this._minus90X);
  98552. //Invert! (Precalculated, 90 deg in X)
  98553. //No need to clone. this will never change.
  98554. impostor.setDeltaRotation(this._plus90X);
  98555. }
  98556. //If it is a heightfield, if should be centered.
  98557. if (impostor.type === BABYLON.PhysicsImpostor.HeightmapImpostor) {
  98558. var mesh = object;
  98559. var boundingInfo = mesh.getBoundingInfo();
  98560. //calculate the correct body position:
  98561. var rotationQuaternion = mesh.rotationQuaternion;
  98562. mesh.rotationQuaternion = this._tmpUnityRotation;
  98563. mesh.computeWorldMatrix(true);
  98564. //get original center with no rotation
  98565. var c = center.clone();
  98566. var oldPivot = mesh.getPivotMatrix();
  98567. if (oldPivot) {
  98568. // create a copy the pivot Matrix as it is modified in place
  98569. oldPivot = oldPivot.clone();
  98570. }
  98571. else {
  98572. oldPivot = BABYLON.Matrix.Identity();
  98573. }
  98574. //calculate the new center using a pivot (since this.BJSCANNON.js doesn't center height maps)
  98575. var p = BABYLON.Matrix.Translation(boundingInfo.boundingBox.extendSizeWorld.x, 0, -boundingInfo.boundingBox.extendSizeWorld.z);
  98576. mesh.setPreTransformMatrix(p);
  98577. mesh.computeWorldMatrix(true);
  98578. //calculate the translation
  98579. var translation = boundingInfo.boundingBox.centerWorld.subtract(center).subtract(mesh.position).negate();
  98580. this._tmpPosition.copyFromFloats(translation.x, translation.y - boundingInfo.boundingBox.extendSizeWorld.y, translation.z);
  98581. //add it inverted to the delta
  98582. this._tmpDeltaPosition.copyFrom(boundingInfo.boundingBox.centerWorld.subtract(c));
  98583. this._tmpDeltaPosition.y += boundingInfo.boundingBox.extendSizeWorld.y;
  98584. //rotation is back
  98585. mesh.rotationQuaternion = rotationQuaternion;
  98586. mesh.setPreTransformMatrix(oldPivot);
  98587. mesh.computeWorldMatrix(true);
  98588. }
  98589. else if (impostor.type === BABYLON.PhysicsImpostor.MeshImpostor) {
  98590. this._tmpDeltaPosition.copyFromFloats(0, 0, 0);
  98591. //this._tmpPosition.copyFrom(object.position);
  98592. }
  98593. impostor.setDeltaPosition(this._tmpDeltaPosition);
  98594. //Now update the impostor object
  98595. impostor.physicsBody.position.copy(this._tmpPosition);
  98596. impostor.physicsBody.quaternion.copy(quaternion);
  98597. };
  98598. CannonJSPlugin.prototype.setTransformationFromPhysicsBody = function (impostor) {
  98599. impostor.object.position.copyFrom(impostor.physicsBody.position);
  98600. if (impostor.object.rotationQuaternion) {
  98601. impostor.object.rotationQuaternion.copyFrom(impostor.physicsBody.quaternion);
  98602. }
  98603. };
  98604. CannonJSPlugin.prototype.setPhysicsBodyTransformation = function (impostor, newPosition, newRotation) {
  98605. impostor.physicsBody.position.copy(newPosition);
  98606. impostor.physicsBody.quaternion.copy(newRotation);
  98607. };
  98608. CannonJSPlugin.prototype.isSupported = function () {
  98609. return this.BJSCANNON !== undefined;
  98610. };
  98611. CannonJSPlugin.prototype.setLinearVelocity = function (impostor, velocity) {
  98612. impostor.physicsBody.velocity.copy(velocity);
  98613. };
  98614. CannonJSPlugin.prototype.setAngularVelocity = function (impostor, velocity) {
  98615. impostor.physicsBody.angularVelocity.copy(velocity);
  98616. };
  98617. CannonJSPlugin.prototype.getLinearVelocity = function (impostor) {
  98618. var v = impostor.physicsBody.velocity;
  98619. if (!v) {
  98620. return null;
  98621. }
  98622. return new BABYLON.Vector3(v.x, v.y, v.z);
  98623. };
  98624. CannonJSPlugin.prototype.getAngularVelocity = function (impostor) {
  98625. var v = impostor.physicsBody.angularVelocity;
  98626. if (!v) {
  98627. return null;
  98628. }
  98629. return new BABYLON.Vector3(v.x, v.y, v.z);
  98630. };
  98631. CannonJSPlugin.prototype.setBodyMass = function (impostor, mass) {
  98632. impostor.physicsBody.mass = mass;
  98633. impostor.physicsBody.updateMassProperties();
  98634. };
  98635. CannonJSPlugin.prototype.getBodyMass = function (impostor) {
  98636. return impostor.physicsBody.mass;
  98637. };
  98638. CannonJSPlugin.prototype.getBodyFriction = function (impostor) {
  98639. return impostor.physicsBody.material.friction;
  98640. };
  98641. CannonJSPlugin.prototype.setBodyFriction = function (impostor, friction) {
  98642. impostor.physicsBody.material.friction = friction;
  98643. };
  98644. CannonJSPlugin.prototype.getBodyRestitution = function (impostor) {
  98645. return impostor.physicsBody.material.restitution;
  98646. };
  98647. CannonJSPlugin.prototype.setBodyRestitution = function (impostor, restitution) {
  98648. impostor.physicsBody.material.restitution = restitution;
  98649. };
  98650. CannonJSPlugin.prototype.sleepBody = function (impostor) {
  98651. impostor.physicsBody.sleep();
  98652. };
  98653. CannonJSPlugin.prototype.wakeUpBody = function (impostor) {
  98654. impostor.physicsBody.wakeUp();
  98655. };
  98656. CannonJSPlugin.prototype.updateDistanceJoint = function (joint, maxDistance, minDistance) {
  98657. joint.physicsJoint.distance = maxDistance;
  98658. };
  98659. // private enableMotor(joint: IMotorEnabledJoint, motorIndex?: number) {
  98660. // if (!motorIndex) {
  98661. // joint.physicsJoint.enableMotor();
  98662. // }
  98663. // }
  98664. // private disableMotor(joint: IMotorEnabledJoint, motorIndex?: number) {
  98665. // if (!motorIndex) {
  98666. // joint.physicsJoint.disableMotor();
  98667. // }
  98668. // }
  98669. CannonJSPlugin.prototype.setMotor = function (joint, speed, maxForce, motorIndex) {
  98670. if (!motorIndex) {
  98671. joint.physicsJoint.enableMotor();
  98672. joint.physicsJoint.setMotorSpeed(speed);
  98673. if (maxForce) {
  98674. this.setLimit(joint, maxForce);
  98675. }
  98676. }
  98677. };
  98678. CannonJSPlugin.prototype.setLimit = function (joint, upperLimit, lowerLimit) {
  98679. joint.physicsJoint.motorEquation.maxForce = upperLimit;
  98680. joint.physicsJoint.motorEquation.minForce = lowerLimit === void 0 ? -upperLimit : lowerLimit;
  98681. };
  98682. CannonJSPlugin.prototype.syncMeshWithImpostor = function (mesh, impostor) {
  98683. var body = impostor.physicsBody;
  98684. mesh.position.x = body.position.x;
  98685. mesh.position.y = body.position.y;
  98686. mesh.position.z = body.position.z;
  98687. if (mesh.rotationQuaternion) {
  98688. mesh.rotationQuaternion.x = body.quaternion.x;
  98689. mesh.rotationQuaternion.y = body.quaternion.y;
  98690. mesh.rotationQuaternion.z = body.quaternion.z;
  98691. mesh.rotationQuaternion.w = body.quaternion.w;
  98692. }
  98693. };
  98694. CannonJSPlugin.prototype.getRadius = function (impostor) {
  98695. var shape = impostor.physicsBody.shapes[0];
  98696. return shape.boundingSphereRadius;
  98697. };
  98698. CannonJSPlugin.prototype.getBoxSizeToRef = function (impostor, result) {
  98699. var shape = impostor.physicsBody.shapes[0];
  98700. result.x = shape.halfExtents.x * 2;
  98701. result.y = shape.halfExtents.y * 2;
  98702. result.z = shape.halfExtents.z * 2;
  98703. };
  98704. CannonJSPlugin.prototype.dispose = function () {
  98705. };
  98706. CannonJSPlugin.prototype._extendNamespace = function () {
  98707. //this will force cannon to execute at least one step when using interpolation
  98708. var step_tmp1 = new this.BJSCANNON.Vec3();
  98709. var Engine = this.BJSCANNON;
  98710. this.BJSCANNON.World.prototype.step = function (dt, timeSinceLastCalled, maxSubSteps) {
  98711. maxSubSteps = maxSubSteps || 10;
  98712. timeSinceLastCalled = timeSinceLastCalled || 0;
  98713. if (timeSinceLastCalled === 0) {
  98714. this.internalStep(dt);
  98715. this.time += dt;
  98716. }
  98717. else {
  98718. var internalSteps = Math.floor((this.time + timeSinceLastCalled) / dt) - Math.floor(this.time / dt);
  98719. internalSteps = Math.min(internalSteps, maxSubSteps) || 1;
  98720. var t0 = performance.now();
  98721. for (var i = 0; i !== internalSteps; i++) {
  98722. this.internalStep(dt);
  98723. if (performance.now() - t0 > dt * 1000) {
  98724. break;
  98725. }
  98726. }
  98727. this.time += timeSinceLastCalled;
  98728. var h = this.time % dt;
  98729. var h_div_dt = h / dt;
  98730. var interpvelo = step_tmp1;
  98731. var bodies = this.bodies;
  98732. for (var j = 0; j !== bodies.length; j++) {
  98733. var b = bodies[j];
  98734. if (b.type !== Engine.Body.STATIC && b.sleepState !== Engine.Body.SLEEPING) {
  98735. b.position.vsub(b.previousPosition, interpvelo);
  98736. interpvelo.scale(h_div_dt, interpvelo);
  98737. b.position.vadd(interpvelo, b.interpolatedPosition);
  98738. }
  98739. else {
  98740. b.interpolatedPosition.copy(b.position);
  98741. b.interpolatedQuaternion.copy(b.quaternion);
  98742. }
  98743. }
  98744. }
  98745. };
  98746. };
  98747. return CannonJSPlugin;
  98748. }());
  98749. BABYLON.CannonJSPlugin = CannonJSPlugin;
  98750. })(BABYLON || (BABYLON = {}));
  98751. //# sourceMappingURL=babylon.cannonJSPlugin.js.map
  98752. var BABYLON;
  98753. (function (BABYLON) {
  98754. /** @hidden */
  98755. var OimoJSPlugin = /** @class */ (function () {
  98756. function OimoJSPlugin(iterations) {
  98757. this.name = "OimoJSPlugin";
  98758. this._tmpImpostorsArray = [];
  98759. this._tmpPositionVector = BABYLON.Vector3.Zero();
  98760. this.BJSOIMO = OIMO;
  98761. this.world = new this.BJSOIMO.World({
  98762. iterations: iterations
  98763. });
  98764. this.world.clear();
  98765. }
  98766. OimoJSPlugin.prototype.setGravity = function (gravity) {
  98767. this.world.gravity.copy(gravity);
  98768. };
  98769. OimoJSPlugin.prototype.setTimeStep = function (timeStep) {
  98770. this.world.timeStep = timeStep;
  98771. };
  98772. OimoJSPlugin.prototype.getTimeStep = function () {
  98773. return this.world.timeStep;
  98774. };
  98775. OimoJSPlugin.prototype.executeStep = function (delta, impostors) {
  98776. var _this = this;
  98777. impostors.forEach(function (impostor) {
  98778. impostor.beforeStep();
  98779. });
  98780. this.world.step();
  98781. impostors.forEach(function (impostor) {
  98782. impostor.afterStep();
  98783. //update the ordered impostors array
  98784. _this._tmpImpostorsArray[impostor.uniqueId] = impostor;
  98785. });
  98786. //check for collisions
  98787. var contact = this.world.contacts;
  98788. while (contact !== null) {
  98789. if (contact.touching && !contact.body1.sleeping && !contact.body2.sleeping) {
  98790. contact = contact.next;
  98791. continue;
  98792. }
  98793. //is this body colliding with any other? get the impostor
  98794. var mainImpostor = this._tmpImpostorsArray[+contact.body1.name];
  98795. var collidingImpostor = this._tmpImpostorsArray[+contact.body2.name];
  98796. if (!mainImpostor || !collidingImpostor) {
  98797. contact = contact.next;
  98798. continue;
  98799. }
  98800. mainImpostor.onCollide({ body: collidingImpostor.physicsBody });
  98801. collidingImpostor.onCollide({ body: mainImpostor.physicsBody });
  98802. contact = contact.next;
  98803. }
  98804. };
  98805. OimoJSPlugin.prototype.applyImpulse = function (impostor, force, contactPoint) {
  98806. var mass = impostor.physicsBody.mass;
  98807. impostor.physicsBody.applyImpulse(contactPoint.scale(this.world.invScale), force.scale(this.world.invScale * mass));
  98808. };
  98809. OimoJSPlugin.prototype.applyForce = function (impostor, force, contactPoint) {
  98810. BABYLON.Tools.Warn("Oimo doesn't support applying force. Using impule instead.");
  98811. this.applyImpulse(impostor, force, contactPoint);
  98812. };
  98813. OimoJSPlugin.prototype.generatePhysicsBody = function (impostor) {
  98814. var _this = this;
  98815. //parent-child relationship. Does this impostor has a parent impostor?
  98816. if (impostor.parent) {
  98817. if (impostor.physicsBody) {
  98818. this.removePhysicsBody(impostor);
  98819. //TODO is that needed?
  98820. impostor.forceUpdate();
  98821. }
  98822. return;
  98823. }
  98824. if (impostor.isBodyInitRequired()) {
  98825. var bodyConfig = {
  98826. name: impostor.uniqueId,
  98827. //Oimo must have mass, also for static objects.
  98828. config: [impostor.getParam("mass") || 1, impostor.getParam("friction"), impostor.getParam("restitution")],
  98829. size: [],
  98830. type: [],
  98831. pos: [],
  98832. posShape: [],
  98833. rot: [],
  98834. rotShape: [],
  98835. move: impostor.getParam("mass") !== 0,
  98836. density: impostor.getParam("mass"),
  98837. friction: impostor.getParam("friction"),
  98838. restitution: impostor.getParam("restitution"),
  98839. //Supporting older versions of Oimo
  98840. world: this.world
  98841. };
  98842. var impostors = [impostor];
  98843. var addToArray = function (parent) {
  98844. if (!parent.getChildMeshes) {
  98845. return;
  98846. }
  98847. parent.getChildMeshes().forEach(function (m) {
  98848. if (m.physicsImpostor) {
  98849. impostors.push(m.physicsImpostor);
  98850. //m.physicsImpostor._init();
  98851. }
  98852. });
  98853. };
  98854. addToArray(impostor.object);
  98855. var checkWithEpsilon_1 = function (value) {
  98856. return Math.max(value, BABYLON.PhysicsEngine.Epsilon);
  98857. };
  98858. var globalQuaternion_1 = new BABYLON.Quaternion();
  98859. impostors.forEach(function (i) {
  98860. if (!i.object.rotationQuaternion) {
  98861. return;
  98862. }
  98863. //get the correct bounding box
  98864. var oldQuaternion = i.object.rotationQuaternion;
  98865. globalQuaternion_1 = oldQuaternion.clone();
  98866. var rot = oldQuaternion.toEulerAngles();
  98867. var extendSize = i.getObjectExtendSize();
  98868. var radToDeg = 57.295779513082320876;
  98869. if (i === impostor) {
  98870. var center = impostor.getObjectCenter();
  98871. impostor.object.getAbsolutePivotPoint().subtractToRef(center, _this._tmpPositionVector);
  98872. _this._tmpPositionVector.divideInPlace(impostor.object.scaling);
  98873. //Can also use Array.prototype.push.apply
  98874. bodyConfig.pos.push(center.x);
  98875. bodyConfig.pos.push(center.y);
  98876. bodyConfig.pos.push(center.z);
  98877. bodyConfig.posShape.push(0, 0, 0);
  98878. bodyConfig.rotShape.push(0, 0, 0);
  98879. }
  98880. else {
  98881. var localPosition = i.object.getAbsolutePosition().subtract(impostor.object.getAbsolutePosition());
  98882. bodyConfig.posShape.push(localPosition.x);
  98883. bodyConfig.posShape.push(localPosition.y);
  98884. bodyConfig.posShape.push(localPosition.z);
  98885. bodyConfig.pos.push(0, 0, 0);
  98886. bodyConfig.rotShape.push(rot.x * radToDeg);
  98887. bodyConfig.rotShape.push(rot.y * radToDeg);
  98888. bodyConfig.rotShape.push(rot.z * radToDeg);
  98889. }
  98890. // register mesh
  98891. switch (i.type) {
  98892. case BABYLON.PhysicsImpostor.ParticleImpostor:
  98893. BABYLON.Tools.Warn("No Particle support in OIMO.js. using SphereImpostor instead");
  98894. case BABYLON.PhysicsImpostor.SphereImpostor:
  98895. var radiusX = extendSize.x;
  98896. var radiusY = extendSize.y;
  98897. var radiusZ = extendSize.z;
  98898. var size = Math.max(checkWithEpsilon_1(radiusX), checkWithEpsilon_1(radiusY), checkWithEpsilon_1(radiusZ)) / 2;
  98899. bodyConfig.type.push('sphere');
  98900. //due to the way oimo works with compounds, add 3 times
  98901. bodyConfig.size.push(size);
  98902. bodyConfig.size.push(size);
  98903. bodyConfig.size.push(size);
  98904. break;
  98905. case BABYLON.PhysicsImpostor.CylinderImpostor:
  98906. var sizeX = checkWithEpsilon_1(extendSize.x) / 2;
  98907. var sizeY = checkWithEpsilon_1(extendSize.y);
  98908. bodyConfig.type.push('cylinder');
  98909. bodyConfig.size.push(sizeX);
  98910. bodyConfig.size.push(sizeY);
  98911. //due to the way oimo works with compounds, add one more value.
  98912. bodyConfig.size.push(sizeY);
  98913. break;
  98914. case BABYLON.PhysicsImpostor.PlaneImpostor:
  98915. case BABYLON.PhysicsImpostor.BoxImpostor:
  98916. default:
  98917. var sizeX = checkWithEpsilon_1(extendSize.x);
  98918. var sizeY = checkWithEpsilon_1(extendSize.y);
  98919. var sizeZ = checkWithEpsilon_1(extendSize.z);
  98920. bodyConfig.type.push('box');
  98921. //if (i === impostor) {
  98922. bodyConfig.size.push(sizeX);
  98923. bodyConfig.size.push(sizeY);
  98924. bodyConfig.size.push(sizeZ);
  98925. //} else {
  98926. // bodyConfig.size.push(0,0,0);
  98927. //}
  98928. break;
  98929. }
  98930. //actually not needed, but hey...
  98931. i.object.rotationQuaternion = oldQuaternion;
  98932. });
  98933. impostor.physicsBody = this.world.add(bodyConfig);
  98934. // set the quaternion, ignoring the previously defined (euler) rotation
  98935. impostor.physicsBody.resetQuaternion(globalQuaternion_1);
  98936. // update with delta 0, so the body will reveive the new rotation.
  98937. impostor.physicsBody.updatePosition(0);
  98938. }
  98939. else {
  98940. this._tmpPositionVector.copyFromFloats(0, 0, 0);
  98941. }
  98942. impostor.setDeltaPosition(this._tmpPositionVector);
  98943. //this._tmpPositionVector.addInPlace(impostor.mesh.getBoundingInfo().boundingBox.center);
  98944. //this.setPhysicsBodyTransformation(impostor, this._tmpPositionVector, impostor.mesh.rotationQuaternion);
  98945. };
  98946. OimoJSPlugin.prototype.removePhysicsBody = function (impostor) {
  98947. //impostor.physicsBody.dispose();
  98948. //Same as : (older oimo versions)
  98949. this.world.removeRigidBody(impostor.physicsBody);
  98950. };
  98951. OimoJSPlugin.prototype.generateJoint = function (impostorJoint) {
  98952. var mainBody = impostorJoint.mainImpostor.physicsBody;
  98953. var connectedBody = impostorJoint.connectedImpostor.physicsBody;
  98954. if (!mainBody || !connectedBody) {
  98955. return;
  98956. }
  98957. var jointData = impostorJoint.joint.jointData;
  98958. var options = jointData.nativeParams || {};
  98959. var type;
  98960. var nativeJointData = {
  98961. body1: mainBody,
  98962. body2: connectedBody,
  98963. axe1: options.axe1 || (jointData.mainAxis ? jointData.mainAxis.asArray() : null),
  98964. axe2: options.axe2 || (jointData.connectedAxis ? jointData.connectedAxis.asArray() : null),
  98965. pos1: options.pos1 || (jointData.mainPivot ? jointData.mainPivot.asArray() : null),
  98966. pos2: options.pos2 || (jointData.connectedPivot ? jointData.connectedPivot.asArray() : null),
  98967. min: options.min,
  98968. max: options.max,
  98969. collision: options.collision || jointData.collision,
  98970. spring: options.spring,
  98971. //supporting older version of Oimo
  98972. world: this.world
  98973. };
  98974. switch (impostorJoint.joint.type) {
  98975. case BABYLON.PhysicsJoint.BallAndSocketJoint:
  98976. type = "jointBall";
  98977. break;
  98978. case BABYLON.PhysicsJoint.SpringJoint:
  98979. BABYLON.Tools.Warn("OIMO.js doesn't support Spring Constraint. Simulating using DistanceJoint instead");
  98980. var springData = jointData;
  98981. nativeJointData.min = springData.length || nativeJointData.min;
  98982. //Max should also be set, just make sure it is at least min
  98983. nativeJointData.max = Math.max(nativeJointData.min, nativeJointData.max);
  98984. case BABYLON.PhysicsJoint.DistanceJoint:
  98985. type = "jointDistance";
  98986. nativeJointData.max = jointData.maxDistance;
  98987. break;
  98988. case BABYLON.PhysicsJoint.PrismaticJoint:
  98989. type = "jointPrisme";
  98990. break;
  98991. case BABYLON.PhysicsJoint.SliderJoint:
  98992. type = "jointSlide";
  98993. break;
  98994. case BABYLON.PhysicsJoint.WheelJoint:
  98995. type = "jointWheel";
  98996. break;
  98997. case BABYLON.PhysicsJoint.HingeJoint:
  98998. default:
  98999. type = "jointHinge";
  99000. break;
  99001. }
  99002. nativeJointData.type = type;
  99003. impostorJoint.joint.physicsJoint = this.world.add(nativeJointData);
  99004. };
  99005. OimoJSPlugin.prototype.removeJoint = function (impostorJoint) {
  99006. //Bug in Oimo prevents us from disposing a joint in the playground
  99007. //joint.joint.physicsJoint.dispose();
  99008. //So we will bruteforce it!
  99009. try {
  99010. this.world.removeJoint(impostorJoint.joint.physicsJoint);
  99011. }
  99012. catch (e) {
  99013. BABYLON.Tools.Warn(e);
  99014. }
  99015. };
  99016. OimoJSPlugin.prototype.isSupported = function () {
  99017. return this.BJSOIMO !== undefined;
  99018. };
  99019. OimoJSPlugin.prototype.setTransformationFromPhysicsBody = function (impostor) {
  99020. if (!impostor.physicsBody.sleeping) {
  99021. //TODO check that
  99022. /*if (impostor.physicsBody.shapes.next) {
  99023. var parentShape = this._getLastShape(impostor.physicsBody);
  99024. impostor.object.position.copyFrom(parentShape.position);
  99025. console.log(parentShape.position);
  99026. } else {*/
  99027. impostor.object.position.copyFrom(impostor.physicsBody.getPosition());
  99028. //}
  99029. if (impostor.object.rotationQuaternion) {
  99030. impostor.object.rotationQuaternion.copyFrom(impostor.physicsBody.getQuaternion());
  99031. }
  99032. }
  99033. };
  99034. OimoJSPlugin.prototype.setPhysicsBodyTransformation = function (impostor, newPosition, newRotation) {
  99035. var body = impostor.physicsBody;
  99036. body.position.copy(newPosition);
  99037. body.orientation.copy(newRotation);
  99038. body.syncShapes();
  99039. body.awake();
  99040. };
  99041. /*private _getLastShape(body: any): any {
  99042. var lastShape = body.shapes;
  99043. while (lastShape.next) {
  99044. lastShape = lastShape.next;
  99045. }
  99046. return lastShape;
  99047. }*/
  99048. OimoJSPlugin.prototype.setLinearVelocity = function (impostor, velocity) {
  99049. impostor.physicsBody.linearVelocity.copy(velocity);
  99050. };
  99051. OimoJSPlugin.prototype.setAngularVelocity = function (impostor, velocity) {
  99052. impostor.physicsBody.angularVelocity.copy(velocity);
  99053. };
  99054. OimoJSPlugin.prototype.getLinearVelocity = function (impostor) {
  99055. var v = impostor.physicsBody.linearVelocity;
  99056. if (!v) {
  99057. return null;
  99058. }
  99059. return new BABYLON.Vector3(v.x, v.y, v.z);
  99060. };
  99061. OimoJSPlugin.prototype.getAngularVelocity = function (impostor) {
  99062. var v = impostor.physicsBody.angularVelocity;
  99063. if (!v) {
  99064. return null;
  99065. }
  99066. return new BABYLON.Vector3(v.x, v.y, v.z);
  99067. };
  99068. OimoJSPlugin.prototype.setBodyMass = function (impostor, mass) {
  99069. var staticBody = mass === 0;
  99070. //this will actually set the body's density and not its mass.
  99071. //But this is how oimo treats the mass variable.
  99072. impostor.physicsBody.shapes.density = staticBody ? 1 : mass;
  99073. impostor.physicsBody.setupMass(staticBody ? 0x2 : 0x1);
  99074. };
  99075. OimoJSPlugin.prototype.getBodyMass = function (impostor) {
  99076. return impostor.physicsBody.shapes.density;
  99077. };
  99078. OimoJSPlugin.prototype.getBodyFriction = function (impostor) {
  99079. return impostor.physicsBody.shapes.friction;
  99080. };
  99081. OimoJSPlugin.prototype.setBodyFriction = function (impostor, friction) {
  99082. impostor.physicsBody.shapes.friction = friction;
  99083. };
  99084. OimoJSPlugin.prototype.getBodyRestitution = function (impostor) {
  99085. return impostor.physicsBody.shapes.restitution;
  99086. };
  99087. OimoJSPlugin.prototype.setBodyRestitution = function (impostor, restitution) {
  99088. impostor.physicsBody.shapes.restitution = restitution;
  99089. };
  99090. OimoJSPlugin.prototype.sleepBody = function (impostor) {
  99091. impostor.physicsBody.sleep();
  99092. };
  99093. OimoJSPlugin.prototype.wakeUpBody = function (impostor) {
  99094. impostor.physicsBody.awake();
  99095. };
  99096. OimoJSPlugin.prototype.updateDistanceJoint = function (joint, maxDistance, minDistance) {
  99097. joint.physicsJoint.limitMotor.upperLimit = maxDistance;
  99098. if (minDistance !== void 0) {
  99099. joint.physicsJoint.limitMotor.lowerLimit = minDistance;
  99100. }
  99101. };
  99102. OimoJSPlugin.prototype.setMotor = function (joint, speed, maxForce, motorIndex) {
  99103. //TODO separate rotational and transational motors.
  99104. var motor = motorIndex ? joint.physicsJoint.rotationalLimitMotor2 : joint.physicsJoint.rotationalLimitMotor1 || joint.physicsJoint.rotationalLimitMotor || joint.physicsJoint.limitMotor;
  99105. if (motor) {
  99106. motor.setMotor(speed, maxForce);
  99107. }
  99108. };
  99109. OimoJSPlugin.prototype.setLimit = function (joint, upperLimit, lowerLimit, motorIndex) {
  99110. //TODO separate rotational and transational motors.
  99111. var motor = motorIndex ? joint.physicsJoint.rotationalLimitMotor2 : joint.physicsJoint.rotationalLimitMotor1 || joint.physicsJoint.rotationalLimitMotor || joint.physicsJoint.limitMotor;
  99112. if (motor) {
  99113. motor.setLimit(upperLimit, lowerLimit === void 0 ? -upperLimit : lowerLimit);
  99114. }
  99115. };
  99116. OimoJSPlugin.prototype.syncMeshWithImpostor = function (mesh, impostor) {
  99117. var body = impostor.physicsBody;
  99118. mesh.position.x = body.position.x;
  99119. mesh.position.y = body.position.y;
  99120. mesh.position.z = body.position.z;
  99121. if (mesh.rotationQuaternion) {
  99122. mesh.rotationQuaternion.x = body.orientation.x;
  99123. mesh.rotationQuaternion.y = body.orientation.y;
  99124. mesh.rotationQuaternion.z = body.orientation.z;
  99125. mesh.rotationQuaternion.w = body.orientation.s;
  99126. }
  99127. };
  99128. OimoJSPlugin.prototype.getRadius = function (impostor) {
  99129. return impostor.physicsBody.shapes.radius;
  99130. };
  99131. OimoJSPlugin.prototype.getBoxSizeToRef = function (impostor, result) {
  99132. var shape = impostor.physicsBody.shapes;
  99133. result.x = shape.halfWidth * 2;
  99134. result.y = shape.halfHeight * 2;
  99135. result.z = shape.halfDepth * 2;
  99136. };
  99137. OimoJSPlugin.prototype.dispose = function () {
  99138. this.world.clear();
  99139. };
  99140. return OimoJSPlugin;
  99141. }());
  99142. BABYLON.OimoJSPlugin = OimoJSPlugin;
  99143. })(BABYLON || (BABYLON = {}));
  99144. //# sourceMappingURL=babylon.oimoJSPlugin.js.map
  99145. var BABYLON;
  99146. (function (BABYLON) {
  99147. /**
  99148. * Gets the current physics engine
  99149. * @returns a IPhysicsEngine or null if none attached
  99150. */
  99151. BABYLON.Scene.prototype.getPhysicsEngine = function () {
  99152. return this._physicsEngine;
  99153. };
  99154. /**
  99155. * Enables physics to the current scene
  99156. * @param gravity defines the scene's gravity for the physics engine
  99157. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  99158. * @return a boolean indicating if the physics engine was initialized
  99159. */
  99160. BABYLON.Scene.prototype.enablePhysics = function (gravity, plugin) {
  99161. if (gravity === void 0) { gravity = null; }
  99162. if (this._physicsEngine) {
  99163. return true;
  99164. }
  99165. // Register the component to the scene
  99166. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_PHYSICSENGINE);
  99167. if (!component) {
  99168. component = new PhysicsEngineSceneComponent(this);
  99169. this._addComponent(component);
  99170. }
  99171. try {
  99172. this._physicsEngine = new BABYLON.PhysicsEngine(gravity, plugin);
  99173. return true;
  99174. }
  99175. catch (e) {
  99176. BABYLON.Tools.Error(e.message);
  99177. return false;
  99178. }
  99179. };
  99180. /**
  99181. * Disables and disposes the physics engine associated with the scene
  99182. */
  99183. BABYLON.Scene.prototype.disablePhysicsEngine = function () {
  99184. if (!this._physicsEngine) {
  99185. return;
  99186. }
  99187. this._physicsEngine.dispose();
  99188. this._physicsEngine = null;
  99189. };
  99190. /**
  99191. * Gets a boolean indicating if there is an active physics engine
  99192. * @returns a boolean indicating if there is an active physics engine
  99193. */
  99194. BABYLON.Scene.prototype.isPhysicsEnabled = function () {
  99195. return this._physicsEngine !== undefined;
  99196. };
  99197. /**
  99198. * Deletes a physics compound impostor
  99199. * @param compound defines the compound to delete
  99200. */
  99201. BABYLON.Scene.prototype.deleteCompoundImpostor = function (compound) {
  99202. var mesh = compound.parts[0].mesh;
  99203. if (mesh.physicsImpostor) {
  99204. mesh.physicsImpostor.dispose( /*true*/);
  99205. mesh.physicsImpostor = null;
  99206. }
  99207. };
  99208. /** @hidden */
  99209. BABYLON.Scene.prototype._advancePhysicsEngineStep = function (step) {
  99210. if (this._physicsEngine) {
  99211. this.onBeforePhysicsObservable.notifyObservers(this);
  99212. this._physicsEngine._step(step / 1000);
  99213. this.onAfterPhysicsObservable.notifyObservers(this);
  99214. }
  99215. };
  99216. Object.defineProperty(BABYLON.AbstractMesh.prototype, "physicsImpostor", {
  99217. get: function () {
  99218. return this._physicsImpostor;
  99219. },
  99220. set: function (value) {
  99221. var _this = this;
  99222. if (this._physicsImpostor === value) {
  99223. return;
  99224. }
  99225. if (this._disposePhysicsObserver) {
  99226. this.onDisposeObservable.remove(this._disposePhysicsObserver);
  99227. }
  99228. this._physicsImpostor = value;
  99229. if (value) {
  99230. this._disposePhysicsObserver = this.onDisposeObservable.add(function () {
  99231. // Physics
  99232. if (_this.physicsImpostor) {
  99233. _this.physicsImpostor.dispose( /*!doNotRecurse*/);
  99234. _this.physicsImpostor = null;
  99235. }
  99236. });
  99237. }
  99238. },
  99239. enumerable: true,
  99240. configurable: true
  99241. });
  99242. /**
  99243. * Gets the current physics impostor
  99244. * @see http://doc.babylonjs.com/features/physics_engine
  99245. * @returns a physics impostor or null
  99246. */
  99247. BABYLON.AbstractMesh.prototype.getPhysicsImpostor = function () {
  99248. return this.physicsImpostor;
  99249. };
  99250. /**
  99251. * Apply a physic impulse to the mesh
  99252. * @param force defines the force to apply
  99253. * @param contactPoint defines where to apply the force
  99254. * @returns the current mesh
  99255. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  99256. */
  99257. BABYLON.AbstractMesh.prototype.applyImpulse = function (force, contactPoint) {
  99258. if (!this.physicsImpostor) {
  99259. return this;
  99260. }
  99261. this.physicsImpostor.applyImpulse(force, contactPoint);
  99262. return this;
  99263. };
  99264. /**
  99265. * Creates a physic joint between two meshes
  99266. * @param otherMesh defines the other mesh to use
  99267. * @param pivot1 defines the pivot to use on this mesh
  99268. * @param pivot2 defines the pivot to use on the other mesh
  99269. * @param options defines additional options (can be plugin dependent)
  99270. * @returns the current mesh
  99271. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  99272. */
  99273. BABYLON.AbstractMesh.prototype.setPhysicsLinkWith = function (otherMesh, pivot1, pivot2, options) {
  99274. if (!this.physicsImpostor || !otherMesh.physicsImpostor) {
  99275. return this;
  99276. }
  99277. this.physicsImpostor.createJoint(otherMesh.physicsImpostor, BABYLON.PhysicsJoint.HingeJoint, {
  99278. mainPivot: pivot1,
  99279. connectedPivot: pivot2,
  99280. nativeParams: options
  99281. });
  99282. return this;
  99283. };
  99284. /**
  99285. * Defines the physics engine scene component responsible to manage a physics engine
  99286. */
  99287. var PhysicsEngineSceneComponent = /** @class */ (function () {
  99288. /**
  99289. * Creates a new instance of the component for the given scene
  99290. * @param scene Defines the scene to register the component in
  99291. */
  99292. function PhysicsEngineSceneComponent(scene) {
  99293. var _this = this;
  99294. /**
  99295. * The component name helpful to identify the component in the list of scene components.
  99296. */
  99297. this.name = BABYLON.SceneComponentConstants.NAME_PHYSICSENGINE;
  99298. this.scene = scene;
  99299. this.scene.onBeforePhysicsObservable = new BABYLON.Observable();
  99300. this.scene.onAfterPhysicsObservable = new BABYLON.Observable();
  99301. // Replace the function used to get the deterministic frame time
  99302. this.scene.getDeterministicFrameTime = function () {
  99303. if (_this.scene._physicsEngine) {
  99304. return _this.scene._physicsEngine.getTimeStep() * 1000;
  99305. }
  99306. return 1000.0 / 60.0;
  99307. };
  99308. }
  99309. /**
  99310. * Registers the component in a given scene
  99311. */
  99312. PhysicsEngineSceneComponent.prototype.register = function () {
  99313. };
  99314. /**
  99315. * Rebuilds the elements related to this component in case of
  99316. * context lost for instance.
  99317. */
  99318. PhysicsEngineSceneComponent.prototype.rebuild = function () {
  99319. // Nothing to do for this component
  99320. };
  99321. /**
  99322. * Disposes the component and the associated ressources
  99323. */
  99324. PhysicsEngineSceneComponent.prototype.dispose = function () {
  99325. this.scene.onBeforePhysicsObservable.clear();
  99326. this.scene.onAfterPhysicsObservable.clear();
  99327. if (this.scene._physicsEngine) {
  99328. this.scene.disablePhysicsEngine();
  99329. }
  99330. };
  99331. return PhysicsEngineSceneComponent;
  99332. }());
  99333. BABYLON.PhysicsEngineSceneComponent = PhysicsEngineSceneComponent;
  99334. })(BABYLON || (BABYLON = {}));
  99335. //# sourceMappingURL=babylon.physicsEngineComponent.js.map
  99336. var BABYLON;
  99337. (function (BABYLON) {
  99338. // Based on demo done by Brandon Jones - http://media.tojicode.com/webgl-samples/dds.html
  99339. // All values and structures referenced from:
  99340. // http://msdn.microsoft.com/en-us/library/bb943991.aspx/
  99341. var DDS_MAGIC = 0x20534444;
  99342. var
  99343. //DDSD_CAPS = 0x1,
  99344. //DDSD_HEIGHT = 0x2,
  99345. //DDSD_WIDTH = 0x4,
  99346. //DDSD_PITCH = 0x8,
  99347. //DDSD_PIXELFORMAT = 0x1000,
  99348. DDSD_MIPMAPCOUNT = 0x20000;
  99349. //DDSD_LINEARSIZE = 0x80000,
  99350. //DDSD_DEPTH = 0x800000;
  99351. // var DDSCAPS_COMPLEX = 0x8,
  99352. // DDSCAPS_MIPMAP = 0x400000,
  99353. // DDSCAPS_TEXTURE = 0x1000;
  99354. var DDSCAPS2_CUBEMAP = 0x200;
  99355. // DDSCAPS2_CUBEMAP_POSITIVEX = 0x400,
  99356. // DDSCAPS2_CUBEMAP_NEGATIVEX = 0x800,
  99357. // DDSCAPS2_CUBEMAP_POSITIVEY = 0x1000,
  99358. // DDSCAPS2_CUBEMAP_NEGATIVEY = 0x2000,
  99359. // DDSCAPS2_CUBEMAP_POSITIVEZ = 0x4000,
  99360. // DDSCAPS2_CUBEMAP_NEGATIVEZ = 0x8000,
  99361. // DDSCAPS2_VOLUME = 0x200000;
  99362. var
  99363. //DDPF_ALPHAPIXELS = 0x1,
  99364. //DDPF_ALPHA = 0x2,
  99365. DDPF_FOURCC = 0x4, DDPF_RGB = 0x40,
  99366. //DDPF_YUV = 0x200,
  99367. DDPF_LUMINANCE = 0x20000;
  99368. function FourCCToInt32(value) {
  99369. return value.charCodeAt(0) +
  99370. (value.charCodeAt(1) << 8) +
  99371. (value.charCodeAt(2) << 16) +
  99372. (value.charCodeAt(3) << 24);
  99373. }
  99374. function Int32ToFourCC(value) {
  99375. return String.fromCharCode(value & 0xff, (value >> 8) & 0xff, (value >> 16) & 0xff, (value >> 24) & 0xff);
  99376. }
  99377. var FOURCC_DXT1 = FourCCToInt32("DXT1");
  99378. var FOURCC_DXT3 = FourCCToInt32("DXT3");
  99379. var FOURCC_DXT5 = FourCCToInt32("DXT5");
  99380. var FOURCC_DX10 = FourCCToInt32("DX10");
  99381. var FOURCC_D3DFMT_R16G16B16A16F = 113;
  99382. var FOURCC_D3DFMT_R32G32B32A32F = 116;
  99383. var DXGI_FORMAT_R16G16B16A16_FLOAT = 10;
  99384. var DXGI_FORMAT_B8G8R8X8_UNORM = 88;
  99385. var headerLengthInt = 31; // The header length in 32 bit ints
  99386. // Offsets into the header array
  99387. var off_magic = 0;
  99388. var off_size = 1;
  99389. var off_flags = 2;
  99390. var off_height = 3;
  99391. var off_width = 4;
  99392. var off_mipmapCount = 7;
  99393. var off_pfFlags = 20;
  99394. var off_pfFourCC = 21;
  99395. var off_RGBbpp = 22;
  99396. var off_RMask = 23;
  99397. var off_GMask = 24;
  99398. var off_BMask = 25;
  99399. var off_AMask = 26;
  99400. // var off_caps1 = 27;
  99401. var off_caps2 = 28;
  99402. // var off_caps3 = 29;
  99403. // var off_caps4 = 30;
  99404. var off_dxgiFormat = 32;
  99405. /**
  99406. * Class used to provide DDS decompression tools
  99407. */
  99408. var DDSTools = /** @class */ (function () {
  99409. function DDSTools() {
  99410. }
  99411. /**
  99412. * Gets DDS information from an array buffer
  99413. * @param arrayBuffer defines the array buffer to read data from
  99414. * @returns the DDS information
  99415. */
  99416. DDSTools.GetDDSInfo = function (arrayBuffer) {
  99417. var header = new Int32Array(arrayBuffer, 0, headerLengthInt);
  99418. var extendedHeader = new Int32Array(arrayBuffer, 0, headerLengthInt + 4);
  99419. var mipmapCount = 1;
  99420. if (header[off_flags] & DDSD_MIPMAPCOUNT) {
  99421. mipmapCount = Math.max(1, header[off_mipmapCount]);
  99422. }
  99423. var fourCC = header[off_pfFourCC];
  99424. var dxgiFormat = (fourCC === FOURCC_DX10) ? extendedHeader[off_dxgiFormat] : 0;
  99425. var textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  99426. switch (fourCC) {
  99427. case FOURCC_D3DFMT_R16G16B16A16F:
  99428. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  99429. break;
  99430. case FOURCC_D3DFMT_R32G32B32A32F:
  99431. textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  99432. break;
  99433. case FOURCC_DX10:
  99434. if (dxgiFormat === DXGI_FORMAT_R16G16B16A16_FLOAT) {
  99435. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  99436. break;
  99437. }
  99438. }
  99439. return {
  99440. width: header[off_width],
  99441. height: header[off_height],
  99442. mipmapCount: mipmapCount,
  99443. isFourCC: (header[off_pfFlags] & DDPF_FOURCC) === DDPF_FOURCC,
  99444. isRGB: (header[off_pfFlags] & DDPF_RGB) === DDPF_RGB,
  99445. isLuminance: (header[off_pfFlags] & DDPF_LUMINANCE) === DDPF_LUMINANCE,
  99446. isCube: (header[off_caps2] & DDSCAPS2_CUBEMAP) === DDSCAPS2_CUBEMAP,
  99447. isCompressed: (fourCC === FOURCC_DXT1 || fourCC === FOURCC_DXT3 || fourCC === FOURCC_DXT5),
  99448. dxgiFormat: dxgiFormat,
  99449. textureType: textureType
  99450. };
  99451. };
  99452. DDSTools._ToHalfFloat = function (value) {
  99453. if (!DDSTools._FloatView) {
  99454. DDSTools._FloatView = new Float32Array(1);
  99455. DDSTools._Int32View = new Int32Array(DDSTools._FloatView.buffer);
  99456. }
  99457. DDSTools._FloatView[0] = value;
  99458. var x = DDSTools._Int32View[0];
  99459. var bits = (x >> 16) & 0x8000; /* Get the sign */
  99460. var m = (x >> 12) & 0x07ff; /* Keep one extra bit for rounding */
  99461. var e = (x >> 23) & 0xff; /* Using int is faster here */
  99462. /* If zero, or denormal, or exponent underflows too much for a denormal
  99463. * half, return signed zero. */
  99464. if (e < 103) {
  99465. return bits;
  99466. }
  99467. /* If NaN, return NaN. If Inf or exponent overflow, return Inf. */
  99468. if (e > 142) {
  99469. bits |= 0x7c00;
  99470. /* If exponent was 0xff and one mantissa bit was set, it means NaN,
  99471. * not Inf, so make sure we set one mantissa bit too. */
  99472. bits |= ((e == 255) ? 0 : 1) && (x & 0x007fffff);
  99473. return bits;
  99474. }
  99475. /* If exponent underflows but not too much, return a denormal */
  99476. if (e < 113) {
  99477. m |= 0x0800;
  99478. /* Extra rounding may overflow and set mantissa to 0 and exponent
  99479. * to 1, which is OK. */
  99480. bits |= (m >> (114 - e)) + ((m >> (113 - e)) & 1);
  99481. return bits;
  99482. }
  99483. bits |= ((e - 112) << 10) | (m >> 1);
  99484. bits += m & 1;
  99485. return bits;
  99486. };
  99487. DDSTools._FromHalfFloat = function (value) {
  99488. var s = (value & 0x8000) >> 15;
  99489. var e = (value & 0x7C00) >> 10;
  99490. var f = value & 0x03FF;
  99491. if (e === 0) {
  99492. return (s ? -1 : 1) * Math.pow(2, -14) * (f / Math.pow(2, 10));
  99493. }
  99494. else if (e == 0x1F) {
  99495. return f ? NaN : ((s ? -1 : 1) * Infinity);
  99496. }
  99497. return (s ? -1 : 1) * Math.pow(2, e - 15) * (1 + (f / Math.pow(2, 10)));
  99498. };
  99499. DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  99500. var destArray = new Float32Array(dataLength);
  99501. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  99502. var index = 0;
  99503. for (var y = 0; y < height; y++) {
  99504. for (var x = 0; x < width; x++) {
  99505. var srcPos = (x + y * width) * 4;
  99506. destArray[index] = DDSTools._FromHalfFloat(srcData[srcPos]);
  99507. destArray[index + 1] = DDSTools._FromHalfFloat(srcData[srcPos + 1]);
  99508. destArray[index + 2] = DDSTools._FromHalfFloat(srcData[srcPos + 2]);
  99509. if (DDSTools.StoreLODInAlphaChannel) {
  99510. destArray[index + 3] = lod;
  99511. }
  99512. else {
  99513. destArray[index + 3] = DDSTools._FromHalfFloat(srcData[srcPos + 3]);
  99514. }
  99515. index += 4;
  99516. }
  99517. }
  99518. return destArray;
  99519. };
  99520. DDSTools._GetHalfFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  99521. if (DDSTools.StoreLODInAlphaChannel) {
  99522. var destArray = new Uint16Array(dataLength);
  99523. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  99524. var index = 0;
  99525. for (var y = 0; y < height; y++) {
  99526. for (var x = 0; x < width; x++) {
  99527. var srcPos = (x + y * width) * 4;
  99528. destArray[index] = srcData[srcPos];
  99529. destArray[index + 1] = srcData[srcPos + 1];
  99530. destArray[index + 2] = srcData[srcPos + 2];
  99531. destArray[index + 3] = DDSTools._ToHalfFloat(lod);
  99532. index += 4;
  99533. }
  99534. }
  99535. return destArray;
  99536. }
  99537. return new Uint16Array(arrayBuffer, dataOffset, dataLength);
  99538. };
  99539. DDSTools._GetFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  99540. if (DDSTools.StoreLODInAlphaChannel) {
  99541. var destArray = new Float32Array(dataLength);
  99542. var srcData = new Float32Array(arrayBuffer, dataOffset);
  99543. var index = 0;
  99544. for (var y = 0; y < height; y++) {
  99545. for (var x = 0; x < width; x++) {
  99546. var srcPos = (x + y * width) * 4;
  99547. destArray[index] = srcData[srcPos];
  99548. destArray[index + 1] = srcData[srcPos + 1];
  99549. destArray[index + 2] = srcData[srcPos + 2];
  99550. destArray[index + 3] = lod;
  99551. index += 4;
  99552. }
  99553. }
  99554. return destArray;
  99555. }
  99556. return new Float32Array(arrayBuffer, dataOffset, dataLength);
  99557. };
  99558. DDSTools._GetFloatAsUIntRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  99559. var destArray = new Uint8Array(dataLength);
  99560. var srcData = new Float32Array(arrayBuffer, dataOffset);
  99561. var index = 0;
  99562. for (var y = 0; y < height; y++) {
  99563. for (var x = 0; x < width; x++) {
  99564. var srcPos = (x + y * width) * 4;
  99565. destArray[index] = BABYLON.Scalar.Clamp(srcData[srcPos]) * 255;
  99566. destArray[index + 1] = BABYLON.Scalar.Clamp(srcData[srcPos + 1]) * 255;
  99567. destArray[index + 2] = BABYLON.Scalar.Clamp(srcData[srcPos + 2]) * 255;
  99568. if (DDSTools.StoreLODInAlphaChannel) {
  99569. destArray[index + 3] = lod;
  99570. }
  99571. else {
  99572. destArray[index + 3] = BABYLON.Scalar.Clamp(srcData[srcPos + 3]) * 255;
  99573. }
  99574. index += 4;
  99575. }
  99576. }
  99577. return destArray;
  99578. };
  99579. DDSTools._GetHalfFloatAsUIntRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  99580. var destArray = new Uint8Array(dataLength);
  99581. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  99582. var index = 0;
  99583. for (var y = 0; y < height; y++) {
  99584. for (var x = 0; x < width; x++) {
  99585. var srcPos = (x + y * width) * 4;
  99586. destArray[index] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos])) * 255;
  99587. destArray[index + 1] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 1])) * 255;
  99588. destArray[index + 2] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 2])) * 255;
  99589. if (DDSTools.StoreLODInAlphaChannel) {
  99590. destArray[index + 3] = lod;
  99591. }
  99592. else {
  99593. destArray[index + 3] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 3])) * 255;
  99594. }
  99595. index += 4;
  99596. }
  99597. }
  99598. return destArray;
  99599. };
  99600. DDSTools._GetRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset, aOffset) {
  99601. var byteArray = new Uint8Array(dataLength);
  99602. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  99603. var index = 0;
  99604. for (var y = 0; y < height; y++) {
  99605. for (var x = 0; x < width; x++) {
  99606. var srcPos = (x + y * width) * 4;
  99607. byteArray[index] = srcData[srcPos + rOffset];
  99608. byteArray[index + 1] = srcData[srcPos + gOffset];
  99609. byteArray[index + 2] = srcData[srcPos + bOffset];
  99610. byteArray[index + 3] = srcData[srcPos + aOffset];
  99611. index += 4;
  99612. }
  99613. }
  99614. return byteArray;
  99615. };
  99616. DDSTools._ExtractLongWordOrder = function (value) {
  99617. if (value === 0 || value === 255 || value === -16777216) {
  99618. return 0;
  99619. }
  99620. return 1 + DDSTools._ExtractLongWordOrder(value >> 8);
  99621. };
  99622. DDSTools._GetRGBArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset) {
  99623. var byteArray = new Uint8Array(dataLength);
  99624. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  99625. var index = 0;
  99626. for (var y = 0; y < height; y++) {
  99627. for (var x = 0; x < width; x++) {
  99628. var srcPos = (x + y * width) * 3;
  99629. byteArray[index] = srcData[srcPos + rOffset];
  99630. byteArray[index + 1] = srcData[srcPos + gOffset];
  99631. byteArray[index + 2] = srcData[srcPos + bOffset];
  99632. index += 3;
  99633. }
  99634. }
  99635. return byteArray;
  99636. };
  99637. DDSTools._GetLuminanceArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer) {
  99638. var byteArray = new Uint8Array(dataLength);
  99639. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  99640. var index = 0;
  99641. for (var y = 0; y < height; y++) {
  99642. for (var x = 0; x < width; x++) {
  99643. var srcPos = (x + y * width);
  99644. byteArray[index] = srcData[srcPos];
  99645. index++;
  99646. }
  99647. }
  99648. return byteArray;
  99649. };
  99650. /**
  99651. * Uploads DDS Levels to a Babylon Texture
  99652. * @hidden
  99653. */
  99654. DDSTools.UploadDDSLevels = function (engine, texture, arrayBuffer, info, loadMipmaps, faces, lodIndex, currentFace) {
  99655. if (lodIndex === void 0) { lodIndex = -1; }
  99656. var sphericalPolynomialFaces = null;
  99657. if (info.sphericalPolynomial) {
  99658. sphericalPolynomialFaces = new Array();
  99659. }
  99660. var ext = engine.getCaps().s3tc;
  99661. var header = new Int32Array(arrayBuffer, 0, headerLengthInt);
  99662. var fourCC, width, height, dataLength = 0, dataOffset;
  99663. var byteArray, mipmapCount, mip;
  99664. var internalCompressedFormat = 0;
  99665. var blockBytes = 1;
  99666. if (header[off_magic] !== DDS_MAGIC) {
  99667. BABYLON.Tools.Error("Invalid magic number in DDS header");
  99668. return;
  99669. }
  99670. if (!info.isFourCC && !info.isRGB && !info.isLuminance) {
  99671. BABYLON.Tools.Error("Unsupported format, must contain a FourCC, RGB or LUMINANCE code");
  99672. return;
  99673. }
  99674. if (info.isCompressed && !ext) {
  99675. BABYLON.Tools.Error("Compressed textures are not supported on this platform.");
  99676. return;
  99677. }
  99678. var bpp = header[off_RGBbpp];
  99679. dataOffset = header[off_size] + 4;
  99680. var computeFormats = false;
  99681. if (info.isFourCC) {
  99682. fourCC = header[off_pfFourCC];
  99683. switch (fourCC) {
  99684. case FOURCC_DXT1:
  99685. blockBytes = 8;
  99686. internalCompressedFormat = ext.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  99687. break;
  99688. case FOURCC_DXT3:
  99689. blockBytes = 16;
  99690. internalCompressedFormat = ext.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  99691. break;
  99692. case FOURCC_DXT5:
  99693. blockBytes = 16;
  99694. internalCompressedFormat = ext.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  99695. break;
  99696. case FOURCC_D3DFMT_R16G16B16A16F:
  99697. computeFormats = true;
  99698. break;
  99699. case FOURCC_D3DFMT_R32G32B32A32F:
  99700. computeFormats = true;
  99701. break;
  99702. case FOURCC_DX10:
  99703. // There is an additionnal header so dataOffset need to be changed
  99704. dataOffset += 5 * 4; // 5 uints
  99705. var supported = false;
  99706. switch (info.dxgiFormat) {
  99707. case DXGI_FORMAT_R16G16B16A16_FLOAT:
  99708. computeFormats = true;
  99709. supported = true;
  99710. break;
  99711. case DXGI_FORMAT_B8G8R8X8_UNORM:
  99712. info.isRGB = true;
  99713. info.isFourCC = false;
  99714. bpp = 32;
  99715. supported = true;
  99716. break;
  99717. }
  99718. if (supported) {
  99719. break;
  99720. }
  99721. default:
  99722. console.error("Unsupported FourCC code:", Int32ToFourCC(fourCC));
  99723. return;
  99724. }
  99725. }
  99726. var rOffset = DDSTools._ExtractLongWordOrder(header[off_RMask]);
  99727. var gOffset = DDSTools._ExtractLongWordOrder(header[off_GMask]);
  99728. var bOffset = DDSTools._ExtractLongWordOrder(header[off_BMask]);
  99729. var aOffset = DDSTools._ExtractLongWordOrder(header[off_AMask]);
  99730. if (computeFormats) {
  99731. internalCompressedFormat = engine._getRGBABufferInternalSizedFormat(info.textureType);
  99732. }
  99733. mipmapCount = 1;
  99734. if (header[off_flags] & DDSD_MIPMAPCOUNT && loadMipmaps !== false) {
  99735. mipmapCount = Math.max(1, header[off_mipmapCount]);
  99736. }
  99737. for (var face = 0; face < faces; face++) {
  99738. width = header[off_width];
  99739. height = header[off_height];
  99740. for (mip = 0; mip < mipmapCount; ++mip) {
  99741. if (lodIndex === -1 || lodIndex === mip) {
  99742. // In case of fixed LOD, if the lod has just been uploaded, early exit.
  99743. var i = (lodIndex === -1) ? mip : 0;
  99744. if (!info.isCompressed && info.isFourCC) {
  99745. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  99746. dataLength = width * height * 4;
  99747. var floatArray = null;
  99748. if (engine._badOS || engine._badDesktopOS || (!engine.getCaps().textureHalfFloat && !engine.getCaps().textureFloat)) { // Required because iOS has many issues with float and half float generation
  99749. if (bpp === 128) {
  99750. floatArray = DDSTools._GetFloatAsUIntRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  99751. if (sphericalPolynomialFaces && i == 0) {
  99752. sphericalPolynomialFaces.push(DDSTools._GetFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  99753. }
  99754. }
  99755. else if (bpp === 64) {
  99756. floatArray = DDSTools._GetHalfFloatAsUIntRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  99757. if (sphericalPolynomialFaces && i == 0) {
  99758. sphericalPolynomialFaces.push(DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  99759. }
  99760. }
  99761. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  99762. }
  99763. else {
  99764. if (bpp === 128) {
  99765. texture.type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  99766. floatArray = DDSTools._GetFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  99767. if (sphericalPolynomialFaces && i == 0) {
  99768. sphericalPolynomialFaces.push(floatArray);
  99769. }
  99770. }
  99771. else if (bpp === 64 && !engine.getCaps().textureHalfFloat) {
  99772. texture.type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  99773. floatArray = DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  99774. if (sphericalPolynomialFaces && i == 0) {
  99775. sphericalPolynomialFaces.push(floatArray);
  99776. }
  99777. }
  99778. else { // 64
  99779. texture.type = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  99780. floatArray = DDSTools._GetHalfFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  99781. if (sphericalPolynomialFaces && i == 0) {
  99782. sphericalPolynomialFaces.push(DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  99783. }
  99784. }
  99785. }
  99786. if (floatArray) {
  99787. engine._uploadDataToTextureDirectly(texture, floatArray, face, i);
  99788. }
  99789. }
  99790. else if (info.isRGB) {
  99791. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  99792. if (bpp === 24) {
  99793. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGB;
  99794. dataLength = width * height * 3;
  99795. byteArray = DDSTools._GetRGBArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset);
  99796. engine._uploadDataToTextureDirectly(texture, byteArray, face, i);
  99797. }
  99798. else { // 32
  99799. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  99800. dataLength = width * height * 4;
  99801. byteArray = DDSTools._GetRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset, aOffset);
  99802. engine._uploadDataToTextureDirectly(texture, byteArray, face, i);
  99803. }
  99804. }
  99805. else if (info.isLuminance) {
  99806. var unpackAlignment = engine._getUnpackAlignement();
  99807. var unpaddedRowSize = width;
  99808. var paddedRowSize = Math.floor((width + unpackAlignment - 1) / unpackAlignment) * unpackAlignment;
  99809. dataLength = paddedRowSize * (height - 1) + unpaddedRowSize;
  99810. byteArray = DDSTools._GetLuminanceArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  99811. texture.format = BABYLON.Engine.TEXTUREFORMAT_LUMINANCE;
  99812. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  99813. engine._uploadDataToTextureDirectly(texture, byteArray, face, i);
  99814. }
  99815. else {
  99816. dataLength = Math.max(4, width) / 4 * Math.max(4, height) / 4 * blockBytes;
  99817. byteArray = new Uint8Array(arrayBuffer, dataOffset, dataLength);
  99818. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  99819. engine._uploadCompressedDataToTextureDirectly(texture, internalCompressedFormat, width, height, byteArray, face, i);
  99820. }
  99821. }
  99822. dataOffset += bpp ? (width * height * (bpp / 8)) : dataLength;
  99823. width *= 0.5;
  99824. height *= 0.5;
  99825. width = Math.max(1.0, width);
  99826. height = Math.max(1.0, height);
  99827. }
  99828. if (currentFace !== undefined) {
  99829. // Loading a single face
  99830. break;
  99831. }
  99832. }
  99833. if (sphericalPolynomialFaces && sphericalPolynomialFaces.length > 0) {
  99834. info.sphericalPolynomial = BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial({
  99835. size: header[off_width],
  99836. right: sphericalPolynomialFaces[0],
  99837. left: sphericalPolynomialFaces[1],
  99838. up: sphericalPolynomialFaces[2],
  99839. down: sphericalPolynomialFaces[3],
  99840. front: sphericalPolynomialFaces[4],
  99841. back: sphericalPolynomialFaces[5],
  99842. format: BABYLON.Engine.TEXTUREFORMAT_RGBA,
  99843. type: BABYLON.Engine.TEXTURETYPE_FLOAT,
  99844. gammaSpace: false,
  99845. });
  99846. }
  99847. else {
  99848. info.sphericalPolynomial = undefined;
  99849. }
  99850. };
  99851. /**
  99852. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  99853. */
  99854. DDSTools.StoreLODInAlphaChannel = false;
  99855. return DDSTools;
  99856. }());
  99857. BABYLON.DDSTools = DDSTools;
  99858. })(BABYLON || (BABYLON = {}));
  99859. //# sourceMappingURL=babylon.dds.js.map
  99860. var BABYLON;
  99861. (function (BABYLON) {
  99862. /**
  99863. * Implementation of the DDS Texture Loader.
  99864. */
  99865. var DDSTextureLoader = /** @class */ (function () {
  99866. function DDSTextureLoader() {
  99867. /**
  99868. * Defines wether the loader supports cascade loading the different faces.
  99869. */
  99870. this.supportCascades = true;
  99871. }
  99872. /**
  99873. * This returns if the loader support the current file information.
  99874. * @param extension defines the file extension of the file being loaded
  99875. * @param textureFormatInUse defines the current compressed format in use iun the engine
  99876. * @param fallback defines the fallback internal texture if any
  99877. * @param isBase64 defines whether the texture is encoded as a base64
  99878. * @param isBuffer defines whether the texture data are stored as a buffer
  99879. * @returns true if the loader can load the specified file
  99880. */
  99881. DDSTextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  99882. return extension.indexOf(".dds") === 0;
  99883. };
  99884. /**
  99885. * Transform the url before loading if required.
  99886. * @param rootUrl the url of the texture
  99887. * @param textureFormatInUse defines the current compressed format in use iun the engine
  99888. * @returns the transformed texture
  99889. */
  99890. DDSTextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  99891. return rootUrl;
  99892. };
  99893. /**
  99894. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  99895. * @param rootUrl the url of the texture
  99896. * @param textureFormatInUse defines the current compressed format in use iun the engine
  99897. * @returns the fallback texture
  99898. */
  99899. DDSTextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  99900. return null;
  99901. };
  99902. /**
  99903. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  99904. * @param data contains the texture data
  99905. * @param texture defines the BabylonJS internal texture
  99906. * @param createPolynomials will be true if polynomials have been requested
  99907. * @param onLoad defines the callback to trigger once the texture is ready
  99908. * @param onError defines the callback to trigger in case of error
  99909. */
  99910. DDSTextureLoader.prototype.loadCubeData = function (imgs, texture, createPolynomials, onLoad, onError) {
  99911. var engine = texture.getEngine();
  99912. var info;
  99913. var loadMipmap = false;
  99914. if (Array.isArray(imgs)) {
  99915. for (var index = 0; index < imgs.length; index++) {
  99916. var data_1 = imgs[index];
  99917. info = BABYLON.DDSTools.GetDDSInfo(data_1);
  99918. texture.width = info.width;
  99919. texture.height = info.height;
  99920. loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps;
  99921. engine._unpackFlipY(info.isCompressed);
  99922. BABYLON.DDSTools.UploadDDSLevels(engine, texture, data_1, info, loadMipmap, 6, -1, index);
  99923. if (!info.isFourCC && info.mipmapCount === 1) {
  99924. engine.generateMipMapsForCubemap(texture);
  99925. }
  99926. }
  99927. }
  99928. else {
  99929. var data = imgs;
  99930. info = BABYLON.DDSTools.GetDDSInfo(data);
  99931. texture.width = info.width;
  99932. texture.height = info.height;
  99933. if (createPolynomials) {
  99934. info.sphericalPolynomial = new BABYLON.SphericalPolynomial();
  99935. }
  99936. loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps;
  99937. engine._unpackFlipY(info.isCompressed);
  99938. BABYLON.DDSTools.UploadDDSLevels(engine, texture, data, info, loadMipmap, 6);
  99939. if (!info.isFourCC && info.mipmapCount === 1) {
  99940. engine.generateMipMapsForCubemap(texture);
  99941. }
  99942. }
  99943. engine._setCubeMapTextureParams(loadMipmap);
  99944. texture.isReady = true;
  99945. if (onLoad) {
  99946. onLoad({ isDDS: true, width: texture.width, info: info, data: imgs, texture: texture });
  99947. }
  99948. };
  99949. /**
  99950. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  99951. * @param data contains the texture data
  99952. * @param texture defines the BabylonJS internal texture
  99953. * @param callback defines the method to call once ready to upload
  99954. */
  99955. DDSTextureLoader.prototype.loadData = function (data, texture, callback) {
  99956. var info = BABYLON.DDSTools.GetDDSInfo(data);
  99957. var loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps && ((info.width >> (info.mipmapCount - 1)) === 1);
  99958. callback(info.width, info.height, loadMipmap, info.isFourCC, function () {
  99959. BABYLON.DDSTools.UploadDDSLevels(texture.getEngine(), texture, data, info, loadMipmap, 1);
  99960. });
  99961. };
  99962. return DDSTextureLoader;
  99963. }());
  99964. // Register the loader.
  99965. BABYLON.Engine._TextureLoaders.push(new DDSTextureLoader());
  99966. })(BABYLON || (BABYLON = {}));
  99967. //# sourceMappingURL=babylon.ddsTextureLoader.js.map
  99968. var BABYLON;
  99969. (function (BABYLON) {
  99970. /**
  99971. * Based on jsTGALoader - Javascript loader for TGA file
  99972. * By Vincent Thibault
  99973. * @see http://blog.robrowser.com/javascript-tga-loader.html
  99974. */
  99975. var TGATools = /** @class */ (function () {
  99976. function TGATools() {
  99977. }
  99978. /**
  99979. * Gets the header of a TGA file
  99980. * @param data defines the TGA data
  99981. * @returns the header
  99982. */
  99983. TGATools.GetTGAHeader = function (data) {
  99984. var offset = 0;
  99985. var header = {
  99986. id_length: data[offset++],
  99987. colormap_type: data[offset++],
  99988. image_type: data[offset++],
  99989. colormap_index: data[offset++] | data[offset++] << 8,
  99990. colormap_length: data[offset++] | data[offset++] << 8,
  99991. colormap_size: data[offset++],
  99992. origin: [
  99993. data[offset++] | data[offset++] << 8,
  99994. data[offset++] | data[offset++] << 8
  99995. ],
  99996. width: data[offset++] | data[offset++] << 8,
  99997. height: data[offset++] | data[offset++] << 8,
  99998. pixel_size: data[offset++],
  99999. flags: data[offset++]
  100000. };
  100001. return header;
  100002. };
  100003. /**
  100004. * Uploads TGA content to a Babylon Texture
  100005. * @hidden
  100006. */
  100007. TGATools.UploadContent = function (texture, data) {
  100008. // Not enough data to contain header ?
  100009. if (data.length < 19) {
  100010. BABYLON.Tools.Error("Unable to load TGA file - Not enough data to contain header");
  100011. return;
  100012. }
  100013. // Read Header
  100014. var offset = 18;
  100015. var header = TGATools.GetTGAHeader(data);
  100016. // Assume it's a valid Targa file.
  100017. if (header.id_length + offset > data.length) {
  100018. BABYLON.Tools.Error("Unable to load TGA file - Not enough data");
  100019. return;
  100020. }
  100021. // Skip not needed data
  100022. offset += header.id_length;
  100023. var use_rle = false;
  100024. var use_pal = false;
  100025. var use_grey = false;
  100026. // Get some informations.
  100027. switch (header.image_type) {
  100028. case TGATools._TYPE_RLE_INDEXED:
  100029. use_rle = true;
  100030. case TGATools._TYPE_INDEXED:
  100031. use_pal = true;
  100032. break;
  100033. case TGATools._TYPE_RLE_RGB:
  100034. use_rle = true;
  100035. case TGATools._TYPE_RGB:
  100036. // use_rgb = true;
  100037. break;
  100038. case TGATools._TYPE_RLE_GREY:
  100039. use_rle = true;
  100040. case TGATools._TYPE_GREY:
  100041. use_grey = true;
  100042. break;
  100043. }
  100044. var pixel_data;
  100045. // var numAlphaBits = header.flags & 0xf;
  100046. var pixel_size = header.pixel_size >> 3;
  100047. var pixel_total = header.width * header.height * pixel_size;
  100048. // Read palettes
  100049. var palettes;
  100050. if (use_pal) {
  100051. palettes = data.subarray(offset, offset += header.colormap_length * (header.colormap_size >> 3));
  100052. }
  100053. // Read LRE
  100054. if (use_rle) {
  100055. pixel_data = new Uint8Array(pixel_total);
  100056. var c, count, i;
  100057. var localOffset = 0;
  100058. var pixels = new Uint8Array(pixel_size);
  100059. while (offset < pixel_total && localOffset < pixel_total) {
  100060. c = data[offset++];
  100061. count = (c & 0x7f) + 1;
  100062. // RLE pixels
  100063. if (c & 0x80) {
  100064. // Bind pixel tmp array
  100065. for (i = 0; i < pixel_size; ++i) {
  100066. pixels[i] = data[offset++];
  100067. }
  100068. // Copy pixel array
  100069. for (i = 0; i < count; ++i) {
  100070. pixel_data.set(pixels, localOffset + i * pixel_size);
  100071. }
  100072. localOffset += pixel_size * count;
  100073. }
  100074. // Raw pixels
  100075. else {
  100076. count *= pixel_size;
  100077. for (i = 0; i < count; ++i) {
  100078. pixel_data[localOffset + i] = data[offset++];
  100079. }
  100080. localOffset += count;
  100081. }
  100082. }
  100083. }
  100084. // RAW Pixels
  100085. else {
  100086. pixel_data = data.subarray(offset, offset += (use_pal ? header.width * header.height : pixel_total));
  100087. }
  100088. // Load to texture
  100089. var x_start, y_start, x_step, y_step, y_end, x_end;
  100090. switch ((header.flags & TGATools._ORIGIN_MASK) >> TGATools._ORIGIN_SHIFT) {
  100091. default:
  100092. case TGATools._ORIGIN_UL:
  100093. x_start = 0;
  100094. x_step = 1;
  100095. x_end = header.width;
  100096. y_start = 0;
  100097. y_step = 1;
  100098. y_end = header.height;
  100099. break;
  100100. case TGATools._ORIGIN_BL:
  100101. x_start = 0;
  100102. x_step = 1;
  100103. x_end = header.width;
  100104. y_start = header.height - 1;
  100105. y_step = -1;
  100106. y_end = -1;
  100107. break;
  100108. case TGATools._ORIGIN_UR:
  100109. x_start = header.width - 1;
  100110. x_step = -1;
  100111. x_end = -1;
  100112. y_start = 0;
  100113. y_step = 1;
  100114. y_end = header.height;
  100115. break;
  100116. case TGATools._ORIGIN_BR:
  100117. x_start = header.width - 1;
  100118. x_step = -1;
  100119. x_end = -1;
  100120. y_start = header.height - 1;
  100121. y_step = -1;
  100122. y_end = -1;
  100123. break;
  100124. }
  100125. // Load the specify method
  100126. var func = '_getImageData' + (use_grey ? 'Grey' : '') + (header.pixel_size) + 'bits';
  100127. var imageData = TGATools[func](header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end);
  100128. var engine = texture.getEngine();
  100129. engine._uploadDataToTextureDirectly(texture, imageData);
  100130. };
  100131. /** @hidden */
  100132. TGATools._getImageData8bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  100133. var image = pixel_data, colormap = palettes;
  100134. var width = header.width, height = header.height;
  100135. var color, i = 0, x, y;
  100136. var imageData = new Uint8Array(width * height * 4);
  100137. for (y = y_start; y !== y_end; y += y_step) {
  100138. for (x = x_start; x !== x_end; x += x_step, i++) {
  100139. color = image[i];
  100140. imageData[(x + width * y) * 4 + 3] = 255;
  100141. imageData[(x + width * y) * 4 + 2] = colormap[(color * 3) + 0];
  100142. imageData[(x + width * y) * 4 + 1] = colormap[(color * 3) + 1];
  100143. imageData[(x + width * y) * 4 + 0] = colormap[(color * 3) + 2];
  100144. }
  100145. }
  100146. return imageData;
  100147. };
  100148. /** @hidden */
  100149. TGATools._getImageData16bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  100150. var image = pixel_data;
  100151. var width = header.width, height = header.height;
  100152. var color, i = 0, x, y;
  100153. var imageData = new Uint8Array(width * height * 4);
  100154. for (y = y_start; y !== y_end; y += y_step) {
  100155. for (x = x_start; x !== x_end; x += x_step, i += 2) {
  100156. color = image[i + 0] + (image[i + 1] << 8); // Inversed ?
  100157. var r = (((color & 0x7C00) >> 10) * 255) / 0x1F | 0;
  100158. var g = (((color & 0x03E0) >> 5) * 255) / 0x1F | 0;
  100159. var b = ((color & 0x001F) * 255) / 0x1F | 0;
  100160. imageData[(x + width * y) * 4 + 0] = r;
  100161. imageData[(x + width * y) * 4 + 1] = g;
  100162. imageData[(x + width * y) * 4 + 2] = b;
  100163. imageData[(x + width * y) * 4 + 3] = (color & 0x8000) ? 0 : 255;
  100164. }
  100165. }
  100166. return imageData;
  100167. };
  100168. /** @hidden */
  100169. TGATools._getImageData24bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  100170. var image = pixel_data;
  100171. var width = header.width, height = header.height;
  100172. var i = 0, x, y;
  100173. var imageData = new Uint8Array(width * height * 4);
  100174. for (y = y_start; y !== y_end; y += y_step) {
  100175. for (x = x_start; x !== x_end; x += x_step, i += 3) {
  100176. imageData[(x + width * y) * 4 + 3] = 255;
  100177. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  100178. imageData[(x + width * y) * 4 + 1] = image[i + 1];
  100179. imageData[(x + width * y) * 4 + 0] = image[i + 2];
  100180. }
  100181. }
  100182. return imageData;
  100183. };
  100184. /** @hidden */
  100185. TGATools._getImageData32bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  100186. var image = pixel_data;
  100187. var width = header.width, height = header.height;
  100188. var i = 0, x, y;
  100189. var imageData = new Uint8Array(width * height * 4);
  100190. for (y = y_start; y !== y_end; y += y_step) {
  100191. for (x = x_start; x !== x_end; x += x_step, i += 4) {
  100192. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  100193. imageData[(x + width * y) * 4 + 1] = image[i + 1];
  100194. imageData[(x + width * y) * 4 + 0] = image[i + 2];
  100195. imageData[(x + width * y) * 4 + 3] = image[i + 3];
  100196. }
  100197. }
  100198. return imageData;
  100199. };
  100200. /** @hidden */
  100201. TGATools._getImageDataGrey8bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  100202. var image = pixel_data;
  100203. var width = header.width, height = header.height;
  100204. var color, i = 0, x, y;
  100205. var imageData = new Uint8Array(width * height * 4);
  100206. for (y = y_start; y !== y_end; y += y_step) {
  100207. for (x = x_start; x !== x_end; x += x_step, i++) {
  100208. color = image[i];
  100209. imageData[(x + width * y) * 4 + 0] = color;
  100210. imageData[(x + width * y) * 4 + 1] = color;
  100211. imageData[(x + width * y) * 4 + 2] = color;
  100212. imageData[(x + width * y) * 4 + 3] = 255;
  100213. }
  100214. }
  100215. return imageData;
  100216. };
  100217. /** @hidden */
  100218. TGATools._getImageDataGrey16bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  100219. var image = pixel_data;
  100220. var width = header.width, height = header.height;
  100221. var i = 0, x, y;
  100222. var imageData = new Uint8Array(width * height * 4);
  100223. for (y = y_start; y !== y_end; y += y_step) {
  100224. for (x = x_start; x !== x_end; x += x_step, i += 2) {
  100225. imageData[(x + width * y) * 4 + 0] = image[i + 0];
  100226. imageData[(x + width * y) * 4 + 1] = image[i + 0];
  100227. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  100228. imageData[(x + width * y) * 4 + 3] = image[i + 1];
  100229. }
  100230. }
  100231. return imageData;
  100232. };
  100233. //private static _TYPE_NO_DATA = 0;
  100234. TGATools._TYPE_INDEXED = 1;
  100235. TGATools._TYPE_RGB = 2;
  100236. TGATools._TYPE_GREY = 3;
  100237. TGATools._TYPE_RLE_INDEXED = 9;
  100238. TGATools._TYPE_RLE_RGB = 10;
  100239. TGATools._TYPE_RLE_GREY = 11;
  100240. TGATools._ORIGIN_MASK = 0x30;
  100241. TGATools._ORIGIN_SHIFT = 0x04;
  100242. TGATools._ORIGIN_BL = 0x00;
  100243. TGATools._ORIGIN_BR = 0x01;
  100244. TGATools._ORIGIN_UL = 0x02;
  100245. TGATools._ORIGIN_UR = 0x03;
  100246. return TGATools;
  100247. }());
  100248. BABYLON.TGATools = TGATools;
  100249. })(BABYLON || (BABYLON = {}));
  100250. //# sourceMappingURL=babylon.tga.js.map
  100251. var BABYLON;
  100252. (function (BABYLON) {
  100253. /**
  100254. * Implementation of the TGA Texture Loader.
  100255. */
  100256. var TGATextureLoader = /** @class */ (function () {
  100257. function TGATextureLoader() {
  100258. /**
  100259. * Defines wether the loader supports cascade loading the different faces.
  100260. */
  100261. this.supportCascades = false;
  100262. }
  100263. /**
  100264. * This returns if the loader support the current file information.
  100265. * @param extension defines the file extension of the file being loaded
  100266. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100267. * @param fallback defines the fallback internal texture if any
  100268. * @param isBase64 defines whether the texture is encoded as a base64
  100269. * @param isBuffer defines whether the texture data are stored as a buffer
  100270. * @returns true if the loader can load the specified file
  100271. */
  100272. TGATextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  100273. return extension.indexOf(".tga") === 0;
  100274. };
  100275. /**
  100276. * Transform the url before loading if required.
  100277. * @param rootUrl the url of the texture
  100278. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100279. * @returns the transformed texture
  100280. */
  100281. TGATextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  100282. return rootUrl;
  100283. };
  100284. /**
  100285. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  100286. * @param rootUrl the url of the texture
  100287. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100288. * @returns the fallback texture
  100289. */
  100290. TGATextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  100291. return null;
  100292. };
  100293. /**
  100294. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  100295. * @param data contains the texture data
  100296. * @param texture defines the BabylonJS internal texture
  100297. * @param createPolynomials will be true if polynomials have been requested
  100298. * @param onLoad defines the callback to trigger once the texture is ready
  100299. * @param onError defines the callback to trigger in case of error
  100300. */
  100301. TGATextureLoader.prototype.loadCubeData = function (data, texture, createPolynomials, onLoad, onError) {
  100302. throw ".env not supported in Cube.";
  100303. };
  100304. /**
  100305. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  100306. * @param data contains the texture data
  100307. * @param texture defines the BabylonJS internal texture
  100308. * @param callback defines the method to call once ready to upload
  100309. */
  100310. TGATextureLoader.prototype.loadData = function (data, texture, callback) {
  100311. var uintData = new Uint8Array(data);
  100312. var header = BABYLON.TGATools.GetTGAHeader(uintData);
  100313. callback(header.width, header.height, texture.generateMipMaps, false, function () {
  100314. BABYLON.TGATools.UploadContent(texture, uintData);
  100315. });
  100316. };
  100317. return TGATextureLoader;
  100318. }());
  100319. // Register the loader.
  100320. BABYLON.Engine._TextureLoaders.push(new TGATextureLoader());
  100321. })(BABYLON || (BABYLON = {}));
  100322. //# sourceMappingURL=babylon.tgaTextureLoader.js.map
  100323. var BABYLON;
  100324. (function (BABYLON) {
  100325. /**
  100326. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  100327. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  100328. */
  100329. var KhronosTextureContainer = /** @class */ (function () {
  100330. /**
  100331. * Creates a new KhronosTextureContainer
  100332. * @param arrayBuffer contents of the KTX container file
  100333. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  100334. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  100335. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  100336. */
  100337. function KhronosTextureContainer(
  100338. /** contents of the KTX container file */
  100339. arrayBuffer, facesExpected, threeDExpected, textureArrayExpected) {
  100340. this.arrayBuffer = arrayBuffer;
  100341. /**
  100342. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  100343. */
  100344. this.isInvalid = false;
  100345. // Test that it is a ktx formatted file, based on the first 12 bytes, character representation is:
  100346. // '�', 'K', 'T', 'X', ' ', '1', '1', '�', '\r', '\n', '\x1A', '\n'
  100347. // 0xAB, 0x4B, 0x54, 0x58, 0x20, 0x31, 0x31, 0xBB, 0x0D, 0x0A, 0x1A, 0x0A
  100348. var identifier = new Uint8Array(this.arrayBuffer, 0, 12);
  100349. if (identifier[0] !== 0xAB || identifier[1] !== 0x4B || identifier[2] !== 0x54 || identifier[3] !== 0x58 || identifier[4] !== 0x20 || identifier[5] !== 0x31 ||
  100350. identifier[6] !== 0x31 || identifier[7] !== 0xBB || identifier[8] !== 0x0D || identifier[9] !== 0x0A || identifier[10] !== 0x1A || identifier[11] !== 0x0A) {
  100351. this.isInvalid = true;
  100352. BABYLON.Tools.Error("texture missing KTX identifier");
  100353. return;
  100354. }
  100355. // load the reset of the header in native 32 bit int
  100356. var header = new Int32Array(this.arrayBuffer, 12, 13);
  100357. // determine of the remaining header values are recorded in the opposite endianness & require conversion
  100358. var oppositeEndianess = header[0] === 0x01020304;
  100359. // read all the header elements in order they exist in the file, without modification (sans endainness)
  100360. this.glType = oppositeEndianess ? this.switchEndianness(header[1]) : header[1]; // must be 0 for compressed textures
  100361. this.glTypeSize = oppositeEndianess ? this.switchEndianness(header[2]) : header[2]; // must be 1 for compressed textures
  100362. this.glFormat = oppositeEndianess ? this.switchEndianness(header[3]) : header[3]; // must be 0 for compressed textures
  100363. this.glInternalFormat = oppositeEndianess ? this.switchEndianness(header[4]) : header[4]; // the value of arg passed to gl.compressedTexImage2D(,,x,,,,)
  100364. this.glBaseInternalFormat = oppositeEndianess ? this.switchEndianness(header[5]) : header[5]; // specify GL_RGB, GL_RGBA, GL_ALPHA, etc (un-compressed only)
  100365. this.pixelWidth = oppositeEndianess ? this.switchEndianness(header[6]) : header[6]; // level 0 value of arg passed to gl.compressedTexImage2D(,,,x,,,)
  100366. this.pixelHeight = oppositeEndianess ? this.switchEndianness(header[7]) : header[7]; // level 0 value of arg passed to gl.compressedTexImage2D(,,,,x,,)
  100367. this.pixelDepth = oppositeEndianess ? this.switchEndianness(header[8]) : header[8]; // level 0 value of arg passed to gl.compressedTexImage3D(,,,,,x,,)
  100368. this.numberOfArrayElements = oppositeEndianess ? this.switchEndianness(header[9]) : header[9]; // used for texture arrays
  100369. this.numberOfFaces = oppositeEndianess ? this.switchEndianness(header[10]) : header[10]; // used for cubemap textures, should either be 1 or 6
  100370. this.numberOfMipmapLevels = oppositeEndianess ? this.switchEndianness(header[11]) : header[11]; // number of levels; disregard possibility of 0 for compressed textures
  100371. this.bytesOfKeyValueData = oppositeEndianess ? this.switchEndianness(header[12]) : header[12]; // the amount of space after the header for meta-data
  100372. // Make sure we have a compressed type. Not only reduces work, but probably better to let dev know they are not compressing.
  100373. if (this.glType !== 0) {
  100374. BABYLON.Tools.Error("only compressed formats currently supported");
  100375. return;
  100376. }
  100377. else {
  100378. // value of zero is an indication to generate mipmaps @ runtime. Not usually allowed for compressed, so disregard.
  100379. this.numberOfMipmapLevels = Math.max(1, this.numberOfMipmapLevels);
  100380. }
  100381. if (this.pixelHeight === 0 || this.pixelDepth !== 0) {
  100382. BABYLON.Tools.Error("only 2D textures currently supported");
  100383. return;
  100384. }
  100385. if (this.numberOfArrayElements !== 0) {
  100386. BABYLON.Tools.Error("texture arrays not currently supported");
  100387. return;
  100388. }
  100389. if (this.numberOfFaces !== facesExpected) {
  100390. BABYLON.Tools.Error("number of faces expected" + facesExpected + ", but found " + this.numberOfFaces);
  100391. return;
  100392. }
  100393. // we now have a completely validated file, so could use existence of loadType as success
  100394. // would need to make this more elaborate & adjust checks above to support more than one load type
  100395. this.loadType = KhronosTextureContainer.COMPRESSED_2D;
  100396. }
  100397. //
  100398. /**
  100399. * Revert the endianness of a value.
  100400. * Not as fast hardware based, but will probably never need to use
  100401. * @param val defines the value to convert
  100402. * @returns the new value
  100403. */
  100404. KhronosTextureContainer.prototype.switchEndianness = function (val) {
  100405. return ((val & 0xFF) << 24)
  100406. | ((val & 0xFF00) << 8)
  100407. | ((val >> 8) & 0xFF00)
  100408. | ((val >> 24) & 0xFF);
  100409. };
  100410. /**
  100411. * Uploads KTX content to a Babylon Texture.
  100412. * It is assumed that the texture has already been created & is currently bound
  100413. * @hidden
  100414. */
  100415. KhronosTextureContainer.prototype.uploadLevels = function (texture, loadMipmaps) {
  100416. switch (this.loadType) {
  100417. case KhronosTextureContainer.COMPRESSED_2D:
  100418. this._upload2DCompressedLevels(texture, loadMipmaps);
  100419. break;
  100420. case KhronosTextureContainer.TEX_2D:
  100421. case KhronosTextureContainer.COMPRESSED_3D:
  100422. case KhronosTextureContainer.TEX_3D:
  100423. }
  100424. };
  100425. KhronosTextureContainer.prototype._upload2DCompressedLevels = function (texture, loadMipmaps) {
  100426. // initialize width & height for level 1
  100427. var dataOffset = KhronosTextureContainer.HEADER_LEN + this.bytesOfKeyValueData;
  100428. var width = this.pixelWidth;
  100429. var height = this.pixelHeight;
  100430. var mipmapCount = loadMipmaps ? this.numberOfMipmapLevels : 1;
  100431. for (var level = 0; level < mipmapCount; level++) {
  100432. var imageSize = new Int32Array(this.arrayBuffer, dataOffset, 1)[0]; // size per face, since not supporting array cubemaps
  100433. dataOffset += 4; //image data starts from next multiple of 4 offset. Each face refers to same imagesize field above.
  100434. for (var face = 0; face < this.numberOfFaces; face++) {
  100435. var byteArray = new Uint8Array(this.arrayBuffer, dataOffset, imageSize);
  100436. var engine = texture.getEngine();
  100437. engine._uploadCompressedDataToTextureDirectly(texture, this.glInternalFormat, width, height, byteArray, face, level);
  100438. dataOffset += imageSize; // add size of the image for the next face/mipmap
  100439. dataOffset += 3 - ((imageSize + 3) % 4); // add padding for odd sized image
  100440. }
  100441. width = Math.max(1.0, width * 0.5);
  100442. height = Math.max(1.0, height * 0.5);
  100443. }
  100444. };
  100445. KhronosTextureContainer.HEADER_LEN = 12 + (13 * 4); // identifier + header elements (not including key value meta-data pairs)
  100446. // load types
  100447. KhronosTextureContainer.COMPRESSED_2D = 0; // uses a gl.compressedTexImage2D()
  100448. KhronosTextureContainer.COMPRESSED_3D = 1; // uses a gl.compressedTexImage3D()
  100449. KhronosTextureContainer.TEX_2D = 2; // uses a gl.texImage2D()
  100450. KhronosTextureContainer.TEX_3D = 3; // uses a gl.texImage3D()
  100451. return KhronosTextureContainer;
  100452. }());
  100453. BABYLON.KhronosTextureContainer = KhronosTextureContainer;
  100454. })(BABYLON || (BABYLON = {}));
  100455. //# sourceMappingURL=babylon.khronosTextureContainer.js.map
  100456. var BABYLON;
  100457. (function (BABYLON) {
  100458. /**
  100459. * Implementation of the KTX Texture Loader.
  100460. */
  100461. var KTXTextureLoader = /** @class */ (function () {
  100462. function KTXTextureLoader() {
  100463. /**
  100464. * Defines wether the loader supports cascade loading the different faces.
  100465. */
  100466. this.supportCascades = false;
  100467. }
  100468. /**
  100469. * This returns if the loader support the current file information.
  100470. * @param extension defines the file extension of the file being loaded
  100471. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100472. * @param fallback defines the fallback internal texture if any
  100473. * @param isBase64 defines whether the texture is encoded as a base64
  100474. * @param isBuffer defines whether the texture data are stored as a buffer
  100475. * @returns true if the loader can load the specified file
  100476. */
  100477. KTXTextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  100478. if (textureFormatInUse && !isBase64 && !fallback && !isBuffer) {
  100479. return true;
  100480. }
  100481. return false;
  100482. };
  100483. /**
  100484. * Transform the url before loading if required.
  100485. * @param rootUrl the url of the texture
  100486. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100487. * @returns the transformed texture
  100488. */
  100489. KTXTextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  100490. var lastDot = rootUrl.lastIndexOf('.');
  100491. return (lastDot > -1 ? rootUrl.substring(0, lastDot) : rootUrl) + textureFormatInUse;
  100492. };
  100493. /**
  100494. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  100495. * @param rootUrl the url of the texture
  100496. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100497. * @returns the fallback texture
  100498. */
  100499. KTXTextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  100500. // remove the format appended to the rootUrl in the original createCubeTexture call.
  100501. var exp = new RegExp("" + textureFormatInUse + "$");
  100502. return rootUrl.replace(exp, "");
  100503. };
  100504. /**
  100505. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  100506. * @param data contains the texture data
  100507. * @param texture defines the BabylonJS internal texture
  100508. * @param createPolynomials will be true if polynomials have been requested
  100509. * @param onLoad defines the callback to trigger once the texture is ready
  100510. * @param onError defines the callback to trigger in case of error
  100511. */
  100512. KTXTextureLoader.prototype.loadCubeData = function (data, texture, createPolynomials, onLoad, onError) {
  100513. if (Array.isArray(data)) {
  100514. return;
  100515. }
  100516. var engine = texture.getEngine();
  100517. var ktx = new BABYLON.KhronosTextureContainer(data, 6);
  100518. var loadMipmap = ktx.numberOfMipmapLevels > 1 && texture.generateMipMaps;
  100519. engine._unpackFlipY(true);
  100520. ktx.uploadLevels(texture, texture.generateMipMaps);
  100521. texture.width = ktx.pixelWidth;
  100522. texture.height = ktx.pixelHeight;
  100523. engine._setCubeMapTextureParams(loadMipmap);
  100524. texture.isReady = true;
  100525. };
  100526. /**
  100527. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  100528. * @param data contains the texture data
  100529. * @param texture defines the BabylonJS internal texture
  100530. * @param callback defines the method to call once ready to upload
  100531. */
  100532. KTXTextureLoader.prototype.loadData = function (data, texture, callback) {
  100533. var ktx = new BABYLON.KhronosTextureContainer(data, 1);
  100534. callback(ktx.pixelWidth, ktx.pixelHeight, false, true, function () {
  100535. ktx.uploadLevels(texture, texture.generateMipMaps);
  100536. }, ktx.isInvalid);
  100537. };
  100538. return KTXTextureLoader;
  100539. }());
  100540. // Register the loader.
  100541. BABYLON.Engine._TextureLoaders.unshift(new KTXTextureLoader());
  100542. })(BABYLON || (BABYLON = {}));
  100543. //# sourceMappingURL=babylon.ktxTextureLoader.js.map
  100544. var BABYLON;
  100545. (function (BABYLON) {
  100546. /**
  100547. * Sets of helpers addressing the serialization and deserialization of environment texture
  100548. * stored in a BabylonJS env file.
  100549. * Those files are usually stored as .env files.
  100550. */
  100551. var EnvironmentTextureTools = /** @class */ (function () {
  100552. function EnvironmentTextureTools() {
  100553. }
  100554. /**
  100555. * Gets the environment info from an env file.
  100556. * @param data The array buffer containing the .env bytes.
  100557. * @returns the environment file info (the json header) if successfully parsed.
  100558. */
  100559. EnvironmentTextureTools.GetEnvInfo = function (data) {
  100560. var dataView = new DataView(data);
  100561. var pos = 0;
  100562. for (var i = 0; i < EnvironmentTextureTools._MagicBytes.length; i++) {
  100563. if (dataView.getUint8(pos++) !== EnvironmentTextureTools._MagicBytes[i]) {
  100564. BABYLON.Tools.Error('Not a babylon environment map');
  100565. return null;
  100566. }
  100567. }
  100568. // Read json manifest - collect characters up to null terminator
  100569. var manifestString = '';
  100570. var charCode = 0x00;
  100571. while ((charCode = dataView.getUint8(pos++))) {
  100572. manifestString += String.fromCharCode(charCode);
  100573. }
  100574. var manifest = JSON.parse(manifestString);
  100575. if (manifest.specular) {
  100576. // Extend the header with the position of the payload.
  100577. manifest.specular.specularDataPosition = pos;
  100578. // Fallback to 0.8 exactly if lodGenerationScale is not defined for backward compatibility.
  100579. manifest.specular.lodGenerationScale = manifest.specular.lodGenerationScale || 0.8;
  100580. }
  100581. return manifest;
  100582. };
  100583. /**
  100584. * Creates an environment texture from a loaded cube texture.
  100585. * @param texture defines the cube texture to convert in env file
  100586. * @return a promise containing the environment data if succesfull.
  100587. */
  100588. EnvironmentTextureTools.CreateEnvTextureAsync = function (texture) {
  100589. var _this = this;
  100590. var internalTexture = texture.getInternalTexture();
  100591. if (!internalTexture) {
  100592. return Promise.reject("The cube texture is invalid.");
  100593. }
  100594. if (!texture._prefiltered) {
  100595. return Promise.reject("The cube texture is invalid (not prefiltered).");
  100596. }
  100597. var engine = internalTexture.getEngine();
  100598. if (engine && engine.premultipliedAlpha) {
  100599. return Promise.reject("Env texture can only be created when the engine is created with the premultipliedAlpha option set to false.");
  100600. }
  100601. if (texture.textureType === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  100602. return Promise.reject("The cube texture should allow HDR (Full Float or Half Float).");
  100603. }
  100604. var canvas = engine.getRenderingCanvas();
  100605. if (!canvas) {
  100606. return Promise.reject("Env texture can only be created when the engine is associated to a canvas.");
  100607. }
  100608. var textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  100609. if (!engine.getCaps().textureFloatRender) {
  100610. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  100611. if (!engine.getCaps().textureHalfFloatRender) {
  100612. return Promise.reject("Env texture can only be created when the browser supports half float or full float rendering.");
  100613. }
  100614. }
  100615. var cubeWidth = internalTexture.width;
  100616. var hostingScene = new BABYLON.Scene(engine);
  100617. var specularTextures = {};
  100618. var promises = [];
  100619. // Read and collect all mipmaps data from the cube.
  100620. var mipmapsCount = BABYLON.Scalar.Log2(internalTexture.width);
  100621. mipmapsCount = Math.round(mipmapsCount);
  100622. var _loop_1 = function (i) {
  100623. var faceWidth = Math.pow(2, mipmapsCount - i);
  100624. var _loop_2 = function (face) {
  100625. var data = texture.readPixels(face, i);
  100626. // Creates a temp texture with the face data.
  100627. var tempTexture = engine.createRawTexture(data, faceWidth, faceWidth, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE, null, textureType);
  100628. // And rgbdEncode them.
  100629. var promise = new Promise(function (resolve, reject) {
  100630. var rgbdPostProcess = new BABYLON.PostProcess("rgbdEncode", "rgbdEncode", null, null, 1, null, BABYLON.Texture.NEAREST_SAMPLINGMODE, engine, false, undefined, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT, undefined, null, false);
  100631. rgbdPostProcess.getEffect().executeWhenCompiled(function () {
  100632. rgbdPostProcess.onApply = function (effect) {
  100633. effect._bindTexture("textureSampler", tempTexture);
  100634. };
  100635. // As the process needs to happen on the main canvas, keep track of the current size
  100636. var currentW = engine.getRenderWidth();
  100637. var currentH = engine.getRenderHeight();
  100638. // Set the desired size for the texture
  100639. engine.setSize(faceWidth, faceWidth);
  100640. hostingScene.postProcessManager.directRender([rgbdPostProcess], null);
  100641. // Reading datas from WebGL
  100642. BABYLON.Tools.ToBlob(canvas, function (blob) {
  100643. var fileReader = new FileReader();
  100644. fileReader.onload = function (event) {
  100645. var arrayBuffer = event.target.result;
  100646. specularTextures[i * 6 + face] = arrayBuffer;
  100647. resolve();
  100648. };
  100649. fileReader.readAsArrayBuffer(blob);
  100650. });
  100651. // Reapply the previous canvas size
  100652. engine.setSize(currentW, currentH);
  100653. });
  100654. });
  100655. promises.push(promise);
  100656. };
  100657. // All faces of the cube.
  100658. for (var face = 0; face < 6; face++) {
  100659. _loop_2(face);
  100660. }
  100661. };
  100662. for (var i = 0; i <= mipmapsCount; i++) {
  100663. _loop_1(i);
  100664. }
  100665. // Once all the textures haves been collected as RGBD stored in PNGs
  100666. return Promise.all(promises).then(function () {
  100667. // We can delete the hosting scene keeping track of all the creation objects
  100668. hostingScene.dispose();
  100669. // Creates the json header for the env texture
  100670. var info = {
  100671. version: 1,
  100672. width: cubeWidth,
  100673. irradiance: _this._CreateEnvTextureIrradiance(texture),
  100674. specular: {
  100675. mipmaps: [],
  100676. lodGenerationScale: texture.lodGenerationScale
  100677. }
  100678. };
  100679. // Sets the specular image data information
  100680. var position = 0;
  100681. for (var i = 0; i <= mipmapsCount; i++) {
  100682. for (var face = 0; face < 6; face++) {
  100683. var byteLength = specularTextures[i * 6 + face].byteLength;
  100684. info.specular.mipmaps.push({
  100685. length: byteLength,
  100686. position: position
  100687. });
  100688. position += byteLength;
  100689. }
  100690. }
  100691. // Encode the JSON as an array buffer
  100692. var infoString = JSON.stringify(info);
  100693. var infoBuffer = new ArrayBuffer(infoString.length + 1);
  100694. var infoView = new Uint8Array(infoBuffer); // Limited to ascii subset matching unicode.
  100695. for (var i = 0, strLen = infoString.length; i < strLen; i++) {
  100696. infoView[i] = infoString.charCodeAt(i);
  100697. }
  100698. // Ends up with a null terminator for easier parsing
  100699. infoView[infoString.length] = 0x00;
  100700. // Computes the final required size and creates the storage
  100701. var totalSize = EnvironmentTextureTools._MagicBytes.length + position + infoBuffer.byteLength;
  100702. var finalBuffer = new ArrayBuffer(totalSize);
  100703. var finalBufferView = new Uint8Array(finalBuffer);
  100704. var dataView = new DataView(finalBuffer);
  100705. // Copy the magic bytes identifying the file in
  100706. var pos = 0;
  100707. for (var i = 0; i < EnvironmentTextureTools._MagicBytes.length; i++) {
  100708. dataView.setUint8(pos++, EnvironmentTextureTools._MagicBytes[i]);
  100709. }
  100710. // Add the json info
  100711. finalBufferView.set(new Uint8Array(infoBuffer), pos);
  100712. pos += infoBuffer.byteLength;
  100713. // Finally inserts the texture data
  100714. for (var i = 0; i <= mipmapsCount; i++) {
  100715. for (var face = 0; face < 6; face++) {
  100716. var dataBuffer = specularTextures[i * 6 + face];
  100717. finalBufferView.set(new Uint8Array(dataBuffer), pos);
  100718. pos += dataBuffer.byteLength;
  100719. }
  100720. }
  100721. // Voila
  100722. return finalBuffer;
  100723. });
  100724. };
  100725. /**
  100726. * Creates a JSON representation of the spherical data.
  100727. * @param texture defines the texture containing the polynomials
  100728. * @return the JSON representation of the spherical info
  100729. */
  100730. EnvironmentTextureTools._CreateEnvTextureIrradiance = function (texture) {
  100731. var polynmials = texture.sphericalPolynomial;
  100732. if (polynmials == null) {
  100733. return null;
  100734. }
  100735. return {
  100736. x: [polynmials.x.x, polynmials.x.y, polynmials.x.z],
  100737. y: [polynmials.y.x, polynmials.y.y, polynmials.y.z],
  100738. z: [polynmials.z.x, polynmials.z.y, polynmials.z.z],
  100739. xx: [polynmials.xx.x, polynmials.xx.y, polynmials.xx.z],
  100740. yy: [polynmials.yy.x, polynmials.yy.y, polynmials.yy.z],
  100741. zz: [polynmials.zz.x, polynmials.zz.y, polynmials.zz.z],
  100742. yz: [polynmials.yz.x, polynmials.yz.y, polynmials.yz.z],
  100743. zx: [polynmials.zx.x, polynmials.zx.y, polynmials.zx.z],
  100744. xy: [polynmials.xy.x, polynmials.xy.y, polynmials.xy.z]
  100745. };
  100746. };
  100747. /**
  100748. * Uploads the texture info contained in the env file to the GPU.
  100749. * @param texture defines the internal texture to upload to
  100750. * @param arrayBuffer defines the buffer cotaining the data to load
  100751. * @param info defines the texture info retrieved through the GetEnvInfo method
  100752. * @returns a promise
  100753. */
  100754. EnvironmentTextureTools.UploadEnvLevelsAsync = function (texture, arrayBuffer, info) {
  100755. if (info.version !== 1) {
  100756. throw new Error("Unsupported babylon environment map version \"" + info.version + "\"");
  100757. }
  100758. var specularInfo = info.specular;
  100759. if (!specularInfo) {
  100760. // Nothing else parsed so far
  100761. return Promise.resolve();
  100762. }
  100763. // Double checks the enclosed info
  100764. var mipmapsCount = BABYLON.Scalar.Log2(info.width);
  100765. mipmapsCount = Math.round(mipmapsCount) + 1;
  100766. if (specularInfo.mipmaps.length !== 6 * mipmapsCount) {
  100767. throw new Error("Unsupported specular mipmaps number \"" + specularInfo.mipmaps.length + "\"");
  100768. }
  100769. texture._lodGenerationScale = specularInfo.lodGenerationScale;
  100770. var imageData = new Array(mipmapsCount);
  100771. for (var i = 0; i < mipmapsCount; i++) {
  100772. imageData[i] = new Array(6);
  100773. for (var face = 0; face < 6; face++) {
  100774. var imageInfo = specularInfo.mipmaps[i * 6 + face];
  100775. imageData[i][face] = new Uint8Array(arrayBuffer, specularInfo.specularDataPosition + imageInfo.position, imageInfo.length);
  100776. }
  100777. }
  100778. return EnvironmentTextureTools.UploadLevelsAsync(texture, imageData);
  100779. };
  100780. /**
  100781. * Uploads the levels of image data to the GPU.
  100782. * @param texture defines the internal texture to upload to
  100783. * @param imageData defines the array buffer views of image data [mipmap][face]
  100784. * @returns a promise
  100785. */
  100786. EnvironmentTextureTools.UploadLevelsAsync = function (texture, imageData) {
  100787. if (!BABYLON.Tools.IsExponentOfTwo(texture.width)) {
  100788. throw new Error("Texture size must be a power of two");
  100789. }
  100790. var mipmapsCount = Math.round(BABYLON.Scalar.Log2(texture.width)) + 1;
  100791. // Gets everything ready.
  100792. var engine = texture.getEngine();
  100793. var expandTexture = false;
  100794. var generateNonLODTextures = false;
  100795. var rgbdPostProcess = null;
  100796. var cubeRtt = null;
  100797. var lodTextures = null;
  100798. var caps = engine.getCaps();
  100799. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  100800. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  100801. texture.generateMipMaps = true;
  100802. engine.updateTextureSamplingMode(BABYLON.Texture.TRILINEAR_SAMPLINGMODE, texture);
  100803. // Add extra process if texture lod is not supported
  100804. if (!caps.textureLOD) {
  100805. expandTexture = false;
  100806. generateNonLODTextures = true;
  100807. lodTextures = {};
  100808. }
  100809. // in webgl 1 there are no ways to either render or copy lod level information for float textures.
  100810. else if (engine.webGLVersion < 2) {
  100811. expandTexture = false;
  100812. }
  100813. // If half float available we can uncompress the texture
  100814. else if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
  100815. expandTexture = true;
  100816. texture.type = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  100817. }
  100818. // If full float available we can uncompress the texture
  100819. else if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {
  100820. expandTexture = true;
  100821. texture.type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  100822. }
  100823. // Expand the texture if possible
  100824. if (expandTexture) {
  100825. // Simply run through the decode PP
  100826. rgbdPostProcess = new BABYLON.PostProcess("rgbdDecode", "rgbdDecode", null, null, 1, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, engine, false, undefined, texture.type, undefined, null, false);
  100827. texture._isRGBD = false;
  100828. texture.invertY = false;
  100829. cubeRtt = engine.createRenderTargetCubeTexture(texture.width, {
  100830. generateDepthBuffer: false,
  100831. generateMipMaps: true,
  100832. generateStencilBuffer: false,
  100833. samplingMode: BABYLON.Texture.TRILINEAR_SAMPLINGMODE,
  100834. type: texture.type,
  100835. format: BABYLON.Engine.TEXTUREFORMAT_RGBA
  100836. });
  100837. }
  100838. else {
  100839. texture._isRGBD = true;
  100840. texture.invertY = true;
  100841. // In case of missing support, applies the same patch than DDS files.
  100842. if (generateNonLODTextures) {
  100843. var mipSlices = 3;
  100844. var scale = texture._lodGenerationScale;
  100845. var offset = texture._lodGenerationOffset;
  100846. for (var i = 0; i < mipSlices; i++) {
  100847. //compute LOD from even spacing in smoothness (matching shader calculation)
  100848. var smoothness = i / (mipSlices - 1);
  100849. var roughness = 1 - smoothness;
  100850. var minLODIndex = offset; // roughness = 0
  100851. var maxLODIndex = (mipmapsCount - 1) * scale + offset; // roughness = 1 (mipmaps start from 0)
  100852. var lodIndex = minLODIndex + (maxLODIndex - minLODIndex) * roughness;
  100853. var mipmapIndex = Math.round(Math.min(Math.max(lodIndex, 0), maxLODIndex));
  100854. var glTextureFromLod = new BABYLON.InternalTexture(engine, BABYLON.InternalTexture.DATASOURCE_TEMP);
  100855. glTextureFromLod.isCube = true;
  100856. glTextureFromLod.invertY = true;
  100857. glTextureFromLod.generateMipMaps = false;
  100858. engine.updateTextureSamplingMode(BABYLON.Texture.LINEAR_LINEAR, glTextureFromLod);
  100859. // Wrap in a base texture for easy binding.
  100860. var lodTexture = new BABYLON.BaseTexture(null);
  100861. lodTexture.isCube = true;
  100862. lodTexture._texture = glTextureFromLod;
  100863. lodTextures[mipmapIndex] = lodTexture;
  100864. switch (i) {
  100865. case 0:
  100866. texture._lodTextureLow = lodTexture;
  100867. break;
  100868. case 1:
  100869. texture._lodTextureMid = lodTexture;
  100870. break;
  100871. case 2:
  100872. texture._lodTextureHigh = lodTexture;
  100873. break;
  100874. }
  100875. }
  100876. }
  100877. }
  100878. var promises = [];
  100879. var _loop_3 = function (i) {
  100880. var _loop_4 = function (face) {
  100881. // Constructs an image element from image data
  100882. var bytes = imageData[i][face];
  100883. var blob = new Blob([bytes], { type: 'image/png' });
  100884. var url = URL.createObjectURL(blob);
  100885. var image = new Image();
  100886. image.src = url;
  100887. // Enqueue promise to upload to the texture.
  100888. var promise = new Promise(function (resolve, reject) {
  100889. image.onload = function () {
  100890. if (expandTexture) {
  100891. var tempTexture_1 = engine.createTexture(null, true, true, null, BABYLON.Texture.NEAREST_SAMPLINGMODE, null, function (message) {
  100892. reject(message);
  100893. }, image);
  100894. rgbdPostProcess.getEffect().executeWhenCompiled(function () {
  100895. // Uncompress the data to a RTT
  100896. rgbdPostProcess.onApply = function (effect) {
  100897. effect._bindTexture("textureSampler", tempTexture_1);
  100898. effect.setFloat2("scale", 1, 1);
  100899. };
  100900. engine.scenes[0].postProcessManager.directRender([rgbdPostProcess], cubeRtt, true, face, i);
  100901. // Cleanup
  100902. engine.restoreDefaultFramebuffer();
  100903. tempTexture_1.dispose();
  100904. window.URL.revokeObjectURL(url);
  100905. resolve();
  100906. });
  100907. }
  100908. else {
  100909. engine._uploadImageToTexture(texture, image, face, i);
  100910. // Upload the face to the non lod texture support
  100911. if (generateNonLODTextures) {
  100912. var lodTexture = lodTextures[i];
  100913. if (lodTexture) {
  100914. engine._uploadImageToTexture(lodTexture._texture, image, face, 0);
  100915. }
  100916. }
  100917. resolve();
  100918. }
  100919. };
  100920. image.onerror = function (error) {
  100921. reject(error);
  100922. };
  100923. });
  100924. promises.push(promise);
  100925. };
  100926. // All faces
  100927. for (var face = 0; face < 6; face++) {
  100928. _loop_4(face);
  100929. }
  100930. };
  100931. // All mipmaps up to provided number of images
  100932. for (var i = 0; i < imageData.length; i++) {
  100933. _loop_3(i);
  100934. }
  100935. // Fill remaining mipmaps with black textures.
  100936. if (imageData.length < mipmapsCount) {
  100937. var data = void 0;
  100938. var size = Math.pow(2, mipmapsCount - 1 - imageData.length);
  100939. var dataLength = size * size * 4;
  100940. switch (texture.type) {
  100941. case BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT: {
  100942. data = new Uint8Array(dataLength);
  100943. break;
  100944. }
  100945. case BABYLON.Engine.TEXTURETYPE_HALF_FLOAT: {
  100946. data = new Uint16Array(dataLength);
  100947. break;
  100948. }
  100949. case BABYLON.Engine.TEXTURETYPE_FLOAT: {
  100950. data = new Float32Array(dataLength);
  100951. break;
  100952. }
  100953. }
  100954. for (var i = imageData.length; i < mipmapsCount; i++) {
  100955. for (var face = 0; face < 6; face++) {
  100956. engine._uploadArrayBufferViewToTexture(texture, data, face, i);
  100957. }
  100958. }
  100959. }
  100960. // Once all done, finishes the cleanup and return
  100961. return Promise.all(promises).then(function () {
  100962. // Release temp RTT.
  100963. if (cubeRtt) {
  100964. engine._releaseFramebufferObjects(cubeRtt);
  100965. cubeRtt._swapAndDie(texture);
  100966. }
  100967. // Release temp Post Process.
  100968. if (rgbdPostProcess) {
  100969. rgbdPostProcess.dispose();
  100970. }
  100971. // Flag internal texture as ready in case they are in use.
  100972. if (generateNonLODTextures) {
  100973. if (texture._lodTextureHigh && texture._lodTextureHigh._texture) {
  100974. texture._lodTextureHigh._texture.isReady = true;
  100975. }
  100976. if (texture._lodTextureMid && texture._lodTextureMid._texture) {
  100977. texture._lodTextureMid._texture.isReady = true;
  100978. }
  100979. if (texture._lodTextureLow && texture._lodTextureLow._texture) {
  100980. texture._lodTextureLow._texture.isReady = true;
  100981. }
  100982. }
  100983. });
  100984. };
  100985. /**
  100986. * Uploads spherical polynomials information to the texture.
  100987. * @param texture defines the texture we are trying to upload the information to
  100988. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  100989. */
  100990. EnvironmentTextureTools.UploadEnvSpherical = function (texture, info) {
  100991. if (info.version !== 1) {
  100992. BABYLON.Tools.Warn('Unsupported babylon environment map version "' + info.version + '"');
  100993. }
  100994. var irradianceInfo = info.irradiance;
  100995. if (!irradianceInfo) {
  100996. return;
  100997. }
  100998. var sp = new BABYLON.SphericalPolynomial();
  100999. BABYLON.Vector3.FromArrayToRef(irradianceInfo.x, 0, sp.x);
  101000. BABYLON.Vector3.FromArrayToRef(irradianceInfo.y, 0, sp.y);
  101001. BABYLON.Vector3.FromArrayToRef(irradianceInfo.z, 0, sp.z);
  101002. BABYLON.Vector3.FromArrayToRef(irradianceInfo.xx, 0, sp.xx);
  101003. BABYLON.Vector3.FromArrayToRef(irradianceInfo.yy, 0, sp.yy);
  101004. BABYLON.Vector3.FromArrayToRef(irradianceInfo.zz, 0, sp.zz);
  101005. BABYLON.Vector3.FromArrayToRef(irradianceInfo.yz, 0, sp.yz);
  101006. BABYLON.Vector3.FromArrayToRef(irradianceInfo.zx, 0, sp.zx);
  101007. BABYLON.Vector3.FromArrayToRef(irradianceInfo.xy, 0, sp.xy);
  101008. texture._sphericalPolynomial = sp;
  101009. };
  101010. /**
  101011. * Magic number identifying the env file.
  101012. */
  101013. EnvironmentTextureTools._MagicBytes = [0x86, 0x16, 0x87, 0x96, 0xf6, 0xd6, 0x96, 0x36];
  101014. return EnvironmentTextureTools;
  101015. }());
  101016. BABYLON.EnvironmentTextureTools = EnvironmentTextureTools;
  101017. })(BABYLON || (BABYLON = {}));
  101018. //# sourceMappingURL=babylon.environmentTextureTools.js.map
  101019. var BABYLON;
  101020. (function (BABYLON) {
  101021. /**
  101022. * Implementation of the ENV Texture Loader.
  101023. */
  101024. var ENVTextureLoader = /** @class */ (function () {
  101025. function ENVTextureLoader() {
  101026. /**
  101027. * Defines wether the loader supports cascade loading the different faces.
  101028. */
  101029. this.supportCascades = false;
  101030. }
  101031. /**
  101032. * This returns if the loader support the current file information.
  101033. * @param extension defines the file extension of the file being loaded
  101034. * @param textureFormatInUse defines the current compressed format in use iun the engine
  101035. * @param fallback defines the fallback internal texture if any
  101036. * @param isBase64 defines whether the texture is encoded as a base64
  101037. * @param isBuffer defines whether the texture data are stored as a buffer
  101038. * @returns true if the loader can load the specified file
  101039. */
  101040. ENVTextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  101041. return extension.indexOf(".env") === 0;
  101042. };
  101043. /**
  101044. * Transform the url before loading if required.
  101045. * @param rootUrl the url of the texture
  101046. * @param textureFormatInUse defines the current compressed format in use iun the engine
  101047. * @returns the transformed texture
  101048. */
  101049. ENVTextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  101050. return rootUrl;
  101051. };
  101052. /**
  101053. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  101054. * @param rootUrl the url of the texture
  101055. * @param textureFormatInUse defines the current compressed format in use iun the engine
  101056. * @returns the fallback texture
  101057. */
  101058. ENVTextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  101059. return null;
  101060. };
  101061. /**
  101062. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  101063. * @param data contains the texture data
  101064. * @param texture defines the BabylonJS internal texture
  101065. * @param createPolynomials will be true if polynomials have been requested
  101066. * @param onLoad defines the callback to trigger once the texture is ready
  101067. * @param onError defines the callback to trigger in case of error
  101068. */
  101069. ENVTextureLoader.prototype.loadCubeData = function (data, texture, createPolynomials, onLoad, onError) {
  101070. if (Array.isArray(data)) {
  101071. return;
  101072. }
  101073. data = data;
  101074. var info = BABYLON.EnvironmentTextureTools.GetEnvInfo(data);
  101075. if (info) {
  101076. texture.width = info.width;
  101077. texture.height = info.width;
  101078. BABYLON.EnvironmentTextureTools.UploadEnvSpherical(texture, info);
  101079. BABYLON.EnvironmentTextureTools.UploadEnvLevelsAsync(texture, data, info).then(function () {
  101080. texture.isReady = true;
  101081. if (onLoad) {
  101082. onLoad();
  101083. }
  101084. });
  101085. }
  101086. else if (onError) {
  101087. onError("Can not parse the environment file", null);
  101088. }
  101089. };
  101090. /**
  101091. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  101092. * @param data contains the texture data
  101093. * @param texture defines the BabylonJS internal texture
  101094. * @param callback defines the method to call once ready to upload
  101095. */
  101096. ENVTextureLoader.prototype.loadData = function (data, texture, callback) {
  101097. throw ".env not supported in 2d.";
  101098. };
  101099. return ENVTextureLoader;
  101100. }());
  101101. // Register the loader.
  101102. BABYLON.Engine._TextureLoaders.push(new ENVTextureLoader());
  101103. })(BABYLON || (BABYLON = {}));
  101104. //# sourceMappingURL=babylon.envTextureLoader.js.map
  101105. var BABYLON;
  101106. (function (BABYLON) {
  101107. /**
  101108. * Renders a layer on top of an existing scene
  101109. */
  101110. var UtilityLayerRenderer = /** @class */ (function () {
  101111. /**
  101112. * Instantiates a UtilityLayerRenderer
  101113. * @param originalScene the original scene that will be rendered on top of
  101114. */
  101115. function UtilityLayerRenderer(
  101116. /** the original scene that will be rendered on top of */
  101117. originalScene) {
  101118. var _this = this;
  101119. this.originalScene = originalScene;
  101120. this._pointerCaptures = {};
  101121. this._lastPointerEvents = {};
  101122. /**
  101123. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  101124. */
  101125. this.pickUtilitySceneFirst = true;
  101126. /**
  101127. * If the utility layer should automatically be rendered on top of existing scene
  101128. */
  101129. this.shouldRender = true;
  101130. /**
  101131. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  101132. */
  101133. this.onlyCheckPointerDownEvents = true;
  101134. /**
  101135. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  101136. */
  101137. this.processAllEvents = false;
  101138. /**
  101139. * Observable raised when the pointer move from the utility layer scene to the main scene
  101140. */
  101141. this.onPointerOutObservable = new BABYLON.Observable();
  101142. // Create scene which will be rendered in the foreground and remove it from being referenced by engine to avoid interfering with existing app
  101143. this.utilityLayerScene = new BABYLON.Scene(originalScene.getEngine());
  101144. this.utilityLayerScene.useRightHandedSystem = originalScene.useRightHandedSystem;
  101145. this.utilityLayerScene._allowPostProcessClearColor = false;
  101146. originalScene.getEngine().scenes.pop();
  101147. // Detach controls on utility scene, events will be fired by logic below to handle picking priority
  101148. this.utilityLayerScene.detachControl();
  101149. this._originalPointerObserver = originalScene.onPrePointerObservable.add(function (prePointerInfo, eventState) {
  101150. if (!_this.processAllEvents) {
  101151. if (prePointerInfo.type !== BABYLON.PointerEventTypes.POINTERMOVE
  101152. && prePointerInfo.type !== BABYLON.PointerEventTypes.POINTERUP
  101153. && prePointerInfo.type !== BABYLON.PointerEventTypes.POINTERDOWN) {
  101154. return;
  101155. }
  101156. }
  101157. var pointerEvent = (prePointerInfo.event);
  101158. if (originalScene.isPointerCaptured(pointerEvent.pointerId)) {
  101159. _this._pointerCaptures[pointerEvent.pointerId] = false;
  101160. return;
  101161. }
  101162. var utilityScenePick = prePointerInfo.ray ? _this.utilityLayerScene.pickWithRay(prePointerInfo.ray) : _this.utilityLayerScene.pick(originalScene.pointerX, originalScene.pointerY);
  101163. if (!prePointerInfo.ray && utilityScenePick) {
  101164. prePointerInfo.ray = utilityScenePick.ray;
  101165. }
  101166. // always fire the prepointer oversvable
  101167. _this.utilityLayerScene.onPrePointerObservable.notifyObservers(prePointerInfo);
  101168. // allow every non pointer down event to flow to the utility layer
  101169. if (_this.onlyCheckPointerDownEvents && prePointerInfo.type != BABYLON.PointerEventTypes.POINTERDOWN) {
  101170. if (!prePointerInfo.skipOnPointerObservable) {
  101171. _this.utilityLayerScene.onPointerObservable.notifyObservers(new BABYLON.PointerInfo(prePointerInfo.type, prePointerInfo.event, utilityScenePick));
  101172. }
  101173. if (prePointerInfo.type === BABYLON.PointerEventTypes.POINTERUP && _this._pointerCaptures[pointerEvent.pointerId]) {
  101174. _this._pointerCaptures[pointerEvent.pointerId] = false;
  101175. }
  101176. return;
  101177. }
  101178. if (_this.utilityLayerScene.autoClearDepthAndStencil || _this.pickUtilitySceneFirst) {
  101179. // If this layer is an overlay, check if this layer was hit and if so, skip pointer events for the main scene
  101180. if (utilityScenePick && utilityScenePick.hit) {
  101181. if (!prePointerInfo.skipOnPointerObservable) {
  101182. _this.utilityLayerScene.onPointerObservable.notifyObservers(new BABYLON.PointerInfo(prePointerInfo.type, prePointerInfo.event, utilityScenePick));
  101183. }
  101184. prePointerInfo.skipOnPointerObservable = true;
  101185. }
  101186. }
  101187. else {
  101188. var originalScenePick = prePointerInfo.ray ? originalScene.pickWithRay(prePointerInfo.ray) : originalScene.pick(originalScene.pointerX, originalScene.pointerY);
  101189. var pointerEvent_1 = (prePointerInfo.event);
  101190. // If the layer can be occluded by the original scene, only fire pointer events to the first layer that hit they ray
  101191. if (originalScenePick && utilityScenePick) {
  101192. // No pick in utility scene
  101193. if (utilityScenePick.distance === 0 && originalScenePick.pickedMesh) {
  101194. if (_this.mainSceneTrackerPredicate && _this.mainSceneTrackerPredicate(originalScenePick.pickedMesh)) {
  101195. // We touched an utility mesh present in the main scene
  101196. _this._notifyObservers(prePointerInfo, originalScenePick, pointerEvent_1);
  101197. prePointerInfo.skipOnPointerObservable = true;
  101198. }
  101199. else if (prePointerInfo.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  101200. _this._pointerCaptures[pointerEvent_1.pointerId] = true;
  101201. }
  101202. else if (_this._lastPointerEvents[pointerEvent_1.pointerId]) {
  101203. // We need to send a last pointerup to the utilityLayerScene to make sure animations can complete
  101204. _this.onPointerOutObservable.notifyObservers(pointerEvent_1.pointerId);
  101205. delete _this._lastPointerEvents[pointerEvent_1.pointerId];
  101206. }
  101207. }
  101208. else if (!_this._pointerCaptures[pointerEvent_1.pointerId] && (utilityScenePick.distance < originalScenePick.distance || originalScenePick.distance === 0)) {
  101209. // We pick something in utility scene or the pick in utility is closer than the one in main scene
  101210. _this._notifyObservers(prePointerInfo, utilityScenePick, pointerEvent_1);
  101211. // If a previous utility layer set this, do not unset this
  101212. if (!prePointerInfo.skipOnPointerObservable) {
  101213. prePointerInfo.skipOnPointerObservable = utilityScenePick.distance > 0;
  101214. }
  101215. }
  101216. else if (!_this._pointerCaptures[pointerEvent_1.pointerId] && (utilityScenePick.distance > originalScenePick.distance)) {
  101217. // We have a pick in both scenes but main is closer than utility
  101218. // We touched an utility mesh present in the main scene
  101219. if (_this.mainSceneTrackerPredicate && _this.mainSceneTrackerPredicate(originalScenePick.pickedMesh)) {
  101220. _this._notifyObservers(prePointerInfo, originalScenePick, pointerEvent_1);
  101221. prePointerInfo.skipOnPointerObservable = true;
  101222. }
  101223. else if (_this._lastPointerEvents[pointerEvent_1.pointerId]) {
  101224. // We need to send a last pointerup to the utilityLayerScene to make sure animations can complete
  101225. _this.onPointerOutObservable.notifyObservers(pointerEvent_1.pointerId);
  101226. delete _this._lastPointerEvents[pointerEvent_1.pointerId];
  101227. }
  101228. }
  101229. if (prePointerInfo.type === BABYLON.PointerEventTypes.POINTERUP && _this._pointerCaptures[pointerEvent_1.pointerId]) {
  101230. _this._pointerCaptures[pointerEvent_1.pointerId] = false;
  101231. }
  101232. }
  101233. }
  101234. });
  101235. // Render directly on top of existing scene without clearing
  101236. this.utilityLayerScene.autoClear = false;
  101237. this._afterRenderObserver = this.originalScene.onAfterRenderObservable.add(function () {
  101238. if (_this.shouldRender) {
  101239. _this.render();
  101240. }
  101241. });
  101242. this._sceneDisposeObserver = this.originalScene.onDisposeObservable.add(function () {
  101243. _this.dispose();
  101244. });
  101245. this._updateCamera();
  101246. }
  101247. Object.defineProperty(UtilityLayerRenderer, "DefaultUtilityLayer", {
  101248. /**
  101249. * A shared utility layer that can be used to overlay objects into a scene (Depth map of the previous scene is cleared before drawing on top of it)
  101250. */
  101251. get: function () {
  101252. if (UtilityLayerRenderer._DefaultUtilityLayer == null) {
  101253. UtilityLayerRenderer._DefaultUtilityLayer = new UtilityLayerRenderer(BABYLON.Engine.LastCreatedScene);
  101254. UtilityLayerRenderer._DefaultUtilityLayer.originalScene.onDisposeObservable.addOnce(function () {
  101255. UtilityLayerRenderer._DefaultUtilityLayer = null;
  101256. });
  101257. }
  101258. return UtilityLayerRenderer._DefaultUtilityLayer;
  101259. },
  101260. enumerable: true,
  101261. configurable: true
  101262. });
  101263. Object.defineProperty(UtilityLayerRenderer, "DefaultKeepDepthUtilityLayer", {
  101264. /**
  101265. * A shared utility layer that can be used to embed objects into a scene (Depth map of the previous scene is not cleared before drawing on top of it)
  101266. */
  101267. get: function () {
  101268. if (UtilityLayerRenderer._DefaultKeepDepthUtilityLayer == null) {
  101269. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = new UtilityLayerRenderer(BABYLON.Engine.LastCreatedScene);
  101270. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer.utilityLayerScene.autoClearDepthAndStencil = false;
  101271. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer.originalScene.onDisposeObservable.addOnce(function () {
  101272. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = null;
  101273. });
  101274. }
  101275. return UtilityLayerRenderer._DefaultKeepDepthUtilityLayer;
  101276. },
  101277. enumerable: true,
  101278. configurable: true
  101279. });
  101280. UtilityLayerRenderer.prototype._notifyObservers = function (prePointerInfo, pickInfo, pointerEvent) {
  101281. if (!prePointerInfo.skipOnPointerObservable) {
  101282. this.utilityLayerScene.onPointerObservable.notifyObservers(new BABYLON.PointerInfo(prePointerInfo.type, prePointerInfo.event, pickInfo));
  101283. this._lastPointerEvents[pointerEvent.pointerId] = true;
  101284. }
  101285. };
  101286. /**
  101287. * Renders the utility layers scene on top of the original scene
  101288. */
  101289. UtilityLayerRenderer.prototype.render = function () {
  101290. this._updateCamera();
  101291. if (this.utilityLayerScene.activeCamera) {
  101292. // Set the camera's scene to utility layers scene
  101293. var oldScene = this.utilityLayerScene.activeCamera.getScene();
  101294. var camera = this.utilityLayerScene.activeCamera;
  101295. camera._scene = this.utilityLayerScene;
  101296. if (camera.leftCamera) {
  101297. camera.leftCamera._scene = this.utilityLayerScene;
  101298. }
  101299. if (camera.rightCamera) {
  101300. camera.rightCamera._scene = this.utilityLayerScene;
  101301. }
  101302. this.utilityLayerScene.render(false);
  101303. // Reset camera's scene back to original
  101304. camera._scene = oldScene;
  101305. if (camera.leftCamera) {
  101306. camera.leftCamera._scene = oldScene;
  101307. }
  101308. if (camera.rightCamera) {
  101309. camera.rightCamera._scene = oldScene;
  101310. }
  101311. }
  101312. };
  101313. /**
  101314. * Disposes of the renderer
  101315. */
  101316. UtilityLayerRenderer.prototype.dispose = function () {
  101317. this.onPointerOutObservable.clear();
  101318. if (this._afterRenderObserver) {
  101319. this.originalScene.onAfterRenderObservable.remove(this._afterRenderObserver);
  101320. }
  101321. if (this._sceneDisposeObserver) {
  101322. this.originalScene.onDisposeObservable.remove(this._sceneDisposeObserver);
  101323. }
  101324. if (this._originalPointerObserver) {
  101325. this.originalScene.onPrePointerObservable.remove(this._originalPointerObserver);
  101326. }
  101327. this.utilityLayerScene.dispose();
  101328. };
  101329. UtilityLayerRenderer.prototype._updateCamera = function () {
  101330. this.utilityLayerScene.activeCamera = this.originalScene.activeCamera;
  101331. };
  101332. UtilityLayerRenderer._DefaultUtilityLayer = null;
  101333. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = null;
  101334. return UtilityLayerRenderer;
  101335. }());
  101336. BABYLON.UtilityLayerRenderer = UtilityLayerRenderer;
  101337. })(BABYLON || (BABYLON = {}));
  101338. //# sourceMappingURL=babylon.utilityLayerRenderer.js.map
  101339. //# sourceMappingURL=babylon.behavior.js.map
  101340. var BABYLON;
  101341. (function (BABYLON) {
  101342. /**
  101343. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  101344. */
  101345. var PointerDragBehavior = /** @class */ (function () {
  101346. /**
  101347. * Creates a pointer drag behavior that can be attached to a mesh
  101348. * @param options The drag axis or normal of the plane that will be dragged across. If no options are specified the drag plane will always face the ray's origin (eg. camera)
  101349. */
  101350. function PointerDragBehavior(options) {
  101351. /**
  101352. * The maximum tolerated angle between the drag plane and dragging pointer rays to trigger pointer events. Set to 0 to allow any angle (default: 0)
  101353. */
  101354. this.maxDragAngle = 0;
  101355. /**
  101356. * @hidden
  101357. */
  101358. this._useAlternatePickedPointAboveMaxDragAngle = false;
  101359. /**
  101360. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  101361. */
  101362. this.currentDraggingPointerID = -1;
  101363. /**
  101364. * If the behavior is currently in a dragging state
  101365. */
  101366. this.dragging = false;
  101367. /**
  101368. * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)
  101369. */
  101370. this.dragDeltaRatio = 0.2;
  101371. /**
  101372. * If the drag plane orientation should be updated during the dragging (Default: true)
  101373. */
  101374. this.updateDragPlane = true;
  101375. // Debug mode will display drag planes to help visualize behavior
  101376. this._debugMode = false;
  101377. this._moving = false;
  101378. /**
  101379. * Fires each time the attached mesh is dragged with the pointer
  101380. * * delta between last drag position and current drag position in world space
  101381. * * dragDistance along the drag axis
  101382. * * dragPlaneNormal normal of the current drag plane used during the drag
  101383. * * dragPlanePoint in world space where the drag intersects the drag plane
  101384. */
  101385. this.onDragObservable = new BABYLON.Observable();
  101386. /**
  101387. * Fires each time a drag begins (eg. mouse down on mesh)
  101388. */
  101389. this.onDragStartObservable = new BABYLON.Observable();
  101390. /**
  101391. * Fires each time a drag ends (eg. mouse release after drag)
  101392. */
  101393. this.onDragEndObservable = new BABYLON.Observable();
  101394. /**
  101395. * If the attached mesh should be moved when dragged
  101396. */
  101397. this.moveAttached = true;
  101398. /**
  101399. * If the drag behavior will react to drag events (Default: true)
  101400. */
  101401. this.enabled = true;
  101402. /**
  101403. * If camera controls should be detached during the drag
  101404. */
  101405. this.detachCameraControls = true;
  101406. /**
  101407. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  101408. */
  101409. this.useObjectOrienationForDragging = true;
  101410. this._tmpVector = new BABYLON.Vector3(0, 0, 0);
  101411. this._alternatePickedPoint = new BABYLON.Vector3(0, 0, 0);
  101412. this._worldDragAxis = new BABYLON.Vector3(0, 0, 0);
  101413. this._targetPosition = new BABYLON.Vector3(0, 0, 0);
  101414. this._attachedElement = null;
  101415. this._startDragRay = new BABYLON.Ray(new BABYLON.Vector3(), new BABYLON.Vector3());
  101416. this._lastPointerRay = {};
  101417. this._dragDelta = new BABYLON.Vector3();
  101418. // Variables to avoid instantiation in the below method
  101419. this._pointA = new BABYLON.Vector3(0, 0, 0);
  101420. this._pointB = new BABYLON.Vector3(0, 0, 0);
  101421. this._pointC = new BABYLON.Vector3(0, 0, 0);
  101422. this._lineA = new BABYLON.Vector3(0, 0, 0);
  101423. this._lineB = new BABYLON.Vector3(0, 0, 0);
  101424. this._localAxis = new BABYLON.Vector3(0, 0, 0);
  101425. this._lookAt = new BABYLON.Vector3(0, 0, 0);
  101426. this._options = options ? options : {};
  101427. var optionCount = 0;
  101428. if (this._options.dragAxis) {
  101429. optionCount++;
  101430. }
  101431. if (this._options.dragPlaneNormal) {
  101432. optionCount++;
  101433. }
  101434. if (optionCount > 1) {
  101435. throw "Multiple drag modes specified in dragBehavior options. Only one expected";
  101436. }
  101437. }
  101438. Object.defineProperty(PointerDragBehavior.prototype, "name", {
  101439. /**
  101440. * The name of the behavior
  101441. */
  101442. get: function () {
  101443. return "PointerDrag";
  101444. },
  101445. enumerable: true,
  101446. configurable: true
  101447. });
  101448. /**
  101449. * Initializes the behavior
  101450. */
  101451. PointerDragBehavior.prototype.init = function () { };
  101452. /**
  101453. * Attaches the drag behavior the passed in mesh
  101454. * @param ownerNode The mesh that will be dragged around once attached
  101455. */
  101456. PointerDragBehavior.prototype.attach = function (ownerNode) {
  101457. var _this = this;
  101458. this._scene = ownerNode.getScene();
  101459. this._attachedNode = ownerNode;
  101460. // Initialize drag plane to not interfere with existing scene
  101461. if (!PointerDragBehavior._planeScene) {
  101462. if (this._debugMode) {
  101463. PointerDragBehavior._planeScene = this._scene;
  101464. }
  101465. else {
  101466. PointerDragBehavior._planeScene = new BABYLON.Scene(this._scene.getEngine());
  101467. PointerDragBehavior._planeScene.detachControl();
  101468. this._scene.getEngine().scenes.pop();
  101469. this._scene.onDisposeObservable.addOnce(function () {
  101470. PointerDragBehavior._planeScene.dispose();
  101471. PointerDragBehavior._planeScene = null;
  101472. });
  101473. }
  101474. }
  101475. this._dragPlane = BABYLON.Mesh.CreatePlane("pointerDragPlane", this._debugMode ? 1 : 10000, PointerDragBehavior._planeScene, false, BABYLON.Mesh.DOUBLESIDE);
  101476. // State of the drag
  101477. this.lastDragPosition = new BABYLON.Vector3(0, 0, 0);
  101478. var pickPredicate = function (m) {
  101479. return _this._attachedNode == m || m.isDescendantOf(_this._attachedNode);
  101480. };
  101481. this._pointerObserver = this._scene.onPointerObservable.add(function (pointerInfo, eventState) {
  101482. if (!_this.enabled) {
  101483. return;
  101484. }
  101485. if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERDOWN) {
  101486. if (!_this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.hit && pointerInfo.pickInfo.pickedMesh && pointerInfo.pickInfo.pickedPoint && pointerInfo.pickInfo.ray && pickPredicate(pointerInfo.pickInfo.pickedMesh)) {
  101487. _this._startDrag(pointerInfo.event.pointerId, pointerInfo.pickInfo.ray, pointerInfo.pickInfo.pickedPoint);
  101488. }
  101489. }
  101490. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERUP) {
  101491. if (_this.currentDraggingPointerID == pointerInfo.event.pointerId) {
  101492. _this.releaseDrag();
  101493. }
  101494. }
  101495. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERMOVE) {
  101496. var pointerId = pointerInfo.event.pointerId;
  101497. // If drag was started with anyMouseID specified, set pointerID to the next mouse that moved
  101498. if (_this.currentDraggingPointerID === PointerDragBehavior._AnyMouseID && pointerId !== PointerDragBehavior._AnyMouseID && pointerInfo.event.pointerType == "mouse") {
  101499. if (_this._lastPointerRay[_this.currentDraggingPointerID]) {
  101500. _this._lastPointerRay[pointerId] = _this._lastPointerRay[_this.currentDraggingPointerID];
  101501. delete _this._lastPointerRay[_this.currentDraggingPointerID];
  101502. }
  101503. _this.currentDraggingPointerID = pointerId;
  101504. }
  101505. // Keep track of last pointer ray, this is used simulating the start of a drag in startDrag()
  101506. if (!_this._lastPointerRay[pointerId]) {
  101507. _this._lastPointerRay[pointerId] = new BABYLON.Ray(new BABYLON.Vector3(), new BABYLON.Vector3());
  101508. }
  101509. if (pointerInfo.pickInfo && pointerInfo.pickInfo.ray) {
  101510. _this._lastPointerRay[pointerId].origin.copyFrom(pointerInfo.pickInfo.ray.origin);
  101511. _this._lastPointerRay[pointerId].direction.copyFrom(pointerInfo.pickInfo.ray.direction);
  101512. if (_this.currentDraggingPointerID == pointerId && _this.dragging) {
  101513. _this._moveDrag(pointerInfo.pickInfo.ray);
  101514. }
  101515. }
  101516. }
  101517. });
  101518. this._beforeRenderObserver = this._scene.onBeforeRenderObservable.add(function () {
  101519. if (_this._moving && _this.moveAttached) {
  101520. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(_this._attachedNode);
  101521. // Slowly move mesh to avoid jitter
  101522. _this._targetPosition.subtractToRef((_this._attachedNode).absolutePosition, _this._tmpVector);
  101523. _this._tmpVector.scaleInPlace(_this.dragDeltaRatio);
  101524. (_this._attachedNode).getAbsolutePosition().addToRef(_this._tmpVector, _this._tmpVector);
  101525. (_this._attachedNode).setAbsolutePosition(_this._tmpVector);
  101526. BABYLON.BoundingBoxGizmo._RestorePivotPoint(_this._attachedNode);
  101527. }
  101528. });
  101529. };
  101530. /**
  101531. * Force relase the drag action by code.
  101532. */
  101533. PointerDragBehavior.prototype.releaseDrag = function () {
  101534. this.dragging = false;
  101535. this.onDragEndObservable.notifyObservers({ dragPlanePoint: this.lastDragPosition, pointerId: this.currentDraggingPointerID });
  101536. this.currentDraggingPointerID = -1;
  101537. this._moving = false;
  101538. // Reattach camera controls
  101539. if (this.detachCameraControls && this._attachedElement && this._scene.activeCamera && !this._scene.activeCamera.leftCamera) {
  101540. this._scene.activeCamera.attachControl(this._attachedElement, true);
  101541. }
  101542. };
  101543. /**
  101544. * Simulates the start of a pointer drag event on the behavior
  101545. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  101546. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  101547. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  101548. */
  101549. PointerDragBehavior.prototype.startDrag = function (pointerId, fromRay, startPickedPoint) {
  101550. if (pointerId === void 0) { pointerId = PointerDragBehavior._AnyMouseID; }
  101551. this._startDrag(pointerId, fromRay, startPickedPoint);
  101552. var lastRay = this._lastPointerRay[pointerId];
  101553. if (pointerId === PointerDragBehavior._AnyMouseID) {
  101554. lastRay = this._lastPointerRay[Object.keys(this._lastPointerRay)[0]];
  101555. }
  101556. if (lastRay) {
  101557. // if there was a last pointer ray drag the object there
  101558. this._moveDrag(lastRay);
  101559. }
  101560. };
  101561. PointerDragBehavior.prototype._startDrag = function (pointerId, fromRay, startPickedPoint) {
  101562. if (!this._scene.activeCamera || this.dragging || !this._attachedNode) {
  101563. return;
  101564. }
  101565. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(this._attachedNode);
  101566. // Create start ray from the camera to the object
  101567. if (fromRay) {
  101568. this._startDragRay.direction.copyFrom(fromRay.direction);
  101569. this._startDragRay.origin.copyFrom(fromRay.origin);
  101570. }
  101571. else {
  101572. this._startDragRay.origin.copyFrom(this._scene.activeCamera.position);
  101573. this._attachedNode.getWorldMatrix().getTranslationToRef(this._tmpVector);
  101574. this._tmpVector.subtractToRef(this._scene.activeCamera.position, this._startDragRay.direction);
  101575. }
  101576. this._updateDragPlanePosition(this._startDragRay, startPickedPoint ? startPickedPoint : this._tmpVector);
  101577. var pickedPoint = this._pickWithRayOnDragPlane(this._startDragRay);
  101578. if (pickedPoint) {
  101579. this.dragging = true;
  101580. this.currentDraggingPointerID = pointerId;
  101581. this.lastDragPosition.copyFrom(pickedPoint);
  101582. this.onDragStartObservable.notifyObservers({ dragPlanePoint: pickedPoint, pointerId: this.currentDraggingPointerID });
  101583. this._targetPosition.copyFrom((this._attachedNode).absolutePosition);
  101584. // Detatch camera controls
  101585. if (this.detachCameraControls && this._scene.activeCamera && !this._scene.activeCamera.leftCamera) {
  101586. if (this._scene.activeCamera.inputs.attachedElement) {
  101587. this._attachedElement = this._scene.activeCamera.inputs.attachedElement;
  101588. this._scene.activeCamera.detachControl(this._scene.activeCamera.inputs.attachedElement);
  101589. }
  101590. else {
  101591. this._attachedElement = null;
  101592. }
  101593. }
  101594. }
  101595. BABYLON.BoundingBoxGizmo._RestorePivotPoint(this._attachedNode);
  101596. };
  101597. PointerDragBehavior.prototype._moveDrag = function (ray) {
  101598. this._moving = true;
  101599. var pickedPoint = this._pickWithRayOnDragPlane(ray);
  101600. if (pickedPoint) {
  101601. if (this.updateDragPlane) {
  101602. this._updateDragPlanePosition(ray, pickedPoint);
  101603. }
  101604. var dragLength = 0;
  101605. // depending on the drag mode option drag accordingly
  101606. if (this._options.dragAxis) {
  101607. // Convert local drag axis to world
  101608. BABYLON.Vector3.TransformCoordinatesToRef(this._options.dragAxis, this._attachedNode.getWorldMatrix().getRotationMatrix(), this._worldDragAxis);
  101609. // Project delta drag from the drag plane onto the drag axis
  101610. pickedPoint.subtractToRef(this.lastDragPosition, this._tmpVector);
  101611. dragLength = BABYLON.Vector3.Dot(this._tmpVector, this._worldDragAxis);
  101612. this._worldDragAxis.scaleToRef(dragLength, this._dragDelta);
  101613. }
  101614. else {
  101615. dragLength = this._dragDelta.length();
  101616. pickedPoint.subtractToRef(this.lastDragPosition, this._dragDelta);
  101617. }
  101618. this._targetPosition.addInPlace(this._dragDelta);
  101619. this.onDragObservable.notifyObservers({ dragDistance: dragLength, delta: this._dragDelta, dragPlanePoint: pickedPoint, dragPlaneNormal: this._dragPlane.forward, pointerId: this.currentDraggingPointerID });
  101620. this.lastDragPosition.copyFrom(pickedPoint);
  101621. }
  101622. };
  101623. PointerDragBehavior.prototype._pickWithRayOnDragPlane = function (ray) {
  101624. var _this = this;
  101625. if (!ray) {
  101626. return null;
  101627. }
  101628. // Calculate angle between plane normal and ray
  101629. var angle = Math.acos(BABYLON.Vector3.Dot(this._dragPlane.forward, ray.direction));
  101630. // Correct if ray is casted from oposite side
  101631. if (angle > Math.PI / 2) {
  101632. angle = Math.PI - angle;
  101633. }
  101634. // If the angle is too perpendicular to the plane pick another point on the plane where it is looking
  101635. if (this.maxDragAngle > 0 && angle > this.maxDragAngle) {
  101636. if (this._useAlternatePickedPointAboveMaxDragAngle) {
  101637. // Invert ray direction along the towards object axis
  101638. this._tmpVector.copyFrom(ray.direction);
  101639. (this._attachedNode).absolutePosition.subtractToRef(ray.origin, this._alternatePickedPoint);
  101640. this._alternatePickedPoint.normalize();
  101641. this._alternatePickedPoint.scaleInPlace(-2 * BABYLON.Vector3.Dot(this._alternatePickedPoint, this._tmpVector));
  101642. this._tmpVector.addInPlace(this._alternatePickedPoint);
  101643. // Project resulting vector onto the drag plane and add it to the attached nodes absolute position to get a picked point
  101644. var dot = BABYLON.Vector3.Dot(this._dragPlane.forward, this._tmpVector);
  101645. this._dragPlane.forward.scaleToRef(-dot, this._alternatePickedPoint);
  101646. this._alternatePickedPoint.addInPlace(this._tmpVector);
  101647. this._alternatePickedPoint.addInPlace((this._attachedNode).absolutePosition);
  101648. return this._alternatePickedPoint;
  101649. }
  101650. else {
  101651. return null;
  101652. }
  101653. }
  101654. var pickResult = PointerDragBehavior._planeScene.pickWithRay(ray, function (m) { return m == _this._dragPlane; });
  101655. if (pickResult && pickResult.hit && pickResult.pickedMesh && pickResult.pickedPoint) {
  101656. return pickResult.pickedPoint;
  101657. }
  101658. else {
  101659. return null;
  101660. }
  101661. };
  101662. // Position the drag plane based on the attached mesh position, for single axis rotate the plane along the axis to face the camera
  101663. PointerDragBehavior.prototype._updateDragPlanePosition = function (ray, dragPlanePosition) {
  101664. this._pointA.copyFrom(dragPlanePosition);
  101665. if (this._options.dragAxis) {
  101666. this.useObjectOrienationForDragging ? BABYLON.Vector3.TransformCoordinatesToRef(this._options.dragAxis, this._attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis) : this._localAxis.copyFrom(this._options.dragAxis);
  101667. // Calculate plane normal in direction of camera but perpendicular to drag axis
  101668. this._pointA.addToRef(this._localAxis, this._pointB); // towards drag axis
  101669. ray.origin.subtractToRef(this._pointA, this._pointC);
  101670. this._pointA.addToRef(this._pointC.normalize(), this._pointC); // towards camera
  101671. // Get perpendicular line from direction to camera and drag axis
  101672. this._pointB.subtractToRef(this._pointA, this._lineA);
  101673. this._pointC.subtractToRef(this._pointA, this._lineB);
  101674. BABYLON.Vector3.CrossToRef(this._lineA, this._lineB, this._lookAt);
  101675. // Get perpendicular line from previous result and drag axis to adjust lineB to be perpendiculat to camera
  101676. BABYLON.Vector3.CrossToRef(this._lineA, this._lookAt, this._lookAt);
  101677. this._lookAt.normalize();
  101678. this._dragPlane.position.copyFrom(this._pointA);
  101679. this._pointA.subtractToRef(this._lookAt, this._lookAt);
  101680. this._dragPlane.lookAt(this._lookAt);
  101681. }
  101682. else if (this._options.dragPlaneNormal) {
  101683. this.useObjectOrienationForDragging ? BABYLON.Vector3.TransformCoordinatesToRef(this._options.dragPlaneNormal, this._attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis) : this._localAxis.copyFrom(this._options.dragPlaneNormal);
  101684. this._dragPlane.position.copyFrom(this._pointA);
  101685. this._pointA.subtractToRef(this._localAxis, this._lookAt);
  101686. this._dragPlane.lookAt(this._lookAt);
  101687. }
  101688. else {
  101689. this._dragPlane.position.copyFrom(this._pointA);
  101690. this._dragPlane.lookAt(ray.origin);
  101691. }
  101692. this._dragPlane.computeWorldMatrix(true);
  101693. };
  101694. /**
  101695. * Detaches the behavior from the mesh
  101696. */
  101697. PointerDragBehavior.prototype.detach = function () {
  101698. if (this._pointerObserver) {
  101699. this._scene.onPointerObservable.remove(this._pointerObserver);
  101700. }
  101701. if (this._beforeRenderObserver) {
  101702. this._scene.onBeforeRenderObservable.remove(this._beforeRenderObserver);
  101703. }
  101704. };
  101705. PointerDragBehavior._AnyMouseID = -2;
  101706. return PointerDragBehavior;
  101707. }());
  101708. BABYLON.PointerDragBehavior = PointerDragBehavior;
  101709. })(BABYLON || (BABYLON = {}));
  101710. //# sourceMappingURL=babylon.pointerDragBehavior.js.map
  101711. var BABYLON;
  101712. (function (BABYLON) {
  101713. /**
  101714. * A behavior that when attached to a mesh will allow the mesh to be scaled
  101715. */
  101716. var MultiPointerScaleBehavior = /** @class */ (function () {
  101717. /**
  101718. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  101719. */
  101720. function MultiPointerScaleBehavior() {
  101721. this._startDistance = 0;
  101722. this._initialScale = new BABYLON.Vector3(0, 0, 0);
  101723. this._targetScale = new BABYLON.Vector3(0, 0, 0);
  101724. this._sceneRenderObserver = null;
  101725. this._dragBehaviorA = new BABYLON.PointerDragBehavior({});
  101726. this._dragBehaviorA.moveAttached = false;
  101727. this._dragBehaviorB = new BABYLON.PointerDragBehavior({});
  101728. this._dragBehaviorB.moveAttached = false;
  101729. }
  101730. Object.defineProperty(MultiPointerScaleBehavior.prototype, "name", {
  101731. /**
  101732. * The name of the behavior
  101733. */
  101734. get: function () {
  101735. return "MultiPointerScale";
  101736. },
  101737. enumerable: true,
  101738. configurable: true
  101739. });
  101740. /**
  101741. * Initializes the behavior
  101742. */
  101743. MultiPointerScaleBehavior.prototype.init = function () { };
  101744. MultiPointerScaleBehavior.prototype._getCurrentDistance = function () {
  101745. return this._dragBehaviorA.lastDragPosition.subtract(this._dragBehaviorB.lastDragPosition).length();
  101746. };
  101747. /**
  101748. * Attaches the scale behavior the passed in mesh
  101749. * @param ownerNode The mesh that will be scaled around once attached
  101750. */
  101751. MultiPointerScaleBehavior.prototype.attach = function (ownerNode) {
  101752. var _this = this;
  101753. this._ownerNode = ownerNode;
  101754. // Create 2 drag behaviors such that each will only be triggered by a separate pointer
  101755. this._dragBehaviorA.onDragStartObservable.add(function (e) {
  101756. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  101757. if (_this._dragBehaviorA.currentDraggingPointerID == _this._dragBehaviorB.currentDraggingPointerID) {
  101758. _this._dragBehaviorA.releaseDrag();
  101759. }
  101760. else {
  101761. _this._initialScale.copyFrom(ownerNode.scaling);
  101762. _this._startDistance = _this._getCurrentDistance();
  101763. }
  101764. }
  101765. });
  101766. this._dragBehaviorB.onDragStartObservable.add(function (e) {
  101767. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  101768. if (_this._dragBehaviorA.currentDraggingPointerID == _this._dragBehaviorB.currentDraggingPointerID) {
  101769. _this._dragBehaviorB.releaseDrag();
  101770. }
  101771. else {
  101772. _this._initialScale.copyFrom(ownerNode.scaling);
  101773. _this._startDistance = _this._getCurrentDistance();
  101774. }
  101775. }
  101776. });
  101777. // Once both drag behaviors are active scale based on the distance between the two pointers
  101778. [this._dragBehaviorA, this._dragBehaviorB].forEach(function (behavior) {
  101779. behavior.onDragObservable.add(function () {
  101780. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  101781. var ratio = _this._getCurrentDistance() / _this._startDistance;
  101782. _this._initialScale.scaleToRef(ratio, _this._targetScale);
  101783. }
  101784. });
  101785. });
  101786. ownerNode.addBehavior(this._dragBehaviorA);
  101787. ownerNode.addBehavior(this._dragBehaviorB);
  101788. // On every frame move towards target scaling to avoid jitter caused by vr controllers
  101789. this._sceneRenderObserver = ownerNode.getScene().onBeforeRenderObservable.add(function () {
  101790. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  101791. var change = _this._targetScale.subtract(ownerNode.scaling).scaleInPlace(0.1);
  101792. if (change.length() > 0.01) {
  101793. ownerNode.scaling.addInPlace(change);
  101794. }
  101795. }
  101796. });
  101797. };
  101798. /**
  101799. * Detaches the behavior from the mesh
  101800. */
  101801. MultiPointerScaleBehavior.prototype.detach = function () {
  101802. var _this = this;
  101803. this._ownerNode.getScene().onBeforeRenderObservable.remove(this._sceneRenderObserver);
  101804. [this._dragBehaviorA, this._dragBehaviorB].forEach(function (behavior) {
  101805. behavior.onDragStartObservable.clear();
  101806. behavior.onDragObservable.clear();
  101807. _this._ownerNode.removeBehavior(behavior);
  101808. });
  101809. };
  101810. return MultiPointerScaleBehavior;
  101811. }());
  101812. BABYLON.MultiPointerScaleBehavior = MultiPointerScaleBehavior;
  101813. })(BABYLON || (BABYLON = {}));
  101814. //# sourceMappingURL=babylon.multiPointerScaleBehavior.js.map
  101815. var BABYLON;
  101816. (function (BABYLON) {
  101817. /**
  101818. * A behavior that when attached to a mesh will allow the mesh to be dragged around based on directions and origin of the pointer's ray
  101819. */
  101820. var SixDofDragBehavior = /** @class */ (function () {
  101821. /**
  101822. * Instantiates a behavior that when attached to a mesh will allow the mesh to be dragged around based on directions and origin of the pointer's ray
  101823. */
  101824. function SixDofDragBehavior() {
  101825. this._sceneRenderObserver = null;
  101826. this._targetPosition = new BABYLON.Vector3(0, 0, 0);
  101827. this._moving = false;
  101828. this._startingOrientation = new BABYLON.Quaternion();
  101829. /**
  101830. * How much faster the object should move when the controller is moving towards it. This is useful to bring objects that are far away from the user to them faster. Set this to 0 to avoid any speed increase. (Default: 3)
  101831. */
  101832. this.zDragFactor = 3;
  101833. /**
  101834. * If the behavior is currently in a dragging state
  101835. */
  101836. this.dragging = false;
  101837. /**
  101838. * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)
  101839. */
  101840. this.dragDeltaRatio = 0.2;
  101841. /**
  101842. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  101843. */
  101844. this.currentDraggingPointerID = -1;
  101845. /**
  101846. * If camera controls should be detached during the drag
  101847. */
  101848. this.detachCameraControls = true;
  101849. /**
  101850. * Fires each time a drag starts
  101851. */
  101852. this.onDragStartObservable = new BABYLON.Observable();
  101853. /**
  101854. * Fires each time a drag ends (eg. mouse release after drag)
  101855. */
  101856. this.onDragEndObservable = new BABYLON.Observable();
  101857. }
  101858. Object.defineProperty(SixDofDragBehavior.prototype, "name", {
  101859. /**
  101860. * The name of the behavior
  101861. */
  101862. get: function () {
  101863. return "SixDofDrag";
  101864. },
  101865. enumerable: true,
  101866. configurable: true
  101867. });
  101868. /**
  101869. * Initializes the behavior
  101870. */
  101871. SixDofDragBehavior.prototype.init = function () { };
  101872. /**
  101873. * Attaches the scale behavior the passed in mesh
  101874. * @param ownerNode The mesh that will be scaled around once attached
  101875. */
  101876. SixDofDragBehavior.prototype.attach = function (ownerNode) {
  101877. var _this = this;
  101878. this._ownerNode = ownerNode;
  101879. this._scene = this._ownerNode.getScene();
  101880. if (!SixDofDragBehavior._virtualScene) {
  101881. SixDofDragBehavior._virtualScene = new BABYLON.Scene(this._scene.getEngine());
  101882. SixDofDragBehavior._virtualScene.detachControl();
  101883. this._scene.getEngine().scenes.pop();
  101884. }
  101885. var pickedMesh = null;
  101886. var lastSixDofOriginPosition = new BABYLON.Vector3(0, 0, 0);
  101887. // Setup virtual meshes to be used for dragging without dirtying the existing scene
  101888. this._virtualOriginMesh = new BABYLON.AbstractMesh("", SixDofDragBehavior._virtualScene);
  101889. this._virtualOriginMesh.rotationQuaternion = new BABYLON.Quaternion();
  101890. this._virtualDragMesh = new BABYLON.AbstractMesh("", SixDofDragBehavior._virtualScene);
  101891. this._virtualDragMesh.rotationQuaternion = new BABYLON.Quaternion();
  101892. var pickPredicate = function (m) {
  101893. return _this._ownerNode == m || m.isDescendantOf(_this._ownerNode);
  101894. };
  101895. var attachedElement = null;
  101896. this._pointerObserver = this._scene.onPointerObservable.add(function (pointerInfo, eventState) {
  101897. if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERDOWN) {
  101898. if (!_this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.hit && pointerInfo.pickInfo.pickedMesh && pointerInfo.pickInfo.ray && pickPredicate(pointerInfo.pickInfo.pickedMesh)) {
  101899. if (_this._scene.activeCamera && _this._scene.activeCamera.cameraRigMode == BABYLON.Camera.RIG_MODE_NONE) {
  101900. pointerInfo.pickInfo.ray.origin.copyFrom(_this._scene.activeCamera.position);
  101901. }
  101902. pickedMesh = _this._ownerNode;
  101903. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(pickedMesh);
  101904. lastSixDofOriginPosition.copyFrom(pointerInfo.pickInfo.ray.origin);
  101905. // Set position and orientation of the controller
  101906. _this._virtualOriginMesh.position.copyFrom(pointerInfo.pickInfo.ray.origin);
  101907. _this._virtualOriginMesh.lookAt(pointerInfo.pickInfo.ray.origin.subtract(pointerInfo.pickInfo.ray.direction));
  101908. // Attach the virtual drag mesh to the virtual origin mesh so it can be dragged
  101909. _this._virtualOriginMesh.removeChild(_this._virtualDragMesh);
  101910. pickedMesh.computeWorldMatrix();
  101911. _this._virtualDragMesh.position.copyFrom(pickedMesh.absolutePosition);
  101912. if (!pickedMesh.rotationQuaternion) {
  101913. pickedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(pickedMesh.rotation.y, pickedMesh.rotation.x, pickedMesh.rotation.z);
  101914. }
  101915. var oldParent = pickedMesh.parent;
  101916. pickedMesh.setParent(null);
  101917. _this._virtualDragMesh.rotationQuaternion.copyFrom(pickedMesh.rotationQuaternion);
  101918. pickedMesh.setParent(oldParent);
  101919. _this._virtualOriginMesh.addChild(_this._virtualDragMesh);
  101920. // Update state
  101921. _this._targetPosition.copyFrom(_this._virtualDragMesh.absolutePosition);
  101922. _this.dragging = true;
  101923. _this.currentDraggingPointerID = pointerInfo.event.pointerId;
  101924. // Detatch camera controls
  101925. if (_this.detachCameraControls && _this._scene.activeCamera && !_this._scene.activeCamera.leftCamera) {
  101926. if (_this._scene.activeCamera.inputs.attachedElement) {
  101927. attachedElement = _this._scene.activeCamera.inputs.attachedElement;
  101928. _this._scene.activeCamera.detachControl(_this._scene.activeCamera.inputs.attachedElement);
  101929. }
  101930. else {
  101931. attachedElement = null;
  101932. }
  101933. }
  101934. BABYLON.BoundingBoxGizmo._RestorePivotPoint(pickedMesh);
  101935. _this.onDragStartObservable.notifyObservers({});
  101936. }
  101937. }
  101938. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERUP) {
  101939. if (_this.currentDraggingPointerID == pointerInfo.event.pointerId) {
  101940. _this.dragging = false;
  101941. _this._moving = false;
  101942. _this.currentDraggingPointerID = -1;
  101943. pickedMesh = null;
  101944. _this._virtualOriginMesh.removeChild(_this._virtualDragMesh);
  101945. // Reattach camera controls
  101946. if (_this.detachCameraControls && attachedElement && _this._scene.activeCamera && !_this._scene.activeCamera.leftCamera) {
  101947. _this._scene.activeCamera.attachControl(attachedElement, true);
  101948. }
  101949. _this.onDragEndObservable.notifyObservers({});
  101950. }
  101951. }
  101952. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERMOVE) {
  101953. if (_this.currentDraggingPointerID == pointerInfo.event.pointerId && _this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.ray && pickedMesh) {
  101954. var zDragFactor = _this.zDragFactor;
  101955. if (_this._scene.activeCamera && _this._scene.activeCamera.cameraRigMode == BABYLON.Camera.RIG_MODE_NONE) {
  101956. pointerInfo.pickInfo.ray.origin.copyFrom(_this._scene.activeCamera.position);
  101957. zDragFactor = 0;
  101958. }
  101959. // Calculate controller drag distance in controller space
  101960. var originDragDifference = pointerInfo.pickInfo.ray.origin.subtract(lastSixDofOriginPosition);
  101961. lastSixDofOriginPosition.copyFrom(pointerInfo.pickInfo.ray.origin);
  101962. var localOriginDragDifference = -BABYLON.Vector3.Dot(originDragDifference, pointerInfo.pickInfo.ray.direction);
  101963. _this._virtualOriginMesh.addChild(_this._virtualDragMesh);
  101964. // Determine how much the controller moved to/away towards the dragged object and use this to move the object further when its further away
  101965. _this._virtualDragMesh.position.z -= _this._virtualDragMesh.position.z < 1 ? localOriginDragDifference * _this.zDragFactor : localOriginDragDifference * zDragFactor * _this._virtualDragMesh.position.z;
  101966. if (_this._virtualDragMesh.position.z < 0) {
  101967. _this._virtualDragMesh.position.z = 0;
  101968. }
  101969. // Update the controller position
  101970. _this._virtualOriginMesh.position.copyFrom(pointerInfo.pickInfo.ray.origin);
  101971. _this._virtualOriginMesh.lookAt(pointerInfo.pickInfo.ray.origin.subtract(pointerInfo.pickInfo.ray.direction));
  101972. _this._virtualOriginMesh.removeChild(_this._virtualDragMesh);
  101973. // Move the virtualObjectsPosition into the picked mesh's space if needed
  101974. _this._targetPosition.copyFrom(_this._virtualDragMesh.absolutePosition);
  101975. if (pickedMesh.parent) {
  101976. BABYLON.Vector3.TransformCoordinatesToRef(_this._targetPosition, BABYLON.Matrix.Invert(pickedMesh.parent.getWorldMatrix()), _this._targetPosition);
  101977. }
  101978. if (!_this._moving) {
  101979. _this._startingOrientation.copyFrom(_this._virtualDragMesh.rotationQuaternion);
  101980. }
  101981. _this._moving = true;
  101982. }
  101983. }
  101984. });
  101985. var tmpQuaternion = new BABYLON.Quaternion();
  101986. // On every frame move towards target scaling to avoid jitter caused by vr controllers
  101987. this._sceneRenderObserver = ownerNode.getScene().onBeforeRenderObservable.add(function () {
  101988. if (_this.dragging && _this._moving && pickedMesh) {
  101989. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(pickedMesh);
  101990. // Slowly move mesh to avoid jitter
  101991. pickedMesh.position.addInPlace(_this._targetPosition.subtract(pickedMesh.position).scale(_this.dragDeltaRatio));
  101992. // Get change in rotation
  101993. tmpQuaternion.copyFrom(_this._startingOrientation);
  101994. tmpQuaternion.x = -tmpQuaternion.x;
  101995. tmpQuaternion.y = -tmpQuaternion.y;
  101996. tmpQuaternion.z = -tmpQuaternion.z;
  101997. _this._virtualDragMesh.rotationQuaternion.multiplyToRef(tmpQuaternion, tmpQuaternion);
  101998. // Convert change in rotation to only y axis rotation
  101999. BABYLON.Quaternion.RotationYawPitchRollToRef(tmpQuaternion.toEulerAngles("xyz").y, 0, 0, tmpQuaternion);
  102000. tmpQuaternion.multiplyToRef(_this._startingOrientation, tmpQuaternion);
  102001. // Slowly move mesh to avoid jitter
  102002. var oldParent = pickedMesh.parent;
  102003. pickedMesh.setParent(null);
  102004. BABYLON.Quaternion.SlerpToRef(pickedMesh.rotationQuaternion, tmpQuaternion, _this.dragDeltaRatio, pickedMesh.rotationQuaternion);
  102005. pickedMesh.setParent(oldParent);
  102006. BABYLON.BoundingBoxGizmo._RestorePivotPoint(pickedMesh);
  102007. }
  102008. });
  102009. };
  102010. /**
  102011. * Detaches the behavior from the mesh
  102012. */
  102013. SixDofDragBehavior.prototype.detach = function () {
  102014. if (this._scene) {
  102015. this._scene.onPointerObservable.remove(this._pointerObserver);
  102016. }
  102017. if (this._ownerNode) {
  102018. this._ownerNode.getScene().onBeforeRenderObservable.remove(this._sceneRenderObserver);
  102019. }
  102020. if (this._virtualOriginMesh) {
  102021. this._virtualOriginMesh.dispose();
  102022. }
  102023. if (this._virtualDragMesh) {
  102024. this._virtualDragMesh.dispose();
  102025. }
  102026. this.onDragEndObservable.clear();
  102027. this.onDragStartObservable.clear();
  102028. };
  102029. return SixDofDragBehavior;
  102030. }());
  102031. BABYLON.SixDofDragBehavior = SixDofDragBehavior;
  102032. })(BABYLON || (BABYLON = {}));
  102033. //# sourceMappingURL=babylon.sixDofDragBehavior.js.map
  102034. var BABYLON;
  102035. (function (BABYLON) {
  102036. /**
  102037. * @hidden
  102038. */
  102039. var FaceDirectionInfo = /** @class */ (function () {
  102040. function FaceDirectionInfo(direction, rotatedDirection, diff, ignore) {
  102041. if (rotatedDirection === void 0) { rotatedDirection = new BABYLON.Vector3(); }
  102042. if (diff === void 0) { diff = 0; }
  102043. if (ignore === void 0) { ignore = false; }
  102044. this.direction = direction;
  102045. this.rotatedDirection = rotatedDirection;
  102046. this.diff = diff;
  102047. this.ignore = ignore;
  102048. }
  102049. return FaceDirectionInfo;
  102050. }());
  102051. /**
  102052. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  102053. */
  102054. var AttachToBoxBehavior = /** @class */ (function () {
  102055. /**
  102056. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  102057. * @param ui The transform node that should be attched to the mesh
  102058. */
  102059. function AttachToBoxBehavior(ui) {
  102060. this.ui = ui;
  102061. /**
  102062. * The name of the behavior
  102063. */
  102064. this.name = "AttachToBoxBehavior";
  102065. /**
  102066. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  102067. */
  102068. this.distanceAwayFromFace = 0.15;
  102069. /**
  102070. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  102071. */
  102072. this.distanceAwayFromBottomOfFace = 0.15;
  102073. this._faceVectors = [new FaceDirectionInfo(BABYLON.Vector3.Up()), new FaceDirectionInfo(BABYLON.Vector3.Down()), new FaceDirectionInfo(BABYLON.Vector3.Left()), new FaceDirectionInfo(BABYLON.Vector3.Right()), new FaceDirectionInfo(BABYLON.Vector3.Forward()), new FaceDirectionInfo(BABYLON.Vector3.Forward().scaleInPlace(-1))];
  102074. this._tmpMatrix = new BABYLON.Matrix();
  102075. this._tmpVector = new BABYLON.Vector3();
  102076. this._zeroVector = BABYLON.Vector3.Zero();
  102077. this._lookAtTmpMatrix = new BABYLON.Matrix();
  102078. /* Does nothing */
  102079. }
  102080. /**
  102081. * Initializes the behavior
  102082. */
  102083. AttachToBoxBehavior.prototype.init = function () {
  102084. /* Does nothing */
  102085. };
  102086. AttachToBoxBehavior.prototype._closestFace = function (targetDirection) {
  102087. var _this = this;
  102088. // Go over each face and calculate the angle between the face's normal and targetDirection
  102089. this._faceVectors.forEach(function (v) {
  102090. if (!_this._target.rotationQuaternion) {
  102091. _this._target.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this._target.rotation.y, _this._target.rotation.x, _this._target.rotation.z);
  102092. }
  102093. _this._target.rotationQuaternion.toRotationMatrix(_this._tmpMatrix);
  102094. BABYLON.Vector3.TransformCoordinatesToRef(v.direction, _this._tmpMatrix, v.rotatedDirection);
  102095. v.diff = BABYLON.Vector3.GetAngleBetweenVectors(v.rotatedDirection, targetDirection, BABYLON.Vector3.Cross(v.rotatedDirection, targetDirection));
  102096. });
  102097. // Return the face information of the one with the normal closeset to target direction
  102098. return this._faceVectors.reduce(function (min, p) {
  102099. if (min.ignore) {
  102100. return p;
  102101. }
  102102. else if (p.ignore) {
  102103. return min;
  102104. }
  102105. else {
  102106. return min.diff < p.diff ? min : p;
  102107. }
  102108. }, this._faceVectors[0]);
  102109. };
  102110. AttachToBoxBehavior.prototype._lookAtToRef = function (pos, up, ref) {
  102111. if (up === void 0) { up = new BABYLON.Vector3(0, 1, 0); }
  102112. BABYLON.Matrix.LookAtLHToRef(this._zeroVector, pos, up, this._lookAtTmpMatrix);
  102113. this._lookAtTmpMatrix.invert();
  102114. BABYLON.Quaternion.FromRotationMatrixToRef(this._lookAtTmpMatrix, ref);
  102115. };
  102116. /**
  102117. * Attaches the AttachToBoxBehavior to the passed in mesh
  102118. * @param target The mesh that the specified node will be attached to
  102119. */
  102120. AttachToBoxBehavior.prototype.attach = function (target) {
  102121. var _this = this;
  102122. this._target = target;
  102123. this._scene = this._target.getScene();
  102124. // Every frame, update the app bars position
  102125. this._onRenderObserver = this._scene.onBeforeRenderObservable.add(function () {
  102126. if (!_this._scene.activeCamera) {
  102127. return;
  102128. }
  102129. // Find the face closest to the cameras position
  102130. var cameraPos = _this._scene.activeCamera.position;
  102131. if (_this._scene.activeCamera.devicePosition) {
  102132. cameraPos = _this._scene.activeCamera.devicePosition;
  102133. }
  102134. var facing = _this._closestFace(cameraPos.subtract(target.position));
  102135. if (_this._scene.activeCamera.leftCamera) {
  102136. _this._scene.activeCamera.leftCamera.computeWorldMatrix().getRotationMatrixToRef(_this._tmpMatrix);
  102137. }
  102138. else {
  102139. _this._scene.activeCamera.computeWorldMatrix().getRotationMatrixToRef(_this._tmpMatrix);
  102140. }
  102141. // Get camera up direction
  102142. BABYLON.Vector3.TransformCoordinatesToRef(BABYLON.Vector3.Up(), _this._tmpMatrix, _this._tmpVector);
  102143. // Ignore faces to not select a parrelel face for the up vector of the UI
  102144. _this._faceVectors.forEach(function (v) {
  102145. if (facing.direction.x && v.direction.x) {
  102146. v.ignore = true;
  102147. }
  102148. if (facing.direction.y && v.direction.y) {
  102149. v.ignore = true;
  102150. }
  102151. if (facing.direction.z && v.direction.z) {
  102152. v.ignore = true;
  102153. }
  102154. });
  102155. var facingUp = _this._closestFace(_this._tmpVector);
  102156. // Unignore faces
  102157. _this._faceVectors.forEach(function (v) {
  102158. v.ignore = false;
  102159. });
  102160. // Position the app bar on that face
  102161. _this.ui.position.copyFrom(target.position);
  102162. if (facing.direction.x) {
  102163. facing.rotatedDirection.scaleToRef((target.scaling.x / 2) + _this.distanceAwayFromFace, _this._tmpVector);
  102164. _this.ui.position.addInPlace(_this._tmpVector);
  102165. }
  102166. if (facing.direction.y) {
  102167. facing.rotatedDirection.scaleToRef((target.scaling.y / 2) + _this.distanceAwayFromFace, _this._tmpVector);
  102168. _this.ui.position.addInPlace(_this._tmpVector);
  102169. }
  102170. if (facing.direction.z) {
  102171. facing.rotatedDirection.scaleToRef((target.scaling.z / 2) + _this.distanceAwayFromFace, _this._tmpVector);
  102172. _this.ui.position.addInPlace(_this._tmpVector);
  102173. }
  102174. // Rotate to be oriented properly to the camera
  102175. if (!_this.ui.rotationQuaternion) {
  102176. _this.ui.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this.ui.rotation.y, _this.ui.rotation.x, _this.ui.rotation.z);
  102177. }
  102178. facing.rotatedDirection.scaleToRef(-1, _this._tmpVector);
  102179. _this._lookAtToRef(_this._tmpVector, facingUp.rotatedDirection, _this.ui.rotationQuaternion);
  102180. // Place ui the correct distance from the bottom of the mesh
  102181. if (facingUp.direction.x) {
  102182. _this.ui.up.scaleToRef(_this.distanceAwayFromBottomOfFace - target.scaling.x / 2, _this._tmpVector);
  102183. }
  102184. if (facingUp.direction.y) {
  102185. _this.ui.up.scaleToRef(_this.distanceAwayFromBottomOfFace - target.scaling.y / 2, _this._tmpVector);
  102186. }
  102187. if (facingUp.direction.z) {
  102188. _this.ui.up.scaleToRef(_this.distanceAwayFromBottomOfFace - target.scaling.z / 2, _this._tmpVector);
  102189. }
  102190. _this.ui.position.addInPlace(_this._tmpVector);
  102191. });
  102192. };
  102193. /**
  102194. * Detaches the behavior from the mesh
  102195. */
  102196. AttachToBoxBehavior.prototype.detach = function () {
  102197. this._scene.onBeforeRenderObservable.remove(this._onRenderObserver);
  102198. };
  102199. return AttachToBoxBehavior;
  102200. }());
  102201. BABYLON.AttachToBoxBehavior = AttachToBoxBehavior;
  102202. })(BABYLON || (BABYLON = {}));
  102203. //# sourceMappingURL=babylon.attachToBoxBehavior.js.map
  102204. var BABYLON;
  102205. (function (BABYLON) {
  102206. /**
  102207. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  102208. */
  102209. var FadeInOutBehavior = /** @class */ (function () {
  102210. /**
  102211. * Instatiates the FadeInOutBehavior
  102212. */
  102213. function FadeInOutBehavior() {
  102214. var _this = this;
  102215. /**
  102216. * Time in milliseconds to delay before fading in (Default: 0)
  102217. */
  102218. this.delay = 0;
  102219. /**
  102220. * Time in milliseconds for the mesh to fade in (Default: 300)
  102221. */
  102222. this.fadeInTime = 300;
  102223. this._millisecondsPerFrame = 1000 / 60;
  102224. this._hovered = false;
  102225. this._hoverValue = 0;
  102226. this._ownerNode = null;
  102227. this._update = function () {
  102228. if (_this._ownerNode) {
  102229. _this._hoverValue += _this._hovered ? _this._millisecondsPerFrame : -_this._millisecondsPerFrame;
  102230. _this._setAllVisibility(_this._ownerNode, (_this._hoverValue - _this.delay) / _this.fadeInTime);
  102231. if (_this._ownerNode.visibility > 1) {
  102232. _this._setAllVisibility(_this._ownerNode, 1);
  102233. _this._hoverValue = _this.fadeInTime + _this.delay;
  102234. return;
  102235. }
  102236. else if (_this._ownerNode.visibility < 0) {
  102237. _this._setAllVisibility(_this._ownerNode, 0);
  102238. if (_this._hoverValue < 0) {
  102239. _this._hoverValue = 0;
  102240. return;
  102241. }
  102242. }
  102243. setTimeout(_this._update, _this._millisecondsPerFrame);
  102244. }
  102245. };
  102246. }
  102247. Object.defineProperty(FadeInOutBehavior.prototype, "name", {
  102248. /**
  102249. * The name of the behavior
  102250. */
  102251. get: function () {
  102252. return "FadeInOut";
  102253. },
  102254. enumerable: true,
  102255. configurable: true
  102256. });
  102257. /**
  102258. * Initializes the behavior
  102259. */
  102260. FadeInOutBehavior.prototype.init = function () {
  102261. };
  102262. /**
  102263. * Attaches the fade behavior on the passed in mesh
  102264. * @param ownerNode The mesh that will be faded in/out once attached
  102265. */
  102266. FadeInOutBehavior.prototype.attach = function (ownerNode) {
  102267. this._ownerNode = ownerNode;
  102268. this._setAllVisibility(this._ownerNode, 0);
  102269. };
  102270. /**
  102271. * Detaches the behavior from the mesh
  102272. */
  102273. FadeInOutBehavior.prototype.detach = function () {
  102274. this._ownerNode = null;
  102275. };
  102276. /**
  102277. * Triggers the mesh to begin fading in or out
  102278. * @param value if the object should fade in or out (true to fade in)
  102279. */
  102280. FadeInOutBehavior.prototype.fadeIn = function (value) {
  102281. this._hovered = value;
  102282. this._update();
  102283. };
  102284. FadeInOutBehavior.prototype._setAllVisibility = function (mesh, value) {
  102285. var _this = this;
  102286. mesh.visibility = value;
  102287. mesh.getChildMeshes().forEach(function (c) {
  102288. _this._setAllVisibility(c, value);
  102289. });
  102290. };
  102291. return FadeInOutBehavior;
  102292. }());
  102293. BABYLON.FadeInOutBehavior = FadeInOutBehavior;
  102294. })(BABYLON || (BABYLON = {}));
  102295. //# sourceMappingURL=babylon.fadeInOutBehavior.js.map
  102296. var BABYLON;
  102297. (function (BABYLON) {
  102298. /**
  102299. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  102300. */
  102301. var Gizmo = /** @class */ (function () {
  102302. /**
  102303. * Creates a gizmo
  102304. * @param gizmoLayer The utility layer the gizmo will be added to
  102305. */
  102306. function Gizmo(
  102307. /** The utility layer the gizmo will be added to */
  102308. gizmoLayer) {
  102309. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  102310. var _this = this;
  102311. this.gizmoLayer = gizmoLayer;
  102312. /**
  102313. * Ratio for the scale of the gizmo (Default: 1)
  102314. */
  102315. this.scaleRatio = 1;
  102316. this._tmpMatrix = new BABYLON.Matrix();
  102317. /**
  102318. * If a custom mesh has been set (Default: false)
  102319. */
  102320. this._customMeshSet = false;
  102321. /**
  102322. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  102323. */
  102324. this.updateGizmoRotationToMatchAttachedMesh = true;
  102325. /**
  102326. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  102327. */
  102328. this.updateGizmoPositionToMatchAttachedMesh = true;
  102329. /**
  102330. * When set, the gizmo will always appear the same size no matter where the camera is (default: false)
  102331. */
  102332. this._updateScale = true;
  102333. this._interactionsEnabled = true;
  102334. this._tempVector = new BABYLON.Vector3();
  102335. this._rootMesh = new BABYLON.Mesh("gizmoRootNode", gizmoLayer.utilityLayerScene);
  102336. this._beforeRenderObserver = this.gizmoLayer.utilityLayerScene.onBeforeRenderObservable.add(function () {
  102337. _this._update();
  102338. });
  102339. this.attachedMesh = null;
  102340. }
  102341. Object.defineProperty(Gizmo.prototype, "attachedMesh", {
  102342. /**
  102343. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  102344. * * When set, interactions will be enabled
  102345. */
  102346. get: function () {
  102347. return this._attachedMesh;
  102348. },
  102349. set: function (value) {
  102350. this._attachedMesh = value;
  102351. this._rootMesh.setEnabled(value ? true : false);
  102352. this._attachedMeshChanged(value);
  102353. },
  102354. enumerable: true,
  102355. configurable: true
  102356. });
  102357. /**
  102358. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  102359. * @param mesh The mesh to replace the default mesh of the gizmo
  102360. */
  102361. Gizmo.prototype.setCustomMesh = function (mesh) {
  102362. if (mesh.getScene() != this.gizmoLayer.utilityLayerScene) {
  102363. throw "When setting a custom mesh on a gizmo, the custom meshes scene must be the same as the gizmos (eg. gizmo.gizmoLayer.utilityLayerScene)";
  102364. }
  102365. this._rootMesh.getChildMeshes().forEach(function (c) {
  102366. c.dispose();
  102367. });
  102368. mesh.parent = this._rootMesh;
  102369. this._customMeshSet = true;
  102370. };
  102371. Gizmo.prototype._attachedMeshChanged = function (value) {
  102372. };
  102373. /**
  102374. * @hidden
  102375. * Updates the gizmo to match the attached mesh's position/rotation
  102376. */
  102377. Gizmo.prototype._update = function () {
  102378. if (this.attachedMesh) {
  102379. if (this.updateGizmoRotationToMatchAttachedMesh) {
  102380. if (!this._rootMesh.rotationQuaternion) {
  102381. this._rootMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this._rootMesh.rotation.y, this._rootMesh.rotation.x, this._rootMesh.rotation.z);
  102382. }
  102383. // Remove scaling before getting rotation matrix to get rotation matrix unmodified by scale
  102384. this._tempVector.copyFrom(this.attachedMesh.scaling);
  102385. if (this.attachedMesh.scaling.x < 0) {
  102386. this.attachedMesh.scaling.x *= -1;
  102387. }
  102388. if (this.attachedMesh.scaling.y < 0) {
  102389. this.attachedMesh.scaling.y *= -1;
  102390. }
  102391. if (this.attachedMesh.scaling.z < 0) {
  102392. this.attachedMesh.scaling.z *= -1;
  102393. }
  102394. this.attachedMesh.computeWorldMatrix().getRotationMatrixToRef(this._tmpMatrix);
  102395. this.attachedMesh.scaling.copyFrom(this._tempVector);
  102396. this.attachedMesh.computeWorldMatrix();
  102397. BABYLON.Quaternion.FromRotationMatrixToRef(this._tmpMatrix, this._rootMesh.rotationQuaternion);
  102398. }
  102399. else if (this._rootMesh.rotationQuaternion) {
  102400. this._rootMesh.rotationQuaternion.set(0, 0, 0, 1);
  102401. }
  102402. if (this.updateGizmoPositionToMatchAttachedMesh) {
  102403. this._rootMesh.position.copyFrom(this.attachedMesh.absolutePosition);
  102404. }
  102405. if (this._updateScale && this.gizmoLayer.utilityLayerScene.activeCamera && this.attachedMesh) {
  102406. var cameraPosition = this.gizmoLayer.utilityLayerScene.activeCamera.globalPosition;
  102407. if (this.gizmoLayer.utilityLayerScene.activeCamera.devicePosition) {
  102408. cameraPosition = this.gizmoLayer.utilityLayerScene.activeCamera.devicePosition;
  102409. }
  102410. this._rootMesh.position.subtractToRef(cameraPosition, this._tempVector);
  102411. var dist = this._tempVector.length() * this.scaleRatio;
  102412. this._rootMesh.scaling.set(dist, dist, dist);
  102413. }
  102414. }
  102415. };
  102416. /**
  102417. * Disposes of the gizmo
  102418. */
  102419. Gizmo.prototype.dispose = function () {
  102420. this._rootMesh.dispose();
  102421. if (this._beforeRenderObserver) {
  102422. this.gizmoLayer.utilityLayerScene.onBeforeRenderObservable.remove(this._beforeRenderObserver);
  102423. }
  102424. };
  102425. return Gizmo;
  102426. }());
  102427. BABYLON.Gizmo = Gizmo;
  102428. })(BABYLON || (BABYLON = {}));
  102429. //# sourceMappingURL=babylon.gizmo.js.map
  102430. var BABYLON;
  102431. (function (BABYLON) {
  102432. /**
  102433. * Single axis drag gizmo
  102434. */
  102435. var AxisDragGizmo = /** @class */ (function (_super) {
  102436. __extends(AxisDragGizmo, _super);
  102437. /**
  102438. * Creates an AxisDragGizmo
  102439. * @param gizmoLayer The utility layer the gizmo will be added to
  102440. * @param dragAxis The axis which the gizmo will be able to drag on
  102441. * @param color The color of the gizmo
  102442. */
  102443. function AxisDragGizmo(dragAxis, color, gizmoLayer) {
  102444. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  102445. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  102446. var _this = _super.call(this, gizmoLayer) || this;
  102447. _this._pointerObserver = null;
  102448. /**
  102449. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  102450. */
  102451. _this.snapDistance = 0;
  102452. /**
  102453. * Event that fires each time the gizmo snaps to a new location.
  102454. * * snapDistance is the the change in distance
  102455. */
  102456. _this.onSnapObservable = new BABYLON.Observable();
  102457. // Create Material
  102458. var coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102459. coloredMaterial.disableLighting = true;
  102460. coloredMaterial.emissiveColor = color;
  102461. var hoverMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102462. hoverMaterial.disableLighting = true;
  102463. hoverMaterial.emissiveColor = color.add(new BABYLON.Color3(0.3, 0.3, 0.3));
  102464. // Build mesh on root node
  102465. var arrow = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  102466. var arrowMesh = BABYLON.MeshBuilder.CreateCylinder("yPosMesh", { diameterTop: 0, height: 1.5, diameterBottom: 0.75, tessellation: 96 }, gizmoLayer.utilityLayerScene);
  102467. var arrowTail = BABYLON.MeshBuilder.CreateLines("yPosMesh", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 1.1, 0)] }, gizmoLayer.utilityLayerScene);
  102468. arrowTail.color = coloredMaterial.emissiveColor;
  102469. arrow.addChild(arrowMesh);
  102470. arrow.addChild(arrowTail);
  102471. // Position arrow pointing in its drag axis
  102472. arrowMesh.scaling.scaleInPlace(0.05);
  102473. arrowMesh.material = coloredMaterial;
  102474. arrowMesh.rotation.x = Math.PI / 2;
  102475. arrowMesh.position.z += 0.3;
  102476. arrowTail.scaling.scaleInPlace(0.26);
  102477. arrowTail.rotation.x = Math.PI / 2;
  102478. arrowTail.material = coloredMaterial;
  102479. arrow.lookAt(_this._rootMesh.position.subtract(dragAxis));
  102480. arrow.scaling.scaleInPlace(1 / 3);
  102481. _this._rootMesh.addChild(arrow);
  102482. var currentSnapDragDistance = 0;
  102483. var tmpVector = new BABYLON.Vector3();
  102484. var tmpSnapEvent = { snapDistance: 0 };
  102485. // Add drag behavior to handle events when the gizmo is dragged
  102486. _this.dragBehavior = new BABYLON.PointerDragBehavior({ dragAxis: dragAxis });
  102487. _this.dragBehavior.moveAttached = false;
  102488. _this._rootMesh.addBehavior(_this.dragBehavior);
  102489. var localDelta = new BABYLON.Vector3();
  102490. var tmpMatrix = new BABYLON.Matrix();
  102491. _this.dragBehavior.onDragObservable.add(function (event) {
  102492. if (_this.attachedMesh) {
  102493. // Convert delta to local translation if it has a parent
  102494. if (_this.attachedMesh.parent) {
  102495. _this.attachedMesh.parent.computeWorldMatrix().invertToRef(tmpMatrix);
  102496. tmpMatrix.setTranslationFromFloats(0, 0, 0);
  102497. BABYLON.Vector3.TransformCoordinatesToRef(event.delta, tmpMatrix, localDelta);
  102498. }
  102499. else {
  102500. localDelta.copyFrom(event.delta);
  102501. }
  102502. // Snapping logic
  102503. if (_this.snapDistance == 0) {
  102504. _this.attachedMesh.position.addInPlace(localDelta);
  102505. }
  102506. else {
  102507. currentSnapDragDistance += event.dragDistance;
  102508. if (Math.abs(currentSnapDragDistance) > _this.snapDistance) {
  102509. var dragSteps = Math.floor(Math.abs(currentSnapDragDistance) / _this.snapDistance);
  102510. currentSnapDragDistance = currentSnapDragDistance % _this.snapDistance;
  102511. localDelta.normalizeToRef(tmpVector);
  102512. tmpVector.scaleInPlace(_this.snapDistance * dragSteps);
  102513. _this.attachedMesh.position.addInPlace(tmpVector);
  102514. tmpSnapEvent.snapDistance = _this.snapDistance * dragSteps;
  102515. _this.onSnapObservable.notifyObservers(tmpSnapEvent);
  102516. }
  102517. }
  102518. }
  102519. });
  102520. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  102521. if (_this._customMeshSet) {
  102522. return;
  102523. }
  102524. var isHovered = pointerInfo.pickInfo && (_this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);
  102525. var material = isHovered ? hoverMaterial : coloredMaterial;
  102526. _this._rootMesh.getChildMeshes().forEach(function (m) {
  102527. m.material = material;
  102528. if (m.color) {
  102529. m.color = material.emissiveColor;
  102530. }
  102531. });
  102532. });
  102533. return _this;
  102534. }
  102535. AxisDragGizmo.prototype._attachedMeshChanged = function (value) {
  102536. if (this.dragBehavior) {
  102537. this.dragBehavior.enabled = value ? true : false;
  102538. }
  102539. };
  102540. /**
  102541. * Disposes of the gizmo
  102542. */
  102543. AxisDragGizmo.prototype.dispose = function () {
  102544. this.onSnapObservable.clear();
  102545. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  102546. this.dragBehavior.detach();
  102547. _super.prototype.dispose.call(this);
  102548. };
  102549. return AxisDragGizmo;
  102550. }(BABYLON.Gizmo));
  102551. BABYLON.AxisDragGizmo = AxisDragGizmo;
  102552. })(BABYLON || (BABYLON = {}));
  102553. //# sourceMappingURL=babylon.axisDragGizmo.js.map
  102554. var BABYLON;
  102555. (function (BABYLON) {
  102556. /**
  102557. * Single axis scale gizmo
  102558. */
  102559. var AxisScaleGizmo = /** @class */ (function (_super) {
  102560. __extends(AxisScaleGizmo, _super);
  102561. /**
  102562. * Creates an AxisScaleGizmo
  102563. * @param gizmoLayer The utility layer the gizmo will be added to
  102564. * @param dragAxis The axis which the gizmo will be able to scale on
  102565. * @param color The color of the gizmo
  102566. */
  102567. function AxisScaleGizmo(dragAxis, color, gizmoLayer) {
  102568. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  102569. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  102570. var _this = _super.call(this, gizmoLayer) || this;
  102571. _this._pointerObserver = null;
  102572. /**
  102573. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  102574. */
  102575. _this.snapDistance = 0;
  102576. /**
  102577. * Event that fires each time the gizmo snaps to a new location.
  102578. * * snapDistance is the the change in distance
  102579. */
  102580. _this.onSnapObservable = new BABYLON.Observable();
  102581. /**
  102582. * If the scaling operation should be done on all axis (default: false)
  102583. */
  102584. _this.uniformScaling = false;
  102585. // Create Material
  102586. _this._coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102587. _this._coloredMaterial.disableLighting = true;
  102588. _this._coloredMaterial.emissiveColor = color;
  102589. var hoverMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102590. hoverMaterial.disableLighting = true;
  102591. hoverMaterial.emissiveColor = color.add(new BABYLON.Color3(0.3, 0.3, 0.3));
  102592. // Build mesh on root node
  102593. var arrow = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  102594. var arrowMesh = BABYLON.MeshBuilder.CreateBox("yPosMesh", { size: 0.4 }, gizmoLayer.utilityLayerScene);
  102595. var arrowTail = BABYLON.MeshBuilder.CreateLines("yPosMesh", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 1.1, 0)] }, gizmoLayer.utilityLayerScene);
  102596. arrowTail.color = _this._coloredMaterial.emissiveColor;
  102597. arrow.addChild(arrowMesh);
  102598. arrow.addChild(arrowTail);
  102599. // Position arrow pointing in its drag axis
  102600. arrowMesh.scaling.scaleInPlace(0.1);
  102601. arrowMesh.material = _this._coloredMaterial;
  102602. arrowMesh.rotation.x = Math.PI / 2;
  102603. arrowMesh.position.z += 0.3;
  102604. arrowTail.scaling.scaleInPlace(0.26);
  102605. arrowTail.rotation.x = Math.PI / 2;
  102606. arrowTail.material = _this._coloredMaterial;
  102607. arrow.lookAt(_this._rootMesh.position.subtract(dragAxis));
  102608. _this._rootMesh.addChild(arrow);
  102609. arrow.scaling.scaleInPlace(1 / 3);
  102610. // Add drag behavior to handle events when the gizmo is dragged
  102611. _this.dragBehavior = new BABYLON.PointerDragBehavior({ dragAxis: dragAxis });
  102612. _this.dragBehavior.moveAttached = false;
  102613. _this._rootMesh.addBehavior(_this.dragBehavior);
  102614. var currentSnapDragDistance = 0;
  102615. var tmpVector = new BABYLON.Vector3();
  102616. var tmpSnapEvent = { snapDistance: 0 };
  102617. _this.dragBehavior.onDragObservable.add(function (event) {
  102618. if (_this.attachedMesh) {
  102619. // Snapping logic
  102620. var snapped = false;
  102621. var dragSteps = 0;
  102622. if (_this.uniformScaling) {
  102623. _this.attachedMesh.scaling.normalizeToRef(tmpVector);
  102624. if (tmpVector.y < 0) {
  102625. tmpVector.scaleInPlace(-1);
  102626. }
  102627. }
  102628. else {
  102629. tmpVector.copyFrom(dragAxis);
  102630. }
  102631. if (_this.snapDistance == 0) {
  102632. tmpVector.scaleToRef(event.dragDistance, tmpVector);
  102633. }
  102634. else {
  102635. currentSnapDragDistance += event.dragDistance;
  102636. if (Math.abs(currentSnapDragDistance) > _this.snapDistance) {
  102637. dragSteps = Math.floor(currentSnapDragDistance / _this.snapDistance);
  102638. currentSnapDragDistance = currentSnapDragDistance % _this.snapDistance;
  102639. tmpVector.scaleToRef(_this.snapDistance * dragSteps, tmpVector);
  102640. snapped = true;
  102641. }
  102642. else {
  102643. tmpVector.scaleInPlace(0);
  102644. }
  102645. }
  102646. _this.attachedMesh.scaling.addInPlace(tmpVector);
  102647. if (snapped) {
  102648. tmpSnapEvent.snapDistance = _this.snapDistance * dragSteps;
  102649. _this.onSnapObservable.notifyObservers(tmpSnapEvent);
  102650. }
  102651. }
  102652. });
  102653. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  102654. if (_this._customMeshSet) {
  102655. return;
  102656. }
  102657. var isHovered = pointerInfo.pickInfo && (_this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);
  102658. var material = isHovered ? hoverMaterial : _this._coloredMaterial;
  102659. _this._rootMesh.getChildMeshes().forEach(function (m) {
  102660. m.material = material;
  102661. if (m.color) {
  102662. m.color = material.emissiveColor;
  102663. }
  102664. });
  102665. });
  102666. return _this;
  102667. }
  102668. AxisScaleGizmo.prototype._attachedMeshChanged = function (value) {
  102669. if (this.dragBehavior) {
  102670. this.dragBehavior.enabled = value ? true : false;
  102671. }
  102672. };
  102673. /**
  102674. * Disposes of the gizmo
  102675. */
  102676. AxisScaleGizmo.prototype.dispose = function () {
  102677. this.onSnapObservable.clear();
  102678. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  102679. this.dragBehavior.detach();
  102680. _super.prototype.dispose.call(this);
  102681. };
  102682. /**
  102683. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  102684. * @param mesh The mesh to replace the default mesh of the gizmo
  102685. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  102686. */
  102687. AxisScaleGizmo.prototype.setCustomMesh = function (mesh, useGizmoMaterial) {
  102688. var _this = this;
  102689. if (useGizmoMaterial === void 0) { useGizmoMaterial = false; }
  102690. _super.prototype.setCustomMesh.call(this, mesh);
  102691. if (useGizmoMaterial) {
  102692. this._rootMesh.getChildMeshes().forEach(function (m) {
  102693. m.material = _this._coloredMaterial;
  102694. if (m.color) {
  102695. m.color = _this._coloredMaterial.emissiveColor;
  102696. }
  102697. });
  102698. this._customMeshSet = false;
  102699. }
  102700. };
  102701. return AxisScaleGizmo;
  102702. }(BABYLON.Gizmo));
  102703. BABYLON.AxisScaleGizmo = AxisScaleGizmo;
  102704. })(BABYLON || (BABYLON = {}));
  102705. //# sourceMappingURL=babylon.axisScaleGizmo.js.map
  102706. var BABYLON;
  102707. (function (BABYLON) {
  102708. /**
  102709. * Single plane rotation gizmo
  102710. */
  102711. var PlaneRotationGizmo = /** @class */ (function (_super) {
  102712. __extends(PlaneRotationGizmo, _super);
  102713. /**
  102714. * Creates a PlaneRotationGizmo
  102715. * @param gizmoLayer The utility layer the gizmo will be added to
  102716. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  102717. * @param color The color of the gizmo
  102718. * @param tessellation Amount of tessellation to be used when creating rotation circles
  102719. */
  102720. function PlaneRotationGizmo(planeNormal, color, gizmoLayer, tessellation) {
  102721. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  102722. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  102723. if (tessellation === void 0) { tessellation = 32; }
  102724. var _this = _super.call(this, gizmoLayer) || this;
  102725. _this._pointerObserver = null;
  102726. /**
  102727. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  102728. */
  102729. _this.snapDistance = 0;
  102730. /**
  102731. * Event that fires each time the gizmo snaps to a new location.
  102732. * * snapDistance is the the change in distance
  102733. */
  102734. _this.onSnapObservable = new BABYLON.Observable();
  102735. // Create Material
  102736. var coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102737. coloredMaterial.disableLighting = true;
  102738. coloredMaterial.emissiveColor = color;
  102739. var hoverMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102740. hoverMaterial.disableLighting = true;
  102741. hoverMaterial.emissiveColor = color.add(new BABYLON.Color3(0.3, 0.3, 0.3));
  102742. // Build mesh on root node
  102743. var parentMesh = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  102744. // Create circle out of lines
  102745. var radius = 0.8;
  102746. var points = new Array();
  102747. for (var i = 0; i < tessellation; i++) {
  102748. var radian = (2 * Math.PI) * (i / (tessellation - 1));
  102749. points.push(new BABYLON.Vector3(radius * Math.sin(radian), 0, radius * Math.cos(radian)));
  102750. }
  102751. var rotationMesh = BABYLON.Mesh.CreateLines("", points, gizmoLayer.utilityLayerScene);
  102752. rotationMesh.color = coloredMaterial.emissiveColor;
  102753. // Position arrow pointing in its drag axis
  102754. rotationMesh.scaling.scaleInPlace(0.26);
  102755. rotationMesh.material = coloredMaterial;
  102756. rotationMesh.rotation.x = Math.PI / 2;
  102757. parentMesh.addChild(rotationMesh);
  102758. parentMesh.lookAt(_this._rootMesh.position.subtract(planeNormal));
  102759. _this._rootMesh.addChild(parentMesh);
  102760. parentMesh.scaling.scaleInPlace(1 / 3);
  102761. // Add drag behavior to handle events when the gizmo is dragged
  102762. _this.dragBehavior = new BABYLON.PointerDragBehavior({ dragPlaneNormal: planeNormal });
  102763. _this.dragBehavior.moveAttached = false;
  102764. _this.dragBehavior.maxDragAngle = Math.PI * 9 / 20;
  102765. _this.dragBehavior._useAlternatePickedPointAboveMaxDragAngle = true;
  102766. _this._rootMesh.addBehavior(_this.dragBehavior);
  102767. var lastDragPosition = new BABYLON.Vector3();
  102768. _this.dragBehavior.onDragStartObservable.add(function (e) {
  102769. if (_this.attachedMesh) {
  102770. lastDragPosition.copyFrom(e.dragPlanePoint);
  102771. }
  102772. });
  102773. var rotationMatrix = new BABYLON.Matrix();
  102774. var planeNormalTowardsCamera = new BABYLON.Vector3();
  102775. var localPlaneNormalTowardsCamera = new BABYLON.Vector3();
  102776. var tmpSnapEvent = { snapDistance: 0 };
  102777. var currentSnapDragDistance = 0;
  102778. var tmpMatrix = new BABYLON.Matrix();
  102779. var tmpVector = new BABYLON.Vector3();
  102780. var amountToRotate = new BABYLON.Quaternion();
  102781. _this.dragBehavior.onDragObservable.add(function (event) {
  102782. if (_this.attachedMesh) {
  102783. if (!_this.attachedMesh.rotationQuaternion) {
  102784. _this.attachedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this.attachedMesh.rotation.y, _this.attachedMesh.rotation.x, _this.attachedMesh.rotation.z);
  102785. }
  102786. // Calc angle over full 360 degree (https://stackoverflow.com/questions/43493711/the-angle-between-two-3d-vectors-with-a-result-range-0-360)
  102787. var newVector = event.dragPlanePoint.subtract(_this.attachedMesh.absolutePosition).normalize();
  102788. var originalVector = lastDragPosition.subtract(_this.attachedMesh.absolutePosition).normalize();
  102789. var cross = BABYLON.Vector3.Cross(newVector, originalVector);
  102790. var dot = BABYLON.Vector3.Dot(newVector, originalVector);
  102791. var angle = Math.atan2(cross.length(), dot);
  102792. planeNormalTowardsCamera.copyFrom(planeNormal);
  102793. localPlaneNormalTowardsCamera.copyFrom(planeNormal);
  102794. if (_this.updateGizmoRotationToMatchAttachedMesh) {
  102795. _this.attachedMesh.rotationQuaternion.toRotationMatrix(rotationMatrix);
  102796. localPlaneNormalTowardsCamera = BABYLON.Vector3.TransformCoordinates(planeNormalTowardsCamera, rotationMatrix);
  102797. }
  102798. // Flip up vector depending on which side the camera is on
  102799. if (gizmoLayer.utilityLayerScene.activeCamera) {
  102800. var camVec = gizmoLayer.utilityLayerScene.activeCamera.position.subtract(_this.attachedMesh.position);
  102801. if (BABYLON.Vector3.Dot(camVec, localPlaneNormalTowardsCamera) > 0) {
  102802. planeNormalTowardsCamera.scaleInPlace(-1);
  102803. localPlaneNormalTowardsCamera.scaleInPlace(-1);
  102804. }
  102805. }
  102806. var halfCircleSide = BABYLON.Vector3.Dot(localPlaneNormalTowardsCamera, cross) > 0.0;
  102807. if (halfCircleSide) {
  102808. angle = -angle;
  102809. }
  102810. // Snapping logic
  102811. var snapped = false;
  102812. if (_this.snapDistance != 0) {
  102813. currentSnapDragDistance += angle;
  102814. if (Math.abs(currentSnapDragDistance) > _this.snapDistance) {
  102815. var dragSteps = Math.floor(currentSnapDragDistance / _this.snapDistance);
  102816. currentSnapDragDistance = currentSnapDragDistance % _this.snapDistance;
  102817. angle = _this.snapDistance * dragSteps;
  102818. snapped = true;
  102819. }
  102820. else {
  102821. angle = 0;
  102822. }
  102823. }
  102824. // If the mesh has a parent, convert needed world rotation to local rotation
  102825. tmpMatrix.reset();
  102826. if (_this.attachedMesh.parent) {
  102827. _this.attachedMesh.parent.computeWorldMatrix().invertToRef(tmpMatrix);
  102828. tmpMatrix.getRotationMatrixToRef(tmpMatrix);
  102829. BABYLON.Vector3.TransformCoordinatesToRef(planeNormalTowardsCamera, tmpMatrix, planeNormalTowardsCamera);
  102830. }
  102831. // Convert angle and axis to quaternion (http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm)
  102832. var quaternionCoefficient = Math.sin(angle / 2);
  102833. amountToRotate.set(planeNormalTowardsCamera.x * quaternionCoefficient, planeNormalTowardsCamera.y * quaternionCoefficient, planeNormalTowardsCamera.z * quaternionCoefficient, Math.cos(angle / 2));
  102834. // If the meshes local scale is inverted (eg. loaded gltf file parent with z scale of -1) the rotation needs to be inverted on the y axis
  102835. if (tmpMatrix.determinant() > 0) {
  102836. amountToRotate.toEulerAnglesToRef(tmpVector);
  102837. BABYLON.Quaternion.RotationYawPitchRollToRef(tmpVector.y, -tmpVector.x, -tmpVector.z, amountToRotate);
  102838. }
  102839. if (_this.updateGizmoRotationToMatchAttachedMesh) {
  102840. // Rotate selected mesh quaternion over fixed axis
  102841. _this.attachedMesh.rotationQuaternion.multiplyToRef(amountToRotate, _this.attachedMesh.rotationQuaternion);
  102842. }
  102843. else {
  102844. // Rotate selected mesh quaternion over rotated axis
  102845. amountToRotate.multiplyToRef(_this.attachedMesh.rotationQuaternion, _this.attachedMesh.rotationQuaternion);
  102846. }
  102847. lastDragPosition.copyFrom(event.dragPlanePoint);
  102848. if (snapped) {
  102849. tmpSnapEvent.snapDistance = angle;
  102850. _this.onSnapObservable.notifyObservers(tmpSnapEvent);
  102851. }
  102852. }
  102853. });
  102854. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  102855. if (_this._customMeshSet) {
  102856. return;
  102857. }
  102858. var isHovered = pointerInfo.pickInfo && (_this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);
  102859. var material = isHovered ? hoverMaterial : coloredMaterial;
  102860. _this._rootMesh.getChildMeshes().forEach(function (m) {
  102861. m.material = material;
  102862. if (m.color) {
  102863. m.color = material.emissiveColor;
  102864. }
  102865. });
  102866. });
  102867. return _this;
  102868. }
  102869. PlaneRotationGizmo.prototype._attachedMeshChanged = function (value) {
  102870. if (this.dragBehavior) {
  102871. this.dragBehavior.enabled = value ? true : false;
  102872. }
  102873. };
  102874. /**
  102875. * Disposes of the gizmo
  102876. */
  102877. PlaneRotationGizmo.prototype.dispose = function () {
  102878. this.onSnapObservable.clear();
  102879. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  102880. this.dragBehavior.detach();
  102881. _super.prototype.dispose.call(this);
  102882. };
  102883. return PlaneRotationGizmo;
  102884. }(BABYLON.Gizmo));
  102885. BABYLON.PlaneRotationGizmo = PlaneRotationGizmo;
  102886. })(BABYLON || (BABYLON = {}));
  102887. //# sourceMappingURL=babylon.planeRotationGizmo.js.map
  102888. var BABYLON;
  102889. (function (BABYLON) {
  102890. /**
  102891. * Gizmo that enables dragging a mesh along 3 axis
  102892. */
  102893. var PositionGizmo = /** @class */ (function (_super) {
  102894. __extends(PositionGizmo, _super);
  102895. /**
  102896. * Creates a PositionGizmo
  102897. * @param gizmoLayer The utility layer the gizmo will be added to
  102898. */
  102899. function PositionGizmo(gizmoLayer) {
  102900. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  102901. var _this = _super.call(this, gizmoLayer) || this;
  102902. /** Fires an event when any of it's sub gizmos are dragged */
  102903. _this.onDragStartObservable = new BABYLON.Observable();
  102904. /** Fires an event when any of it's sub gizmos are released from dragging */
  102905. _this.onDragEndObservable = new BABYLON.Observable();
  102906. _this.xGizmo = new BABYLON.AxisDragGizmo(new BABYLON.Vector3(1, 0, 0), BABYLON.Color3.Red().scale(0.5), gizmoLayer);
  102907. _this.yGizmo = new BABYLON.AxisDragGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Green().scale(0.5), gizmoLayer);
  102908. _this.zGizmo = new BABYLON.AxisDragGizmo(new BABYLON.Vector3(0, 0, 1), BABYLON.Color3.Blue().scale(0.5), gizmoLayer);
  102909. // Relay drag events
  102910. [_this.xGizmo, _this.yGizmo, _this.zGizmo].forEach(function (gizmo) {
  102911. gizmo.dragBehavior.onDragStartObservable.add(function () {
  102912. _this.onDragStartObservable.notifyObservers({});
  102913. });
  102914. gizmo.dragBehavior.onDragEndObservable.add(function () {
  102915. _this.onDragEndObservable.notifyObservers({});
  102916. });
  102917. });
  102918. _this.attachedMesh = null;
  102919. return _this;
  102920. }
  102921. Object.defineProperty(PositionGizmo.prototype, "attachedMesh", {
  102922. set: function (mesh) {
  102923. if (this.xGizmo) {
  102924. this.xGizmo.attachedMesh = mesh;
  102925. this.yGizmo.attachedMesh = mesh;
  102926. this.zGizmo.attachedMesh = mesh;
  102927. }
  102928. },
  102929. enumerable: true,
  102930. configurable: true
  102931. });
  102932. Object.defineProperty(PositionGizmo.prototype, "updateGizmoRotationToMatchAttachedMesh", {
  102933. get: function () {
  102934. return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;
  102935. },
  102936. set: function (value) {
  102937. if (this.xGizmo) {
  102938. this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102939. this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102940. this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102941. }
  102942. },
  102943. enumerable: true,
  102944. configurable: true
  102945. });
  102946. Object.defineProperty(PositionGizmo.prototype, "snapDistance", {
  102947. get: function () {
  102948. return this.xGizmo.snapDistance;
  102949. },
  102950. /**
  102951. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  102952. */
  102953. set: function (value) {
  102954. if (this.xGizmo) {
  102955. this.xGizmo.snapDistance = value;
  102956. this.yGizmo.snapDistance = value;
  102957. this.zGizmo.snapDistance = value;
  102958. }
  102959. },
  102960. enumerable: true,
  102961. configurable: true
  102962. });
  102963. Object.defineProperty(PositionGizmo.prototype, "scaleRatio", {
  102964. get: function () {
  102965. return this.xGizmo.scaleRatio;
  102966. },
  102967. /**
  102968. * Ratio for the scale of the gizmo (Default: 1)
  102969. */
  102970. set: function (value) {
  102971. if (this.xGizmo) {
  102972. this.xGizmo.scaleRatio = value;
  102973. this.yGizmo.scaleRatio = value;
  102974. this.zGizmo.scaleRatio = value;
  102975. }
  102976. },
  102977. enumerable: true,
  102978. configurable: true
  102979. });
  102980. /**
  102981. * Disposes of the gizmo
  102982. */
  102983. PositionGizmo.prototype.dispose = function () {
  102984. this.xGizmo.dispose();
  102985. this.yGizmo.dispose();
  102986. this.zGizmo.dispose();
  102987. this.onDragStartObservable.clear();
  102988. this.onDragEndObservable.clear();
  102989. };
  102990. /**
  102991. * CustomMeshes are not supported by this gizmo
  102992. * @param mesh The mesh to replace the default mesh of the gizmo
  102993. */
  102994. PositionGizmo.prototype.setCustomMesh = function (mesh) {
  102995. BABYLON.Tools.Error("Custom meshes are not supported on this gizmo, please set the custom meshes on the gizmos contained within this one (gizmo.xGizmo, gizmo.yGizmo, gizmo.zGizmo)");
  102996. };
  102997. return PositionGizmo;
  102998. }(BABYLON.Gizmo));
  102999. BABYLON.PositionGizmo = PositionGizmo;
  103000. })(BABYLON || (BABYLON = {}));
  103001. //# sourceMappingURL=babylon.positionGizmo.js.map
  103002. var BABYLON;
  103003. (function (BABYLON) {
  103004. /**
  103005. * Gizmo that enables rotating a mesh along 3 axis
  103006. */
  103007. var RotationGizmo = /** @class */ (function (_super) {
  103008. __extends(RotationGizmo, _super);
  103009. /**
  103010. * Creates a RotationGizmo
  103011. * @param gizmoLayer The utility layer the gizmo will be added to
  103012. * @param tessellation Amount of tessellation to be used when creating rotation circles
  103013. */
  103014. function RotationGizmo(gizmoLayer, tessellation) {
  103015. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  103016. if (tessellation === void 0) { tessellation = 32; }
  103017. var _this = _super.call(this, gizmoLayer) || this;
  103018. /** Fires an event when any of it's sub gizmos are dragged */
  103019. _this.onDragStartObservable = new BABYLON.Observable();
  103020. /** Fires an event when any of it's sub gizmos are released from dragging */
  103021. _this.onDragEndObservable = new BABYLON.Observable();
  103022. _this.xGizmo = new BABYLON.PlaneRotationGizmo(new BABYLON.Vector3(1, 0, 0), BABYLON.Color3.Red().scale(0.5), gizmoLayer, tessellation);
  103023. _this.yGizmo = new BABYLON.PlaneRotationGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Green().scale(0.5), gizmoLayer, tessellation);
  103024. _this.zGizmo = new BABYLON.PlaneRotationGizmo(new BABYLON.Vector3(0, 0, 1), BABYLON.Color3.Blue().scale(0.5), gizmoLayer, tessellation);
  103025. // Relay drag events
  103026. [_this.xGizmo, _this.yGizmo, _this.zGizmo].forEach(function (gizmo) {
  103027. gizmo.dragBehavior.onDragStartObservable.add(function () {
  103028. _this.onDragStartObservable.notifyObservers({});
  103029. });
  103030. gizmo.dragBehavior.onDragEndObservable.add(function () {
  103031. _this.onDragEndObservable.notifyObservers({});
  103032. });
  103033. });
  103034. _this.attachedMesh = null;
  103035. return _this;
  103036. }
  103037. Object.defineProperty(RotationGizmo.prototype, "attachedMesh", {
  103038. set: function (mesh) {
  103039. if (this.xGizmo) {
  103040. this.xGizmo.attachedMesh = mesh;
  103041. this.yGizmo.attachedMesh = mesh;
  103042. this.zGizmo.attachedMesh = mesh;
  103043. }
  103044. },
  103045. enumerable: true,
  103046. configurable: true
  103047. });
  103048. Object.defineProperty(RotationGizmo.prototype, "updateGizmoRotationToMatchAttachedMesh", {
  103049. get: function () {
  103050. return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;
  103051. },
  103052. set: function (value) {
  103053. if (this.xGizmo) {
  103054. this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  103055. this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  103056. this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  103057. }
  103058. },
  103059. enumerable: true,
  103060. configurable: true
  103061. });
  103062. Object.defineProperty(RotationGizmo.prototype, "snapDistance", {
  103063. get: function () {
  103064. return this.xGizmo.snapDistance;
  103065. },
  103066. /**
  103067. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  103068. */
  103069. set: function (value) {
  103070. if (this.xGizmo) {
  103071. this.xGizmo.snapDistance = value;
  103072. this.yGizmo.snapDistance = value;
  103073. this.zGizmo.snapDistance = value;
  103074. }
  103075. },
  103076. enumerable: true,
  103077. configurable: true
  103078. });
  103079. Object.defineProperty(RotationGizmo.prototype, "scaleRatio", {
  103080. get: function () {
  103081. return this.xGizmo.scaleRatio;
  103082. },
  103083. /**
  103084. * Ratio for the scale of the gizmo (Default: 1)
  103085. */
  103086. set: function (value) {
  103087. if (this.xGizmo) {
  103088. this.xGizmo.scaleRatio = value;
  103089. this.yGizmo.scaleRatio = value;
  103090. this.zGizmo.scaleRatio = value;
  103091. }
  103092. },
  103093. enumerable: true,
  103094. configurable: true
  103095. });
  103096. /**
  103097. * Disposes of the gizmo
  103098. */
  103099. RotationGizmo.prototype.dispose = function () {
  103100. this.xGizmo.dispose();
  103101. this.yGizmo.dispose();
  103102. this.zGizmo.dispose();
  103103. this.onDragStartObservable.clear();
  103104. this.onDragEndObservable.clear();
  103105. };
  103106. /**
  103107. * CustomMeshes are not supported by this gizmo
  103108. * @param mesh The mesh to replace the default mesh of the gizmo
  103109. */
  103110. RotationGizmo.prototype.setCustomMesh = function (mesh) {
  103111. BABYLON.Tools.Error("Custom meshes are not supported on this gizmo, please set the custom meshes on the gizmos contained within this one (gizmo.xGizmo, gizmo.yGizmo, gizmo.zGizmo)");
  103112. };
  103113. return RotationGizmo;
  103114. }(BABYLON.Gizmo));
  103115. BABYLON.RotationGizmo = RotationGizmo;
  103116. })(BABYLON || (BABYLON = {}));
  103117. //# sourceMappingURL=babylon.rotationGizmo.js.map
  103118. var BABYLON;
  103119. (function (BABYLON) {
  103120. /**
  103121. * Gizmo that enables scaling a mesh along 3 axis
  103122. */
  103123. var ScaleGizmo = /** @class */ (function (_super) {
  103124. __extends(ScaleGizmo, _super);
  103125. /**
  103126. * Creates a ScaleGizmo
  103127. * @param gizmoLayer The utility layer the gizmo will be added to
  103128. */
  103129. function ScaleGizmo(gizmoLayer) {
  103130. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  103131. var _this = _super.call(this, gizmoLayer) || this;
  103132. /** Fires an event when any of it's sub gizmos are dragged */
  103133. _this.onDragStartObservable = new BABYLON.Observable();
  103134. /** Fires an event when any of it's sub gizmos are released from dragging */
  103135. _this.onDragEndObservable = new BABYLON.Observable();
  103136. _this.xGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(1, 0, 0), BABYLON.Color3.Red().scale(0.5), gizmoLayer);
  103137. _this.yGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Green().scale(0.5), gizmoLayer);
  103138. _this.zGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(0, 0, 1), BABYLON.Color3.Blue().scale(0.5), gizmoLayer);
  103139. // Create uniform scale gizmo
  103140. _this.uniformScaleGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Yellow().scale(0.5), gizmoLayer);
  103141. _this.uniformScaleGizmo.updateGizmoRotationToMatchAttachedMesh = false;
  103142. _this.uniformScaleGizmo.uniformScaling = true;
  103143. var uniformScalingMesh = BABYLON.Mesh.CreatePolyhedron("", { type: 1 }, _this.uniformScaleGizmo.gizmoLayer.utilityLayerScene);
  103144. uniformScalingMesh.scaling.scaleInPlace(0.02);
  103145. uniformScalingMesh.visibility = 0;
  103146. var octahedron = BABYLON.Mesh.CreatePolyhedron("", { type: 1 }, _this.uniformScaleGizmo.gizmoLayer.utilityLayerScene);
  103147. octahedron.scaling.scaleInPlace(0.007);
  103148. uniformScalingMesh.addChild(octahedron);
  103149. _this.uniformScaleGizmo.setCustomMesh(uniformScalingMesh, true);
  103150. // Relay drag events
  103151. [_this.xGizmo, _this.yGizmo, _this.zGizmo, _this.uniformScaleGizmo].forEach(function (gizmo) {
  103152. gizmo.dragBehavior.onDragStartObservable.add(function () {
  103153. _this.onDragStartObservable.notifyObservers({});
  103154. });
  103155. gizmo.dragBehavior.onDragEndObservable.add(function () {
  103156. _this.onDragEndObservable.notifyObservers({});
  103157. });
  103158. });
  103159. _this.attachedMesh = null;
  103160. return _this;
  103161. }
  103162. Object.defineProperty(ScaleGizmo.prototype, "attachedMesh", {
  103163. set: function (mesh) {
  103164. if (this.xGizmo) {
  103165. this.xGizmo.attachedMesh = mesh;
  103166. this.yGizmo.attachedMesh = mesh;
  103167. this.zGizmo.attachedMesh = mesh;
  103168. this.uniformScaleGizmo.attachedMesh = mesh;
  103169. }
  103170. },
  103171. enumerable: true,
  103172. configurable: true
  103173. });
  103174. Object.defineProperty(ScaleGizmo.prototype, "updateGizmoRotationToMatchAttachedMesh", {
  103175. get: function () {
  103176. return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;
  103177. },
  103178. set: function (value) {
  103179. if (!value) {
  103180. BABYLON.Tools.Warn("Setting updateGizmoRotationToMatchAttachedMesh = false on scaling gizmo is not supported.");
  103181. }
  103182. if (this.xGizmo) {
  103183. this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  103184. this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  103185. this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  103186. }
  103187. },
  103188. enumerable: true,
  103189. configurable: true
  103190. });
  103191. Object.defineProperty(ScaleGizmo.prototype, "snapDistance", {
  103192. get: function () {
  103193. return this.xGizmo.snapDistance;
  103194. },
  103195. /**
  103196. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  103197. */
  103198. set: function (value) {
  103199. if (this.xGizmo) {
  103200. this.xGizmo.snapDistance = value;
  103201. this.yGizmo.snapDistance = value;
  103202. this.zGizmo.snapDistance = value;
  103203. this.uniformScaleGizmo.snapDistance = value;
  103204. }
  103205. },
  103206. enumerable: true,
  103207. configurable: true
  103208. });
  103209. Object.defineProperty(ScaleGizmo.prototype, "scaleRatio", {
  103210. get: function () {
  103211. return this.xGizmo.scaleRatio;
  103212. },
  103213. /**
  103214. * Ratio for the scale of the gizmo (Default: 1)
  103215. */
  103216. set: function (value) {
  103217. if (this.xGizmo) {
  103218. this.xGizmo.scaleRatio = value;
  103219. this.yGizmo.scaleRatio = value;
  103220. this.zGizmo.scaleRatio = value;
  103221. this.uniformScaleGizmo.scaleRatio = value;
  103222. }
  103223. },
  103224. enumerable: true,
  103225. configurable: true
  103226. });
  103227. /**
  103228. * Disposes of the gizmo
  103229. */
  103230. ScaleGizmo.prototype.dispose = function () {
  103231. this.xGizmo.dispose();
  103232. this.yGizmo.dispose();
  103233. this.zGizmo.dispose();
  103234. this.uniformScaleGizmo.dispose();
  103235. this.onDragStartObservable.clear();
  103236. this.onDragEndObservable.clear();
  103237. };
  103238. return ScaleGizmo;
  103239. }(BABYLON.Gizmo));
  103240. BABYLON.ScaleGizmo = ScaleGizmo;
  103241. })(BABYLON || (BABYLON = {}));
  103242. //# sourceMappingURL=babylon.scaleGizmo.js.map
  103243. var BABYLON;
  103244. (function (BABYLON) {
  103245. /**
  103246. * Bounding box gizmo
  103247. */
  103248. var BoundingBoxGizmo = /** @class */ (function (_super) {
  103249. __extends(BoundingBoxGizmo, _super);
  103250. /**
  103251. * Creates an BoundingBoxGizmo
  103252. * @param gizmoLayer The utility layer the gizmo will be added to
  103253. * @param color The color of the gizmo
  103254. */
  103255. function BoundingBoxGizmo(color, gizmoLayer) {
  103256. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  103257. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultKeepDepthUtilityLayer; }
  103258. var _this = _super.call(this, gizmoLayer) || this;
  103259. _this._boundingDimensions = new BABYLON.Vector3(1, 1, 1);
  103260. _this._renderObserver = null;
  103261. _this._pointerObserver = null;
  103262. _this._scaleDragSpeed = 0.2;
  103263. _this._tmpQuaternion = new BABYLON.Quaternion();
  103264. _this._tmpVector = new BABYLON.Vector3(0, 0, 0);
  103265. _this._tmpRotationMatrix = new BABYLON.Matrix();
  103266. /**
  103267. * If child meshes should be ignored when calculating the boudning box. This should be set to true to avoid perf hits with heavily nested meshes (Default: false)
  103268. */
  103269. _this.ignoreChildren = false;
  103270. /**
  103271. * Returns true if a descendant should be included when computing the bounding box. When null, all descendants are included. If ignoreChildren is set this will be ignored. (Default: null)
  103272. */
  103273. _this.includeChildPredicate = null;
  103274. /**
  103275. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  103276. */
  103277. _this.rotationSphereSize = 0.1;
  103278. /**
  103279. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  103280. */
  103281. _this.scaleBoxSize = 0.1;
  103282. /**
  103283. * If set, the rotation spheres and scale boxes will increase in size based on the distance away from the camera to have a consistent screen size (Default: false)
  103284. */
  103285. _this.fixedDragMeshScreenSize = false;
  103286. /**
  103287. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  103288. */
  103289. _this.fixedDragMeshScreenSizeDistanceFactor = 10;
  103290. /**
  103291. * Fired when a rotation sphere or scale box is dragged
  103292. */
  103293. _this.onDragStartObservable = new BABYLON.Observable();
  103294. /**
  103295. * Fired when a scale box is dragged
  103296. */
  103297. _this.onScaleBoxDragObservable = new BABYLON.Observable();
  103298. /**
  103299. * Fired when a scale box drag is ended
  103300. */
  103301. _this.onScaleBoxDragEndObservable = new BABYLON.Observable();
  103302. /**
  103303. * Fired when a rotation sphere is dragged
  103304. */
  103305. _this.onRotationSphereDragObservable = new BABYLON.Observable();
  103306. /**
  103307. * Fired when a rotation sphere drag is ended
  103308. */
  103309. _this.onRotationSphereDragEndObservable = new BABYLON.Observable();
  103310. /**
  103311. * Relative bounding box pivot used when scaling the attached mesh. When null object with scale from the opposite corner. 0.5,0.5,0.5 for center and 0.5,0,0.5 for bottom (Default: null)
  103312. */
  103313. _this.scalePivot = null;
  103314. _this._existingMeshScale = new BABYLON.Vector3();
  103315. // Do not update the gizmo's scale so it has a fixed size to the object its attached to
  103316. _this._updateScale = false;
  103317. _this._anchorMesh = new BABYLON.AbstractMesh("anchor", gizmoLayer.utilityLayerScene);
  103318. // Create Materials
  103319. var coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  103320. coloredMaterial.disableLighting = true;
  103321. coloredMaterial.emissiveColor = color;
  103322. var hoverColoredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  103323. hoverColoredMaterial.disableLighting = true;
  103324. hoverColoredMaterial.emissiveColor = color.clone().add(new BABYLON.Color3(0.3, 0.3, 0.3));
  103325. // Build bounding box out of lines
  103326. _this._lineBoundingBox = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  103327. _this._lineBoundingBox.rotationQuaternion = new BABYLON.Quaternion();
  103328. var lines = [];
  103329. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(_this._boundingDimensions.x, 0, 0)] }, gizmoLayer.utilityLayerScene));
  103330. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, _this._boundingDimensions.y, 0)] }, gizmoLayer.utilityLayerScene));
  103331. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 0, _this._boundingDimensions.z)] }, gizmoLayer.utilityLayerScene));
  103332. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(_this._boundingDimensions.x, 0, 0), new BABYLON.Vector3(_this._boundingDimensions.x, _this._boundingDimensions.y, 0)] }, gizmoLayer.utilityLayerScene));
  103333. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(_this._boundingDimensions.x, 0, 0), new BABYLON.Vector3(_this._boundingDimensions.x, 0, _this._boundingDimensions.z)] }, gizmoLayer.utilityLayerScene));
  103334. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, _this._boundingDimensions.y, 0), new BABYLON.Vector3(_this._boundingDimensions.x, _this._boundingDimensions.y, 0)] }, gizmoLayer.utilityLayerScene));
  103335. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, _this._boundingDimensions.y, 0), new BABYLON.Vector3(0, _this._boundingDimensions.y, _this._boundingDimensions.z)] }, gizmoLayer.utilityLayerScene));
  103336. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, _this._boundingDimensions.z), new BABYLON.Vector3(_this._boundingDimensions.x, 0, _this._boundingDimensions.z)] }, gizmoLayer.utilityLayerScene));
  103337. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, _this._boundingDimensions.z), new BABYLON.Vector3(0, _this._boundingDimensions.y, _this._boundingDimensions.z)] }, gizmoLayer.utilityLayerScene));
  103338. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(_this._boundingDimensions.x, _this._boundingDimensions.y, _this._boundingDimensions.z), new BABYLON.Vector3(0, _this._boundingDimensions.y, _this._boundingDimensions.z)] }, gizmoLayer.utilityLayerScene));
  103339. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(_this._boundingDimensions.x, _this._boundingDimensions.y, _this._boundingDimensions.z), new BABYLON.Vector3(_this._boundingDimensions.x, 0, _this._boundingDimensions.z)] }, gizmoLayer.utilityLayerScene));
  103340. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(_this._boundingDimensions.x, _this._boundingDimensions.y, _this._boundingDimensions.z), new BABYLON.Vector3(_this._boundingDimensions.x, _this._boundingDimensions.y, 0)] }, gizmoLayer.utilityLayerScene));
  103341. lines.forEach(function (l) {
  103342. l.color = color;
  103343. l.position.addInPlace(new BABYLON.Vector3(-_this._boundingDimensions.x / 2, -_this._boundingDimensions.y / 2, -_this._boundingDimensions.z / 2));
  103344. l.isPickable = false;
  103345. _this._lineBoundingBox.addChild(l);
  103346. });
  103347. _this._rootMesh.addChild(_this._lineBoundingBox);
  103348. // Create rotation spheres
  103349. _this._rotateSpheresParent = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  103350. _this._rotateSpheresParent.rotationQuaternion = new BABYLON.Quaternion();
  103351. var _loop_1 = function (i_1) {
  103352. var sphere = BABYLON.MeshBuilder.CreateSphere("", { diameter: 1 }, gizmoLayer.utilityLayerScene);
  103353. sphere.rotationQuaternion = new BABYLON.Quaternion();
  103354. sphere.material = coloredMaterial;
  103355. // Drag behavior
  103356. _dragBehavior = new BABYLON.PointerDragBehavior({});
  103357. _dragBehavior.moveAttached = false;
  103358. _dragBehavior.updateDragPlane = false;
  103359. sphere.addBehavior(_dragBehavior);
  103360. var startingTurnDirection = new BABYLON.Vector3(1, 0, 0);
  103361. var totalTurnAmountOfDrag = 0;
  103362. _dragBehavior.onDragStartObservable.add(function (event) {
  103363. startingTurnDirection.copyFrom(sphere.forward);
  103364. totalTurnAmountOfDrag = 0;
  103365. });
  103366. _dragBehavior.onDragObservable.add(function (event) {
  103367. _this.onRotationSphereDragObservable.notifyObservers({});
  103368. if (_this.attachedMesh) {
  103369. BoundingBoxGizmo._RemoveAndStorePivotPoint(_this.attachedMesh);
  103370. var worldDragDirection = startingTurnDirection;
  103371. // Project the world right on to the drag plane
  103372. var toSub = event.dragPlaneNormal.scale(BABYLON.Vector3.Dot(event.dragPlaneNormal, worldDragDirection));
  103373. var dragAxis = worldDragDirection.subtract(toSub).normalizeToNew();
  103374. // project drag delta on to the resulting drag axis and rotate based on that
  103375. var projectDist = BABYLON.Vector3.Dot(dragAxis, event.delta) < 0 ? Math.abs(event.delta.length()) : -Math.abs(event.delta.length());
  103376. // Make rotation relative to size of mesh.
  103377. projectDist = (projectDist / _this._boundingDimensions.length()) * _this._anchorMesh.scaling.length();
  103378. // Rotate based on axis
  103379. if (!_this.attachedMesh.rotationQuaternion) {
  103380. _this.attachedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this.attachedMesh.rotation.y, _this.attachedMesh.rotation.x, _this.attachedMesh.rotation.z);
  103381. }
  103382. if (!_this._anchorMesh.rotationQuaternion) {
  103383. _this._anchorMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this._anchorMesh.rotation.y, _this._anchorMesh.rotation.x, _this._anchorMesh.rotation.z);
  103384. }
  103385. // Do not allow the object to turn more than a full circle
  103386. totalTurnAmountOfDrag += projectDist;
  103387. if (Math.abs(totalTurnAmountOfDrag) <= 2 * Math.PI) {
  103388. if (i_1 >= 8) {
  103389. BABYLON.Quaternion.RotationYawPitchRollToRef(0, 0, projectDist, _this._tmpQuaternion);
  103390. }
  103391. else if (i_1 >= 4) {
  103392. BABYLON.Quaternion.RotationYawPitchRollToRef(projectDist, 0, 0, _this._tmpQuaternion);
  103393. }
  103394. else {
  103395. BABYLON.Quaternion.RotationYawPitchRollToRef(0, projectDist, 0, _this._tmpQuaternion);
  103396. }
  103397. // Rotate around center of bounding box
  103398. _this._anchorMesh.addChild(_this.attachedMesh);
  103399. _this._anchorMesh.rotationQuaternion.multiplyToRef(_this._tmpQuaternion, _this._anchorMesh.rotationQuaternion);
  103400. _this._anchorMesh.removeChild(_this.attachedMesh);
  103401. }
  103402. _this.updateBoundingBox();
  103403. BoundingBoxGizmo._RestorePivotPoint(_this.attachedMesh);
  103404. }
  103405. });
  103406. // Selection/deselection
  103407. _dragBehavior.onDragStartObservable.add(function () {
  103408. _this.onDragStartObservable.notifyObservers({});
  103409. _this._selectNode(sphere);
  103410. });
  103411. _dragBehavior.onDragEndObservable.add(function () {
  103412. _this.onRotationSphereDragEndObservable.notifyObservers({});
  103413. _this._selectNode(null);
  103414. });
  103415. this_1._rotateSpheresParent.addChild(sphere);
  103416. };
  103417. var this_1 = this, _dragBehavior;
  103418. for (var i_1 = 0; i_1 < 12; i_1++) {
  103419. _loop_1(i_1);
  103420. }
  103421. _this._rootMesh.addChild(_this._rotateSpheresParent);
  103422. // Create scale cubes
  103423. _this._scaleBoxesParent = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  103424. _this._scaleBoxesParent.rotationQuaternion = new BABYLON.Quaternion();
  103425. for (var i = 0; i < 2; i++) {
  103426. for (var j = 0; j < 2; j++) {
  103427. var _loop_2 = function () {
  103428. var box = BABYLON.MeshBuilder.CreateBox("", { size: 1 }, gizmoLayer.utilityLayerScene);
  103429. box.material = coloredMaterial;
  103430. // Dragging logic
  103431. var dragAxis = new BABYLON.Vector3(i == 0 ? -1 : 1, j == 0 ? -1 : 1, k == 0 ? -1 : 1);
  103432. _dragBehavior = new BABYLON.PointerDragBehavior({ dragAxis: dragAxis });
  103433. _dragBehavior.moveAttached = false;
  103434. box.addBehavior(_dragBehavior);
  103435. _dragBehavior.onDragObservable.add(function (event) {
  103436. _this.onScaleBoxDragObservable.notifyObservers({});
  103437. if (_this.attachedMesh) {
  103438. BoundingBoxGizmo._RemoveAndStorePivotPoint(_this.attachedMesh);
  103439. var relativeDragDistance = (event.dragDistance / _this._boundingDimensions.length()) * _this._anchorMesh.scaling.length();
  103440. var deltaScale = new BABYLON.Vector3(relativeDragDistance, relativeDragDistance, relativeDragDistance);
  103441. deltaScale.scaleInPlace(_this._scaleDragSpeed);
  103442. _this.updateBoundingBox();
  103443. if (_this.scalePivot) {
  103444. _this.attachedMesh.getWorldMatrix().getRotationMatrixToRef(_this._tmpRotationMatrix);
  103445. // Move anchor to desired pivot point (Bottom left corner + dimension/2)
  103446. _this._boundingDimensions.scaleToRef(0.5, _this._tmpVector);
  103447. BABYLON.Vector3.TransformCoordinatesToRef(_this._tmpVector, _this._tmpRotationMatrix, _this._tmpVector);
  103448. _this._anchorMesh.position.subtractInPlace(_this._tmpVector);
  103449. _this._boundingDimensions.multiplyToRef(_this.scalePivot, _this._tmpVector);
  103450. BABYLON.Vector3.TransformCoordinatesToRef(_this._tmpVector, _this._tmpRotationMatrix, _this._tmpVector);
  103451. _this._anchorMesh.position.addInPlace(_this._tmpVector);
  103452. }
  103453. else {
  103454. // Scale from the position of the opposite corner
  103455. box.absolutePosition.subtractToRef(_this._anchorMesh.position, _this._tmpVector);
  103456. _this._anchorMesh.position.subtractInPlace(_this._tmpVector);
  103457. }
  103458. _this._anchorMesh.addChild(_this.attachedMesh);
  103459. _this._anchorMesh.scaling.addInPlace(deltaScale);
  103460. if (_this._anchorMesh.scaling.x < 0 || _this._anchorMesh.scaling.y < 0 || _this._anchorMesh.scaling.z < 0) {
  103461. _this._anchorMesh.scaling.subtractInPlace(deltaScale);
  103462. }
  103463. _this._anchorMesh.removeChild(_this.attachedMesh);
  103464. BoundingBoxGizmo._RestorePivotPoint(_this.attachedMesh);
  103465. }
  103466. });
  103467. // Selection/deselection
  103468. _dragBehavior.onDragStartObservable.add(function () {
  103469. _this.onDragStartObservable.notifyObservers({});
  103470. _this._selectNode(box);
  103471. });
  103472. _dragBehavior.onDragEndObservable.add(function () {
  103473. _this.onScaleBoxDragEndObservable.notifyObservers({});
  103474. _this._selectNode(null);
  103475. });
  103476. this_2._scaleBoxesParent.addChild(box);
  103477. };
  103478. var this_2 = this, _dragBehavior;
  103479. for (var k = 0; k < 2; k++) {
  103480. _loop_2();
  103481. }
  103482. }
  103483. }
  103484. _this._rootMesh.addChild(_this._scaleBoxesParent);
  103485. // Hover color change
  103486. var pointerIds = new Array();
  103487. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  103488. if (!pointerIds[pointerInfo.event.pointerId]) {
  103489. _this._rotateSpheresParent.getChildMeshes().concat(_this._scaleBoxesParent.getChildMeshes()).forEach(function (mesh) {
  103490. if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh == mesh) {
  103491. pointerIds[pointerInfo.event.pointerId] = mesh;
  103492. mesh.material = hoverColoredMaterial;
  103493. }
  103494. });
  103495. }
  103496. else {
  103497. if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh != pointerIds[pointerInfo.event.pointerId]) {
  103498. pointerIds[pointerInfo.event.pointerId].material = coloredMaterial;
  103499. delete pointerIds[pointerInfo.event.pointerId];
  103500. }
  103501. }
  103502. });
  103503. // Update bounding box positions
  103504. _this._renderObserver = _this.gizmoLayer.originalScene.onBeforeRenderObservable.add(function () {
  103505. // Only update the bouding box if scaling has changed
  103506. if (_this.attachedMesh && !_this._existingMeshScale.equals(_this.attachedMesh.scaling)) {
  103507. _this.updateBoundingBox();
  103508. }
  103509. else if (_this.fixedDragMeshScreenSize) {
  103510. _this._updateRotationSpheres();
  103511. _this._updateScaleBoxes();
  103512. }
  103513. });
  103514. _this.updateBoundingBox();
  103515. return _this;
  103516. }
  103517. /** @hidden */
  103518. BoundingBoxGizmo._RemoveAndStorePivotPoint = function (mesh) {
  103519. if (mesh && BoundingBoxGizmo._PivotCached === 0) {
  103520. // Save old pivot and set pivot to 0,0,0
  103521. mesh.getPivotPointToRef(BoundingBoxGizmo._OldPivotPoint);
  103522. if (!BoundingBoxGizmo._OldPivotPoint.equalsToFloats(0, 0, 0)) {
  103523. mesh.setPivotMatrix(BABYLON.Matrix.IdentityReadOnly);
  103524. BoundingBoxGizmo._OldPivotPoint.subtractToRef(mesh.getPivotPoint(), BoundingBoxGizmo._PivotTranslation);
  103525. BoundingBoxGizmo._PivotTmpVector.copyFromFloats(1, 1, 1);
  103526. BoundingBoxGizmo._PivotTmpVector.subtractInPlace(mesh.scaling);
  103527. BoundingBoxGizmo._PivotTmpVector.multiplyInPlace(BoundingBoxGizmo._PivotTranslation);
  103528. mesh.position.addInPlace(BoundingBoxGizmo._PivotTmpVector);
  103529. }
  103530. }
  103531. BoundingBoxGizmo._PivotCached++;
  103532. };
  103533. /** @hidden */
  103534. BoundingBoxGizmo._RestorePivotPoint = function (mesh) {
  103535. if (mesh && !BoundingBoxGizmo._OldPivotPoint.equalsToFloats(0, 0, 0) && BoundingBoxGizmo._PivotCached === 1) {
  103536. mesh.setPivotPoint(BoundingBoxGizmo._OldPivotPoint);
  103537. BoundingBoxGizmo._PivotTmpVector.copyFromFloats(1, 1, 1);
  103538. BoundingBoxGizmo._PivotTmpVector.subtractInPlace(mesh.scaling);
  103539. BoundingBoxGizmo._PivotTmpVector.multiplyInPlace(BoundingBoxGizmo._PivotTranslation);
  103540. mesh.position.subtractInPlace(BoundingBoxGizmo._PivotTmpVector);
  103541. }
  103542. this._PivotCached--;
  103543. };
  103544. BoundingBoxGizmo.prototype._attachedMeshChanged = function (value) {
  103545. if (value) {
  103546. // Reset anchor mesh to match attached mesh's scale
  103547. // This is needed to avoid invalid box/sphere position on first drag
  103548. BoundingBoxGizmo._RemoveAndStorePivotPoint(value);
  103549. this._anchorMesh.addChild(value);
  103550. this._anchorMesh.removeChild(value);
  103551. BoundingBoxGizmo._RestorePivotPoint(value);
  103552. this.updateBoundingBox();
  103553. }
  103554. };
  103555. BoundingBoxGizmo.prototype._selectNode = function (selectedMesh) {
  103556. this._rotateSpheresParent.getChildMeshes()
  103557. .concat(this._scaleBoxesParent.getChildMeshes()).forEach(function (m, i) {
  103558. m.isVisible = (!selectedMesh || m == selectedMesh);
  103559. });
  103560. };
  103561. /**
  103562. * Updates the bounding box information for the Gizmo
  103563. */
  103564. BoundingBoxGizmo.prototype.updateBoundingBox = function () {
  103565. if (this.attachedMesh) {
  103566. BoundingBoxGizmo._RemoveAndStorePivotPoint(this.attachedMesh);
  103567. this._update();
  103568. // Rotate based on axis
  103569. if (!this.attachedMesh.rotationQuaternion) {
  103570. this.attachedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.attachedMesh.rotation.y, this.attachedMesh.rotation.x, this.attachedMesh.rotation.z);
  103571. }
  103572. if (!this._anchorMesh.rotationQuaternion) {
  103573. this._anchorMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this._anchorMesh.rotation.y, this._anchorMesh.rotation.x, this._anchorMesh.rotation.z);
  103574. }
  103575. this._anchorMesh.rotationQuaternion.copyFrom(this.attachedMesh.rotationQuaternion);
  103576. // Store original position and reset mesh to origin before computing the bounding box
  103577. this._tmpQuaternion.copyFrom(this.attachedMesh.rotationQuaternion);
  103578. this._tmpVector.copyFrom(this.attachedMesh.position);
  103579. this.attachedMesh.rotationQuaternion.set(0, 0, 0, 1);
  103580. this.attachedMesh.position.set(0, 0, 0);
  103581. // Update bounding dimensions/positions
  103582. var boundingMinMax = this.attachedMesh.getHierarchyBoundingVectors(!this.ignoreChildren, this.includeChildPredicate);
  103583. boundingMinMax.max.subtractToRef(boundingMinMax.min, this._boundingDimensions);
  103584. // Update gizmo to match bounding box scaling and rotation
  103585. this._lineBoundingBox.scaling.copyFrom(this._boundingDimensions);
  103586. this._lineBoundingBox.position.set((boundingMinMax.max.x + boundingMinMax.min.x) / 2, (boundingMinMax.max.y + boundingMinMax.min.y) / 2, (boundingMinMax.max.z + boundingMinMax.min.z) / 2);
  103587. this._rotateSpheresParent.position.copyFrom(this._lineBoundingBox.position);
  103588. this._scaleBoxesParent.position.copyFrom(this._lineBoundingBox.position);
  103589. this._lineBoundingBox.computeWorldMatrix();
  103590. this._anchorMesh.position.copyFrom(this._lineBoundingBox.absolutePosition);
  103591. // restore position/rotation values
  103592. this.attachedMesh.rotationQuaternion.copyFrom(this._tmpQuaternion);
  103593. this.attachedMesh.position.copyFrom(this._tmpVector);
  103594. }
  103595. this._updateRotationSpheres();
  103596. this._updateScaleBoxes();
  103597. if (this.attachedMesh) {
  103598. this._existingMeshScale.copyFrom(this.attachedMesh.scaling);
  103599. BoundingBoxGizmo._RestorePivotPoint(this.attachedMesh);
  103600. }
  103601. };
  103602. BoundingBoxGizmo.prototype._updateRotationSpheres = function () {
  103603. var rotateSpheres = this._rotateSpheresParent.getChildMeshes();
  103604. for (var i = 0; i < 3; i++) {
  103605. for (var j = 0; j < 2; j++) {
  103606. for (var k = 0; k < 2; k++) {
  103607. var index = ((i * 4) + (j * 2)) + k;
  103608. if (i == 0) {
  103609. rotateSpheres[index].position.set(this._boundingDimensions.x / 2, this._boundingDimensions.y * j, this._boundingDimensions.z * k);
  103610. rotateSpheres[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  103611. rotateSpheres[index].lookAt(BABYLON.Vector3.Cross(BABYLON.Vector3.Right(), rotateSpheres[index].position.normalizeToNew()).normalizeToNew().add(rotateSpheres[index].position));
  103612. }
  103613. if (i == 1) {
  103614. rotateSpheres[index].position.set(this._boundingDimensions.x * j, this._boundingDimensions.y / 2, this._boundingDimensions.z * k);
  103615. rotateSpheres[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  103616. rotateSpheres[index].lookAt(BABYLON.Vector3.Cross(BABYLON.Vector3.Up(), rotateSpheres[index].position.normalizeToNew()).normalizeToNew().add(rotateSpheres[index].position));
  103617. }
  103618. if (i == 2) {
  103619. rotateSpheres[index].position.set(this._boundingDimensions.x * j, this._boundingDimensions.y * k, this._boundingDimensions.z / 2);
  103620. rotateSpheres[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  103621. rotateSpheres[index].lookAt(BABYLON.Vector3.Cross(BABYLON.Vector3.Forward(), rotateSpheres[index].position.normalizeToNew()).normalizeToNew().add(rotateSpheres[index].position));
  103622. }
  103623. if (this.fixedDragMeshScreenSize) {
  103624. rotateSpheres[index].absolutePosition.subtractToRef(this.gizmoLayer.utilityLayerScene.activeCamera.position, this._tmpVector);
  103625. var distanceFromCamera = this.rotationSphereSize * this._tmpVector.length() / this.fixedDragMeshScreenSizeDistanceFactor;
  103626. rotateSpheres[index].scaling.set(distanceFromCamera, distanceFromCamera, distanceFromCamera);
  103627. }
  103628. else {
  103629. rotateSpheres[index].scaling.set(this.rotationSphereSize, this.rotationSphereSize, this.rotationSphereSize);
  103630. }
  103631. }
  103632. }
  103633. }
  103634. };
  103635. BoundingBoxGizmo.prototype._updateScaleBoxes = function () {
  103636. var scaleBoxes = this._scaleBoxesParent.getChildMeshes();
  103637. for (var i = 0; i < 2; i++) {
  103638. for (var j = 0; j < 2; j++) {
  103639. for (var k = 0; k < 2; k++) {
  103640. var index = ((i * 4) + (j * 2)) + k;
  103641. if (scaleBoxes[index]) {
  103642. scaleBoxes[index].position.set(this._boundingDimensions.x * i, this._boundingDimensions.y * j, this._boundingDimensions.z * k);
  103643. scaleBoxes[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  103644. if (this.fixedDragMeshScreenSize) {
  103645. scaleBoxes[index].absolutePosition.subtractToRef(this.gizmoLayer.utilityLayerScene.activeCamera.position, this._tmpVector);
  103646. var distanceFromCamera = this.scaleBoxSize * this._tmpVector.length() / this.fixedDragMeshScreenSizeDistanceFactor;
  103647. scaleBoxes[index].scaling.set(distanceFromCamera, distanceFromCamera, distanceFromCamera);
  103648. }
  103649. else {
  103650. scaleBoxes[index].scaling.set(this.scaleBoxSize, this.scaleBoxSize, this.scaleBoxSize);
  103651. }
  103652. }
  103653. }
  103654. }
  103655. }
  103656. };
  103657. /**
  103658. * Enables rotation on the specified axis and disables rotation on the others
  103659. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  103660. */
  103661. BoundingBoxGizmo.prototype.setEnabledRotationAxis = function (axis) {
  103662. this._rotateSpheresParent.getChildMeshes().forEach(function (m, i) {
  103663. if (i < 4) {
  103664. m.setEnabled(axis.indexOf("x") != -1);
  103665. }
  103666. else if (i < 8) {
  103667. m.setEnabled(axis.indexOf("y") != -1);
  103668. }
  103669. else {
  103670. m.setEnabled(axis.indexOf("z") != -1);
  103671. }
  103672. });
  103673. };
  103674. /**
  103675. * Disposes of the gizmo
  103676. */
  103677. BoundingBoxGizmo.prototype.dispose = function () {
  103678. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  103679. this.gizmoLayer.originalScene.onBeforeRenderObservable.remove(this._renderObserver);
  103680. this._lineBoundingBox.dispose();
  103681. this._rotateSpheresParent.dispose();
  103682. this._scaleBoxesParent.dispose();
  103683. _super.prototype.dispose.call(this);
  103684. };
  103685. /**
  103686. * Makes a mesh not pickable and wraps the mesh inside of a bounding box mesh that is pickable. (This is useful to avoid picking within complex geometry)
  103687. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  103688. * @returns the bounding box mesh with the passed in mesh as a child
  103689. */
  103690. BoundingBoxGizmo.MakeNotPickableAndWrapInBoundingBox = function (mesh) {
  103691. var makeNotPickable = function (root) {
  103692. root.isPickable = false;
  103693. root.getChildMeshes().forEach(function (c) {
  103694. makeNotPickable(c);
  103695. });
  103696. };
  103697. makeNotPickable(mesh);
  103698. // Reset position to get boudning box from origin with no rotation
  103699. if (!mesh.rotationQuaternion) {
  103700. mesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(mesh.rotation.y, mesh.rotation.x, mesh.rotation.z);
  103701. }
  103702. var oldPos = mesh.position.clone();
  103703. var oldRot = mesh.rotationQuaternion.clone();
  103704. mesh.rotationQuaternion.set(0, 0, 0, 1);
  103705. mesh.position.set(0, 0, 0);
  103706. // Update bounding dimensions/positions
  103707. var box = BABYLON.MeshBuilder.CreateBox("box", { size: 1 }, mesh.getScene());
  103708. var boundingMinMax = mesh.getHierarchyBoundingVectors();
  103709. boundingMinMax.max.subtractToRef(boundingMinMax.min, box.scaling);
  103710. box.position.set((boundingMinMax.max.x + boundingMinMax.min.x) / 2, (boundingMinMax.max.y + boundingMinMax.min.y) / 2, (boundingMinMax.max.z + boundingMinMax.min.z) / 2);
  103711. // Restore original positions
  103712. mesh.addChild(box);
  103713. mesh.rotationQuaternion.copyFrom(oldRot);
  103714. mesh.position.copyFrom(oldPos);
  103715. // Reverse parenting
  103716. mesh.removeChild(box);
  103717. box.addChild(mesh);
  103718. box.visibility = 0;
  103719. return box;
  103720. };
  103721. /**
  103722. * CustomMeshes are not supported by this gizmo
  103723. * @param mesh The mesh to replace the default mesh of the gizmo
  103724. */
  103725. BoundingBoxGizmo.prototype.setCustomMesh = function (mesh) {
  103726. BABYLON.Tools.Error("Custom meshes are not supported on this gizmo");
  103727. };
  103728. // Stores the state of the pivot cache (_oldPivotPoint, _pivotTranslation)
  103729. // store/remove pivot point should only be applied during their outermost calls
  103730. BoundingBoxGizmo._PivotCached = 0;
  103731. BoundingBoxGizmo._OldPivotPoint = new BABYLON.Vector3();
  103732. BoundingBoxGizmo._PivotTranslation = new BABYLON.Vector3();
  103733. BoundingBoxGizmo._PivotTmpVector = new BABYLON.Vector3();
  103734. return BoundingBoxGizmo;
  103735. }(BABYLON.Gizmo));
  103736. BABYLON.BoundingBoxGizmo = BoundingBoxGizmo;
  103737. })(BABYLON || (BABYLON = {}));
  103738. //# sourceMappingURL=babylon.boundingBoxGizmo.js.map
  103739. var BABYLON;
  103740. (function (BABYLON) {
  103741. /**
  103742. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  103743. */
  103744. var GizmoManager = /** @class */ (function () {
  103745. /**
  103746. * Instatiates a gizmo manager
  103747. * @param scene the scene to overlay the gizmos on top of
  103748. */
  103749. function GizmoManager(scene) {
  103750. var _this = this;
  103751. this.scene = scene;
  103752. this._gizmosEnabled = { positionGizmo: false, rotationGizmo: false, scaleGizmo: false, boundingBoxGizmo: false };
  103753. this._pointerObserver = null;
  103754. this._attachedMesh = null;
  103755. this._boundingBoxColor = BABYLON.Color3.FromHexString("#0984e3");
  103756. /**
  103757. * When bounding box gizmo is enabled, this can be used to track drag/end events
  103758. */
  103759. this.boundingBoxDragBehavior = new BABYLON.SixDofDragBehavior();
  103760. /**
  103761. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  103762. */
  103763. this.attachableMeshes = null;
  103764. /**
  103765. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  103766. */
  103767. this.usePointerToAttachGizmos = true;
  103768. this._defaultKeepDepthUtilityLayer = new BABYLON.UtilityLayerRenderer(scene);
  103769. this._defaultKeepDepthUtilityLayer.utilityLayerScene.autoClearDepthAndStencil = false;
  103770. this._defaultUtilityLayer = new BABYLON.UtilityLayerRenderer(scene);
  103771. this.gizmos = { positionGizmo: null, rotationGizmo: null, scaleGizmo: null, boundingBoxGizmo: null };
  103772. // Instatiate/dispose gizmos based on pointer actions
  103773. this._pointerObserver = scene.onPointerObservable.add(function (pointerInfo, state) {
  103774. if (!_this.usePointerToAttachGizmos) {
  103775. return;
  103776. }
  103777. if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERDOWN) {
  103778. if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh) {
  103779. var node = pointerInfo.pickInfo.pickedMesh;
  103780. if (_this.attachableMeshes == null) {
  103781. // Attach to the most parent node
  103782. while (node && node.parent != null) {
  103783. node = node.parent;
  103784. }
  103785. }
  103786. else {
  103787. // Attach to the parent node that is an attachableMesh
  103788. var found = false;
  103789. _this.attachableMeshes.forEach(function (mesh) {
  103790. if (node && (node == mesh || node.isDescendantOf(mesh))) {
  103791. node = mesh;
  103792. found = true;
  103793. }
  103794. });
  103795. if (!found) {
  103796. node = null;
  103797. }
  103798. }
  103799. if (node instanceof BABYLON.AbstractMesh) {
  103800. if (_this._attachedMesh != node) {
  103801. _this.attachToMesh(node);
  103802. }
  103803. }
  103804. else {
  103805. _this.attachToMesh(null);
  103806. }
  103807. }
  103808. else {
  103809. _this.attachToMesh(null);
  103810. }
  103811. }
  103812. });
  103813. }
  103814. /**
  103815. * Attaches a set of gizmos to the specified mesh
  103816. * @param mesh The mesh the gizmo's should be attached to
  103817. */
  103818. GizmoManager.prototype.attachToMesh = function (mesh) {
  103819. if (this._attachedMesh) {
  103820. this._attachedMesh.removeBehavior(this.boundingBoxDragBehavior);
  103821. }
  103822. this._attachedMesh = mesh;
  103823. for (var key in this.gizmos) {
  103824. var gizmo = (this.gizmos[key]);
  103825. if (gizmo && this._gizmosEnabled[key]) {
  103826. gizmo.attachedMesh = mesh;
  103827. }
  103828. }
  103829. if (this.boundingBoxGizmoEnabled && this._attachedMesh) {
  103830. this._attachedMesh.addBehavior(this.boundingBoxDragBehavior);
  103831. }
  103832. };
  103833. Object.defineProperty(GizmoManager.prototype, "positionGizmoEnabled", {
  103834. get: function () {
  103835. return this._gizmosEnabled.positionGizmo;
  103836. },
  103837. /**
  103838. * If the position gizmo is enabled
  103839. */
  103840. set: function (value) {
  103841. if (value) {
  103842. if (!this.gizmos.positionGizmo) {
  103843. this.gizmos.positionGizmo = new BABYLON.PositionGizmo(this._defaultUtilityLayer);
  103844. }
  103845. this.gizmos.positionGizmo.attachedMesh = this._attachedMesh;
  103846. }
  103847. else if (this.gizmos.positionGizmo) {
  103848. this.gizmos.positionGizmo.attachedMesh = null;
  103849. }
  103850. this._gizmosEnabled.positionGizmo = value;
  103851. },
  103852. enumerable: true,
  103853. configurable: true
  103854. });
  103855. Object.defineProperty(GizmoManager.prototype, "rotationGizmoEnabled", {
  103856. get: function () {
  103857. return this._gizmosEnabled.rotationGizmo;
  103858. },
  103859. /**
  103860. * If the rotation gizmo is enabled
  103861. */
  103862. set: function (value) {
  103863. if (value) {
  103864. if (!this.gizmos.rotationGizmo) {
  103865. this.gizmos.rotationGizmo = new BABYLON.RotationGizmo(this._defaultUtilityLayer);
  103866. }
  103867. this.gizmos.rotationGizmo.attachedMesh = this._attachedMesh;
  103868. }
  103869. else if (this.gizmos.rotationGizmo) {
  103870. this.gizmos.rotationGizmo.attachedMesh = null;
  103871. }
  103872. this._gizmosEnabled.rotationGizmo = value;
  103873. },
  103874. enumerable: true,
  103875. configurable: true
  103876. });
  103877. Object.defineProperty(GizmoManager.prototype, "scaleGizmoEnabled", {
  103878. get: function () {
  103879. return this._gizmosEnabled.scaleGizmo;
  103880. },
  103881. /**
  103882. * If the scale gizmo is enabled
  103883. */
  103884. set: function (value) {
  103885. if (value) {
  103886. this.gizmos.scaleGizmo = this.gizmos.scaleGizmo || new BABYLON.ScaleGizmo(this._defaultUtilityLayer);
  103887. this.gizmos.scaleGizmo.attachedMesh = this._attachedMesh;
  103888. }
  103889. else if (this.gizmos.scaleGizmo) {
  103890. this.gizmos.scaleGizmo.attachedMesh = null;
  103891. }
  103892. this._gizmosEnabled.scaleGizmo = value;
  103893. },
  103894. enumerable: true,
  103895. configurable: true
  103896. });
  103897. Object.defineProperty(GizmoManager.prototype, "boundingBoxGizmoEnabled", {
  103898. get: function () {
  103899. return this._gizmosEnabled.boundingBoxGizmo;
  103900. },
  103901. /**
  103902. * If the boundingBox gizmo is enabled
  103903. */
  103904. set: function (value) {
  103905. if (value) {
  103906. this.gizmos.boundingBoxGizmo = this.gizmos.boundingBoxGizmo || new BABYLON.BoundingBoxGizmo(this._boundingBoxColor, this._defaultKeepDepthUtilityLayer);
  103907. this.gizmos.boundingBoxGizmo.attachedMesh = this._attachedMesh;
  103908. if (this._attachedMesh) {
  103909. this._attachedMesh.removeBehavior(this.boundingBoxDragBehavior);
  103910. this._attachedMesh.addBehavior(this.boundingBoxDragBehavior);
  103911. }
  103912. }
  103913. else if (this.gizmos.boundingBoxGizmo) {
  103914. this.gizmos.boundingBoxGizmo.attachedMesh = null;
  103915. }
  103916. this._gizmosEnabled.boundingBoxGizmo = value;
  103917. },
  103918. enumerable: true,
  103919. configurable: true
  103920. });
  103921. /**
  103922. * Disposes of the gizmo manager
  103923. */
  103924. GizmoManager.prototype.dispose = function () {
  103925. this.scene.onPointerObservable.remove(this._pointerObserver);
  103926. for (var key in this.gizmos) {
  103927. var gizmo = (this.gizmos[key]);
  103928. if (gizmo) {
  103929. gizmo.dispose();
  103930. }
  103931. }
  103932. this._defaultKeepDepthUtilityLayer.dispose();
  103933. this._defaultUtilityLayer.dispose();
  103934. this.boundingBoxDragBehavior.detach();
  103935. };
  103936. return GizmoManager;
  103937. }());
  103938. BABYLON.GizmoManager = GizmoManager;
  103939. })(BABYLON || (BABYLON = {}));
  103940. //# sourceMappingURL=babylon.gizmoManager.js.map
  103941. var BABYLON;
  103942. (function (BABYLON) {
  103943. /**
  103944. * Defines a target to use with MorphTargetManager
  103945. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  103946. */
  103947. var MorphTarget = /** @class */ (function () {
  103948. /**
  103949. * Creates a new MorphTarget
  103950. * @param name defines the name of the target
  103951. * @param influence defines the influence to use
  103952. */
  103953. function MorphTarget(
  103954. /** defines the name of the target */
  103955. name, influence, scene) {
  103956. if (influence === void 0) { influence = 0; }
  103957. if (scene === void 0) { scene = null; }
  103958. this.name = name;
  103959. /**
  103960. * Gets or sets the list of animations
  103961. */
  103962. this.animations = new Array();
  103963. this._positions = null;
  103964. this._normals = null;
  103965. this._tangents = null;
  103966. /**
  103967. * Observable raised when the influence changes
  103968. */
  103969. this.onInfluenceChanged = new BABYLON.Observable();
  103970. /** @hidden */
  103971. this._onDataLayoutChanged = new BABYLON.Observable();
  103972. this._animationPropertiesOverride = null;
  103973. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  103974. this.influence = influence;
  103975. }
  103976. Object.defineProperty(MorphTarget.prototype, "influence", {
  103977. /**
  103978. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  103979. */
  103980. get: function () {
  103981. return this._influence;
  103982. },
  103983. set: function (influence) {
  103984. if (this._influence === influence) {
  103985. return;
  103986. }
  103987. var previous = this._influence;
  103988. this._influence = influence;
  103989. if (this.onInfluenceChanged.hasObservers) {
  103990. this.onInfluenceChanged.notifyObservers(previous === 0 || influence === 0);
  103991. }
  103992. },
  103993. enumerable: true,
  103994. configurable: true
  103995. });
  103996. Object.defineProperty(MorphTarget.prototype, "animationPropertiesOverride", {
  103997. /**
  103998. * Gets or sets the animation properties override
  103999. */
  104000. get: function () {
  104001. if (!this._animationPropertiesOverride && this._scene) {
  104002. return this._scene.animationPropertiesOverride;
  104003. }
  104004. return this._animationPropertiesOverride;
  104005. },
  104006. set: function (value) {
  104007. this._animationPropertiesOverride = value;
  104008. },
  104009. enumerable: true,
  104010. configurable: true
  104011. });
  104012. Object.defineProperty(MorphTarget.prototype, "hasPositions", {
  104013. /**
  104014. * Gets a boolean defining if the target contains position data
  104015. */
  104016. get: function () {
  104017. return !!this._positions;
  104018. },
  104019. enumerable: true,
  104020. configurable: true
  104021. });
  104022. Object.defineProperty(MorphTarget.prototype, "hasNormals", {
  104023. /**
  104024. * Gets a boolean defining if the target contains normal data
  104025. */
  104026. get: function () {
  104027. return !!this._normals;
  104028. },
  104029. enumerable: true,
  104030. configurable: true
  104031. });
  104032. Object.defineProperty(MorphTarget.prototype, "hasTangents", {
  104033. /**
  104034. * Gets a boolean defining if the target contains tangent data
  104035. */
  104036. get: function () {
  104037. return !!this._tangents;
  104038. },
  104039. enumerable: true,
  104040. configurable: true
  104041. });
  104042. /**
  104043. * Affects position data to this target
  104044. * @param data defines the position data to use
  104045. */
  104046. MorphTarget.prototype.setPositions = function (data) {
  104047. var hadPositions = this.hasPositions;
  104048. this._positions = data;
  104049. if (hadPositions !== this.hasPositions) {
  104050. this._onDataLayoutChanged.notifyObservers(undefined);
  104051. }
  104052. };
  104053. /**
  104054. * Gets the position data stored in this target
  104055. * @returns a FloatArray containing the position data (or null if not present)
  104056. */
  104057. MorphTarget.prototype.getPositions = function () {
  104058. return this._positions;
  104059. };
  104060. /**
  104061. * Affects normal data to this target
  104062. * @param data defines the normal data to use
  104063. */
  104064. MorphTarget.prototype.setNormals = function (data) {
  104065. var hadNormals = this.hasNormals;
  104066. this._normals = data;
  104067. if (hadNormals !== this.hasNormals) {
  104068. this._onDataLayoutChanged.notifyObservers(undefined);
  104069. }
  104070. };
  104071. /**
  104072. * Gets the normal data stored in this target
  104073. * @returns a FloatArray containing the normal data (or null if not present)
  104074. */
  104075. MorphTarget.prototype.getNormals = function () {
  104076. return this._normals;
  104077. };
  104078. /**
  104079. * Affects tangent data to this target
  104080. * @param data defines the tangent data to use
  104081. */
  104082. MorphTarget.prototype.setTangents = function (data) {
  104083. var hadTangents = this.hasTangents;
  104084. this._tangents = data;
  104085. if (hadTangents !== this.hasTangents) {
  104086. this._onDataLayoutChanged.notifyObservers(undefined);
  104087. }
  104088. };
  104089. /**
  104090. * Gets the tangent data stored in this target
  104091. * @returns a FloatArray containing the tangent data (or null if not present)
  104092. */
  104093. MorphTarget.prototype.getTangents = function () {
  104094. return this._tangents;
  104095. };
  104096. /**
  104097. * Serializes the current target into a Serialization object
  104098. * @returns the serialized object
  104099. */
  104100. MorphTarget.prototype.serialize = function () {
  104101. var serializationObject = {};
  104102. serializationObject.name = this.name;
  104103. serializationObject.influence = this.influence;
  104104. serializationObject.positions = Array.prototype.slice.call(this.getPositions());
  104105. if (this.id != null) {
  104106. serializationObject.id = this.id;
  104107. }
  104108. if (this.hasNormals) {
  104109. serializationObject.normals = Array.prototype.slice.call(this.getNormals());
  104110. }
  104111. if (this.hasTangents) {
  104112. serializationObject.tangents = Array.prototype.slice.call(this.getTangents());
  104113. }
  104114. // Animations
  104115. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  104116. return serializationObject;
  104117. };
  104118. /**
  104119. * Returns the string "MorphTarget"
  104120. * @returns "MorphTarget"
  104121. */
  104122. MorphTarget.prototype.getClassName = function () {
  104123. return "MorphTarget";
  104124. };
  104125. // Statics
  104126. /**
  104127. * Creates a new target from serialized data
  104128. * @param serializationObject defines the serialized data to use
  104129. * @returns a new MorphTarget
  104130. */
  104131. MorphTarget.Parse = function (serializationObject) {
  104132. var result = new MorphTarget(serializationObject.name, serializationObject.influence);
  104133. result.setPositions(serializationObject.positions);
  104134. if (serializationObject.id != null) {
  104135. result.id = serializationObject.id;
  104136. }
  104137. if (serializationObject.normals) {
  104138. result.setNormals(serializationObject.normals);
  104139. }
  104140. if (serializationObject.tangents) {
  104141. result.setTangents(serializationObject.tangents);
  104142. }
  104143. // Animations
  104144. if (serializationObject.animations) {
  104145. for (var animationIndex = 0; animationIndex < serializationObject.animations.length; animationIndex++) {
  104146. var parsedAnimation = serializationObject.animations[animationIndex];
  104147. result.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  104148. }
  104149. }
  104150. return result;
  104151. };
  104152. /**
  104153. * Creates a MorphTarget from mesh data
  104154. * @param mesh defines the source mesh
  104155. * @param name defines the name to use for the new target
  104156. * @param influence defines the influence to attach to the target
  104157. * @returns a new MorphTarget
  104158. */
  104159. MorphTarget.FromMesh = function (mesh, name, influence) {
  104160. if (!name) {
  104161. name = mesh.name;
  104162. }
  104163. var result = new MorphTarget(name, influence, mesh.getScene());
  104164. result.setPositions(mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  104165. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  104166. result.setNormals(mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind));
  104167. }
  104168. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  104169. result.setTangents(mesh.getVerticesData(BABYLON.VertexBuffer.TangentKind));
  104170. }
  104171. return result;
  104172. };
  104173. __decorate([
  104174. BABYLON.serialize()
  104175. ], MorphTarget.prototype, "id", void 0);
  104176. return MorphTarget;
  104177. }());
  104178. BABYLON.MorphTarget = MorphTarget;
  104179. })(BABYLON || (BABYLON = {}));
  104180. //# sourceMappingURL=babylon.morphTarget.js.map
  104181. var BABYLON;
  104182. (function (BABYLON) {
  104183. /**
  104184. * This class is used to deform meshes using morphing between different targets
  104185. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  104186. */
  104187. var MorphTargetManager = /** @class */ (function () {
  104188. /**
  104189. * Creates a new MorphTargetManager
  104190. * @param scene defines the current scene
  104191. */
  104192. function MorphTargetManager(scene) {
  104193. if (scene === void 0) { scene = null; }
  104194. this._targets = new Array();
  104195. this._targetInfluenceChangedObservers = new Array();
  104196. this._targetDataLayoutChangedObservers = new Array();
  104197. this._activeTargets = new BABYLON.SmartArray(16);
  104198. this._supportsNormals = false;
  104199. this._supportsTangents = false;
  104200. this._vertexCount = 0;
  104201. this._uniqueId = 0;
  104202. this._tempInfluences = new Array();
  104203. if (!scene) {
  104204. scene = BABYLON.Engine.LastCreatedScene;
  104205. }
  104206. this._scene = scene;
  104207. if (this._scene) {
  104208. this._scene.morphTargetManagers.push(this);
  104209. this._uniqueId = this._scene.getUniqueId();
  104210. }
  104211. }
  104212. Object.defineProperty(MorphTargetManager.prototype, "uniqueId", {
  104213. /**
  104214. * Gets the unique ID of this manager
  104215. */
  104216. get: function () {
  104217. return this._uniqueId;
  104218. },
  104219. enumerable: true,
  104220. configurable: true
  104221. });
  104222. Object.defineProperty(MorphTargetManager.prototype, "vertexCount", {
  104223. /**
  104224. * Gets the number of vertices handled by this manager
  104225. */
  104226. get: function () {
  104227. return this._vertexCount;
  104228. },
  104229. enumerable: true,
  104230. configurable: true
  104231. });
  104232. Object.defineProperty(MorphTargetManager.prototype, "supportsNormals", {
  104233. /**
  104234. * Gets a boolean indicating if this manager supports morphing of normals
  104235. */
  104236. get: function () {
  104237. return this._supportsNormals;
  104238. },
  104239. enumerable: true,
  104240. configurable: true
  104241. });
  104242. Object.defineProperty(MorphTargetManager.prototype, "supportsTangents", {
  104243. /**
  104244. * Gets a boolean indicating if this manager supports morphing of tangents
  104245. */
  104246. get: function () {
  104247. return this._supportsTangents;
  104248. },
  104249. enumerable: true,
  104250. configurable: true
  104251. });
  104252. Object.defineProperty(MorphTargetManager.prototype, "numTargets", {
  104253. /**
  104254. * Gets the number of targets stored in this manager
  104255. */
  104256. get: function () {
  104257. return this._targets.length;
  104258. },
  104259. enumerable: true,
  104260. configurable: true
  104261. });
  104262. Object.defineProperty(MorphTargetManager.prototype, "numInfluencers", {
  104263. /**
  104264. * Gets the number of influencers (ie. the number of targets with influences > 0)
  104265. */
  104266. get: function () {
  104267. return this._activeTargets.length;
  104268. },
  104269. enumerable: true,
  104270. configurable: true
  104271. });
  104272. Object.defineProperty(MorphTargetManager.prototype, "influences", {
  104273. /**
  104274. * Gets the list of influences (one per target)
  104275. */
  104276. get: function () {
  104277. return this._influences;
  104278. },
  104279. enumerable: true,
  104280. configurable: true
  104281. });
  104282. /**
  104283. * Gets the active target at specified index. An active target is a target with an influence > 0
  104284. * @param index defines the index to check
  104285. * @returns the requested target
  104286. */
  104287. MorphTargetManager.prototype.getActiveTarget = function (index) {
  104288. return this._activeTargets.data[index];
  104289. };
  104290. /**
  104291. * Gets the target at specified index
  104292. * @param index defines the index to check
  104293. * @returns the requested target
  104294. */
  104295. MorphTargetManager.prototype.getTarget = function (index) {
  104296. return this._targets[index];
  104297. };
  104298. /**
  104299. * Add a new target to this manager
  104300. * @param target defines the target to add
  104301. */
  104302. MorphTargetManager.prototype.addTarget = function (target) {
  104303. var _this = this;
  104304. this._targets.push(target);
  104305. this._targetInfluenceChangedObservers.push(target.onInfluenceChanged.add(function (needUpdate) {
  104306. _this._syncActiveTargets(needUpdate);
  104307. }));
  104308. this._targetDataLayoutChangedObservers.push(target._onDataLayoutChanged.add(function () {
  104309. _this._syncActiveTargets(true);
  104310. }));
  104311. this._syncActiveTargets(true);
  104312. };
  104313. /**
  104314. * Removes a target from the manager
  104315. * @param target defines the target to remove
  104316. */
  104317. MorphTargetManager.prototype.removeTarget = function (target) {
  104318. var index = this._targets.indexOf(target);
  104319. if (index >= 0) {
  104320. this._targets.splice(index, 1);
  104321. target.onInfluenceChanged.remove(this._targetInfluenceChangedObservers.splice(index, 1)[0]);
  104322. target._onDataLayoutChanged.remove(this._targetDataLayoutChangedObservers.splice(index, 1)[0]);
  104323. this._syncActiveTargets(true);
  104324. }
  104325. };
  104326. /**
  104327. * Serializes the current manager into a Serialization object
  104328. * @returns the serialized object
  104329. */
  104330. MorphTargetManager.prototype.serialize = function () {
  104331. var serializationObject = {};
  104332. serializationObject.id = this.uniqueId;
  104333. serializationObject.targets = [];
  104334. for (var _i = 0, _a = this._targets; _i < _a.length; _i++) {
  104335. var target = _a[_i];
  104336. serializationObject.targets.push(target.serialize());
  104337. }
  104338. return serializationObject;
  104339. };
  104340. MorphTargetManager.prototype._syncActiveTargets = function (needUpdate) {
  104341. var influenceCount = 0;
  104342. this._activeTargets.reset();
  104343. this._supportsNormals = true;
  104344. this._supportsTangents = true;
  104345. this._vertexCount = 0;
  104346. for (var _i = 0, _a = this._targets; _i < _a.length; _i++) {
  104347. var target = _a[_i];
  104348. if (target.influence === 0) {
  104349. continue;
  104350. }
  104351. this._activeTargets.push(target);
  104352. this._tempInfluences[influenceCount++] = target.influence;
  104353. this._supportsNormals = this._supportsNormals && target.hasNormals;
  104354. this._supportsTangents = this._supportsTangents && target.hasTangents;
  104355. var positions = target.getPositions();
  104356. if (positions) {
  104357. var vertexCount = positions.length / 3;
  104358. if (this._vertexCount === 0) {
  104359. this._vertexCount = vertexCount;
  104360. }
  104361. else if (this._vertexCount !== vertexCount) {
  104362. BABYLON.Tools.Error("Incompatible target. Targets must all have the same vertices count.");
  104363. return;
  104364. }
  104365. }
  104366. }
  104367. if (!this._influences || this._influences.length !== influenceCount) {
  104368. this._influences = new Float32Array(influenceCount);
  104369. }
  104370. for (var index = 0; index < influenceCount; index++) {
  104371. this._influences[index] = this._tempInfluences[index];
  104372. }
  104373. if (needUpdate) {
  104374. this.synchronize();
  104375. }
  104376. };
  104377. /**
  104378. * Syncrhonize the targets with all the meshes using this morph target manager
  104379. */
  104380. MorphTargetManager.prototype.synchronize = function () {
  104381. if (!this._scene) {
  104382. return;
  104383. }
  104384. // Flag meshes as dirty to resync with the active targets
  104385. for (var _i = 0, _a = this._scene.meshes; _i < _a.length; _i++) {
  104386. var mesh = _a[_i];
  104387. if (mesh.morphTargetManager === this) {
  104388. mesh._syncGeometryWithMorphTargetManager();
  104389. }
  104390. }
  104391. };
  104392. // Statics
  104393. /**
  104394. * Creates a new MorphTargetManager from serialized data
  104395. * @param serializationObject defines the serialized data
  104396. * @param scene defines the hosting scene
  104397. * @returns the new MorphTargetManager
  104398. */
  104399. MorphTargetManager.Parse = function (serializationObject, scene) {
  104400. var result = new MorphTargetManager(scene);
  104401. result._uniqueId = serializationObject.id;
  104402. for (var _i = 0, _a = serializationObject.targets; _i < _a.length; _i++) {
  104403. var targetData = _a[_i];
  104404. result.addTarget(BABYLON.MorphTarget.Parse(targetData));
  104405. }
  104406. return result;
  104407. };
  104408. return MorphTargetManager;
  104409. }());
  104410. BABYLON.MorphTargetManager = MorphTargetManager;
  104411. })(BABYLON || (BABYLON = {}));
  104412. //# sourceMappingURL=babylon.morphTargetManager.js.map
  104413. var BABYLON;
  104414. (function (BABYLON) {
  104415. /**
  104416. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  104417. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  104418. */
  104419. var Octree = /** @class */ (function () {
  104420. /**
  104421. * Creates a octree
  104422. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  104423. * @param creationFunc function to be used to instatiate the octree
  104424. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  104425. * @param maxDepth defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.)
  104426. */
  104427. function Octree(creationFunc, maxBlockCapacity,
  104428. /** Defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.) */
  104429. maxDepth) {
  104430. if (maxDepth === void 0) { maxDepth = 2; }
  104431. this.maxDepth = maxDepth;
  104432. /**
  104433. * Content stored in the octree
  104434. */
  104435. this.dynamicContent = new Array();
  104436. this._maxBlockCapacity = maxBlockCapacity || 64;
  104437. this._selectionContent = new BABYLON.SmartArrayNoDuplicate(1024);
  104438. this._creationFunc = creationFunc;
  104439. }
  104440. // Methods
  104441. /**
  104442. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  104443. * @param worldMin worldMin for the octree blocks var blockSize = new Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  104444. * @param worldMax worldMax for the octree blocks var blockSize = new Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  104445. * @param entries meshes to be added to the octree blocks
  104446. */
  104447. Octree.prototype.update = function (worldMin, worldMax, entries) {
  104448. Octree._CreateBlocks(worldMin, worldMax, entries, this._maxBlockCapacity, 0, this.maxDepth, this, this._creationFunc);
  104449. };
  104450. /**
  104451. * Adds a mesh to the octree
  104452. * @param entry Mesh to add to the octree
  104453. */
  104454. Octree.prototype.addMesh = function (entry) {
  104455. for (var index = 0; index < this.blocks.length; index++) {
  104456. var block = this.blocks[index];
  104457. block.addEntry(entry);
  104458. }
  104459. };
  104460. /**
  104461. * Selects an array of meshes within the frustum
  104462. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  104463. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  104464. * @returns array of meshes within the frustum
  104465. */
  104466. Octree.prototype.select = function (frustumPlanes, allowDuplicate) {
  104467. this._selectionContent.reset();
  104468. for (var index = 0; index < this.blocks.length; index++) {
  104469. var block = this.blocks[index];
  104470. block.select(frustumPlanes, this._selectionContent, allowDuplicate);
  104471. }
  104472. if (allowDuplicate) {
  104473. this._selectionContent.concat(this.dynamicContent);
  104474. }
  104475. else {
  104476. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  104477. }
  104478. return this._selectionContent;
  104479. };
  104480. /**
  104481. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  104482. * @param sphereCenter defines the bounding sphere center
  104483. * @param sphereRadius defines the bounding sphere radius
  104484. * @param allowDuplicate defines if the selection array can contains duplicated entries
  104485. * @returns an array of objects that intersect the sphere
  104486. */
  104487. Octree.prototype.intersects = function (sphereCenter, sphereRadius, allowDuplicate) {
  104488. this._selectionContent.reset();
  104489. for (var index = 0; index < this.blocks.length; index++) {
  104490. var block = this.blocks[index];
  104491. block.intersects(sphereCenter, sphereRadius, this._selectionContent, allowDuplicate);
  104492. }
  104493. if (allowDuplicate) {
  104494. this._selectionContent.concat(this.dynamicContent);
  104495. }
  104496. else {
  104497. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  104498. }
  104499. return this._selectionContent;
  104500. };
  104501. /**
  104502. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  104503. * @param ray defines the ray to test with
  104504. * @returns array of intersected objects
  104505. */
  104506. Octree.prototype.intersectsRay = function (ray) {
  104507. this._selectionContent.reset();
  104508. for (var index = 0; index < this.blocks.length; index++) {
  104509. var block = this.blocks[index];
  104510. block.intersectsRay(ray, this._selectionContent);
  104511. }
  104512. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  104513. return this._selectionContent;
  104514. };
  104515. /**
  104516. * @hidden
  104517. */
  104518. Octree._CreateBlocks = function (worldMin, worldMax, entries, maxBlockCapacity, currentDepth, maxDepth, target, creationFunc) {
  104519. target.blocks = new Array();
  104520. var blockSize = new BABYLON.Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  104521. // Segmenting space
  104522. for (var x = 0; x < 2; x++) {
  104523. for (var y = 0; y < 2; y++) {
  104524. for (var z = 0; z < 2; z++) {
  104525. var localMin = worldMin.add(blockSize.multiplyByFloats(x, y, z));
  104526. var localMax = worldMin.add(blockSize.multiplyByFloats(x + 1, y + 1, z + 1));
  104527. var block = new BABYLON.OctreeBlock(localMin, localMax, maxBlockCapacity, currentDepth + 1, maxDepth, creationFunc);
  104528. block.addEntries(entries);
  104529. target.blocks.push(block);
  104530. }
  104531. }
  104532. }
  104533. };
  104534. /**
  104535. * Adds a mesh into the octree block if it intersects the block
  104536. */
  104537. Octree.CreationFuncForMeshes = function (entry, block) {
  104538. var boundingInfo = entry.getBoundingInfo();
  104539. if (!entry.isBlocked && boundingInfo.boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {
  104540. block.entries.push(entry);
  104541. }
  104542. };
  104543. /**
  104544. * Adds a submesh into the octree block if it intersects the block
  104545. */
  104546. Octree.CreationFuncForSubMeshes = function (entry, block) {
  104547. var boundingInfo = entry.getBoundingInfo();
  104548. if (boundingInfo.boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {
  104549. block.entries.push(entry);
  104550. }
  104551. };
  104552. return Octree;
  104553. }());
  104554. BABYLON.Octree = Octree;
  104555. })(BABYLON || (BABYLON = {}));
  104556. //# sourceMappingURL=babylon.octree.js.map
  104557. var BABYLON;
  104558. (function (BABYLON) {
  104559. /**
  104560. * Class used to store a cell in an octree
  104561. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  104562. */
  104563. var OctreeBlock = /** @class */ (function () {
  104564. /**
  104565. * Creates a new block
  104566. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  104567. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  104568. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  104569. * @param depth defines the current depth of this block in the octree
  104570. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  104571. * @param creationFunc defines a callback to call when an element is added to the block
  104572. */
  104573. function OctreeBlock(minPoint, maxPoint, capacity, depth, maxDepth, creationFunc) {
  104574. /**
  104575. * Gets the content of the current block
  104576. */
  104577. this.entries = new Array();
  104578. this._boundingVectors = new Array();
  104579. this._capacity = capacity;
  104580. this._depth = depth;
  104581. this._maxDepth = maxDepth;
  104582. this._creationFunc = creationFunc;
  104583. this._minPoint = minPoint;
  104584. this._maxPoint = maxPoint;
  104585. this._boundingVectors.push(minPoint.clone());
  104586. this._boundingVectors.push(maxPoint.clone());
  104587. this._boundingVectors.push(minPoint.clone());
  104588. this._boundingVectors[2].x = maxPoint.x;
  104589. this._boundingVectors.push(minPoint.clone());
  104590. this._boundingVectors[3].y = maxPoint.y;
  104591. this._boundingVectors.push(minPoint.clone());
  104592. this._boundingVectors[4].z = maxPoint.z;
  104593. this._boundingVectors.push(maxPoint.clone());
  104594. this._boundingVectors[5].z = minPoint.z;
  104595. this._boundingVectors.push(maxPoint.clone());
  104596. this._boundingVectors[6].x = minPoint.x;
  104597. this._boundingVectors.push(maxPoint.clone());
  104598. this._boundingVectors[7].y = minPoint.y;
  104599. }
  104600. Object.defineProperty(OctreeBlock.prototype, "capacity", {
  104601. // Property
  104602. /**
  104603. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  104604. */
  104605. get: function () {
  104606. return this._capacity;
  104607. },
  104608. enumerable: true,
  104609. configurable: true
  104610. });
  104611. Object.defineProperty(OctreeBlock.prototype, "minPoint", {
  104612. /**
  104613. * Gets the minimum vector (in world space) of the block's bounding box
  104614. */
  104615. get: function () {
  104616. return this._minPoint;
  104617. },
  104618. enumerable: true,
  104619. configurable: true
  104620. });
  104621. Object.defineProperty(OctreeBlock.prototype, "maxPoint", {
  104622. /**
  104623. * Gets the maximum vector (in world space) of the block's bounding box
  104624. */
  104625. get: function () {
  104626. return this._maxPoint;
  104627. },
  104628. enumerable: true,
  104629. configurable: true
  104630. });
  104631. // Methods
  104632. /**
  104633. * Add a new element to this block
  104634. * @param entry defines the element to add
  104635. */
  104636. OctreeBlock.prototype.addEntry = function (entry) {
  104637. if (this.blocks) {
  104638. for (var index = 0; index < this.blocks.length; index++) {
  104639. var block = this.blocks[index];
  104640. block.addEntry(entry);
  104641. }
  104642. return;
  104643. }
  104644. this._creationFunc(entry, this);
  104645. if (this.entries.length > this.capacity && this._depth < this._maxDepth) {
  104646. this.createInnerBlocks();
  104647. }
  104648. };
  104649. /**
  104650. * Add an array of elements to this block
  104651. * @param entries defines the array of elements to add
  104652. */
  104653. OctreeBlock.prototype.addEntries = function (entries) {
  104654. for (var index = 0; index < entries.length; index++) {
  104655. var mesh = entries[index];
  104656. this.addEntry(mesh);
  104657. }
  104658. };
  104659. /**
  104660. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  104661. * @param frustumPlanes defines the frustum planes to test
  104662. * @param selection defines the array to store current content if selection is positive
  104663. * @param allowDuplicate defines if the selection array can contains duplicated entries
  104664. */
  104665. OctreeBlock.prototype.select = function (frustumPlanes, selection, allowDuplicate) {
  104666. if (BABYLON.BoundingBox.IsInFrustum(this._boundingVectors, frustumPlanes)) {
  104667. if (this.blocks) {
  104668. for (var index = 0; index < this.blocks.length; index++) {
  104669. var block = this.blocks[index];
  104670. block.select(frustumPlanes, selection, allowDuplicate);
  104671. }
  104672. return;
  104673. }
  104674. if (allowDuplicate) {
  104675. selection.concat(this.entries);
  104676. }
  104677. else {
  104678. selection.concatWithNoDuplicate(this.entries);
  104679. }
  104680. }
  104681. };
  104682. /**
  104683. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  104684. * @param sphereCenter defines the bounding sphere center
  104685. * @param sphereRadius defines the bounding sphere radius
  104686. * @param selection defines the array to store current content if selection is positive
  104687. * @param allowDuplicate defines if the selection array can contains duplicated entries
  104688. */
  104689. OctreeBlock.prototype.intersects = function (sphereCenter, sphereRadius, selection, allowDuplicate) {
  104690. if (BABYLON.BoundingBox.IntersectsSphere(this._minPoint, this._maxPoint, sphereCenter, sphereRadius)) {
  104691. if (this.blocks) {
  104692. for (var index = 0; index < this.blocks.length; index++) {
  104693. var block = this.blocks[index];
  104694. block.intersects(sphereCenter, sphereRadius, selection, allowDuplicate);
  104695. }
  104696. return;
  104697. }
  104698. if (allowDuplicate) {
  104699. selection.concat(this.entries);
  104700. }
  104701. else {
  104702. selection.concatWithNoDuplicate(this.entries);
  104703. }
  104704. }
  104705. };
  104706. /**
  104707. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  104708. * @param ray defines the ray to test with
  104709. * @param selection defines the array to store current content if selection is positive
  104710. */
  104711. OctreeBlock.prototype.intersectsRay = function (ray, selection) {
  104712. if (ray.intersectsBoxMinMax(this._minPoint, this._maxPoint)) {
  104713. if (this.blocks) {
  104714. for (var index = 0; index < this.blocks.length; index++) {
  104715. var block = this.blocks[index];
  104716. block.intersectsRay(ray, selection);
  104717. }
  104718. return;
  104719. }
  104720. selection.concatWithNoDuplicate(this.entries);
  104721. }
  104722. };
  104723. /**
  104724. * Subdivide the content into child blocks (this block will then be empty)
  104725. */
  104726. OctreeBlock.prototype.createInnerBlocks = function () {
  104727. BABYLON.Octree._CreateBlocks(this._minPoint, this._maxPoint, this.entries, this._capacity, this._depth, this._maxDepth, this, this._creationFunc);
  104728. };
  104729. return OctreeBlock;
  104730. }());
  104731. BABYLON.OctreeBlock = OctreeBlock;
  104732. })(BABYLON || (BABYLON = {}));
  104733. //# sourceMappingURL=babylon.octreeBlock.js.map
  104734. var BABYLON;
  104735. (function (BABYLON) {
  104736. BABYLON.Scene.prototype.createOrUpdateSelectionOctree = function (maxCapacity, maxDepth) {
  104737. if (maxCapacity === void 0) { maxCapacity = 64; }
  104738. if (maxDepth === void 0) { maxDepth = 2; }
  104739. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_OCTREE);
  104740. if (!component) {
  104741. component = new OctreeSceneComponent(this);
  104742. this._addComponent(component);
  104743. }
  104744. if (!this._selectionOctree) {
  104745. this._selectionOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForMeshes, maxCapacity, maxDepth);
  104746. }
  104747. var worldExtends = this.getWorldExtends();
  104748. // Update octree
  104749. this._selectionOctree.update(worldExtends.min, worldExtends.max, this.meshes);
  104750. return this._selectionOctree;
  104751. };
  104752. Object.defineProperty(BABYLON.Scene.prototype, "selectionOctree", {
  104753. get: function () {
  104754. return this._selectionOctree;
  104755. },
  104756. enumerable: true,
  104757. configurable: true
  104758. });
  104759. /**
  104760. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  104761. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  104762. * @param maxCapacity defines the maximum size of each block (64 by default)
  104763. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  104764. * @returns the new octree
  104765. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  104766. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  104767. */
  104768. BABYLON.AbstractMesh.prototype.createOrUpdateSubmeshesOctree = function (maxCapacity, maxDepth) {
  104769. if (maxCapacity === void 0) { maxCapacity = 64; }
  104770. if (maxDepth === void 0) { maxDepth = 2; }
  104771. var scene = this.getScene();
  104772. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_OCTREE);
  104773. if (!component) {
  104774. component = new OctreeSceneComponent(scene);
  104775. scene._addComponent(component);
  104776. }
  104777. if (!this._submeshesOctree) {
  104778. this._submeshesOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForSubMeshes, maxCapacity, maxDepth);
  104779. }
  104780. this.computeWorldMatrix(true);
  104781. var boundingInfo = this.getBoundingInfo();
  104782. // Update octree
  104783. var bbox = boundingInfo.boundingBox;
  104784. this._submeshesOctree.update(bbox.minimumWorld, bbox.maximumWorld, this.subMeshes);
  104785. return this._submeshesOctree;
  104786. };
  104787. /**
  104788. * Defines the octree scene component responsible to manage any octrees
  104789. * in a given scene.
  104790. */
  104791. var OctreeSceneComponent = /** @class */ (function () {
  104792. /**
  104793. * Creates a new instance of the component for the given scene
  104794. * @param scene Defines the scene to register the component in
  104795. */
  104796. function OctreeSceneComponent(scene) {
  104797. /**
  104798. * The component name helpfull to identify the component in the list of scene components.
  104799. */
  104800. this.name = BABYLON.SceneComponentConstants.NAME_OCTREE;
  104801. /**
  104802. * Indicates if the meshes have been checked to make sure they are isEnabled()
  104803. */
  104804. this.checksIsEnabled = true;
  104805. this._tempRay = new BABYLON.Ray(BABYLON.Vector3.Zero(), new BABYLON.Vector3(1, 1, 1));
  104806. this.scene = scene;
  104807. this.scene.getActiveMeshCandidates = this.getActiveMeshCandidates.bind(this);
  104808. this.scene.getActiveSubMeshCandidates = this.getActiveSubMeshCandidates.bind(this);
  104809. this.scene.getCollidingSubMeshCandidates = this.getCollidingSubMeshCandidates.bind(this);
  104810. this.scene.getIntersectingSubMeshCandidates = this.getIntersectingSubMeshCandidates.bind(this);
  104811. }
  104812. /**
  104813. * Registers the component in a given scene
  104814. */
  104815. OctreeSceneComponent.prototype.register = function () {
  104816. var _this = this;
  104817. this.scene.onMeshRemovedObservable.add(function (mesh) {
  104818. var sceneOctree = _this.scene.selectionOctree;
  104819. if (sceneOctree !== undefined && sceneOctree !== null) {
  104820. var index = sceneOctree.dynamicContent.indexOf(mesh);
  104821. if (index !== -1) {
  104822. sceneOctree.dynamicContent.splice(index, 1);
  104823. }
  104824. }
  104825. });
  104826. this.scene.onMeshImportedObservable.add(function (mesh) {
  104827. var sceneOctree = _this.scene.selectionOctree;
  104828. if (sceneOctree !== undefined && sceneOctree !== null) {
  104829. sceneOctree.addMesh(mesh);
  104830. }
  104831. });
  104832. };
  104833. /**
  104834. * Return the list of active meshes
  104835. * @returns the list of active meshes
  104836. */
  104837. OctreeSceneComponent.prototype.getActiveMeshCandidates = function () {
  104838. if (this.scene._selectionOctree) {
  104839. var selection = this.scene._selectionOctree.select(this.scene.frustumPlanes);
  104840. return selection;
  104841. }
  104842. return this.scene._getDefaultMeshCandidates();
  104843. };
  104844. /**
  104845. * Return the list of active sub meshes
  104846. * @param mesh The mesh to get the candidates sub meshes from
  104847. * @returns the list of active sub meshes
  104848. */
  104849. OctreeSceneComponent.prototype.getActiveSubMeshCandidates = function (mesh) {
  104850. if (mesh._submeshesOctree && mesh.useOctreeForRenderingSelection) {
  104851. var intersections = mesh._submeshesOctree.select(this.scene.frustumPlanes);
  104852. return intersections;
  104853. }
  104854. return this.scene._getDefaultSubMeshCandidates(mesh);
  104855. };
  104856. /**
  104857. * Return the list of sub meshes intersecting with a given local ray
  104858. * @param mesh defines the mesh to find the submesh for
  104859. * @param localRay defines the ray in local space
  104860. * @returns the list of intersecting sub meshes
  104861. */
  104862. OctreeSceneComponent.prototype.getIntersectingSubMeshCandidates = function (mesh, localRay) {
  104863. if (mesh._submeshesOctree && mesh.useOctreeForPicking) {
  104864. BABYLON.Ray.TransformToRef(localRay, mesh.getWorldMatrix(), this._tempRay);
  104865. var intersections = mesh._submeshesOctree.intersectsRay(this._tempRay);
  104866. return intersections;
  104867. }
  104868. return this.scene._getDefaultSubMeshCandidates(mesh);
  104869. };
  104870. /**
  104871. * Return the list of sub meshes colliding with a collider
  104872. * @param mesh defines the mesh to find the submesh for
  104873. * @param collider defines the collider to evaluate the collision against
  104874. * @returns the list of colliding sub meshes
  104875. */
  104876. OctreeSceneComponent.prototype.getCollidingSubMeshCandidates = function (mesh, collider) {
  104877. if (mesh._submeshesOctree && mesh.useOctreeForCollisions) {
  104878. var radius = collider._velocityWorldLength + Math.max(collider._radius.x, collider._radius.y, collider._radius.z);
  104879. var intersections = mesh._submeshesOctree.intersects(collider._basePointWorld, radius);
  104880. return intersections;
  104881. }
  104882. return this.scene._getDefaultSubMeshCandidates(mesh);
  104883. };
  104884. /**
  104885. * Rebuilds the elements related to this component in case of
  104886. * context lost for instance.
  104887. */
  104888. OctreeSceneComponent.prototype.rebuild = function () {
  104889. // Nothing to do here.
  104890. };
  104891. /**
  104892. * Disposes the component and the associated ressources.
  104893. */
  104894. OctreeSceneComponent.prototype.dispose = function () {
  104895. // Nothing to do here.
  104896. };
  104897. return OctreeSceneComponent;
  104898. }());
  104899. BABYLON.OctreeSceneComponent = OctreeSceneComponent;
  104900. })(BABYLON || (BABYLON = {}));
  104901. //# sourceMappingURL=babylon.octreeSceneComponent.js.map
  104902. var BABYLON;
  104903. (function (BABYLON) {
  104904. /**
  104905. * Postprocess used to generate anaglyphic rendering
  104906. */
  104907. var AnaglyphPostProcess = /** @class */ (function (_super) {
  104908. __extends(AnaglyphPostProcess, _super);
  104909. /**
  104910. * Creates a new AnaglyphPostProcess
  104911. * @param name defines postprocess name
  104912. * @param options defines creation options or target ratio scale
  104913. * @param rigCameras defines cameras using this postprocess
  104914. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  104915. * @param engine defines hosting engine
  104916. * @param reusable defines if the postprocess will be reused multiple times per frame
  104917. */
  104918. function AnaglyphPostProcess(name, options, rigCameras, samplingMode, engine, reusable) {
  104919. var _this = _super.call(this, name, "anaglyph", null, ["leftSampler"], options, rigCameras[1], samplingMode, engine, reusable) || this;
  104920. _this._passedProcess = rigCameras[0]._rigPostProcess;
  104921. _this.onApplyObservable.add(function (effect) {
  104922. effect.setTextureFromPostProcess("leftSampler", _this._passedProcess);
  104923. });
  104924. return _this;
  104925. }
  104926. return AnaglyphPostProcess;
  104927. }(BABYLON.PostProcess));
  104928. BABYLON.AnaglyphPostProcess = AnaglyphPostProcess;
  104929. })(BABYLON || (BABYLON = {}));
  104930. //# sourceMappingURL=babylon.anaglyphPostProcess.js.map
  104931. var BABYLON;
  104932. (function (BABYLON) {
  104933. BABYLON.Node.AddNodeConstructor("AnaglyphArcRotateCamera", function (name, scene, options) {
  104934. return function () { return new AnaglyphArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  104935. });
  104936. /**
  104937. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  104938. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  104939. */
  104940. var AnaglyphArcRotateCamera = /** @class */ (function (_super) {
  104941. __extends(AnaglyphArcRotateCamera, _super);
  104942. /**
  104943. * Creates a new AnaglyphArcRotateCamera
  104944. * @param name defines camera name
  104945. * @param alpha defines alpha angle (in radians)
  104946. * @param beta defines beta angle (in radians)
  104947. * @param radius defines radius
  104948. * @param target defines camera target
  104949. * @param interaxialDistance defines distance between each color axis
  104950. * @param scene defines the hosting scene
  104951. */
  104952. function AnaglyphArcRotateCamera(name, alpha, beta, radius, target, interaxialDistance, scene) {
  104953. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  104954. _this.interaxialDistance = interaxialDistance;
  104955. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  104956. return _this;
  104957. }
  104958. /**
  104959. * Gets camera class name
  104960. * @returns AnaglyphArcRotateCamera
  104961. */
  104962. AnaglyphArcRotateCamera.prototype.getClassName = function () {
  104963. return "AnaglyphArcRotateCamera";
  104964. };
  104965. return AnaglyphArcRotateCamera;
  104966. }(BABYLON.ArcRotateCamera));
  104967. BABYLON.AnaglyphArcRotateCamera = AnaglyphArcRotateCamera;
  104968. })(BABYLON || (BABYLON = {}));
  104969. //# sourceMappingURL=babylon.anaglyphArcRotateCamera.js.map
  104970. var BABYLON;
  104971. (function (BABYLON) {
  104972. BABYLON.Node.AddNodeConstructor("AnaglyphFreeCamera", function (name, scene, options) {
  104973. return function () { return new AnaglyphFreeCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  104974. });
  104975. /**
  104976. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  104977. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  104978. */
  104979. var AnaglyphFreeCamera = /** @class */ (function (_super) {
  104980. __extends(AnaglyphFreeCamera, _super);
  104981. /**
  104982. * Creates a new AnaglyphFreeCamera
  104983. * @param name defines camera name
  104984. * @param position defines initial position
  104985. * @param interaxialDistance defines distance between each color axis
  104986. * @param scene defines the hosting scene
  104987. */
  104988. function AnaglyphFreeCamera(name, position, interaxialDistance, scene) {
  104989. var _this = _super.call(this, name, position, scene) || this;
  104990. _this.interaxialDistance = interaxialDistance;
  104991. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  104992. return _this;
  104993. }
  104994. /**
  104995. * Gets camera class name
  104996. * @returns AnaglyphFreeCamera
  104997. */
  104998. AnaglyphFreeCamera.prototype.getClassName = function () {
  104999. return "AnaglyphFreeCamera";
  105000. };
  105001. return AnaglyphFreeCamera;
  105002. }(BABYLON.FreeCamera));
  105003. BABYLON.AnaglyphFreeCamera = AnaglyphFreeCamera;
  105004. })(BABYLON || (BABYLON = {}));
  105005. //# sourceMappingURL=babylon.anaglyphFreeCamera.js.map
  105006. var BABYLON;
  105007. (function (BABYLON) {
  105008. BABYLON.Node.AddNodeConstructor("AnaglyphGamepadCamera", function (name, scene, options) {
  105009. return function () { return new AnaglyphGamepadCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  105010. });
  105011. /**
  105012. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  105013. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  105014. */
  105015. var AnaglyphGamepadCamera = /** @class */ (function (_super) {
  105016. __extends(AnaglyphGamepadCamera, _super);
  105017. /**
  105018. * Creates a new AnaglyphGamepadCamera
  105019. * @param name defines camera name
  105020. * @param position defines initial position
  105021. * @param interaxialDistance defines distance between each color axis
  105022. * @param scene defines the hosting scene
  105023. */
  105024. function AnaglyphGamepadCamera(name, position, interaxialDistance, scene) {
  105025. var _this = _super.call(this, name, position, scene) || this;
  105026. _this.interaxialDistance = interaxialDistance;
  105027. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  105028. return _this;
  105029. }
  105030. /**
  105031. * Gets camera class name
  105032. * @returns AnaglyphGamepadCamera
  105033. */
  105034. AnaglyphGamepadCamera.prototype.getClassName = function () {
  105035. return "AnaglyphGamepadCamera";
  105036. };
  105037. return AnaglyphGamepadCamera;
  105038. }(BABYLON.GamepadCamera));
  105039. BABYLON.AnaglyphGamepadCamera = AnaglyphGamepadCamera;
  105040. })(BABYLON || (BABYLON = {}));
  105041. //# sourceMappingURL=babylon.anaglyphGamepadCamera.js.map
  105042. var BABYLON;
  105043. (function (BABYLON) {
  105044. BABYLON.Node.AddNodeConstructor("AnaglyphUniversalCamera", function (name, scene, options) {
  105045. return function () { return new AnaglyphUniversalCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  105046. });
  105047. /**
  105048. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  105049. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  105050. */
  105051. var AnaglyphUniversalCamera = /** @class */ (function (_super) {
  105052. __extends(AnaglyphUniversalCamera, _super);
  105053. /**
  105054. * Creates a new AnaglyphUniversalCamera
  105055. * @param name defines camera name
  105056. * @param position defines initial position
  105057. * @param interaxialDistance defines distance between each color axis
  105058. * @param scene defines the hosting scene
  105059. */
  105060. function AnaglyphUniversalCamera(name, position, interaxialDistance, scene) {
  105061. var _this = _super.call(this, name, position, scene) || this;
  105062. _this.interaxialDistance = interaxialDistance;
  105063. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  105064. return _this;
  105065. }
  105066. /**
  105067. * Gets camera class name
  105068. * @returns AnaglyphUniversalCamera
  105069. */
  105070. AnaglyphUniversalCamera.prototype.getClassName = function () {
  105071. return "AnaglyphUniversalCamera";
  105072. };
  105073. return AnaglyphUniversalCamera;
  105074. }(BABYLON.UniversalCamera));
  105075. BABYLON.AnaglyphUniversalCamera = AnaglyphUniversalCamera;
  105076. })(BABYLON || (BABYLON = {}));
  105077. //# sourceMappingURL=babylon.anaglyphUniversalCamera.js.map
  105078. var BABYLON;
  105079. (function (BABYLON) {
  105080. /**
  105081. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  105082. */
  105083. var StereoscopicInterlacePostProcess = /** @class */ (function (_super) {
  105084. __extends(StereoscopicInterlacePostProcess, _super);
  105085. /**
  105086. * Initializes a StereoscopicInterlacePostProcess
  105087. * @param name The name of the effect.
  105088. * @param rigCameras The rig cameras to be appled to the post process
  105089. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  105090. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  105091. * @param engine The engine which the post process will be applied. (default: current engine)
  105092. * @param reusable If the post process can be reused on the same frame. (default: false)
  105093. */
  105094. function StereoscopicInterlacePostProcess(name, rigCameras, isStereoscopicHoriz, samplingMode, engine, reusable) {
  105095. var _this = _super.call(this, name, "stereoscopicInterlace", ['stepSize'], ['camASampler'], 1, rigCameras[1], samplingMode, engine, reusable, isStereoscopicHoriz ? "#define IS_STEREOSCOPIC_HORIZ 1" : undefined) || this;
  105096. _this._passedProcess = rigCameras[0]._rigPostProcess;
  105097. _this._stepSize = new BABYLON.Vector2(1 / _this.width, 1 / _this.height);
  105098. _this.onSizeChangedObservable.add(function () {
  105099. _this._stepSize = new BABYLON.Vector2(1 / _this.width, 1 / _this.height);
  105100. });
  105101. _this.onApplyObservable.add(function (effect) {
  105102. effect.setTextureFromPostProcess("camASampler", _this._passedProcess);
  105103. effect.setFloat2("stepSize", _this._stepSize.x, _this._stepSize.y);
  105104. });
  105105. return _this;
  105106. }
  105107. return StereoscopicInterlacePostProcess;
  105108. }(BABYLON.PostProcess));
  105109. BABYLON.StereoscopicInterlacePostProcess = StereoscopicInterlacePostProcess;
  105110. })(BABYLON || (BABYLON = {}));
  105111. //# sourceMappingURL=babylon.stereoscopicInterlacePostProcess.js.map
  105112. var BABYLON;
  105113. (function (BABYLON) {
  105114. BABYLON.Node.AddNodeConstructor("StereoscopicArcRotateCamera", function (name, scene, options) {
  105115. return function () { return new StereoscopicArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  105116. });
  105117. /**
  105118. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  105119. * @see http://doc.babylonjs.com/features/cameras
  105120. */
  105121. var StereoscopicArcRotateCamera = /** @class */ (function (_super) {
  105122. __extends(StereoscopicArcRotateCamera, _super);
  105123. /**
  105124. * Creates a new StereoscopicArcRotateCamera
  105125. * @param name defines camera name
  105126. * @param alpha defines alpha angle (in radians)
  105127. * @param beta defines beta angle (in radians)
  105128. * @param radius defines radius
  105129. * @param target defines camera target
  105130. * @param interaxialDistance defines distance between each color axis
  105131. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  105132. * @param scene defines the hosting scene
  105133. */
  105134. function StereoscopicArcRotateCamera(name, alpha, beta, radius, target, interaxialDistance, isStereoscopicSideBySide, scene) {
  105135. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  105136. _this.interaxialDistance = interaxialDistance;
  105137. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  105138. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  105139. return _this;
  105140. }
  105141. /**
  105142. * Gets camera class name
  105143. * @returns StereoscopicArcRotateCamera
  105144. */
  105145. StereoscopicArcRotateCamera.prototype.getClassName = function () {
  105146. return "StereoscopicArcRotateCamera";
  105147. };
  105148. return StereoscopicArcRotateCamera;
  105149. }(BABYLON.ArcRotateCamera));
  105150. BABYLON.StereoscopicArcRotateCamera = StereoscopicArcRotateCamera;
  105151. })(BABYLON || (BABYLON = {}));
  105152. //# sourceMappingURL=babylon.stereoscopicArcRotateCamera.js.map
  105153. var BABYLON;
  105154. (function (BABYLON) {
  105155. BABYLON.Node.AddNodeConstructor("StereoscopicFreeCamera", function (name, scene, options) {
  105156. return function () { return new StereoscopicFreeCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  105157. });
  105158. /**
  105159. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  105160. * @see http://doc.babylonjs.com/features/cameras
  105161. */
  105162. var StereoscopicFreeCamera = /** @class */ (function (_super) {
  105163. __extends(StereoscopicFreeCamera, _super);
  105164. /**
  105165. * Creates a new StereoscopicFreeCamera
  105166. * @param name defines camera name
  105167. * @param position defines initial position
  105168. * @param interaxialDistance defines distance between each color axis
  105169. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  105170. * @param scene defines the hosting scene
  105171. */
  105172. function StereoscopicFreeCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  105173. var _this = _super.call(this, name, position, scene) || this;
  105174. _this.interaxialDistance = interaxialDistance;
  105175. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  105176. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  105177. return _this;
  105178. }
  105179. /**
  105180. * Gets camera class name
  105181. * @returns StereoscopicFreeCamera
  105182. */
  105183. StereoscopicFreeCamera.prototype.getClassName = function () {
  105184. return "StereoscopicFreeCamera";
  105185. };
  105186. return StereoscopicFreeCamera;
  105187. }(BABYLON.FreeCamera));
  105188. BABYLON.StereoscopicFreeCamera = StereoscopicFreeCamera;
  105189. })(BABYLON || (BABYLON = {}));
  105190. //# sourceMappingURL=babylon.stereoscopicFreeCamera.js.map
  105191. var BABYLON;
  105192. (function (BABYLON) {
  105193. BABYLON.Node.AddNodeConstructor("StereoscopicGamepadCamera", function (name, scene, options) {
  105194. return function () { return new StereoscopicGamepadCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  105195. });
  105196. /**
  105197. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  105198. * @see http://doc.babylonjs.com/features/cameras
  105199. */
  105200. var StereoscopicGamepadCamera = /** @class */ (function (_super) {
  105201. __extends(StereoscopicGamepadCamera, _super);
  105202. /**
  105203. * Creates a new StereoscopicGamepadCamera
  105204. * @param name defines camera name
  105205. * @param position defines initial position
  105206. * @param interaxialDistance defines distance between each color axis
  105207. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  105208. * @param scene defines the hosting scene
  105209. */
  105210. function StereoscopicGamepadCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  105211. var _this = _super.call(this, name, position, scene) || this;
  105212. _this.interaxialDistance = interaxialDistance;
  105213. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  105214. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  105215. return _this;
  105216. }
  105217. /**
  105218. * Gets camera class name
  105219. * @returns StereoscopicGamepadCamera
  105220. */
  105221. StereoscopicGamepadCamera.prototype.getClassName = function () {
  105222. return "StereoscopicGamepadCamera";
  105223. };
  105224. return StereoscopicGamepadCamera;
  105225. }(BABYLON.GamepadCamera));
  105226. BABYLON.StereoscopicGamepadCamera = StereoscopicGamepadCamera;
  105227. })(BABYLON || (BABYLON = {}));
  105228. //# sourceMappingURL=babylon.stereoscopicGamepadCamera.js.map
  105229. var BABYLON;
  105230. (function (BABYLON) {
  105231. BABYLON.Node.AddNodeConstructor("StereoscopicFreeCamera", function (name, scene, options) {
  105232. return function () { return new StereoscopicUniversalCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  105233. });
  105234. /**
  105235. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  105236. * @see http://doc.babylonjs.com/features/cameras
  105237. */
  105238. var StereoscopicUniversalCamera = /** @class */ (function (_super) {
  105239. __extends(StereoscopicUniversalCamera, _super);
  105240. /**
  105241. * Creates a new StereoscopicUniversalCamera
  105242. * @param name defines camera name
  105243. * @param position defines initial position
  105244. * @param interaxialDistance defines distance between each color axis
  105245. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  105246. * @param scene defines the hosting scene
  105247. */
  105248. function StereoscopicUniversalCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  105249. var _this = _super.call(this, name, position, scene) || this;
  105250. _this.interaxialDistance = interaxialDistance;
  105251. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  105252. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  105253. return _this;
  105254. }
  105255. /**
  105256. * Gets camera class name
  105257. * @returns StereoscopicUniversalCamera
  105258. */
  105259. StereoscopicUniversalCamera.prototype.getClassName = function () {
  105260. return "StereoscopicUniversalCamera";
  105261. };
  105262. return StereoscopicUniversalCamera;
  105263. }(BABYLON.UniversalCamera));
  105264. BABYLON.StereoscopicUniversalCamera = StereoscopicUniversalCamera;
  105265. })(BABYLON || (BABYLON = {}));
  105266. //# sourceMappingURL=babylon.stereoscopicUniversalCamera.js.map
  105267. var BABYLON;
  105268. (function (BABYLON) {
  105269. /**
  105270. * VRDistortionCorrectionPostProcess used for mobile VR
  105271. */
  105272. var VRDistortionCorrectionPostProcess = /** @class */ (function (_super) {
  105273. __extends(VRDistortionCorrectionPostProcess, _super);
  105274. /**
  105275. * Initializes the VRDistortionCorrectionPostProcess
  105276. * @param name The name of the effect.
  105277. * @param camera The camera to apply the render pass to.
  105278. * @param isRightEye If this is for the right eye distortion
  105279. * @param vrMetrics All the required metrics for the VR camera
  105280. */
  105281. function VRDistortionCorrectionPostProcess(name, camera, isRightEye, vrMetrics) {
  105282. var _this = _super.call(this, name, "vrDistortionCorrection", [
  105283. 'LensCenter',
  105284. 'Scale',
  105285. 'ScaleIn',
  105286. 'HmdWarpParam'
  105287. ], null, vrMetrics.postProcessScaleFactor, camera, BABYLON.Texture.BILINEAR_SAMPLINGMODE) || this;
  105288. _this._isRightEye = isRightEye;
  105289. _this._distortionFactors = vrMetrics.distortionK;
  105290. _this._postProcessScaleFactor = vrMetrics.postProcessScaleFactor;
  105291. _this._lensCenterOffset = vrMetrics.lensCenterOffset;
  105292. _this.adaptScaleToCurrentViewport = true;
  105293. _this.onSizeChangedObservable.add(function () {
  105294. _this._scaleIn = new BABYLON.Vector2(2, 2 / _this.aspectRatio);
  105295. _this._scaleFactor = new BABYLON.Vector2(.5 * (1 / _this._postProcessScaleFactor), .5 * (1 / _this._postProcessScaleFactor) * _this.aspectRatio);
  105296. _this._lensCenter = new BABYLON.Vector2(_this._isRightEye ? 0.5 - _this._lensCenterOffset * 0.5 : 0.5 + _this._lensCenterOffset * 0.5, 0.5);
  105297. });
  105298. _this.onApplyObservable.add(function (effect) {
  105299. effect.setFloat2("LensCenter", _this._lensCenter.x, _this._lensCenter.y);
  105300. effect.setFloat2("Scale", _this._scaleFactor.x, _this._scaleFactor.y);
  105301. effect.setFloat2("ScaleIn", _this._scaleIn.x, _this._scaleIn.y);
  105302. effect.setFloat4("HmdWarpParam", _this._distortionFactors[0], _this._distortionFactors[1], _this._distortionFactors[2], _this._distortionFactors[3]);
  105303. });
  105304. return _this;
  105305. }
  105306. return VRDistortionCorrectionPostProcess;
  105307. }(BABYLON.PostProcess));
  105308. BABYLON.VRDistortionCorrectionPostProcess = VRDistortionCorrectionPostProcess;
  105309. })(BABYLON || (BABYLON = {}));
  105310. //# sourceMappingURL=babylon.vrDistortionCorrectionPostProcess.js.map
  105311. var BABYLON;
  105312. (function (BABYLON) {
  105313. /**
  105314. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  105315. * Screen rotation is taken into account.
  105316. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105317. */
  105318. var FreeCameraDeviceOrientationInput = /** @class */ (function () {
  105319. /**
  105320. * Instantiates a new input
  105321. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105322. */
  105323. function FreeCameraDeviceOrientationInput() {
  105324. var _this = this;
  105325. this._screenOrientationAngle = 0;
  105326. this._screenQuaternion = new BABYLON.Quaternion();
  105327. this._alpha = 0;
  105328. this._beta = 0;
  105329. this._gamma = 0;
  105330. this._orientationChanged = function () {
  105331. _this._screenOrientationAngle = (window.orientation !== undefined ? +window.orientation : (window.screen.orientation && (window.screen.orientation)['angle'] ? (window.screen.orientation).angle : 0));
  105332. _this._screenOrientationAngle = -BABYLON.Tools.ToRadians(_this._screenOrientationAngle / 2);
  105333. _this._screenQuaternion.copyFromFloats(0, Math.sin(_this._screenOrientationAngle), 0, Math.cos(_this._screenOrientationAngle));
  105334. };
  105335. this._deviceOrientation = function (evt) {
  105336. _this._alpha = evt.alpha !== null ? evt.alpha : 0;
  105337. _this._beta = evt.beta !== null ? evt.beta : 0;
  105338. _this._gamma = evt.gamma !== null ? evt.gamma : 0;
  105339. };
  105340. this._constantTranform = new BABYLON.Quaternion(-Math.sqrt(0.5), 0, 0, Math.sqrt(0.5));
  105341. this._orientationChanged();
  105342. }
  105343. Object.defineProperty(FreeCameraDeviceOrientationInput.prototype, "camera", {
  105344. /**
  105345. * Define the camera controlled by the input.
  105346. */
  105347. get: function () {
  105348. return this._camera;
  105349. },
  105350. set: function (camera) {
  105351. this._camera = camera;
  105352. if (this._camera != null && !this._camera.rotationQuaternion) {
  105353. this._camera.rotationQuaternion = new BABYLON.Quaternion();
  105354. }
  105355. },
  105356. enumerable: true,
  105357. configurable: true
  105358. });
  105359. /**
  105360. * Attach the input controls to a specific dom element to get the input from.
  105361. * @param element Defines the element the controls should be listened from
  105362. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105363. */
  105364. FreeCameraDeviceOrientationInput.prototype.attachControl = function (element, noPreventDefault) {
  105365. window.addEventListener("orientationchange", this._orientationChanged);
  105366. window.addEventListener("deviceorientation", this._deviceOrientation);
  105367. //In certain cases, the attach control is called AFTER orientation was changed,
  105368. //So this is needed.
  105369. this._orientationChanged();
  105370. };
  105371. /**
  105372. * Detach the current controls from the specified dom element.
  105373. * @param element Defines the element to stop listening the inputs from
  105374. */
  105375. FreeCameraDeviceOrientationInput.prototype.detachControl = function (element) {
  105376. window.removeEventListener("orientationchange", this._orientationChanged);
  105377. window.removeEventListener("deviceorientation", this._deviceOrientation);
  105378. };
  105379. /**
  105380. * Update the current camera state depending on the inputs that have been used this frame.
  105381. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  105382. */
  105383. FreeCameraDeviceOrientationInput.prototype.checkInputs = function () {
  105384. //if no device orientation provided, don't update the rotation.
  105385. //Only testing against alpha under the assumption thatnorientation will never be so exact when set.
  105386. if (!this._alpha) {
  105387. return;
  105388. }
  105389. BABYLON.Quaternion.RotationYawPitchRollToRef(BABYLON.Tools.ToRadians(this._alpha), BABYLON.Tools.ToRadians(this._beta), -BABYLON.Tools.ToRadians(this._gamma), this.camera.rotationQuaternion);
  105390. this._camera.rotationQuaternion.multiplyInPlace(this._screenQuaternion);
  105391. this._camera.rotationQuaternion.multiplyInPlace(this._constantTranform);
  105392. //Mirror on XY Plane
  105393. this._camera.rotationQuaternion.z *= -1;
  105394. this._camera.rotationQuaternion.w *= -1;
  105395. };
  105396. /**
  105397. * Gets the class name of the current intput.
  105398. * @returns the class name
  105399. */
  105400. FreeCameraDeviceOrientationInput.prototype.getClassName = function () {
  105401. return "FreeCameraDeviceOrientationInput";
  105402. };
  105403. /**
  105404. * Get the friendly name associated with the input class.
  105405. * @returns the input friendly name
  105406. */
  105407. FreeCameraDeviceOrientationInput.prototype.getSimpleName = function () {
  105408. return "deviceOrientation";
  105409. };
  105410. return FreeCameraDeviceOrientationInput;
  105411. }());
  105412. BABYLON.FreeCameraDeviceOrientationInput = FreeCameraDeviceOrientationInput;
  105413. BABYLON.CameraInputTypes["FreeCameraDeviceOrientationInput"] = FreeCameraDeviceOrientationInput;
  105414. })(BABYLON || (BABYLON = {}));
  105415. //# sourceMappingURL=babylon.freeCameraDeviceOrientationInput.js.map
  105416. var BABYLON;
  105417. (function (BABYLON) {
  105418. /**
  105419. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  105420. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105421. */
  105422. var ArcRotateCameraVRDeviceOrientationInput = /** @class */ (function () {
  105423. /**
  105424. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  105425. */
  105426. function ArcRotateCameraVRDeviceOrientationInput() {
  105427. /**
  105428. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  105429. */
  105430. this.alphaCorrection = 1;
  105431. /**
  105432. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  105433. */
  105434. this.gammaCorrection = 1;
  105435. this._alpha = 0;
  105436. this._gamma = 0;
  105437. this._dirty = false;
  105438. this._deviceOrientationHandler = this._onOrientationEvent.bind(this);
  105439. }
  105440. /**
  105441. * Attach the input controls to a specific dom element to get the input from.
  105442. * @param element Defines the element the controls should be listened from
  105443. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105444. */
  105445. ArcRotateCameraVRDeviceOrientationInput.prototype.attachControl = function (element, noPreventDefault) {
  105446. this.camera.attachControl(element, noPreventDefault);
  105447. window.addEventListener("deviceorientation", this._deviceOrientationHandler);
  105448. };
  105449. /** @hidden */
  105450. ArcRotateCameraVRDeviceOrientationInput.prototype._onOrientationEvent = function (evt) {
  105451. if (evt.alpha !== null) {
  105452. this._alpha = (+evt.alpha | 0) * this.alphaCorrection;
  105453. }
  105454. if (evt.gamma !== null) {
  105455. this._gamma = (+evt.gamma | 0) * this.gammaCorrection;
  105456. }
  105457. this._dirty = true;
  105458. };
  105459. /**
  105460. * Update the current camera state depending on the inputs that have been used this frame.
  105461. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  105462. */
  105463. ArcRotateCameraVRDeviceOrientationInput.prototype.checkInputs = function () {
  105464. if (this._dirty) {
  105465. this._dirty = false;
  105466. if (this._gamma < 0) {
  105467. this._gamma = 180 + this._gamma;
  105468. }
  105469. this.camera.alpha = (-this._alpha / 180.0 * Math.PI) % Math.PI * 2;
  105470. this.camera.beta = (this._gamma / 180.0 * Math.PI);
  105471. }
  105472. };
  105473. /**
  105474. * Detach the current controls from the specified dom element.
  105475. * @param element Defines the element to stop listening the inputs from
  105476. */
  105477. ArcRotateCameraVRDeviceOrientationInput.prototype.detachControl = function (element) {
  105478. window.removeEventListener("deviceorientation", this._deviceOrientationHandler);
  105479. };
  105480. /**
  105481. * Gets the class name of the current intput.
  105482. * @returns the class name
  105483. */
  105484. ArcRotateCameraVRDeviceOrientationInput.prototype.getClassName = function () {
  105485. return "ArcRotateCameraVRDeviceOrientationInput";
  105486. };
  105487. /**
  105488. * Get the friendly name associated with the input class.
  105489. * @returns the input friendly name
  105490. */
  105491. ArcRotateCameraVRDeviceOrientationInput.prototype.getSimpleName = function () {
  105492. return "VRDeviceOrientation";
  105493. };
  105494. return ArcRotateCameraVRDeviceOrientationInput;
  105495. }());
  105496. BABYLON.ArcRotateCameraVRDeviceOrientationInput = ArcRotateCameraVRDeviceOrientationInput;
  105497. BABYLON.CameraInputTypes["ArcRotateCameraVRDeviceOrientationInput"] = ArcRotateCameraVRDeviceOrientationInput;
  105498. })(BABYLON || (BABYLON = {}));
  105499. //# sourceMappingURL=babylon.arcRotateCameraVRDeviceOrientationInput.js.map
  105500. var BABYLON;
  105501. (function (BABYLON) {
  105502. /**
  105503. * This represents all the required metrics to create a VR camera.
  105504. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  105505. */
  105506. var VRCameraMetrics = /** @class */ (function () {
  105507. function VRCameraMetrics() {
  105508. /**
  105509. * Define if the current vr camera should compensate the distortion of the lense or not.
  105510. */
  105511. this.compensateDistortion = true;
  105512. }
  105513. Object.defineProperty(VRCameraMetrics.prototype, "aspectRatio", {
  105514. /**
  105515. * Gets the rendering aspect ratio based on the provided resolutions.
  105516. */
  105517. get: function () {
  105518. return this.hResolution / (2 * this.vResolution);
  105519. },
  105520. enumerable: true,
  105521. configurable: true
  105522. });
  105523. Object.defineProperty(VRCameraMetrics.prototype, "aspectRatioFov", {
  105524. /**
  105525. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  105526. */
  105527. get: function () {
  105528. return (2 * Math.atan((this.postProcessScaleFactor * this.vScreenSize) / (2 * this.eyeToScreenDistance)));
  105529. },
  105530. enumerable: true,
  105531. configurable: true
  105532. });
  105533. Object.defineProperty(VRCameraMetrics.prototype, "leftHMatrix", {
  105534. /**
  105535. * @hidden
  105536. */
  105537. get: function () {
  105538. var meters = (this.hScreenSize / 4) - (this.lensSeparationDistance / 2);
  105539. var h = (4 * meters) / this.hScreenSize;
  105540. return BABYLON.Matrix.Translation(h, 0, 0);
  105541. },
  105542. enumerable: true,
  105543. configurable: true
  105544. });
  105545. Object.defineProperty(VRCameraMetrics.prototype, "rightHMatrix", {
  105546. /**
  105547. * @hidden
  105548. */
  105549. get: function () {
  105550. var meters = (this.hScreenSize / 4) - (this.lensSeparationDistance / 2);
  105551. var h = (4 * meters) / this.hScreenSize;
  105552. return BABYLON.Matrix.Translation(-h, 0, 0);
  105553. },
  105554. enumerable: true,
  105555. configurable: true
  105556. });
  105557. Object.defineProperty(VRCameraMetrics.prototype, "leftPreViewMatrix", {
  105558. /**
  105559. * @hidden
  105560. */
  105561. get: function () {
  105562. return BABYLON.Matrix.Translation(0.5 * this.interpupillaryDistance, 0, 0);
  105563. },
  105564. enumerable: true,
  105565. configurable: true
  105566. });
  105567. Object.defineProperty(VRCameraMetrics.prototype, "rightPreViewMatrix", {
  105568. /**
  105569. * @hidden
  105570. */
  105571. get: function () {
  105572. return BABYLON.Matrix.Translation(-0.5 * this.interpupillaryDistance, 0, 0);
  105573. },
  105574. enumerable: true,
  105575. configurable: true
  105576. });
  105577. /**
  105578. * Get the default VRMetrics based on the most generic setup.
  105579. * @returns the default vr metrics
  105580. */
  105581. VRCameraMetrics.GetDefault = function () {
  105582. var result = new VRCameraMetrics();
  105583. result.hResolution = 1280;
  105584. result.vResolution = 800;
  105585. result.hScreenSize = 0.149759993;
  105586. result.vScreenSize = 0.0935999975;
  105587. result.vScreenCenter = 0.0467999987;
  105588. result.eyeToScreenDistance = 0.0410000011;
  105589. result.lensSeparationDistance = 0.0635000020;
  105590. result.interpupillaryDistance = 0.0640000030;
  105591. result.distortionK = [1.0, 0.219999999, 0.239999995, 0.0];
  105592. result.chromaAbCorrection = [0.995999992, -0.00400000019, 1.01400006, 0.0];
  105593. result.postProcessScaleFactor = 1.714605507808412;
  105594. result.lensCenterOffset = 0.151976421;
  105595. return result;
  105596. };
  105597. return VRCameraMetrics;
  105598. }());
  105599. BABYLON.VRCameraMetrics = VRCameraMetrics;
  105600. })(BABYLON || (BABYLON = {}));
  105601. //# sourceMappingURL=babylon.vrCameraMetrics.js.map
  105602. var BABYLON;
  105603. (function (BABYLON) {
  105604. BABYLON.Node.AddNodeConstructor("WebVRFreeCamera", function (name, scene) {
  105605. return function () { return new WebVRFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  105606. });
  105607. BABYLON.Node.AddNodeConstructor("WebVRGamepadCamera", function (name, scene) {
  105608. return function () { return new WebVRFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  105609. });
  105610. /**
  105611. * This represents a WebVR camera.
  105612. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  105613. * @example http://doc.babylonjs.com/how_to/webvr_camera
  105614. */
  105615. var WebVRFreeCamera = /** @class */ (function (_super) {
  105616. __extends(WebVRFreeCamera, _super);
  105617. /**
  105618. * Instantiates a WebVRFreeCamera.
  105619. * @param name The name of the WebVRFreeCamera
  105620. * @param position The starting anchor position for the camera
  105621. * @param scene The scene the camera belongs to
  105622. * @param webVROptions a set of customizable options for the webVRCamera
  105623. */
  105624. function WebVRFreeCamera(name, position, scene, webVROptions) {
  105625. if (webVROptions === void 0) { webVROptions = {}; }
  105626. var _this = _super.call(this, name, position, scene) || this;
  105627. _this.webVROptions = webVROptions;
  105628. /**
  105629. * @hidden
  105630. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  105631. */
  105632. _this._vrDevice = null;
  105633. /**
  105634. * The rawPose of the vrDevice.
  105635. */
  105636. _this.rawPose = null;
  105637. _this._specsVersion = "1.1";
  105638. _this._attached = false;
  105639. _this._descendants = [];
  105640. // Represents device position and rotation in room space. Should only be used to help calculate babylon space values
  105641. _this._deviceRoomPosition = BABYLON.Vector3.Zero();
  105642. /** @hidden */
  105643. _this._deviceRoomRotationQuaternion = BABYLON.Quaternion.Identity();
  105644. _this._standingMatrix = null;
  105645. /**
  105646. * Represents device position in babylon space.
  105647. */
  105648. _this.devicePosition = BABYLON.Vector3.Zero();
  105649. /**
  105650. * Represents device rotation in babylon space.
  105651. */
  105652. _this.deviceRotationQuaternion = BABYLON.Quaternion.Identity();
  105653. /**
  105654. * The scale of the device to be used when translating from device space to babylon space.
  105655. */
  105656. _this.deviceScaleFactor = 1;
  105657. _this._deviceToWorld = BABYLON.Matrix.Identity();
  105658. _this._worldToDevice = BABYLON.Matrix.Identity();
  105659. /**
  105660. * References to the webVR controllers for the vrDevice.
  105661. */
  105662. _this.controllers = [];
  105663. /**
  105664. * Emits an event when a controller is attached.
  105665. */
  105666. _this.onControllersAttachedObservable = new BABYLON.Observable();
  105667. /**
  105668. * Emits an event when a controller's mesh has been loaded;
  105669. */
  105670. _this.onControllerMeshLoadedObservable = new BABYLON.Observable();
  105671. /**
  105672. * Emits an event when the HMD's pose has been updated.
  105673. */
  105674. _this.onPoseUpdatedFromDeviceObservable = new BABYLON.Observable();
  105675. _this._poseSet = false;
  105676. /**
  105677. * If the rig cameras be used as parent instead of this camera.
  105678. */
  105679. _this.rigParenting = true;
  105680. _this._defaultHeight = undefined;
  105681. _this._htmlElementAttached = null;
  105682. _this._detachIfAttached = function () {
  105683. var vrDisplay = _this.getEngine().getVRDevice();
  105684. if (vrDisplay && !vrDisplay.isPresenting && _this._htmlElementAttached) {
  105685. _this.detachControl(_this._htmlElementAttached);
  105686. }
  105687. };
  105688. _this._workingVector = BABYLON.Vector3.Zero();
  105689. _this._oneVector = BABYLON.Vector3.One();
  105690. _this._workingMatrix = BABYLON.Matrix.Identity();
  105691. _this._tmpMatrix = new BABYLON.Matrix();
  105692. _this._cache.position = BABYLON.Vector3.Zero();
  105693. if (webVROptions.defaultHeight) {
  105694. _this._defaultHeight = webVROptions.defaultHeight;
  105695. _this.position.y = _this._defaultHeight;
  105696. }
  105697. _this.minZ = 0.1;
  105698. //legacy support - the compensation boolean was removed.
  105699. if (arguments.length === 5) {
  105700. _this.webVROptions = arguments[4];
  105701. }
  105702. // default webVR options
  105703. if (_this.webVROptions.trackPosition == undefined) {
  105704. _this.webVROptions.trackPosition = true;
  105705. }
  105706. if (_this.webVROptions.controllerMeshes == undefined) {
  105707. _this.webVROptions.controllerMeshes = true;
  105708. }
  105709. if (_this.webVROptions.defaultLightingOnControllers == undefined) {
  105710. _this.webVROptions.defaultLightingOnControllers = true;
  105711. }
  105712. _this.rotationQuaternion = new BABYLON.Quaternion();
  105713. if (_this.webVROptions && _this.webVROptions.positionScale) {
  105714. _this.deviceScaleFactor = _this.webVROptions.positionScale;
  105715. }
  105716. //enable VR
  105717. var engine = _this.getEngine();
  105718. _this._onVREnabled = function (success) { if (success) {
  105719. _this.initControllers();
  105720. } };
  105721. engine.onVRRequestPresentComplete.add(_this._onVREnabled);
  105722. engine.initWebVR().add(function (event) {
  105723. if (!event.vrDisplay || _this._vrDevice === event.vrDisplay) {
  105724. return;
  105725. }
  105726. _this._vrDevice = event.vrDisplay;
  105727. //reset the rig parameters.
  105728. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_WEBVR, { parentCamera: _this, vrDisplay: _this._vrDevice, frameData: _this._frameData, specs: _this._specsVersion });
  105729. if (_this._attached) {
  105730. _this.getEngine().enableVR();
  105731. }
  105732. });
  105733. if (typeof (VRFrameData) !== "undefined") {
  105734. _this._frameData = new VRFrameData();
  105735. }
  105736. /**
  105737. * The idea behind the following lines:
  105738. * objects that have the camera as parent should actually have the rig cameras as a parent.
  105739. * BUT, each of those cameras has a different view matrix, which means that if we set the parent to the first rig camera,
  105740. * the second will not show it correctly.
  105741. *
  105742. * To solve this - each object that has the camera as parent will be added to a protected array.
  105743. * When the rig camera renders, it will take this array and set all of those to be its children.
  105744. * This way, the right camera will be used as a parent, and the mesh will be rendered correctly.
  105745. * Amazing!
  105746. */
  105747. scene.onBeforeCameraRenderObservable.add(function (camera) {
  105748. if (camera.parent === _this && _this.rigParenting) {
  105749. _this._descendants = _this.getDescendants(true, function (n) {
  105750. // don't take the cameras or the controllers!
  105751. var isController = _this.controllers.some(function (controller) { return controller._mesh === n; });
  105752. var isRigCamera = _this._rigCameras.indexOf(n) !== -1;
  105753. return !isController && !isRigCamera;
  105754. });
  105755. _this._descendants.forEach(function (node) {
  105756. node.parent = camera;
  105757. });
  105758. }
  105759. });
  105760. scene.onAfterCameraRenderObservable.add(function (camera) {
  105761. if (camera.parent === _this && _this.rigParenting) {
  105762. _this._descendants.forEach(function (node) {
  105763. node.parent = _this;
  105764. });
  105765. }
  105766. });
  105767. return _this;
  105768. }
  105769. /**
  105770. * Gets the device distance from the ground in meters.
  105771. * @returns the distance in meters from the vrDevice to ground in device space. If standing matrix is not supported for the vrDevice 0 is returned.
  105772. */
  105773. WebVRFreeCamera.prototype.deviceDistanceToRoomGround = function () {
  105774. if (this._standingMatrix) {
  105775. // Add standing matrix offset to get real offset from ground in room
  105776. this._standingMatrix.getTranslationToRef(this._workingVector);
  105777. return this._deviceRoomPosition.y + this._workingVector.y;
  105778. }
  105779. //If VRDisplay does not inform stage parameters and no default height is set we fallback to zero.
  105780. return this._defaultHeight || 0;
  105781. };
  105782. /**
  105783. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  105784. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  105785. */
  105786. WebVRFreeCamera.prototype.useStandingMatrix = function (callback) {
  105787. var _this = this;
  105788. if (callback === void 0) { callback = function (bool) { }; }
  105789. // Use standing matrix if available
  105790. this.getEngine().initWebVRAsync().then(function (result) {
  105791. if (!result.vrDisplay || !result.vrDisplay.stageParameters || !result.vrDisplay.stageParameters.sittingToStandingTransform || !_this.webVROptions.trackPosition) {
  105792. callback(false);
  105793. }
  105794. else {
  105795. _this._standingMatrix = new BABYLON.Matrix();
  105796. BABYLON.Matrix.FromFloat32ArrayToRefScaled(result.vrDisplay.stageParameters.sittingToStandingTransform, 0, 1, _this._standingMatrix);
  105797. if (!_this.getScene().useRightHandedSystem) {
  105798. if (_this._standingMatrix) {
  105799. _this._standingMatrix.toggleModelMatrixHandInPlace();
  105800. }
  105801. }
  105802. callback(true);
  105803. }
  105804. });
  105805. };
  105806. /**
  105807. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  105808. * @returns A promise with a boolean set to if the standing matrix is supported.
  105809. */
  105810. WebVRFreeCamera.prototype.useStandingMatrixAsync = function () {
  105811. var _this = this;
  105812. return new Promise(function (res, rej) {
  105813. _this.useStandingMatrix(function (supported) {
  105814. res(supported);
  105815. });
  105816. });
  105817. };
  105818. /**
  105819. * Disposes the camera
  105820. */
  105821. WebVRFreeCamera.prototype.dispose = function () {
  105822. this._detachIfAttached();
  105823. this.getEngine().onVRRequestPresentComplete.removeCallback(this._onVREnabled);
  105824. if (this._updateCacheWhenTrackingDisabledObserver) {
  105825. this._scene.onBeforeRenderObservable.remove(this._updateCacheWhenTrackingDisabledObserver);
  105826. }
  105827. _super.prototype.dispose.call(this);
  105828. };
  105829. /**
  105830. * Gets a vrController by name.
  105831. * @param name The name of the controller to retreive
  105832. * @returns the controller matching the name specified or null if not found
  105833. */
  105834. WebVRFreeCamera.prototype.getControllerByName = function (name) {
  105835. for (var _i = 0, _a = this.controllers; _i < _a.length; _i++) {
  105836. var gp = _a[_i];
  105837. if (gp.hand === name) {
  105838. return gp;
  105839. }
  105840. }
  105841. return null;
  105842. };
  105843. Object.defineProperty(WebVRFreeCamera.prototype, "leftController", {
  105844. /**
  105845. * The controller corrisponding to the users left hand.
  105846. */
  105847. get: function () {
  105848. if (!this._leftController) {
  105849. this._leftController = this.getControllerByName("left");
  105850. }
  105851. return this._leftController;
  105852. },
  105853. enumerable: true,
  105854. configurable: true
  105855. });
  105856. Object.defineProperty(WebVRFreeCamera.prototype, "rightController", {
  105857. /**
  105858. * The controller corrisponding to the users right hand.
  105859. */
  105860. get: function () {
  105861. if (!this._rightController) {
  105862. this._rightController = this.getControllerByName("right");
  105863. }
  105864. return this._rightController;
  105865. },
  105866. enumerable: true,
  105867. configurable: true
  105868. });
  105869. /**
  105870. * Casts a ray forward from the vrCamera's gaze.
  105871. * @param length Length of the ray (default: 100)
  105872. * @returns the ray corrisponding to the gaze
  105873. */
  105874. WebVRFreeCamera.prototype.getForwardRay = function (length) {
  105875. if (length === void 0) { length = 100; }
  105876. if (this.leftCamera) {
  105877. // Use left eye to avoid computation to compute center on every call
  105878. return _super.prototype.getForwardRay.call(this, length, this.leftCamera.getWorldMatrix(), this.leftCamera.globalPosition); // Need the actual rendered camera
  105879. }
  105880. else {
  105881. return _super.prototype.getForwardRay.call(this, length);
  105882. }
  105883. };
  105884. /**
  105885. * @hidden
  105886. * Updates the camera based on device's frame data
  105887. */
  105888. WebVRFreeCamera.prototype._checkInputs = function () {
  105889. if (this._vrDevice && this._vrDevice.isPresenting) {
  105890. this._vrDevice.getFrameData(this._frameData);
  105891. this.updateFromDevice(this._frameData.pose);
  105892. }
  105893. _super.prototype._checkInputs.call(this);
  105894. };
  105895. /**
  105896. * Updates the poseControlled values based on the input device pose.
  105897. * @param poseData Pose coming from the device
  105898. */
  105899. WebVRFreeCamera.prototype.updateFromDevice = function (poseData) {
  105900. if (poseData && poseData.orientation) {
  105901. this.rawPose = poseData;
  105902. this._deviceRoomRotationQuaternion.copyFromFloats(poseData.orientation[0], poseData.orientation[1], -poseData.orientation[2], -poseData.orientation[3]);
  105903. if (this.getScene().useRightHandedSystem) {
  105904. this._deviceRoomRotationQuaternion.z *= -1;
  105905. this._deviceRoomRotationQuaternion.w *= -1;
  105906. }
  105907. if (this.webVROptions.trackPosition && this.rawPose.position) {
  105908. this._deviceRoomPosition.copyFromFloats(this.rawPose.position[0], this.rawPose.position[1], -this.rawPose.position[2]);
  105909. if (this.getScene().useRightHandedSystem) {
  105910. this._deviceRoomPosition.z *= -1;
  105911. }
  105912. }
  105913. this._poseSet = true;
  105914. }
  105915. };
  105916. /**
  105917. * WebVR's attach control will start broadcasting frames to the device.
  105918. * Note that in certain browsers (chrome for example) this function must be called
  105919. * within a user-interaction callback. Example:
  105920. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  105921. *
  105922. * @param element html element to attach the vrDevice to
  105923. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  105924. */
  105925. WebVRFreeCamera.prototype.attachControl = function (element, noPreventDefault) {
  105926. _super.prototype.attachControl.call(this, element, noPreventDefault);
  105927. this._attached = true;
  105928. this._htmlElementAttached = element;
  105929. noPreventDefault = BABYLON.Camera.ForceAttachControlToAlwaysPreventDefault ? false : noPreventDefault;
  105930. if (this._vrDevice) {
  105931. this.getEngine().enableVR();
  105932. }
  105933. window.addEventListener('vrdisplaypresentchange', this._detachIfAttached);
  105934. };
  105935. /**
  105936. * Detaches the camera from the html element and disables VR
  105937. *
  105938. * @param element html element to detach from
  105939. */
  105940. WebVRFreeCamera.prototype.detachControl = function (element) {
  105941. this.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  105942. this.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  105943. _super.prototype.detachControl.call(this, element);
  105944. this._attached = false;
  105945. this.getEngine().disableVR();
  105946. window.removeEventListener('vrdisplaypresentchange', this._detachIfAttached);
  105947. };
  105948. /**
  105949. * @returns the name of this class
  105950. */
  105951. WebVRFreeCamera.prototype.getClassName = function () {
  105952. return "WebVRFreeCamera";
  105953. };
  105954. /**
  105955. * Calls resetPose on the vrDisplay
  105956. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  105957. */
  105958. WebVRFreeCamera.prototype.resetToCurrentRotation = function () {
  105959. //uses the vrDisplay's "resetPose()".
  105960. //pitch and roll won't be affected.
  105961. this._vrDevice.resetPose();
  105962. };
  105963. /**
  105964. * @hidden
  105965. * Updates the rig cameras (left and right eye)
  105966. */
  105967. WebVRFreeCamera.prototype._updateRigCameras = function () {
  105968. var camLeft = this._rigCameras[0];
  105969. var camRight = this._rigCameras[1];
  105970. camLeft.rotationQuaternion.copyFrom(this._deviceRoomRotationQuaternion);
  105971. camRight.rotationQuaternion.copyFrom(this._deviceRoomRotationQuaternion);
  105972. camLeft.position.copyFrom(this._deviceRoomPosition);
  105973. camRight.position.copyFrom(this._deviceRoomPosition);
  105974. };
  105975. // Remove translation from 6dof headset if trackposition is set to false
  105976. WebVRFreeCamera.prototype._correctPositionIfNotTrackPosition = function (matrix, isViewMatrix) {
  105977. if (isViewMatrix === void 0) { isViewMatrix = false; }
  105978. if (this.rawPose && this.rawPose.position && !this.webVROptions.trackPosition) {
  105979. BABYLON.Matrix.TranslationToRef(this.rawPose.position[0], this.rawPose.position[1], -this.rawPose.position[2], this._tmpMatrix);
  105980. if (!isViewMatrix) {
  105981. this._tmpMatrix.invert();
  105982. }
  105983. this._tmpMatrix.multiplyToRef(matrix, matrix);
  105984. }
  105985. };
  105986. /**
  105987. * @hidden
  105988. * Updates the cached values of the camera
  105989. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  105990. */
  105991. WebVRFreeCamera.prototype._updateCache = function (ignoreParentClass) {
  105992. var _this = this;
  105993. if (!this.rotationQuaternion.equals(this._cache.rotationQuaternion) || !this.position.equals(this._cache.position)) {
  105994. // Update to ensure devicePosition is up to date with most recent _deviceRoomPosition
  105995. if (!this.updateCacheCalled) {
  105996. // make sure it is only called once per loop. this.update() might cause an infinite loop.
  105997. this.updateCacheCalled = true;
  105998. this.update();
  105999. }
  106000. // Set working vector to the device position in room space rotated by the new rotation
  106001. this.rotationQuaternion.toRotationMatrix(this._workingMatrix);
  106002. BABYLON.Vector3.TransformCoordinatesToRef(this._deviceRoomPosition, this._workingMatrix, this._workingVector);
  106003. // Subtract this vector from the current device position in world to get the translation for the device world matrix
  106004. this.devicePosition.subtractToRef(this._workingVector, this._workingVector);
  106005. BABYLON.Matrix.ComposeToRef(this._oneVector, this.rotationQuaternion, this._workingVector, this._deviceToWorld);
  106006. // Add translation from anchor position
  106007. this._deviceToWorld.getTranslationToRef(this._workingVector);
  106008. this._workingVector.addInPlace(this.position);
  106009. this._workingVector.subtractInPlace(this._cache.position);
  106010. this._deviceToWorld.setTranslation(this._workingVector);
  106011. // Set an inverted matrix to be used when updating the camera
  106012. this._deviceToWorld.invertToRef(this._worldToDevice);
  106013. // Update the gamepad to ensure the mesh is updated on the same frame as camera
  106014. this.controllers.forEach(function (controller) {
  106015. controller._deviceToWorld.copyFrom(_this._deviceToWorld);
  106016. _this._correctPositionIfNotTrackPosition(controller._deviceToWorld);
  106017. controller.update();
  106018. });
  106019. }
  106020. if (!ignoreParentClass) {
  106021. _super.prototype._updateCache.call(this);
  106022. }
  106023. this.updateCacheCalled = false;
  106024. };
  106025. /**
  106026. * @hidden
  106027. * Get current device position in babylon world
  106028. */
  106029. WebVRFreeCamera.prototype._computeDevicePosition = function () {
  106030. BABYLON.Vector3.TransformCoordinatesToRef(this._deviceRoomPosition, this._deviceToWorld, this.devicePosition);
  106031. };
  106032. /**
  106033. * Updates the current device position and rotation in the babylon world
  106034. */
  106035. WebVRFreeCamera.prototype.update = function () {
  106036. this._computeDevicePosition();
  106037. // Get current device rotation in babylon world
  106038. BABYLON.Matrix.FromQuaternionToRef(this._deviceRoomRotationQuaternion, this._workingMatrix);
  106039. this._workingMatrix.multiplyToRef(this._deviceToWorld, this._workingMatrix);
  106040. BABYLON.Quaternion.FromRotationMatrixToRef(this._workingMatrix, this.deviceRotationQuaternion);
  106041. if (this._poseSet) {
  106042. this.onPoseUpdatedFromDeviceObservable.notifyObservers(null);
  106043. }
  106044. _super.prototype.update.call(this);
  106045. };
  106046. /**
  106047. * @hidden
  106048. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  106049. * @returns an identity matrix
  106050. */
  106051. WebVRFreeCamera.prototype._getViewMatrix = function () {
  106052. return BABYLON.Matrix.Identity();
  106053. };
  106054. /**
  106055. * This function is called by the two RIG cameras.
  106056. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  106057. */
  106058. WebVRFreeCamera.prototype._getWebVRViewMatrix = function () {
  106059. // Update the parent camera prior to using a child camera to avoid desynchronization
  106060. var parentCamera = this._cameraRigParams["parentCamera"];
  106061. parentCamera._updateCache();
  106062. //WebVR 1.1
  106063. var viewArray = this._cameraRigParams["left"] ? this._cameraRigParams["frameData"].leftViewMatrix : this._cameraRigParams["frameData"].rightViewMatrix;
  106064. BABYLON.Matrix.FromArrayToRef(viewArray, 0, this._webvrViewMatrix);
  106065. if (!this.getScene().useRightHandedSystem) {
  106066. this._webvrViewMatrix.toggleModelMatrixHandInPlace();
  106067. }
  106068. // update the camera rotation matrix
  106069. this._webvrViewMatrix.getRotationMatrixToRef(this._cameraRotationMatrix);
  106070. BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
  106071. // Computing target and final matrix
  106072. this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
  106073. // should the view matrix be updated with scale and position offset?
  106074. if (parentCamera.deviceScaleFactor !== 1) {
  106075. this._webvrViewMatrix.invert();
  106076. // scale the position, if set
  106077. if (parentCamera.deviceScaleFactor) {
  106078. this._webvrViewMatrix.multiplyAtIndex(12, parentCamera.deviceScaleFactor);
  106079. this._webvrViewMatrix.multiplyAtIndex(13, parentCamera.deviceScaleFactor);
  106080. this._webvrViewMatrix.multiplyAtIndex(14, parentCamera.deviceScaleFactor);
  106081. }
  106082. this._webvrViewMatrix.invert();
  106083. }
  106084. // Remove translation from 6dof headset if trackposition is set to false
  106085. parentCamera._correctPositionIfNotTrackPosition(this._webvrViewMatrix, true);
  106086. parentCamera._worldToDevice.multiplyToRef(this._webvrViewMatrix, this._webvrViewMatrix);
  106087. // Compute global position
  106088. this._workingMatrix = this._workingMatrix || BABYLON.Matrix.Identity();
  106089. this._webvrViewMatrix.invertToRef(this._workingMatrix);
  106090. this._workingMatrix.multiplyToRef(parentCamera.getWorldMatrix(), this._workingMatrix);
  106091. this._workingMatrix.getTranslationToRef(this._globalPosition);
  106092. this._markSyncedWithParent();
  106093. return this._webvrViewMatrix;
  106094. };
  106095. WebVRFreeCamera.prototype._getWebVRProjectionMatrix = function () {
  106096. var parentCamera = this.parent;
  106097. parentCamera._vrDevice.depthNear = parentCamera.minZ;
  106098. parentCamera._vrDevice.depthFar = parentCamera.maxZ;
  106099. var projectionArray = this._cameraRigParams["left"] ? this._cameraRigParams["frameData"].leftProjectionMatrix : this._cameraRigParams["frameData"].rightProjectionMatrix;
  106100. BABYLON.Matrix.FromArrayToRef(projectionArray, 0, this._projectionMatrix);
  106101. //babylon compatible matrix
  106102. if (!this.getScene().useRightHandedSystem) {
  106103. this._projectionMatrix.toggleProjectionMatrixHandInPlace();
  106104. }
  106105. return this._projectionMatrix;
  106106. };
  106107. /**
  106108. * Initializes the controllers and their meshes
  106109. */
  106110. WebVRFreeCamera.prototype.initControllers = function () {
  106111. var _this = this;
  106112. this.controllers = [];
  106113. var manager = this.getScene().gamepadManager;
  106114. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  106115. if (gamepad.type === BABYLON.Gamepad.POSE_ENABLED) {
  106116. var webVrController = gamepad;
  106117. if (webVrController.defaultModel) {
  106118. webVrController.defaultModel.setEnabled(false);
  106119. }
  106120. if (webVrController.hand === "right") {
  106121. _this._rightController = null;
  106122. }
  106123. if (webVrController.hand === "left") {
  106124. _this._leftController = null;
  106125. }
  106126. var controllerIndex = _this.controllers.indexOf(webVrController);
  106127. if (controllerIndex !== -1) {
  106128. _this.controllers.splice(controllerIndex, 1);
  106129. }
  106130. }
  106131. });
  106132. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  106133. if (gamepad.type === BABYLON.Gamepad.POSE_ENABLED) {
  106134. var webVrController_1 = gamepad;
  106135. if (!_this.webVROptions.trackPosition) {
  106136. webVrController_1._disableTrackPosition(new BABYLON.Vector3(webVrController_1.hand == "left" ? -0.15 : 0.15, -0.5, 0.25));
  106137. // Cache must be updated before rendering controllers to avoid them being one frame behind
  106138. if (!_this._updateCacheWhenTrackingDisabledObserver) {
  106139. _this._updateCacheWhenTrackingDisabledObserver = _this._scene.onBeforeRenderObservable.add(function () {
  106140. _this._updateCache();
  106141. });
  106142. }
  106143. }
  106144. webVrController_1.deviceScaleFactor = _this.deviceScaleFactor;
  106145. webVrController_1._deviceToWorld.copyFrom(_this._deviceToWorld);
  106146. _this._correctPositionIfNotTrackPosition(webVrController_1._deviceToWorld);
  106147. if (_this.webVROptions.controllerMeshes) {
  106148. if (webVrController_1.defaultModel) {
  106149. webVrController_1.defaultModel.setEnabled(true);
  106150. }
  106151. else {
  106152. // Load the meshes
  106153. webVrController_1.initControllerMesh(_this.getScene(), function (loadedMesh) {
  106154. loadedMesh.scaling.scaleInPlace(_this.deviceScaleFactor);
  106155. _this.onControllerMeshLoadedObservable.notifyObservers(webVrController_1);
  106156. if (_this.webVROptions.defaultLightingOnControllers) {
  106157. if (!_this._lightOnControllers) {
  106158. _this._lightOnControllers = new BABYLON.HemisphericLight("vrControllersLight", new BABYLON.Vector3(0, 1, 0), _this.getScene());
  106159. }
  106160. var activateLightOnSubMeshes_1 = function (mesh, light) {
  106161. var children = mesh.getChildren();
  106162. if (children && children.length !== 0) {
  106163. children.forEach(function (mesh) {
  106164. light.includedOnlyMeshes.push(mesh);
  106165. activateLightOnSubMeshes_1(mesh, light);
  106166. });
  106167. }
  106168. };
  106169. _this._lightOnControllers.includedOnlyMeshes.push(loadedMesh);
  106170. activateLightOnSubMeshes_1(loadedMesh, _this._lightOnControllers);
  106171. }
  106172. });
  106173. }
  106174. }
  106175. webVrController_1.attachToPoseControlledCamera(_this);
  106176. // since this is async - sanity check. Is the controller already stored?
  106177. if (_this.controllers.indexOf(webVrController_1) === -1) {
  106178. //add to the controllers array
  106179. _this.controllers.push(webVrController_1);
  106180. // Forced to add some control code for Vive as it doesn't always fill properly the "hand" property
  106181. // Sometimes, both controllers are set correctly (left and right), sometimes none, sometimes only one of them...
  106182. // So we're overriding setting left & right manually to be sure
  106183. var firstViveWandDetected = false;
  106184. for (var i = 0; i < _this.controllers.length; i++) {
  106185. if (_this.controllers[i].controllerType === BABYLON.PoseEnabledControllerType.VIVE) {
  106186. if (!firstViveWandDetected) {
  106187. firstViveWandDetected = true;
  106188. _this.controllers[i].hand = "left";
  106189. }
  106190. else {
  106191. _this.controllers[i].hand = "right";
  106192. }
  106193. }
  106194. }
  106195. //did we find enough controllers? Great! let the developer know.
  106196. if (_this.controllers.length >= 2) {
  106197. _this.onControllersAttachedObservable.notifyObservers(_this.controllers);
  106198. }
  106199. }
  106200. }
  106201. });
  106202. };
  106203. return WebVRFreeCamera;
  106204. }(BABYLON.FreeCamera));
  106205. BABYLON.WebVRFreeCamera = WebVRFreeCamera;
  106206. })(BABYLON || (BABYLON = {}));
  106207. //# sourceMappingURL=babylon.webVRCamera.js.map
  106208. var BABYLON;
  106209. (function (BABYLON) {
  106210. BABYLON.Node.AddNodeConstructor("DeviceOrientationCamera", function (name, scene) {
  106211. return function () { return new DeviceOrientationCamera(name, BABYLON.Vector3.Zero(), scene); };
  106212. });
  106213. // We're mainly based on the logic defined into the FreeCamera code
  106214. /**
  106215. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  106216. * being tilted forward or back and left or right.
  106217. */
  106218. var DeviceOrientationCamera = /** @class */ (function (_super) {
  106219. __extends(DeviceOrientationCamera, _super);
  106220. /**
  106221. * Creates a new device orientation camera
  106222. * @param name The name of the camera
  106223. * @param position The start position camera
  106224. * @param scene The scene the camera belongs to
  106225. */
  106226. function DeviceOrientationCamera(name, position, scene) {
  106227. var _this = _super.call(this, name, position, scene) || this;
  106228. _this._quaternionCache = new BABYLON.Quaternion();
  106229. _this.inputs.addDeviceOrientation();
  106230. return _this;
  106231. }
  106232. /**
  106233. * Gets the current instance class name ("DeviceOrientationCamera").
  106234. * This helps avoiding instanceof at run time.
  106235. * @returns the class name
  106236. */
  106237. DeviceOrientationCamera.prototype.getClassName = function () {
  106238. return "DeviceOrientationCamera";
  106239. };
  106240. /**
  106241. * @hidden
  106242. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  106243. */
  106244. DeviceOrientationCamera.prototype._checkInputs = function () {
  106245. _super.prototype._checkInputs.call(this);
  106246. this._quaternionCache.copyFrom(this.rotationQuaternion);
  106247. if (this._initialQuaternion) {
  106248. this._initialQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  106249. }
  106250. };
  106251. /**
  106252. * Reset the camera to its default orientation on the specified axis only.
  106253. * @param axis The axis to reset
  106254. */
  106255. DeviceOrientationCamera.prototype.resetToCurrentRotation = function (axis) {
  106256. var _this = this;
  106257. if (axis === void 0) { axis = BABYLON.Axis.Y; }
  106258. //can only work if this camera has a rotation quaternion already.
  106259. if (!this.rotationQuaternion) {
  106260. return;
  106261. }
  106262. if (!this._initialQuaternion) {
  106263. this._initialQuaternion = new BABYLON.Quaternion();
  106264. }
  106265. this._initialQuaternion.copyFrom(this._quaternionCache || this.rotationQuaternion);
  106266. ['x', 'y', 'z'].forEach(function (axisName) {
  106267. if (!axis[axisName]) {
  106268. _this._initialQuaternion[axisName] = 0;
  106269. }
  106270. else {
  106271. _this._initialQuaternion[axisName] *= -1;
  106272. }
  106273. });
  106274. this._initialQuaternion.normalize();
  106275. //force rotation update
  106276. this._initialQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  106277. };
  106278. return DeviceOrientationCamera;
  106279. }(BABYLON.FreeCamera));
  106280. BABYLON.DeviceOrientationCamera = DeviceOrientationCamera;
  106281. })(BABYLON || (BABYLON = {}));
  106282. //# sourceMappingURL=babylon.deviceOrientationCamera.js.map
  106283. var BABYLON;
  106284. (function (BABYLON) {
  106285. BABYLON.Node.AddNodeConstructor("VRDeviceOrientationFreeCamera", function (name, scene) {
  106286. return function () { return new VRDeviceOrientationFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  106287. });
  106288. /**
  106289. * Camera used to simulate VR rendering (based on FreeCamera)
  106290. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  106291. */
  106292. var VRDeviceOrientationFreeCamera = /** @class */ (function (_super) {
  106293. __extends(VRDeviceOrientationFreeCamera, _super);
  106294. /**
  106295. * Creates a new VRDeviceOrientationFreeCamera
  106296. * @param name defines camera name
  106297. * @param position defines the start position of the camera
  106298. * @param scene defines the scene the camera belongs to
  106299. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  106300. * @param vrCameraMetrics defines the vr metrics associated to the camera
  106301. */
  106302. function VRDeviceOrientationFreeCamera(name, position, scene, compensateDistortion, vrCameraMetrics) {
  106303. if (compensateDistortion === void 0) { compensateDistortion = true; }
  106304. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  106305. var _this = _super.call(this, name, position, scene) || this;
  106306. vrCameraMetrics.compensateDistortion = compensateDistortion;
  106307. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_VR, { vrCameraMetrics: vrCameraMetrics });
  106308. return _this;
  106309. }
  106310. /**
  106311. * Gets camera class name
  106312. * @returns VRDeviceOrientationFreeCamera
  106313. */
  106314. VRDeviceOrientationFreeCamera.prototype.getClassName = function () {
  106315. return "VRDeviceOrientationFreeCamera";
  106316. };
  106317. return VRDeviceOrientationFreeCamera;
  106318. }(BABYLON.DeviceOrientationCamera));
  106319. BABYLON.VRDeviceOrientationFreeCamera = VRDeviceOrientationFreeCamera;
  106320. })(BABYLON || (BABYLON = {}));
  106321. //# sourceMappingURL=babylon.vrDeviceOrientationFreeCamera.js.map
  106322. var BABYLON;
  106323. (function (BABYLON) {
  106324. BABYLON.Node.AddNodeConstructor("VRDeviceOrientationFreeCamera", function (name, scene) {
  106325. return function () { return new VRDeviceOrientationArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), scene); };
  106326. });
  106327. /**
  106328. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  106329. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  106330. */
  106331. var VRDeviceOrientationArcRotateCamera = /** @class */ (function (_super) {
  106332. __extends(VRDeviceOrientationArcRotateCamera, _super);
  106333. /**
  106334. * Creates a new VRDeviceOrientationArcRotateCamera
  106335. * @param name defines camera name
  106336. * @param alpha defines the camera rotation along the logitudinal axis
  106337. * @param beta defines the camera rotation along the latitudinal axis
  106338. * @param radius defines the camera distance from its target
  106339. * @param target defines the camera target
  106340. * @param scene defines the scene the camera belongs to
  106341. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  106342. * @param vrCameraMetrics defines the vr metrics associated to the camera
  106343. */
  106344. function VRDeviceOrientationArcRotateCamera(name, alpha, beta, radius, target, scene, compensateDistortion, vrCameraMetrics) {
  106345. if (compensateDistortion === void 0) { compensateDistortion = true; }
  106346. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  106347. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  106348. vrCameraMetrics.compensateDistortion = compensateDistortion;
  106349. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_VR, { vrCameraMetrics: vrCameraMetrics });
  106350. _this.inputs.addVRDeviceOrientation();
  106351. return _this;
  106352. }
  106353. /**
  106354. * Gets camera class name
  106355. * @returns VRDeviceOrientationArcRotateCamera
  106356. */
  106357. VRDeviceOrientationArcRotateCamera.prototype.getClassName = function () {
  106358. return "VRDeviceOrientationArcRotateCamera";
  106359. };
  106360. return VRDeviceOrientationArcRotateCamera;
  106361. }(BABYLON.ArcRotateCamera));
  106362. BABYLON.VRDeviceOrientationArcRotateCamera = VRDeviceOrientationArcRotateCamera;
  106363. })(BABYLON || (BABYLON = {}));
  106364. //# sourceMappingURL=babylon.vrDeviceOrientationArcRotateCamera.js.map
  106365. var BABYLON;
  106366. (function (BABYLON) {
  106367. BABYLON.Node.AddNodeConstructor("VRDeviceOrientationGamepadCamera", function (name, scene) {
  106368. return function () { return new VRDeviceOrientationGamepadCamera(name, BABYLON.Vector3.Zero(), scene); };
  106369. });
  106370. /**
  106371. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  106372. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  106373. */
  106374. var VRDeviceOrientationGamepadCamera = /** @class */ (function (_super) {
  106375. __extends(VRDeviceOrientationGamepadCamera, _super);
  106376. /**
  106377. * Creates a new VRDeviceOrientationGamepadCamera
  106378. * @param name defines camera name
  106379. * @param position defines the start position of the camera
  106380. * @param scene defines the scene the camera belongs to
  106381. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  106382. * @param vrCameraMetrics defines the vr metrics associated to the camera
  106383. */
  106384. function VRDeviceOrientationGamepadCamera(name, position, scene, compensateDistortion, vrCameraMetrics) {
  106385. if (compensateDistortion === void 0) { compensateDistortion = true; }
  106386. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  106387. var _this = _super.call(this, name, position, scene, compensateDistortion, vrCameraMetrics) || this;
  106388. _this.inputs.addGamepad();
  106389. return _this;
  106390. }
  106391. /**
  106392. * Gets camera class name
  106393. * @returns VRDeviceOrientationGamepadCamera
  106394. */
  106395. VRDeviceOrientationGamepadCamera.prototype.getClassName = function () {
  106396. return "VRDeviceOrientationGamepadCamera";
  106397. };
  106398. return VRDeviceOrientationGamepadCamera;
  106399. }(BABYLON.VRDeviceOrientationFreeCamera));
  106400. BABYLON.VRDeviceOrientationGamepadCamera = VRDeviceOrientationGamepadCamera;
  106401. })(BABYLON || (BABYLON = {}));
  106402. //# sourceMappingURL=babylon.vrDeviceOrientationGamepadCamera.js.map
  106403. var BABYLON;
  106404. (function (BABYLON) {
  106405. var VRExperienceHelperGazer = /** @class */ (function () {
  106406. function VRExperienceHelperGazer(scene, gazeTrackerToClone) {
  106407. if (gazeTrackerToClone === void 0) { gazeTrackerToClone = null; }
  106408. this.scene = scene;
  106409. /** @hidden */
  106410. this._pointerDownOnMeshAsked = false;
  106411. /** @hidden */
  106412. this._isActionableMesh = false;
  106413. /** @hidden */
  106414. this._teleportationRequestInitiated = false;
  106415. /** @hidden */
  106416. this._teleportationBackRequestInitiated = false;
  106417. /** @hidden */
  106418. this._rotationRightAsked = false;
  106419. /** @hidden */
  106420. this._rotationLeftAsked = false;
  106421. /** @hidden */
  106422. this._dpadPressed = true;
  106423. /** @hidden */
  106424. this._activePointer = false;
  106425. this._id = VRExperienceHelperGazer._idCounter++;
  106426. // Gaze tracker
  106427. if (!gazeTrackerToClone) {
  106428. this._gazeTracker = BABYLON.Mesh.CreateTorus("gazeTracker", 0.0035, 0.0025, 20, scene, false);
  106429. this._gazeTracker.bakeCurrentTransformIntoVertices();
  106430. this._gazeTracker.isPickable = false;
  106431. this._gazeTracker.isVisible = false;
  106432. var targetMat = new BABYLON.StandardMaterial("targetMat", scene);
  106433. targetMat.specularColor = BABYLON.Color3.Black();
  106434. targetMat.emissiveColor = new BABYLON.Color3(0.7, 0.7, 0.7);
  106435. targetMat.backFaceCulling = false;
  106436. this._gazeTracker.material = targetMat;
  106437. }
  106438. else {
  106439. this._gazeTracker = gazeTrackerToClone.clone("gazeTracker");
  106440. }
  106441. }
  106442. /** @hidden */
  106443. VRExperienceHelperGazer.prototype._getForwardRay = function (length) {
  106444. return new BABYLON.Ray(BABYLON.Vector3.Zero(), new BABYLON.Vector3(0, 0, length));
  106445. };
  106446. /** @hidden */
  106447. VRExperienceHelperGazer.prototype._selectionPointerDown = function () {
  106448. this._pointerDownOnMeshAsked = true;
  106449. if (this._currentHit) {
  106450. this.scene.simulatePointerDown(this._currentHit, { pointerId: this._id });
  106451. }
  106452. };
  106453. /** @hidden */
  106454. VRExperienceHelperGazer.prototype._selectionPointerUp = function () {
  106455. if (this._currentHit) {
  106456. this.scene.simulatePointerUp(this._currentHit, { pointerId: this._id });
  106457. }
  106458. this._pointerDownOnMeshAsked = false;
  106459. };
  106460. /** @hidden */
  106461. VRExperienceHelperGazer.prototype._activatePointer = function () {
  106462. this._activePointer = true;
  106463. };
  106464. /** @hidden */
  106465. VRExperienceHelperGazer.prototype._deactivatePointer = function () {
  106466. this._activePointer = false;
  106467. };
  106468. /** @hidden */
  106469. VRExperienceHelperGazer.prototype._updatePointerDistance = function (distance) {
  106470. if (distance === void 0) { distance = 100; }
  106471. };
  106472. VRExperienceHelperGazer.prototype.dispose = function () {
  106473. this._interactionsEnabled = false;
  106474. this._teleportationEnabled = false;
  106475. if (this._gazeTracker) {
  106476. this._gazeTracker.dispose();
  106477. }
  106478. };
  106479. VRExperienceHelperGazer._idCounter = 0;
  106480. return VRExperienceHelperGazer;
  106481. }());
  106482. var VRExperienceHelperControllerGazer = /** @class */ (function (_super) {
  106483. __extends(VRExperienceHelperControllerGazer, _super);
  106484. function VRExperienceHelperControllerGazer(webVRController, scene, gazeTrackerToClone) {
  106485. var _this = _super.call(this, scene, gazeTrackerToClone) || this;
  106486. _this.webVRController = webVRController;
  106487. // Laser pointer
  106488. _this._laserPointer = BABYLON.Mesh.CreateCylinder("laserPointer", 1, 0.004, 0.0002, 20, 1, scene, false);
  106489. var laserPointerMaterial = new BABYLON.StandardMaterial("laserPointerMat", scene);
  106490. laserPointerMaterial.emissiveColor = new BABYLON.Color3(0.7, 0.7, 0.7);
  106491. laserPointerMaterial.alpha = 0.6;
  106492. _this._laserPointer.material = laserPointerMaterial;
  106493. _this._laserPointer.rotation.x = Math.PI / 2;
  106494. _this._laserPointer.position.z = -0.5;
  106495. _this._laserPointer.isVisible = false;
  106496. _this._laserPointer.isPickable = false;
  106497. if (!webVRController.mesh) {
  106498. // Create an empty mesh that is used prior to loading the high quality model
  106499. var preloadMesh = new BABYLON.Mesh("preloadControllerMesh", scene);
  106500. var preloadPointerPose = new BABYLON.Mesh(BABYLON.PoseEnabledController.POINTING_POSE, scene);
  106501. preloadPointerPose.rotation.x = -0.7;
  106502. preloadMesh.addChild(preloadPointerPose);
  106503. webVRController.attachToMesh(preloadMesh);
  106504. }
  106505. _this._setLaserPointerParent(webVRController.mesh);
  106506. _this._meshAttachedObserver = webVRController._meshAttachedObservable.add(function (mesh) {
  106507. _this._setLaserPointerParent(mesh);
  106508. });
  106509. return _this;
  106510. }
  106511. VRExperienceHelperControllerGazer.prototype._getForwardRay = function (length) {
  106512. return this.webVRController.getForwardRay(length);
  106513. };
  106514. /** @hidden */
  106515. VRExperienceHelperControllerGazer.prototype._activatePointer = function () {
  106516. _super.prototype._activatePointer.call(this);
  106517. this._laserPointer.isVisible = true;
  106518. };
  106519. /** @hidden */
  106520. VRExperienceHelperControllerGazer.prototype._deactivatePointer = function () {
  106521. _super.prototype._deactivatePointer.call(this);
  106522. this._laserPointer.isVisible = false;
  106523. };
  106524. /** @hidden */
  106525. VRExperienceHelperControllerGazer.prototype._setLaserPointerColor = function (color) {
  106526. this._laserPointer.material.emissiveColor = color;
  106527. };
  106528. /** @hidden */
  106529. VRExperienceHelperControllerGazer.prototype._setLaserPointerParent = function (mesh) {
  106530. var makeNotPick = function (root) {
  106531. root.isPickable = false;
  106532. root.getChildMeshes().forEach(function (c) {
  106533. makeNotPick(c);
  106534. });
  106535. };
  106536. makeNotPick(mesh);
  106537. var meshChildren = mesh.getChildren(undefined, false);
  106538. var laserParent = mesh;
  106539. this.webVRController._pointingPoseNode = null;
  106540. for (var i = 0; i < meshChildren.length; i++) {
  106541. if (meshChildren[i].name && meshChildren[i].name.indexOf(BABYLON.PoseEnabledController.POINTING_POSE) >= 0) {
  106542. laserParent = meshChildren[i];
  106543. this.webVRController._pointingPoseNode = laserParent;
  106544. break;
  106545. }
  106546. }
  106547. this._laserPointer.parent = laserParent;
  106548. };
  106549. VRExperienceHelperControllerGazer.prototype._updatePointerDistance = function (distance) {
  106550. if (distance === void 0) { distance = 100; }
  106551. this._laserPointer.scaling.y = distance;
  106552. this._laserPointer.position.z = -distance / 2;
  106553. };
  106554. VRExperienceHelperControllerGazer.prototype.dispose = function () {
  106555. _super.prototype.dispose.call(this);
  106556. this._laserPointer.dispose();
  106557. if (this._meshAttachedObserver) {
  106558. this.webVRController._meshAttachedObservable.remove(this._meshAttachedObserver);
  106559. }
  106560. };
  106561. return VRExperienceHelperControllerGazer;
  106562. }(VRExperienceHelperGazer));
  106563. var VRExperienceHelperCameraGazer = /** @class */ (function (_super) {
  106564. __extends(VRExperienceHelperCameraGazer, _super);
  106565. function VRExperienceHelperCameraGazer(getCamera, scene) {
  106566. var _this = _super.call(this, scene) || this;
  106567. _this.getCamera = getCamera;
  106568. return _this;
  106569. }
  106570. VRExperienceHelperCameraGazer.prototype._getForwardRay = function (length) {
  106571. var camera = this.getCamera();
  106572. if (camera) {
  106573. return camera.getForwardRay(length);
  106574. }
  106575. else {
  106576. return new BABYLON.Ray(BABYLON.Vector3.Zero(), BABYLON.Vector3.Forward());
  106577. }
  106578. };
  106579. return VRExperienceHelperCameraGazer;
  106580. }(VRExperienceHelperGazer));
  106581. /**
  106582. * Helps to quickly add VR support to an existing scene.
  106583. * See http://doc.babylonjs.com/how_to/webvr_helper
  106584. */
  106585. var VRExperienceHelper = /** @class */ (function () {
  106586. /**
  106587. * Instantiates a VRExperienceHelper.
  106588. * Helps to quickly add VR support to an existing scene.
  106589. * @param scene The scene the VRExperienceHelper belongs to.
  106590. * @param webVROptions Options to modify the vr experience helper's behavior.
  106591. */
  106592. function VRExperienceHelper(scene,
  106593. /** Options to modify the vr experience helper's behavior. */
  106594. webVROptions) {
  106595. if (webVROptions === void 0) { webVROptions = {}; }
  106596. var _this = this;
  106597. this.webVROptions = webVROptions;
  106598. // Can the system support WebVR, even if a headset isn't plugged in?
  106599. this._webVRsupported = false;
  106600. // If WebVR is supported, is a headset plugged in and are we ready to present?
  106601. this._webVRready = false;
  106602. // Are we waiting for the requestPresent callback to complete?
  106603. this._webVRrequesting = false;
  106604. // Are we presenting to the headset right now? (this is the vrDevice state)
  106605. this._webVRpresenting = false;
  106606. // Are we presenting in the fullscreen fallback?
  106607. this._fullscreenVRpresenting = false;
  106608. /**
  106609. * Observable raised when entering VR.
  106610. */
  106611. this.onEnteringVRObservable = new BABYLON.Observable();
  106612. /**
  106613. * Observable raised when exiting VR.
  106614. */
  106615. this.onExitingVRObservable = new BABYLON.Observable();
  106616. /**
  106617. * Observable raised when controller mesh is loaded.
  106618. */
  106619. this.onControllerMeshLoadedObservable = new BABYLON.Observable();
  106620. this._useCustomVRButton = false;
  106621. this._teleportationRequested = false;
  106622. this._teleportActive = false;
  106623. this._floorMeshesCollection = [];
  106624. this._rotationAllowed = true;
  106625. this._teleportBackwardsVector = new BABYLON.Vector3(0, -1, -1);
  106626. this._isDefaultTeleportationTarget = true;
  106627. this._teleportationFillColor = "#444444";
  106628. this._teleportationBorderColor = "#FFFFFF";
  106629. this._rotationAngle = 0;
  106630. this._haloCenter = new BABYLON.Vector3(0, 0, 0);
  106631. this._padSensibilityUp = 0.65;
  106632. this._padSensibilityDown = 0.35;
  106633. this._leftController = null;
  106634. this._rightController = null;
  106635. /**
  106636. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  106637. */
  106638. this.onNewMeshSelected = new BABYLON.Observable();
  106639. /**
  106640. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  106641. */
  106642. this.onNewMeshPicked = new BABYLON.Observable();
  106643. /**
  106644. * Observable raised before camera teleportation
  106645. */
  106646. this.onBeforeCameraTeleport = new BABYLON.Observable();
  106647. /**
  106648. * Observable raised after camera teleportation
  106649. */
  106650. this.onAfterCameraTeleport = new BABYLON.Observable();
  106651. /**
  106652. * Observable raised when current selected mesh gets unselected
  106653. */
  106654. this.onSelectedMeshUnselected = new BABYLON.Observable();
  106655. /**
  106656. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  106657. */
  106658. this.teleportationEnabled = true;
  106659. this._teleportationInitialized = false;
  106660. this._interactionsEnabled = false;
  106661. this._interactionsRequested = false;
  106662. this._displayGaze = true;
  106663. this._displayLaserPointer = true;
  106664. /**
  106665. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  106666. */
  106667. this.updateGazeTrackerScale = true;
  106668. this._onResize = function () {
  106669. _this.moveButtonToBottomRight();
  106670. if (_this._fullscreenVRpresenting && _this._webVRready) {
  106671. _this.exitVR();
  106672. }
  106673. };
  106674. this._onFullscreenChange = function () {
  106675. if (document.fullscreen !== undefined) {
  106676. _this._fullscreenVRpresenting = document.fullscreen;
  106677. }
  106678. else if (document.mozFullScreen !== undefined) {
  106679. _this._fullscreenVRpresenting = document.mozFullScreen;
  106680. }
  106681. else if (document.webkitIsFullScreen !== undefined) {
  106682. _this._fullscreenVRpresenting = document.webkitIsFullScreen;
  106683. }
  106684. else if (document.msIsFullScreen !== undefined) {
  106685. _this._fullscreenVRpresenting = document.msIsFullScreen;
  106686. }
  106687. else if (document.msFullscreenElement !== undefined) {
  106688. _this._fullscreenVRpresenting = document.msFullscreenElement;
  106689. }
  106690. if (!_this._fullscreenVRpresenting && _this._canvas) {
  106691. _this.exitVR();
  106692. if (!_this._useCustomVRButton) {
  106693. _this._btnVR.style.top = _this._canvas.offsetTop + _this._canvas.offsetHeight - 70 + "px";
  106694. _this._btnVR.style.left = _this._canvas.offsetLeft + _this._canvas.offsetWidth - 100 + "px";
  106695. }
  106696. }
  106697. };
  106698. this._cachedAngularSensibility = { angularSensibilityX: null, angularSensibilityY: null, angularSensibility: null };
  106699. this.beforeRender = function () {
  106700. if (_this._leftController && _this._leftController._activePointer) {
  106701. _this._castRayAndSelectObject(_this._leftController);
  106702. }
  106703. if (_this._rightController && _this._rightController._activePointer) {
  106704. _this._castRayAndSelectObject(_this._rightController);
  106705. }
  106706. if (_this._noControllerIsActive) {
  106707. _this._castRayAndSelectObject(_this._cameraGazer);
  106708. }
  106709. else {
  106710. _this._cameraGazer._gazeTracker.isVisible = false;
  106711. }
  106712. };
  106713. this._onNewGamepadConnected = function (gamepad) {
  106714. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  106715. if (gamepad.leftStick) {
  106716. gamepad.onleftstickchanged(function (stickValues) {
  106717. if (_this._teleportationInitialized && _this.teleportationEnabled) {
  106718. // Listening to classic/xbox gamepad only if no VR controller is active
  106719. if ((!_this._leftController && !_this._rightController) ||
  106720. ((_this._leftController && !_this._leftController._activePointer) &&
  106721. (_this._rightController && !_this._rightController._activePointer))) {
  106722. _this._checkTeleportWithRay(stickValues, _this._cameraGazer);
  106723. _this._checkTeleportBackwards(stickValues, _this._cameraGazer);
  106724. }
  106725. }
  106726. });
  106727. }
  106728. if (gamepad.rightStick) {
  106729. gamepad.onrightstickchanged(function (stickValues) {
  106730. if (_this._teleportationInitialized) {
  106731. _this._checkRotate(stickValues, _this._cameraGazer);
  106732. }
  106733. });
  106734. }
  106735. if (gamepad.type === BABYLON.Gamepad.XBOX) {
  106736. gamepad.onbuttondown(function (buttonPressed) {
  106737. if (_this._interactionsEnabled && buttonPressed === BABYLON.Xbox360Button.A) {
  106738. _this._cameraGazer._selectionPointerDown();
  106739. }
  106740. });
  106741. gamepad.onbuttonup(function (buttonPressed) {
  106742. if (_this._interactionsEnabled && buttonPressed === BABYLON.Xbox360Button.A) {
  106743. _this._cameraGazer._selectionPointerUp();
  106744. }
  106745. });
  106746. }
  106747. }
  106748. else {
  106749. var webVRController = gamepad;
  106750. var controller = new VRExperienceHelperControllerGazer(webVRController, _this._scene, _this._cameraGazer._gazeTracker);
  106751. if (webVRController.hand === "right" || (_this._leftController && _this._leftController.webVRController != webVRController)) {
  106752. _this._rightController = controller;
  106753. }
  106754. else {
  106755. _this._leftController = controller;
  106756. }
  106757. _this._tryEnableInteractionOnController(controller);
  106758. }
  106759. };
  106760. // 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
  106761. this._tryEnableInteractionOnController = function (controller) {
  106762. if (_this._interactionsRequested && !controller._interactionsEnabled) {
  106763. _this._enableInteractionOnController(controller);
  106764. }
  106765. if (_this._teleportationRequested && !controller._teleportationEnabled) {
  106766. _this._enableTeleportationOnController(controller);
  106767. }
  106768. };
  106769. this._onNewGamepadDisconnected = function (gamepad) {
  106770. if (gamepad instanceof BABYLON.WebVRController) {
  106771. if (gamepad.hand === "left" && _this._leftController != null) {
  106772. _this._leftController.dispose();
  106773. _this._leftController = null;
  106774. }
  106775. if (gamepad.hand === "right" && _this._rightController != null) {
  106776. _this._rightController.dispose();
  106777. _this._rightController = null;
  106778. }
  106779. }
  106780. };
  106781. this._workingVector = BABYLON.Vector3.Zero();
  106782. this._workingQuaternion = BABYLON.Quaternion.Identity();
  106783. this._workingMatrix = BABYLON.Matrix.Identity();
  106784. this._scene = scene;
  106785. this._canvas = scene.getEngine().getRenderingCanvas();
  106786. // Parse options
  106787. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera === undefined) {
  106788. webVROptions.createFallbackVRDeviceOrientationFreeCamera = true;
  106789. }
  106790. if (webVROptions.createDeviceOrientationCamera === undefined) {
  106791. webVROptions.createDeviceOrientationCamera = true;
  106792. }
  106793. if (webVROptions.laserToggle === undefined) {
  106794. webVROptions.laserToggle = true;
  106795. }
  106796. if (webVROptions.defaultHeight === undefined) {
  106797. webVROptions.defaultHeight = 1.7;
  106798. }
  106799. if (webVROptions.useCustomVRButton) {
  106800. this._useCustomVRButton = true;
  106801. if (webVROptions.customVRButton) {
  106802. this._btnVR = webVROptions.customVRButton;
  106803. }
  106804. }
  106805. if (webVROptions.rayLength) {
  106806. this._rayLength = webVROptions.rayLength;
  106807. }
  106808. this._defaultHeight = webVROptions.defaultHeight;
  106809. if (webVROptions.positionScale) {
  106810. this._rayLength *= webVROptions.positionScale;
  106811. this._defaultHeight *= webVROptions.positionScale;
  106812. }
  106813. this._hasEnteredVR = false;
  106814. // Set position
  106815. if (this._scene.activeCamera) {
  106816. this._position = this._scene.activeCamera.position.clone();
  106817. }
  106818. else {
  106819. this._position = new BABYLON.Vector3(0, this._defaultHeight, 0);
  106820. }
  106821. // Set non-vr camera
  106822. if (webVROptions.createDeviceOrientationCamera || !this._scene.activeCamera) {
  106823. this._deviceOrientationCamera = new BABYLON.DeviceOrientationCamera("deviceOrientationVRHelper", this._position.clone(), scene);
  106824. // Copy data from existing camera
  106825. if (this._scene.activeCamera) {
  106826. this._deviceOrientationCamera.minZ = this._scene.activeCamera.minZ;
  106827. this._deviceOrientationCamera.maxZ = this._scene.activeCamera.maxZ;
  106828. // Set rotation from previous camera
  106829. if (this._scene.activeCamera instanceof BABYLON.TargetCamera && this._scene.activeCamera.rotation) {
  106830. var targetCamera = this._scene.activeCamera;
  106831. if (targetCamera.rotationQuaternion) {
  106832. this._deviceOrientationCamera.rotationQuaternion.copyFrom(targetCamera.rotationQuaternion);
  106833. }
  106834. else {
  106835. this._deviceOrientationCamera.rotationQuaternion.copyFrom(BABYLON.Quaternion.RotationYawPitchRoll(targetCamera.rotation.y, targetCamera.rotation.x, targetCamera.rotation.z));
  106836. }
  106837. this._deviceOrientationCamera.rotation = targetCamera.rotation.clone();
  106838. }
  106839. }
  106840. this._scene.activeCamera = this._deviceOrientationCamera;
  106841. if (this._canvas) {
  106842. this._scene.activeCamera.attachControl(this._canvas);
  106843. }
  106844. }
  106845. else {
  106846. this._existingCamera = this._scene.activeCamera;
  106847. }
  106848. // Create VR cameras
  106849. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera) {
  106850. this._vrDeviceOrientationCamera = new BABYLON.VRDeviceOrientationFreeCamera("VRDeviceOrientationVRHelper", this._position, this._scene);
  106851. this._vrDeviceOrientationCamera.angularSensibility = Number.MAX_VALUE;
  106852. }
  106853. this._webVRCamera = new BABYLON.WebVRFreeCamera("WebVRHelper", this._position, this._scene, webVROptions);
  106854. this._webVRCamera.useStandingMatrix();
  106855. this._cameraGazer = new VRExperienceHelperCameraGazer(function () { return _this.currentVRCamera; }, scene);
  106856. // Create default button
  106857. if (!this._useCustomVRButton) {
  106858. this._btnVR = document.createElement("BUTTON");
  106859. this._btnVR.className = "babylonVRicon";
  106860. this._btnVR.id = "babylonVRiconbtn";
  106861. this._btnVR.title = "Click to switch to VR";
  106862. 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) }";
  106863. css += ".babylonVRicon.vrdisplaypresenting { display: none; }";
  106864. // TODO: Add user feedback so that they know what state the VRDisplay is in (disconnected, connected, entering-VR)
  106865. // css += ".babylonVRicon.vrdisplaysupported { }";
  106866. // css += ".babylonVRicon.vrdisplayready { }";
  106867. // css += ".babylonVRicon.vrdisplayrequesting { }";
  106868. var style = document.createElement('style');
  106869. style.appendChild(document.createTextNode(css));
  106870. document.getElementsByTagName('head')[0].appendChild(style);
  106871. this.moveButtonToBottomRight();
  106872. }
  106873. // VR button click event
  106874. if (this._btnVR) {
  106875. this._btnVR.addEventListener("click", function () {
  106876. if (!_this.isInVRMode) {
  106877. _this.enterVR();
  106878. }
  106879. else {
  106880. _this.exitVR();
  106881. }
  106882. });
  106883. }
  106884. // Window events
  106885. window.addEventListener("resize", this._onResize);
  106886. document.addEventListener("fullscreenchange", this._onFullscreenChange, false);
  106887. document.addEventListener("mozfullscreenchange", this._onFullscreenChange, false);
  106888. document.addEventListener("webkitfullscreenchange", this._onFullscreenChange, false);
  106889. document.addEventListener("msfullscreenchange", this._onFullscreenChange, false);
  106890. document.onmsfullscreenchange = this._onFullscreenChange;
  106891. // Display vr button when headset is connected
  106892. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera) {
  106893. this.displayVRButton();
  106894. }
  106895. else {
  106896. this._scene.getEngine().onVRDisplayChangedObservable.add(function (e) {
  106897. if (e.vrDisplay) {
  106898. _this.displayVRButton();
  106899. }
  106900. });
  106901. }
  106902. // Exiting VR mode using 'ESC' key on desktop
  106903. this._onKeyDown = function (event) {
  106904. if (event.keyCode === 27 && _this.isInVRMode) {
  106905. _this.exitVR();
  106906. }
  106907. };
  106908. document.addEventListener("keydown", this._onKeyDown);
  106909. // Exiting VR mode double tapping the touch screen
  106910. this._scene.onPrePointerObservable.add(function (pointerInfo, eventState) {
  106911. if (_this.isInVRMode) {
  106912. _this.exitVR();
  106913. if (_this._fullscreenVRpresenting) {
  106914. _this._scene.getEngine().switchFullscreen(true);
  106915. }
  106916. }
  106917. }, BABYLON.PointerEventTypes.POINTERDOUBLETAP, false);
  106918. // Listen for WebVR display changes
  106919. this._onVRDisplayChanged = function (eventArgs) { return _this.onVRDisplayChanged(eventArgs); };
  106920. this._onVrDisplayPresentChange = function () { return _this.onVrDisplayPresentChange(); };
  106921. this._onVRRequestPresentStart = function () {
  106922. _this._webVRrequesting = true;
  106923. _this.updateButtonVisibility();
  106924. };
  106925. this._onVRRequestPresentComplete = function (success) {
  106926. _this._webVRrequesting = false;
  106927. _this.updateButtonVisibility();
  106928. };
  106929. scene.getEngine().onVRDisplayChangedObservable.add(this._onVRDisplayChanged);
  106930. scene.getEngine().onVRRequestPresentStart.add(this._onVRRequestPresentStart);
  106931. scene.getEngine().onVRRequestPresentComplete.add(this._onVRRequestPresentComplete);
  106932. window.addEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  106933. scene.onDisposeObservable.add(function () {
  106934. _this.dispose();
  106935. });
  106936. // Gamepad connection events
  106937. this._webVRCamera.onControllerMeshLoadedObservable.add(function (webVRController) { return _this._onDefaultMeshLoaded(webVRController); });
  106938. this._scene.gamepadManager.onGamepadConnectedObservable.add(this._onNewGamepadConnected);
  106939. this._scene.gamepadManager.onGamepadDisconnectedObservable.add(this._onNewGamepadDisconnected);
  106940. this.updateButtonVisibility();
  106941. //create easing functions
  106942. this._circleEase = new BABYLON.CircleEase();
  106943. this._circleEase.setEasingMode(BABYLON.EasingFunction.EASINGMODE_EASEINOUT);
  106944. if (this.webVROptions.floorMeshes) {
  106945. this.enableTeleportation({ floorMeshes: this.webVROptions.floorMeshes });
  106946. }
  106947. }
  106948. Object.defineProperty(VRExperienceHelper.prototype, "onEnteringVR", {
  106949. /** Return this.onEnteringVRObservable
  106950. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  106951. */
  106952. get: function () {
  106953. return this.onEnteringVRObservable;
  106954. },
  106955. enumerable: true,
  106956. configurable: true
  106957. });
  106958. Object.defineProperty(VRExperienceHelper.prototype, "onExitingVR", {
  106959. /** Return this.onExitingVRObservable
  106960. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  106961. */
  106962. get: function () {
  106963. return this.onExitingVRObservable;
  106964. },
  106965. enumerable: true,
  106966. configurable: true
  106967. });
  106968. Object.defineProperty(VRExperienceHelper.prototype, "onControllerMeshLoaded", {
  106969. /** Return this.onControllerMeshLoadedObservable
  106970. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  106971. */
  106972. get: function () {
  106973. return this.onControllerMeshLoadedObservable;
  106974. },
  106975. enumerable: true,
  106976. configurable: true
  106977. });
  106978. Object.defineProperty(VRExperienceHelper.prototype, "teleportationTarget", {
  106979. /**
  106980. * The mesh used to display where the user is going to teleport.
  106981. */
  106982. get: function () {
  106983. return this._teleportationTarget;
  106984. },
  106985. /**
  106986. * Sets the mesh to be used to display where the user is going to teleport.
  106987. */
  106988. set: function (value) {
  106989. if (value) {
  106990. value.name = "teleportationTarget";
  106991. this._isDefaultTeleportationTarget = false;
  106992. this._teleportationTarget = value;
  106993. }
  106994. },
  106995. enumerable: true,
  106996. configurable: true
  106997. });
  106998. Object.defineProperty(VRExperienceHelper.prototype, "gazeTrackerMesh", {
  106999. /**
  107000. * The mesh used to display where the user is selecting, this mesh will be cloned and set as the gazeTracker for the left and right controller
  107001. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  107002. * See http://doc.babylonjs.com/resources/baking_transformations
  107003. */
  107004. get: function () {
  107005. return this._cameraGazer._gazeTracker;
  107006. },
  107007. set: function (value) {
  107008. if (value) {
  107009. // Dispose of existing meshes
  107010. if (this._cameraGazer._gazeTracker) {
  107011. this._cameraGazer._gazeTracker.dispose();
  107012. }
  107013. if (this._leftController && this._leftController._gazeTracker) {
  107014. this._leftController._gazeTracker.dispose();
  107015. }
  107016. if (this._rightController && this._rightController._gazeTracker) {
  107017. this._rightController._gazeTracker.dispose();
  107018. }
  107019. // Set and create gaze trackers on head and controllers
  107020. this._cameraGazer._gazeTracker = value;
  107021. this._cameraGazer._gazeTracker.bakeCurrentTransformIntoVertices();
  107022. this._cameraGazer._gazeTracker.isPickable = false;
  107023. this._cameraGazer._gazeTracker.isVisible = false;
  107024. this._cameraGazer._gazeTracker.name = "gazeTracker";
  107025. if (this._leftController) {
  107026. this._leftController._gazeTracker = this._cameraGazer._gazeTracker.clone("gazeTracker");
  107027. }
  107028. if (this._rightController) {
  107029. this._rightController._gazeTracker = this._cameraGazer._gazeTracker.clone("gazeTracker");
  107030. }
  107031. }
  107032. },
  107033. enumerable: true,
  107034. configurable: true
  107035. });
  107036. Object.defineProperty(VRExperienceHelper.prototype, "leftControllerGazeTrackerMesh", {
  107037. /**
  107038. * The gaze tracking mesh corresponding to the left controller
  107039. */
  107040. get: function () {
  107041. if (this._leftController) {
  107042. return this._leftController._gazeTracker;
  107043. }
  107044. return null;
  107045. },
  107046. enumerable: true,
  107047. configurable: true
  107048. });
  107049. Object.defineProperty(VRExperienceHelper.prototype, "rightControllerGazeTrackerMesh", {
  107050. /**
  107051. * The gaze tracking mesh corresponding to the right controller
  107052. */
  107053. get: function () {
  107054. if (this._rightController) {
  107055. return this._rightController._gazeTracker;
  107056. }
  107057. return null;
  107058. },
  107059. enumerable: true,
  107060. configurable: true
  107061. });
  107062. Object.defineProperty(VRExperienceHelper.prototype, "displayGaze", {
  107063. /**
  107064. * If the ray of the gaze should be displayed.
  107065. */
  107066. get: function () {
  107067. return this._displayGaze;
  107068. },
  107069. /**
  107070. * Sets if the ray of the gaze should be displayed.
  107071. */
  107072. set: function (value) {
  107073. this._displayGaze = value;
  107074. if (!value) {
  107075. this._cameraGazer._gazeTracker.isVisible = false;
  107076. if (this._leftController) {
  107077. this._leftController._gazeTracker.isVisible = false;
  107078. }
  107079. if (this._rightController) {
  107080. this._rightController._gazeTracker.isVisible = false;
  107081. }
  107082. }
  107083. },
  107084. enumerable: true,
  107085. configurable: true
  107086. });
  107087. Object.defineProperty(VRExperienceHelper.prototype, "displayLaserPointer", {
  107088. /**
  107089. * If the ray of the LaserPointer should be displayed.
  107090. */
  107091. get: function () {
  107092. return this._displayLaserPointer;
  107093. },
  107094. /**
  107095. * Sets if the ray of the LaserPointer should be displayed.
  107096. */
  107097. set: function (value) {
  107098. this._displayLaserPointer = value;
  107099. if (!value) {
  107100. if (this._rightController) {
  107101. this._rightController._deactivatePointer();
  107102. this._rightController._gazeTracker.isVisible = false;
  107103. }
  107104. if (this._leftController) {
  107105. this._leftController._deactivatePointer();
  107106. this._leftController._gazeTracker.isVisible = false;
  107107. }
  107108. }
  107109. else {
  107110. if (this._rightController) {
  107111. this._rightController._activatePointer();
  107112. }
  107113. if (this._leftController) {
  107114. this._leftController._activatePointer();
  107115. }
  107116. }
  107117. },
  107118. enumerable: true,
  107119. configurable: true
  107120. });
  107121. Object.defineProperty(VRExperienceHelper.prototype, "deviceOrientationCamera", {
  107122. /**
  107123. * The deviceOrientationCamera used as the camera when not in VR.
  107124. */
  107125. get: function () {
  107126. return this._deviceOrientationCamera;
  107127. },
  107128. enumerable: true,
  107129. configurable: true
  107130. });
  107131. Object.defineProperty(VRExperienceHelper.prototype, "currentVRCamera", {
  107132. /**
  107133. * Based on the current WebVR support, returns the current VR camera used.
  107134. */
  107135. get: function () {
  107136. if (this._webVRready) {
  107137. return this._webVRCamera;
  107138. }
  107139. else {
  107140. return this._scene.activeCamera;
  107141. }
  107142. },
  107143. enumerable: true,
  107144. configurable: true
  107145. });
  107146. Object.defineProperty(VRExperienceHelper.prototype, "webVRCamera", {
  107147. /**
  107148. * The webVRCamera which is used when in VR.
  107149. */
  107150. get: function () {
  107151. return this._webVRCamera;
  107152. },
  107153. enumerable: true,
  107154. configurable: true
  107155. });
  107156. Object.defineProperty(VRExperienceHelper.prototype, "vrDeviceOrientationCamera", {
  107157. /**
  107158. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  107159. */
  107160. get: function () {
  107161. return this._vrDeviceOrientationCamera;
  107162. },
  107163. enumerable: true,
  107164. configurable: true
  107165. });
  107166. Object.defineProperty(VRExperienceHelper.prototype, "_teleportationRequestInitiated", {
  107167. get: function () {
  107168. var result = this._cameraGazer._teleportationRequestInitiated
  107169. || (this._leftController !== null && this._leftController._teleportationRequestInitiated)
  107170. || (this._rightController !== null && this._rightController._teleportationRequestInitiated);
  107171. return result;
  107172. },
  107173. enumerable: true,
  107174. configurable: true
  107175. });
  107176. // Raised when one of the controller has loaded successfully its associated default mesh
  107177. VRExperienceHelper.prototype._onDefaultMeshLoaded = function (webVRController) {
  107178. if (this._leftController && this._leftController.webVRController == webVRController) {
  107179. if (webVRController.mesh) {
  107180. this._leftController._setLaserPointerParent(webVRController.mesh);
  107181. }
  107182. }
  107183. if (this._rightController && this._rightController.webVRController == webVRController) {
  107184. if (webVRController.mesh) {
  107185. this._rightController._setLaserPointerParent(webVRController.mesh);
  107186. }
  107187. }
  107188. try {
  107189. this.onControllerMeshLoadedObservable.notifyObservers(webVRController);
  107190. }
  107191. catch (err) {
  107192. BABYLON.Tools.Warn("Error in your custom logic onControllerMeshLoaded: " + err);
  107193. }
  107194. };
  107195. Object.defineProperty(VRExperienceHelper.prototype, "isInVRMode", {
  107196. /**
  107197. * Gets a value indicating if we are currently in VR mode.
  107198. */
  107199. get: function () {
  107200. return this._webVRpresenting || this._fullscreenVRpresenting;
  107201. },
  107202. enumerable: true,
  107203. configurable: true
  107204. });
  107205. VRExperienceHelper.prototype.onVrDisplayPresentChange = function () {
  107206. var vrDisplay = this._scene.getEngine().getVRDevice();
  107207. if (vrDisplay) {
  107208. var wasPresenting = this._webVRpresenting;
  107209. this._webVRpresenting = vrDisplay.isPresenting;
  107210. if (wasPresenting && !this._webVRpresenting) {
  107211. this.exitVR();
  107212. }
  107213. }
  107214. else {
  107215. BABYLON.Tools.Warn('Detected VRDisplayPresentChange on an unknown VRDisplay. Did you can enterVR on the vrExperienceHelper?');
  107216. }
  107217. this.updateButtonVisibility();
  107218. };
  107219. VRExperienceHelper.prototype.onVRDisplayChanged = function (eventArgs) {
  107220. this._webVRsupported = eventArgs.vrSupported;
  107221. this._webVRready = !!eventArgs.vrDisplay;
  107222. this._webVRpresenting = eventArgs.vrDisplay && eventArgs.vrDisplay.isPresenting;
  107223. this.updateButtonVisibility();
  107224. };
  107225. VRExperienceHelper.prototype.moveButtonToBottomRight = function () {
  107226. if (this._canvas && !this._useCustomVRButton) {
  107227. this._btnVR.style.top = this._canvas.offsetTop + this._canvas.offsetHeight - 70 + "px";
  107228. this._btnVR.style.left = this._canvas.offsetLeft + this._canvas.offsetWidth - 100 + "px";
  107229. }
  107230. };
  107231. VRExperienceHelper.prototype.displayVRButton = function () {
  107232. if (!this._useCustomVRButton && !this._btnVRDisplayed) {
  107233. document.body.appendChild(this._btnVR);
  107234. this._btnVRDisplayed = true;
  107235. }
  107236. };
  107237. VRExperienceHelper.prototype.updateButtonVisibility = function () {
  107238. if (!this._btnVR || this._useCustomVRButton) {
  107239. return;
  107240. }
  107241. this._btnVR.className = "babylonVRicon";
  107242. if (this.isInVRMode) {
  107243. this._btnVR.className += " vrdisplaypresenting";
  107244. }
  107245. else {
  107246. if (this._webVRready) {
  107247. this._btnVR.className += " vrdisplayready";
  107248. }
  107249. if (this._webVRsupported) {
  107250. this._btnVR.className += " vrdisplaysupported";
  107251. }
  107252. if (this._webVRrequesting) {
  107253. this._btnVR.className += " vrdisplayrequesting";
  107254. }
  107255. }
  107256. };
  107257. /**
  107258. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  107259. * Otherwise, will use the fullscreen API.
  107260. */
  107261. VRExperienceHelper.prototype.enterVR = function () {
  107262. if (this.onEnteringVRObservable) {
  107263. try {
  107264. this.onEnteringVRObservable.notifyObservers(this);
  107265. }
  107266. catch (err) {
  107267. BABYLON.Tools.Warn("Error in your custom logic onEnteringVR: " + err);
  107268. }
  107269. }
  107270. if (this._scene.activeCamera) {
  107271. this._position = this._scene.activeCamera.position.clone();
  107272. if (this.vrDeviceOrientationCamera) {
  107273. this.vrDeviceOrientationCamera.rotation = BABYLON.Quaternion.FromRotationMatrix(this._scene.activeCamera.getWorldMatrix().getRotationMatrix()).toEulerAngles();
  107274. this.vrDeviceOrientationCamera.angularSensibility = 2000;
  107275. }
  107276. if (this.webVRCamera) {
  107277. var currentYRotation = this.webVRCamera.deviceRotationQuaternion.toEulerAngles().y;
  107278. var desiredYRotation = BABYLON.Quaternion.FromRotationMatrix(this._scene.activeCamera.getWorldMatrix().getRotationMatrix()).toEulerAngles().y;
  107279. var delta = desiredYRotation - currentYRotation;
  107280. var currentGlobalRotation = this.webVRCamera.rotationQuaternion.toEulerAngles().y;
  107281. this.webVRCamera.rotationQuaternion = BABYLON.Quaternion.FromEulerAngles(0, currentGlobalRotation + delta, 0);
  107282. }
  107283. // make sure that we return to the last active camera
  107284. this._existingCamera = this._scene.activeCamera;
  107285. // Remove and cache angular sensability to avoid camera rotation when in VR
  107286. if (this._existingCamera.angularSensibilityX) {
  107287. this._cachedAngularSensibility.angularSensibilityX = this._existingCamera.angularSensibilityX;
  107288. this._existingCamera.angularSensibilityX = Number.MAX_VALUE;
  107289. }
  107290. if (this._existingCamera.angularSensibilityY) {
  107291. this._cachedAngularSensibility.angularSensibilityY = this._existingCamera.angularSensibilityY;
  107292. this._existingCamera.angularSensibilityY = Number.MAX_VALUE;
  107293. }
  107294. if (this._existingCamera.angularSensibility) {
  107295. this._cachedAngularSensibility.angularSensibility = this._existingCamera.angularSensibility;
  107296. this._existingCamera.angularSensibility = Number.MAX_VALUE;
  107297. }
  107298. }
  107299. if (this._webVRrequesting) {
  107300. return;
  107301. }
  107302. // If WebVR is supported and a headset is connected
  107303. if (this._webVRready) {
  107304. if (!this._webVRpresenting) {
  107305. this._webVRCamera.position = this._position;
  107306. this._scene.activeCamera = this._webVRCamera;
  107307. }
  107308. }
  107309. else if (this._vrDeviceOrientationCamera) {
  107310. this._vrDeviceOrientationCamera.position = this._position;
  107311. if (this._scene.activeCamera) {
  107312. this._vrDeviceOrientationCamera.minZ = this._scene.activeCamera.minZ;
  107313. }
  107314. this._scene.activeCamera = this._vrDeviceOrientationCamera;
  107315. this._scene.getEngine().switchFullscreen(true);
  107316. this.updateButtonVisibility();
  107317. }
  107318. if (this._scene.activeCamera && this._canvas) {
  107319. this._scene.activeCamera.attachControl(this._canvas);
  107320. }
  107321. if (this._interactionsEnabled) {
  107322. this._scene.registerBeforeRender(this.beforeRender);
  107323. }
  107324. this._hasEnteredVR = true;
  107325. };
  107326. /**
  107327. * Attempt to exit VR, or fullscreen.
  107328. */
  107329. VRExperienceHelper.prototype.exitVR = function () {
  107330. if (this._hasEnteredVR) {
  107331. if (this.onExitingVRObservable) {
  107332. try {
  107333. this.onExitingVRObservable.notifyObservers(this);
  107334. }
  107335. catch (err) {
  107336. BABYLON.Tools.Warn("Error in your custom logic onExitingVR: " + err);
  107337. }
  107338. }
  107339. if (this._webVRpresenting) {
  107340. this._scene.getEngine().disableVR();
  107341. }
  107342. if (this._scene.activeCamera) {
  107343. this._position = this._scene.activeCamera.position.clone();
  107344. }
  107345. if (this.vrDeviceOrientationCamera) {
  107346. this.vrDeviceOrientationCamera.angularSensibility = Number.MAX_VALUE;
  107347. }
  107348. if (this._deviceOrientationCamera) {
  107349. this._deviceOrientationCamera.position = this._position;
  107350. this._scene.activeCamera = this._deviceOrientationCamera;
  107351. if (this._canvas) {
  107352. this._scene.activeCamera.attachControl(this._canvas);
  107353. }
  107354. // Restore angular sensibility
  107355. if (this._cachedAngularSensibility.angularSensibilityX) {
  107356. this._deviceOrientationCamera.angularSensibilityX = this._cachedAngularSensibility.angularSensibilityX;
  107357. this._cachedAngularSensibility.angularSensibilityX = null;
  107358. }
  107359. if (this._cachedAngularSensibility.angularSensibilityY) {
  107360. this._deviceOrientationCamera.angularSensibilityY = this._cachedAngularSensibility.angularSensibilityY;
  107361. this._cachedAngularSensibility.angularSensibilityY = null;
  107362. }
  107363. if (this._cachedAngularSensibility.angularSensibility) {
  107364. this._deviceOrientationCamera.angularSensibility = this._cachedAngularSensibility.angularSensibility;
  107365. this._cachedAngularSensibility.angularSensibility = null;
  107366. }
  107367. }
  107368. else if (this._existingCamera) {
  107369. this._existingCamera.position = this._position;
  107370. this._scene.activeCamera = this._existingCamera;
  107371. // Restore angular sensibility
  107372. if (this._cachedAngularSensibility.angularSensibilityX) {
  107373. this._existingCamera.angularSensibilityX = this._cachedAngularSensibility.angularSensibilityX;
  107374. this._cachedAngularSensibility.angularSensibilityX = null;
  107375. }
  107376. if (this._cachedAngularSensibility.angularSensibilityY) {
  107377. this._existingCamera.angularSensibilityY = this._cachedAngularSensibility.angularSensibilityY;
  107378. this._cachedAngularSensibility.angularSensibilityY = null;
  107379. }
  107380. if (this._cachedAngularSensibility.angularSensibility) {
  107381. this._existingCamera.angularSensibility = this._cachedAngularSensibility.angularSensibility;
  107382. this._cachedAngularSensibility.angularSensibility = null;
  107383. }
  107384. }
  107385. this.updateButtonVisibility();
  107386. if (this._interactionsEnabled) {
  107387. this._scene.unregisterBeforeRender(this.beforeRender);
  107388. this._cameraGazer._gazeTracker.isVisible = false;
  107389. if (this._leftController) {
  107390. this._leftController._gazeTracker.isVisible = false;
  107391. }
  107392. if (this._rightController) {
  107393. this._rightController._gazeTracker.isVisible = false;
  107394. }
  107395. }
  107396. // resize to update width and height when exiting vr exits fullscreen
  107397. this._scene.getEngine().resize();
  107398. this._hasEnteredVR = false;
  107399. }
  107400. };
  107401. Object.defineProperty(VRExperienceHelper.prototype, "position", {
  107402. /**
  107403. * The position of the vr experience helper.
  107404. */
  107405. get: function () {
  107406. return this._position;
  107407. },
  107408. /**
  107409. * Sets the position of the vr experience helper.
  107410. */
  107411. set: function (value) {
  107412. this._position = value;
  107413. if (this._scene.activeCamera) {
  107414. this._scene.activeCamera.position = value;
  107415. }
  107416. },
  107417. enumerable: true,
  107418. configurable: true
  107419. });
  107420. /**
  107421. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  107422. */
  107423. VRExperienceHelper.prototype.enableInteractions = function () {
  107424. var _this = this;
  107425. if (!this._interactionsEnabled) {
  107426. this._interactionsRequested = true;
  107427. if (this._leftController) {
  107428. this._enableInteractionOnController(this._leftController);
  107429. }
  107430. if (this._rightController) {
  107431. this._enableInteractionOnController(this._rightController);
  107432. }
  107433. this.raySelectionPredicate = function (mesh) {
  107434. return mesh.isVisible && (mesh.isPickable || mesh.name === _this._floorMeshName);
  107435. };
  107436. this.meshSelectionPredicate = function (mesh) {
  107437. return true;
  107438. };
  107439. this._raySelectionPredicate = function (mesh) {
  107440. if (_this._isTeleportationFloor(mesh) || (mesh.name.indexOf("gazeTracker") === -1
  107441. && mesh.name.indexOf("teleportationTarget") === -1
  107442. && mesh.name.indexOf("torusTeleportation") === -1)) {
  107443. return _this.raySelectionPredicate(mesh);
  107444. }
  107445. return false;
  107446. };
  107447. this._interactionsEnabled = true;
  107448. }
  107449. };
  107450. Object.defineProperty(VRExperienceHelper.prototype, "_noControllerIsActive", {
  107451. get: function () {
  107452. return !(this._leftController && this._leftController._activePointer) && !(this._rightController && this._rightController._activePointer);
  107453. },
  107454. enumerable: true,
  107455. configurable: true
  107456. });
  107457. VRExperienceHelper.prototype._isTeleportationFloor = function (mesh) {
  107458. for (var i = 0; i < this._floorMeshesCollection.length; i++) {
  107459. if (this._floorMeshesCollection[i].id === mesh.id) {
  107460. return true;
  107461. }
  107462. }
  107463. if (this._floorMeshName && mesh.name === this._floorMeshName) {
  107464. return true;
  107465. }
  107466. return false;
  107467. };
  107468. /**
  107469. * Adds a floor mesh to be used for teleportation.
  107470. * @param floorMesh the mesh to be used for teleportation.
  107471. */
  107472. VRExperienceHelper.prototype.addFloorMesh = function (floorMesh) {
  107473. if (!this._floorMeshesCollection) {
  107474. return;
  107475. }
  107476. if (this._floorMeshesCollection.indexOf(floorMesh) > -1) {
  107477. return;
  107478. }
  107479. this._floorMeshesCollection.push(floorMesh);
  107480. };
  107481. /**
  107482. * Removes a floor mesh from being used for teleportation.
  107483. * @param floorMesh the mesh to be removed.
  107484. */
  107485. VRExperienceHelper.prototype.removeFloorMesh = function (floorMesh) {
  107486. if (!this._floorMeshesCollection) {
  107487. return;
  107488. }
  107489. var meshIndex = this._floorMeshesCollection.indexOf(floorMesh);
  107490. if (meshIndex !== -1) {
  107491. this._floorMeshesCollection.splice(meshIndex, 1);
  107492. }
  107493. };
  107494. /**
  107495. * Enables interactions and teleportation using the VR controllers and gaze.
  107496. * @param vrTeleportationOptions options to modify teleportation behavior.
  107497. */
  107498. VRExperienceHelper.prototype.enableTeleportation = function (vrTeleportationOptions) {
  107499. if (vrTeleportationOptions === void 0) { vrTeleportationOptions = {}; }
  107500. if (!this._teleportationInitialized) {
  107501. this._teleportationRequested = true;
  107502. this.enableInteractions();
  107503. if (vrTeleportationOptions.floorMeshName) {
  107504. this._floorMeshName = vrTeleportationOptions.floorMeshName;
  107505. }
  107506. if (vrTeleportationOptions.floorMeshes) {
  107507. this._floorMeshesCollection = vrTeleportationOptions.floorMeshes;
  107508. }
  107509. if (this._leftController != null) {
  107510. this._enableTeleportationOnController(this._leftController);
  107511. }
  107512. if (this._rightController != null) {
  107513. this._enableTeleportationOnController(this._rightController);
  107514. }
  107515. // Creates an image processing post process for the vignette not relying
  107516. // on the main scene configuration for image processing to reduce setup and spaces
  107517. // (gamma/linear) conflicts.
  107518. var imageProcessingConfiguration = new BABYLON.ImageProcessingConfiguration();
  107519. imageProcessingConfiguration.vignetteColor = new BABYLON.Color4(0, 0, 0, 0);
  107520. imageProcessingConfiguration.vignetteEnabled = true;
  107521. this._postProcessMove = new BABYLON.ImageProcessingPostProcess("postProcessMove", 1.0, this._webVRCamera, undefined, undefined, undefined, undefined, imageProcessingConfiguration);
  107522. this._webVRCamera.detachPostProcess(this._postProcessMove);
  107523. this._teleportationInitialized = true;
  107524. if (this._isDefaultTeleportationTarget) {
  107525. this._createTeleportationCircles();
  107526. this._teleportationTarget.scaling.scaleInPlace(this._webVRCamera.deviceScaleFactor);
  107527. }
  107528. }
  107529. };
  107530. VRExperienceHelper.prototype._enableInteractionOnController = function (controller) {
  107531. var _this = this;
  107532. var controllerMesh = controller.webVRController.mesh;
  107533. if (controllerMesh) {
  107534. controller._interactionsEnabled = true;
  107535. controller._activatePointer();
  107536. if (this.webVROptions.laserToggle) {
  107537. controller.webVRController.onMainButtonStateChangedObservable.add(function (stateObject) {
  107538. // Enabling / disabling laserPointer
  107539. if (_this._displayLaserPointer && stateObject.value === 1) {
  107540. if (controller._activePointer) {
  107541. controller._deactivatePointer();
  107542. }
  107543. else {
  107544. controller._activatePointer();
  107545. }
  107546. if (_this.displayGaze) {
  107547. controller._gazeTracker.isVisible = controller._activePointer;
  107548. }
  107549. }
  107550. });
  107551. }
  107552. controller.webVRController.onTriggerStateChangedObservable.add(function (stateObject) {
  107553. var gazer = controller;
  107554. if (_this._noControllerIsActive) {
  107555. gazer = _this._cameraGazer;
  107556. }
  107557. if (!gazer._pointerDownOnMeshAsked) {
  107558. if (stateObject.value > _this._padSensibilityUp) {
  107559. gazer._selectionPointerDown();
  107560. }
  107561. }
  107562. else if (stateObject.value < _this._padSensibilityDown) {
  107563. gazer._selectionPointerUp();
  107564. }
  107565. });
  107566. }
  107567. };
  107568. VRExperienceHelper.prototype._checkTeleportWithRay = function (stateObject, gazer) {
  107569. // Dont teleport if another gaze already requested teleportation
  107570. if (this._teleportationRequestInitiated && !gazer._teleportationRequestInitiated) {
  107571. return;
  107572. }
  107573. if (!gazer._teleportationRequestInitiated) {
  107574. if (stateObject.y < -this._padSensibilityUp && gazer._dpadPressed) {
  107575. gazer._activatePointer();
  107576. gazer._teleportationRequestInitiated = true;
  107577. }
  107578. }
  107579. else {
  107580. // Listening to the proper controller values changes to confirm teleportation
  107581. if (Math.sqrt(stateObject.y * stateObject.y + stateObject.x * stateObject.x) < this._padSensibilityDown) {
  107582. if (this._teleportActive) {
  107583. this.teleportCamera(this._haloCenter);
  107584. }
  107585. gazer._teleportationRequestInitiated = false;
  107586. }
  107587. }
  107588. };
  107589. VRExperienceHelper.prototype._checkRotate = function (stateObject, gazer) {
  107590. // Only rotate when user is not currently selecting a teleportation location
  107591. if (gazer._teleportationRequestInitiated) {
  107592. return;
  107593. }
  107594. if (!gazer._rotationLeftAsked) {
  107595. if (stateObject.x < -this._padSensibilityUp && gazer._dpadPressed) {
  107596. gazer._rotationLeftAsked = true;
  107597. if (this._rotationAllowed) {
  107598. this._rotateCamera(false);
  107599. }
  107600. }
  107601. }
  107602. else {
  107603. if (stateObject.x > -this._padSensibilityDown) {
  107604. gazer._rotationLeftAsked = false;
  107605. }
  107606. }
  107607. if (!gazer._rotationRightAsked) {
  107608. if (stateObject.x > this._padSensibilityUp && gazer._dpadPressed) {
  107609. gazer._rotationRightAsked = true;
  107610. if (this._rotationAllowed) {
  107611. this._rotateCamera(true);
  107612. }
  107613. }
  107614. }
  107615. else {
  107616. if (stateObject.x < this._padSensibilityDown) {
  107617. gazer._rotationRightAsked = false;
  107618. }
  107619. }
  107620. };
  107621. VRExperienceHelper.prototype._checkTeleportBackwards = function (stateObject, gazer) {
  107622. // Only teleport backwards when user is not currently selecting a teleportation location
  107623. if (gazer._teleportationRequestInitiated) {
  107624. return;
  107625. }
  107626. // Teleport backwards
  107627. if (stateObject.y > this._padSensibilityUp && gazer._dpadPressed) {
  107628. if (!gazer._teleportationBackRequestInitiated) {
  107629. if (!this.currentVRCamera) {
  107630. return;
  107631. }
  107632. // Get rotation and position of the current camera
  107633. var rotation = BABYLON.Quaternion.FromRotationMatrix(this.currentVRCamera.getWorldMatrix().getRotationMatrix());
  107634. var position = this.currentVRCamera.position;
  107635. // If the camera has device position, use that instead
  107636. if (this.currentVRCamera.devicePosition && this.currentVRCamera.deviceRotationQuaternion) {
  107637. rotation = this.currentVRCamera.deviceRotationQuaternion;
  107638. position = this.currentVRCamera.devicePosition;
  107639. }
  107640. // Get matrix with only the y rotation of the device rotation
  107641. rotation.toEulerAnglesToRef(this._workingVector);
  107642. this._workingVector.z = 0;
  107643. this._workingVector.x = 0;
  107644. BABYLON.Quaternion.RotationYawPitchRollToRef(this._workingVector.y, this._workingVector.x, this._workingVector.z, this._workingQuaternion);
  107645. this._workingQuaternion.toRotationMatrix(this._workingMatrix);
  107646. // Rotate backwards ray by device rotation to cast at the ground behind the user
  107647. BABYLON.Vector3.TransformCoordinatesToRef(this._teleportBackwardsVector, this._workingMatrix, this._workingVector);
  107648. // Teleport if ray hit the ground and is not to far away eg. backwards off a cliff
  107649. var ray = new BABYLON.Ray(position, this._workingVector);
  107650. var hit = this._scene.pickWithRay(ray, this._raySelectionPredicate);
  107651. if (hit && hit.pickedPoint && hit.pickedMesh && this._isTeleportationFloor(hit.pickedMesh) && hit.distance < 5) {
  107652. this.teleportCamera(hit.pickedPoint);
  107653. }
  107654. gazer._teleportationBackRequestInitiated = true;
  107655. }
  107656. }
  107657. else {
  107658. gazer._teleportationBackRequestInitiated = false;
  107659. }
  107660. };
  107661. VRExperienceHelper.prototype._enableTeleportationOnController = function (controller) {
  107662. var _this = this;
  107663. var controllerMesh = controller.webVRController.mesh;
  107664. if (controllerMesh) {
  107665. if (!controller._interactionsEnabled) {
  107666. this._enableInteractionOnController(controller);
  107667. }
  107668. controller._interactionsEnabled = true;
  107669. controller._teleportationEnabled = true;
  107670. if (controller.webVRController.controllerType === BABYLON.PoseEnabledControllerType.VIVE) {
  107671. controller._dpadPressed = false;
  107672. controller.webVRController.onPadStateChangedObservable.add(function (stateObject) {
  107673. controller._dpadPressed = stateObject.pressed;
  107674. if (!controller._dpadPressed) {
  107675. controller._rotationLeftAsked = false;
  107676. controller._rotationRightAsked = false;
  107677. controller._teleportationBackRequestInitiated = false;
  107678. }
  107679. });
  107680. }
  107681. controller.webVRController.onPadValuesChangedObservable.add(function (stateObject) {
  107682. if (_this.teleportationEnabled) {
  107683. _this._checkTeleportBackwards(stateObject, controller);
  107684. _this._checkTeleportWithRay(stateObject, controller);
  107685. }
  107686. _this._checkRotate(stateObject, controller);
  107687. });
  107688. }
  107689. };
  107690. VRExperienceHelper.prototype._createTeleportationCircles = function () {
  107691. this._teleportationTarget = BABYLON.Mesh.CreateGround("teleportationTarget", 2, 2, 2, this._scene);
  107692. this._teleportationTarget.isPickable = false;
  107693. var length = 512;
  107694. var dynamicTexture = new BABYLON.DynamicTexture("DynamicTexture", length, this._scene, true);
  107695. dynamicTexture.hasAlpha = true;
  107696. var context = dynamicTexture.getContext();
  107697. var centerX = length / 2;
  107698. var centerY = length / 2;
  107699. var radius = 200;
  107700. context.beginPath();
  107701. context.arc(centerX, centerY, radius, 0, 2 * Math.PI, false);
  107702. context.fillStyle = this._teleportationFillColor;
  107703. context.fill();
  107704. context.lineWidth = 10;
  107705. context.strokeStyle = this._teleportationBorderColor;
  107706. context.stroke();
  107707. context.closePath();
  107708. dynamicTexture.update();
  107709. var teleportationCircleMaterial = new BABYLON.StandardMaterial("TextPlaneMaterial", this._scene);
  107710. teleportationCircleMaterial.diffuseTexture = dynamicTexture;
  107711. this._teleportationTarget.material = teleportationCircleMaterial;
  107712. var torus = BABYLON.Mesh.CreateTorus("torusTeleportation", 0.75, 0.1, 25, this._scene, false);
  107713. torus.isPickable = false;
  107714. torus.parent = this._teleportationTarget;
  107715. var animationInnerCircle = new BABYLON.Animation("animationInnerCircle", "position.y", 30, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  107716. var keys = [];
  107717. keys.push({
  107718. frame: 0,
  107719. value: 0
  107720. });
  107721. keys.push({
  107722. frame: 30,
  107723. value: 0.4
  107724. });
  107725. keys.push({
  107726. frame: 60,
  107727. value: 0
  107728. });
  107729. animationInnerCircle.setKeys(keys);
  107730. var easingFunction = new BABYLON.SineEase();
  107731. easingFunction.setEasingMode(BABYLON.EasingFunction.EASINGMODE_EASEINOUT);
  107732. animationInnerCircle.setEasingFunction(easingFunction);
  107733. torus.animations = [];
  107734. torus.animations.push(animationInnerCircle);
  107735. this._scene.beginAnimation(torus, 0, 60, true);
  107736. this._hideTeleportationTarget();
  107737. };
  107738. VRExperienceHelper.prototype._displayTeleportationTarget = function () {
  107739. this._teleportActive = true;
  107740. if (this._teleportationInitialized) {
  107741. this._teleportationTarget.isVisible = true;
  107742. if (this._isDefaultTeleportationTarget) {
  107743. this._teleportationTarget.getChildren()[0].isVisible = true;
  107744. }
  107745. }
  107746. };
  107747. VRExperienceHelper.prototype._hideTeleportationTarget = function () {
  107748. this._teleportActive = false;
  107749. if (this._teleportationInitialized) {
  107750. this._teleportationTarget.isVisible = false;
  107751. if (this._isDefaultTeleportationTarget) {
  107752. this._teleportationTarget.getChildren()[0].isVisible = false;
  107753. }
  107754. }
  107755. };
  107756. VRExperienceHelper.prototype._rotateCamera = function (right) {
  107757. var _this = this;
  107758. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  107759. return;
  107760. }
  107761. if (right) {
  107762. this._rotationAngle++;
  107763. }
  107764. else {
  107765. this._rotationAngle--;
  107766. }
  107767. this.currentVRCamera.animations = [];
  107768. var target = BABYLON.Quaternion.FromRotationMatrix(BABYLON.Matrix.RotationY(Math.PI / 4 * this._rotationAngle));
  107769. var animationRotation = new BABYLON.Animation("animationRotation", "rotationQuaternion", 90, BABYLON.Animation.ANIMATIONTYPE_QUATERNION, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  107770. var animationRotationKeys = [];
  107771. animationRotationKeys.push({
  107772. frame: 0,
  107773. value: this.currentVRCamera.rotationQuaternion
  107774. });
  107775. animationRotationKeys.push({
  107776. frame: 6,
  107777. value: target
  107778. });
  107779. animationRotation.setKeys(animationRotationKeys);
  107780. animationRotation.setEasingFunction(this._circleEase);
  107781. this.currentVRCamera.animations.push(animationRotation);
  107782. this._postProcessMove.animations = [];
  107783. var animationPP = new BABYLON.Animation("animationPP", "vignetteWeight", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  107784. var vignetteWeightKeys = [];
  107785. vignetteWeightKeys.push({
  107786. frame: 0,
  107787. value: 0
  107788. });
  107789. vignetteWeightKeys.push({
  107790. frame: 3,
  107791. value: 4
  107792. });
  107793. vignetteWeightKeys.push({
  107794. frame: 6,
  107795. value: 0
  107796. });
  107797. animationPP.setKeys(vignetteWeightKeys);
  107798. animationPP.setEasingFunction(this._circleEase);
  107799. this._postProcessMove.animations.push(animationPP);
  107800. var animationPP2 = new BABYLON.Animation("animationPP2", "vignetteStretch", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  107801. var vignetteStretchKeys = [];
  107802. vignetteStretchKeys.push({
  107803. frame: 0,
  107804. value: 0
  107805. });
  107806. vignetteStretchKeys.push({
  107807. frame: 3,
  107808. value: 10
  107809. });
  107810. vignetteStretchKeys.push({
  107811. frame: 6,
  107812. value: 0
  107813. });
  107814. animationPP2.setKeys(vignetteStretchKeys);
  107815. animationPP2.setEasingFunction(this._circleEase);
  107816. this._postProcessMove.animations.push(animationPP2);
  107817. this._postProcessMove.imageProcessingConfiguration.vignetteWeight = 0;
  107818. this._postProcessMove.imageProcessingConfiguration.vignetteStretch = 0;
  107819. this._postProcessMove.samples = 4;
  107820. this._webVRCamera.attachPostProcess(this._postProcessMove);
  107821. this._scene.beginAnimation(this._postProcessMove, 0, 6, false, 1, function () {
  107822. _this._webVRCamera.detachPostProcess(_this._postProcessMove);
  107823. });
  107824. this._scene.beginAnimation(this.currentVRCamera, 0, 6, false, 1);
  107825. };
  107826. VRExperienceHelper.prototype._moveTeleportationSelectorTo = function (hit, gazer, ray) {
  107827. if (hit.pickedPoint) {
  107828. if (gazer._teleportationRequestInitiated) {
  107829. this._displayTeleportationTarget();
  107830. this._haloCenter.copyFrom(hit.pickedPoint);
  107831. this._teleportationTarget.position.copyFrom(hit.pickedPoint);
  107832. }
  107833. var pickNormal = this._convertNormalToDirectionOfRay(hit.getNormal(true, false), ray);
  107834. if (pickNormal) {
  107835. var axis1 = BABYLON.Vector3.Cross(BABYLON.Axis.Y, pickNormal);
  107836. var axis2 = BABYLON.Vector3.Cross(pickNormal, axis1);
  107837. BABYLON.Vector3.RotationFromAxisToRef(axis2, pickNormal, axis1, this._teleportationTarget.rotation);
  107838. }
  107839. this._teleportationTarget.position.y += 0.1;
  107840. }
  107841. };
  107842. /**
  107843. * Teleports the users feet to the desired location
  107844. * @param location The location where the user's feet should be placed
  107845. */
  107846. VRExperienceHelper.prototype.teleportCamera = function (location) {
  107847. var _this = this;
  107848. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  107849. return;
  107850. }
  107851. // Teleport the hmd to where the user is looking by moving the anchor to where they are looking minus the
  107852. // offset of the headset from the anchor.
  107853. if (this.webVRCamera.leftCamera) {
  107854. this._workingVector.copyFrom(this.webVRCamera.leftCamera.globalPosition);
  107855. this._workingVector.subtractInPlace(this.webVRCamera.position);
  107856. location.subtractToRef(this._workingVector, this._workingVector);
  107857. }
  107858. else {
  107859. this._workingVector.copyFrom(location);
  107860. }
  107861. // Add height to account for user's height offset
  107862. if (this.isInVRMode) {
  107863. this._workingVector.y += this.webVRCamera.deviceDistanceToRoomGround() * this._webVRCamera.deviceScaleFactor;
  107864. }
  107865. else {
  107866. this._workingVector.y += this._defaultHeight;
  107867. }
  107868. this.onBeforeCameraTeleport.notifyObservers(this._workingVector);
  107869. // Create animation from the camera's position to the new location
  107870. this.currentVRCamera.animations = [];
  107871. var animationCameraTeleportation = new BABYLON.Animation("animationCameraTeleportation", "position", 90, BABYLON.Animation.ANIMATIONTYPE_VECTOR3, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  107872. var animationCameraTeleportationKeys = [{
  107873. frame: 0,
  107874. value: this.currentVRCamera.position
  107875. },
  107876. {
  107877. frame: 11,
  107878. value: this._workingVector
  107879. }
  107880. ];
  107881. animationCameraTeleportation.setKeys(animationCameraTeleportationKeys);
  107882. animationCameraTeleportation.setEasingFunction(this._circleEase);
  107883. this.currentVRCamera.animations.push(animationCameraTeleportation);
  107884. this._postProcessMove.animations = [];
  107885. var animationPP = new BABYLON.Animation("animationPP", "vignetteWeight", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  107886. var vignetteWeightKeys = [];
  107887. vignetteWeightKeys.push({
  107888. frame: 0,
  107889. value: 0
  107890. });
  107891. vignetteWeightKeys.push({
  107892. frame: 5,
  107893. value: 8
  107894. });
  107895. vignetteWeightKeys.push({
  107896. frame: 11,
  107897. value: 0
  107898. });
  107899. animationPP.setKeys(vignetteWeightKeys);
  107900. this._postProcessMove.animations.push(animationPP);
  107901. var animationPP2 = new BABYLON.Animation("animationPP2", "vignetteStretch", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  107902. var vignetteStretchKeys = [];
  107903. vignetteStretchKeys.push({
  107904. frame: 0,
  107905. value: 0
  107906. });
  107907. vignetteStretchKeys.push({
  107908. frame: 5,
  107909. value: 10
  107910. });
  107911. vignetteStretchKeys.push({
  107912. frame: 11,
  107913. value: 0
  107914. });
  107915. animationPP2.setKeys(vignetteStretchKeys);
  107916. this._postProcessMove.animations.push(animationPP2);
  107917. this._postProcessMove.imageProcessingConfiguration.vignetteWeight = 0;
  107918. this._postProcessMove.imageProcessingConfiguration.vignetteStretch = 0;
  107919. this._webVRCamera.attachPostProcess(this._postProcessMove);
  107920. this._scene.beginAnimation(this._postProcessMove, 0, 11, false, 1, function () {
  107921. _this._webVRCamera.detachPostProcess(_this._postProcessMove);
  107922. });
  107923. this._scene.beginAnimation(this.currentVRCamera, 0, 11, false, 1, function () {
  107924. _this.onAfterCameraTeleport.notifyObservers(_this._workingVector);
  107925. });
  107926. this._hideTeleportationTarget();
  107927. };
  107928. VRExperienceHelper.prototype._convertNormalToDirectionOfRay = function (normal, ray) {
  107929. if (normal) {
  107930. var angle = Math.acos(BABYLON.Vector3.Dot(normal, ray.direction));
  107931. if (angle < Math.PI / 2) {
  107932. normal.scaleInPlace(-1);
  107933. }
  107934. }
  107935. return normal;
  107936. };
  107937. VRExperienceHelper.prototype._castRayAndSelectObject = function (gazer) {
  107938. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  107939. return;
  107940. }
  107941. var ray = gazer._getForwardRay(this._rayLength);
  107942. var hit = this._scene.pickWithRay(ray, this._raySelectionPredicate);
  107943. if (hit) {
  107944. // Populate the contrllers mesh that can be used for drag/drop
  107945. if (gazer._laserPointer) {
  107946. hit.originMesh = gazer._laserPointer.parent;
  107947. }
  107948. this._scene.simulatePointerMove(hit, { pointerId: gazer._id });
  107949. }
  107950. gazer._currentHit = hit;
  107951. // Moving the gazeTracker on the mesh face targetted
  107952. if (hit && hit.pickedPoint) {
  107953. if (this._displayGaze) {
  107954. var multiplier = 1;
  107955. gazer._gazeTracker.isVisible = true;
  107956. if (gazer._isActionableMesh) {
  107957. multiplier = 3;
  107958. }
  107959. if (this.updateGazeTrackerScale) {
  107960. gazer._gazeTracker.scaling.x = hit.distance * multiplier;
  107961. gazer._gazeTracker.scaling.y = hit.distance * multiplier;
  107962. gazer._gazeTracker.scaling.z = hit.distance * multiplier;
  107963. }
  107964. var pickNormal = this._convertNormalToDirectionOfRay(hit.getNormal(), ray);
  107965. // To avoid z-fighting
  107966. var deltaFighting = 0.002;
  107967. if (pickNormal) {
  107968. var axis1 = BABYLON.Vector3.Cross(BABYLON.Axis.Y, pickNormal);
  107969. var axis2 = BABYLON.Vector3.Cross(pickNormal, axis1);
  107970. BABYLON.Vector3.RotationFromAxisToRef(axis2, pickNormal, axis1, gazer._gazeTracker.rotation);
  107971. }
  107972. gazer._gazeTracker.position.copyFrom(hit.pickedPoint);
  107973. if (gazer._gazeTracker.position.x < 0) {
  107974. gazer._gazeTracker.position.x += deltaFighting;
  107975. }
  107976. else {
  107977. gazer._gazeTracker.position.x -= deltaFighting;
  107978. }
  107979. if (gazer._gazeTracker.position.y < 0) {
  107980. gazer._gazeTracker.position.y += deltaFighting;
  107981. }
  107982. else {
  107983. gazer._gazeTracker.position.y -= deltaFighting;
  107984. }
  107985. if (gazer._gazeTracker.position.z < 0) {
  107986. gazer._gazeTracker.position.z += deltaFighting;
  107987. }
  107988. else {
  107989. gazer._gazeTracker.position.z -= deltaFighting;
  107990. }
  107991. }
  107992. // Changing the size of the laser pointer based on the distance from the targetted point
  107993. gazer._updatePointerDistance(hit.distance);
  107994. }
  107995. else {
  107996. gazer._updatePointerDistance();
  107997. gazer._gazeTracker.isVisible = false;
  107998. }
  107999. if (hit && hit.pickedMesh) {
  108000. // The object selected is the floor, we're in a teleportation scenario
  108001. if (this._teleportationInitialized && this._isTeleportationFloor(hit.pickedMesh) && hit.pickedPoint) {
  108002. // Moving the teleportation area to this targetted point
  108003. //Raise onSelectedMeshUnselected observable if ray collided floor mesh/meshes and a non floor mesh was previously selected
  108004. if (gazer._currentMeshSelected && !this._isTeleportationFloor(gazer._currentMeshSelected)) {
  108005. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  108006. }
  108007. gazer._currentMeshSelected = null;
  108008. if (gazer._teleportationRequestInitiated) {
  108009. this._moveTeleportationSelectorTo(hit, gazer, ray);
  108010. }
  108011. return;
  108012. }
  108013. // If not, we're in a selection scenario
  108014. //this._teleportationAllowed = false;
  108015. if (hit.pickedMesh !== gazer._currentMeshSelected) {
  108016. if (this.meshSelectionPredicate(hit.pickedMesh)) {
  108017. this.onNewMeshPicked.notifyObservers(hit);
  108018. gazer._currentMeshSelected = hit.pickedMesh;
  108019. if (hit.pickedMesh.isPickable && hit.pickedMesh.actionManager) {
  108020. this.changeGazeColor(new BABYLON.Color3(0, 0, 1));
  108021. this.changeLaserColor(new BABYLON.Color3(0.2, 0.2, 1));
  108022. gazer._isActionableMesh = true;
  108023. }
  108024. else {
  108025. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  108026. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  108027. gazer._isActionableMesh = false;
  108028. }
  108029. try {
  108030. this.onNewMeshSelected.notifyObservers(hit.pickedMesh);
  108031. }
  108032. catch (err) {
  108033. BABYLON.Tools.Warn("Error in your custom logic onNewMeshSelected: " + err);
  108034. }
  108035. }
  108036. else {
  108037. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  108038. gazer._currentMeshSelected = null;
  108039. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  108040. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  108041. }
  108042. }
  108043. }
  108044. else {
  108045. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  108046. gazer._currentMeshSelected = null;
  108047. //this._teleportationAllowed = false;
  108048. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  108049. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  108050. }
  108051. };
  108052. VRExperienceHelper.prototype._notifySelectedMeshUnselected = function (mesh) {
  108053. if (mesh) {
  108054. this.onSelectedMeshUnselected.notifyObservers(mesh);
  108055. }
  108056. };
  108057. /**
  108058. * Sets the color of the laser ray from the vr controllers.
  108059. * @param color new color for the ray.
  108060. */
  108061. VRExperienceHelper.prototype.changeLaserColor = function (color) {
  108062. if (this._leftController) {
  108063. this._leftController._setLaserPointerColor(color);
  108064. }
  108065. if (this._rightController) {
  108066. this._rightController._setLaserPointerColor(color);
  108067. }
  108068. };
  108069. /**
  108070. * Sets the color of the ray from the vr headsets gaze.
  108071. * @param color new color for the ray.
  108072. */
  108073. VRExperienceHelper.prototype.changeGazeColor = function (color) {
  108074. if (!this._cameraGazer._gazeTracker.material) {
  108075. return;
  108076. }
  108077. this._cameraGazer._gazeTracker.material.emissiveColor = color;
  108078. if (this._leftController) {
  108079. this._leftController._gazeTracker.material.emissiveColor = color;
  108080. }
  108081. if (this._rightController) {
  108082. this._rightController._gazeTracker.material.emissiveColor = color;
  108083. }
  108084. };
  108085. /**
  108086. * Exits VR and disposes of the vr experience helper
  108087. */
  108088. VRExperienceHelper.prototype.dispose = function () {
  108089. if (this.isInVRMode) {
  108090. this.exitVR();
  108091. }
  108092. if (this._postProcessMove) {
  108093. this._postProcessMove.dispose();
  108094. }
  108095. if (this._webVRCamera) {
  108096. this._webVRCamera.dispose();
  108097. }
  108098. if (this._vrDeviceOrientationCamera) {
  108099. this._vrDeviceOrientationCamera.dispose();
  108100. }
  108101. if (!this._useCustomVRButton && this._btnVR.parentNode) {
  108102. document.body.removeChild(this._btnVR);
  108103. }
  108104. if (this._deviceOrientationCamera && (this._scene.activeCamera != this._deviceOrientationCamera)) {
  108105. this._deviceOrientationCamera.dispose();
  108106. }
  108107. if (this._cameraGazer) {
  108108. this._cameraGazer.dispose();
  108109. }
  108110. if (this._leftController) {
  108111. this._leftController.dispose();
  108112. }
  108113. if (this._rightController) {
  108114. this._rightController.dispose();
  108115. }
  108116. if (this._teleportationTarget) {
  108117. this._teleportationTarget.dispose();
  108118. }
  108119. this._floorMeshesCollection = [];
  108120. document.removeEventListener("keydown", this._onKeyDown);
  108121. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  108122. window.removeEventListener("resize", this._onResize);
  108123. document.removeEventListener("fullscreenchange", this._onFullscreenChange);
  108124. document.removeEventListener("mozfullscreenchange", this._onFullscreenChange);
  108125. document.removeEventListener("webkitfullscreenchange", this._onFullscreenChange);
  108126. document.removeEventListener("msfullscreenchange", this._onFullscreenChange);
  108127. document.onmsfullscreenchange = null;
  108128. this._scene.getEngine().onVRDisplayChangedObservable.removeCallback(this._onVRDisplayChanged);
  108129. this._scene.getEngine().onVRRequestPresentStart.removeCallback(this._onVRRequestPresentStart);
  108130. this._scene.getEngine().onVRRequestPresentComplete.removeCallback(this._onVRRequestPresentComplete);
  108131. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  108132. this._scene.gamepadManager.onGamepadConnectedObservable.removeCallback(this._onNewGamepadConnected);
  108133. this._scene.gamepadManager.onGamepadDisconnectedObservable.removeCallback(this._onNewGamepadDisconnected);
  108134. this._scene.unregisterBeforeRender(this.beforeRender);
  108135. };
  108136. /**
  108137. * Gets the name of the VRExperienceHelper class
  108138. * @returns "VRExperienceHelper"
  108139. */
  108140. VRExperienceHelper.prototype.getClassName = function () {
  108141. return "VRExperienceHelper";
  108142. };
  108143. return VRExperienceHelper;
  108144. }());
  108145. BABYLON.VRExperienceHelper = VRExperienceHelper;
  108146. })(BABYLON || (BABYLON = {}));
  108147. //# sourceMappingURL=babylon.vrExperienceHelper.js.map
  108148. var BABYLON;
  108149. (function (BABYLON) {
  108150. /**
  108151. * WebXR Camera which holds the views for the xrSession
  108152. * @see https://doc.babylonjs.com/how_to/webxr
  108153. */
  108154. var WebXRCamera = /** @class */ (function (_super) {
  108155. __extends(WebXRCamera, _super);
  108156. /**
  108157. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  108158. * @param name the name of the camera
  108159. * @param scene the scene to add the camera to
  108160. */
  108161. function WebXRCamera(name, scene) {
  108162. var _this = _super.call(this, name, BABYLON.Vector3.Zero(), scene) || this;
  108163. // Initial camera configuration
  108164. _this.minZ = 0;
  108165. _this.rotationQuaternion = new BABYLON.Quaternion();
  108166. _this.cameraRigMode = BABYLON.Camera.RIG_MODE_CUSTOM;
  108167. _this.updateUpVectorFromRotation = true;
  108168. _this._updateNumberOfRigCameras(1);
  108169. return _this;
  108170. }
  108171. WebXRCamera.prototype._updateNumberOfRigCameras = function (viewCount) {
  108172. if (viewCount === void 0) { viewCount = 1; }
  108173. while (this.rigCameras.length < viewCount) {
  108174. var newCamera = new BABYLON.TargetCamera("view: " + this.rigCameras.length, BABYLON.Vector3.Zero(), this.getScene());
  108175. newCamera.minZ = 0;
  108176. newCamera.parent = this;
  108177. newCamera.rotationQuaternion = new BABYLON.Quaternion();
  108178. this.rigCameras.push(newCamera);
  108179. }
  108180. while (this.rigCameras.length > viewCount) {
  108181. var removedCamera = this.rigCameras.pop();
  108182. if (removedCamera) {
  108183. removedCamera.dispose();
  108184. }
  108185. }
  108186. };
  108187. /** @hidden */
  108188. WebXRCamera.prototype._updateForDualEyeDebugging = function (pupilDistance) {
  108189. if (pupilDistance === void 0) { pupilDistance = 0.01; }
  108190. // Create initial camera rigs
  108191. this._updateNumberOfRigCameras(2);
  108192. this.rigCameras[0].viewport = new BABYLON.Viewport(0, 0, 0.5, 1.0);
  108193. this.rigCameras[0].position.x = -pupilDistance / 2;
  108194. this.rigCameras[0].outputRenderTarget = null;
  108195. this.rigCameras[1].viewport = new BABYLON.Viewport(0.5, 0, 0.5, 1.0);
  108196. this.rigCameras[1].position.x = pupilDistance / 2;
  108197. this.rigCameras[1].outputRenderTarget = null;
  108198. };
  108199. /**
  108200. * Updates the cameras position from the current pose information of the XR session
  108201. * @param xrSessionManager the session containing pose information
  108202. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  108203. */
  108204. WebXRCamera.prototype.updateFromXRSessionManager = function (xrSessionManager) {
  108205. var _this = this;
  108206. // Ensure all frame data is available
  108207. if (!xrSessionManager._currentXRFrame || !xrSessionManager._currentXRFrame.getDevicePose) {
  108208. return false;
  108209. }
  108210. var pose = xrSessionManager._currentXRFrame.getDevicePose(xrSessionManager._frameOfReference);
  108211. if (!pose || !pose.poseModelMatrix) {
  108212. return false;
  108213. }
  108214. // Update the parent cameras matrix
  108215. BABYLON.Matrix.FromFloat32ArrayToRefScaled(pose.poseModelMatrix, 0, 1, WebXRCamera._TmpMatrix);
  108216. if (!this._scene.useRightHandedSystem) {
  108217. WebXRCamera._TmpMatrix.toggleModelMatrixHandInPlace();
  108218. }
  108219. WebXRCamera._TmpMatrix.getTranslationToRef(this.position);
  108220. WebXRCamera._TmpMatrix.getRotationMatrixToRef(WebXRCamera._TmpMatrix);
  108221. BABYLON.Quaternion.FromRotationMatrixToRef(WebXRCamera._TmpMatrix, this.rotationQuaternion);
  108222. this.computeWorldMatrix();
  108223. // Update camera rigs
  108224. this._updateNumberOfRigCameras(xrSessionManager._currentXRFrame.views.length);
  108225. xrSessionManager._currentXRFrame.views.forEach(function (view, i) {
  108226. // Update view/projection matrix
  108227. BABYLON.Matrix.FromFloat32ArrayToRefScaled(pose.getViewMatrix(view), 0, 1, _this.rigCameras[i]._computedViewMatrix);
  108228. BABYLON.Matrix.FromFloat32ArrayToRefScaled(view.projectionMatrix, 0, 1, _this.rigCameras[i]._projectionMatrix);
  108229. if (!_this._scene.useRightHandedSystem) {
  108230. _this.rigCameras[i]._computedViewMatrix.toggleModelMatrixHandInPlace();
  108231. _this.rigCameras[i]._projectionMatrix.toggleProjectionMatrixHandInPlace();
  108232. }
  108233. // Update viewport
  108234. var viewport = xrSessionManager._xrSession.baseLayer.getViewport(view);
  108235. var width = xrSessionManager._xrSession.baseLayer.framebufferWidth;
  108236. var height = xrSessionManager._xrSession.baseLayer.framebufferHeight;
  108237. _this.rigCameras[i].viewport.width = viewport.width / width;
  108238. _this.rigCameras[i].viewport.height = viewport.height / height;
  108239. _this.rigCameras[i].viewport.x = viewport.x / width;
  108240. _this.rigCameras[i].viewport.y = viewport.y / height;
  108241. // Set cameras to render to the session's render target
  108242. _this.rigCameras[i].outputRenderTarget = xrSessionManager._sessionRenderTargetTexture;
  108243. });
  108244. return true;
  108245. };
  108246. WebXRCamera._TmpMatrix = new BABYLON.Matrix();
  108247. return WebXRCamera;
  108248. }(BABYLON.FreeCamera));
  108249. BABYLON.WebXRCamera = WebXRCamera;
  108250. })(BABYLON || (BABYLON = {}));
  108251. //# sourceMappingURL=babylon.webXRCamera.js.map
  108252. var BABYLON;
  108253. (function (BABYLON) {
  108254. /**
  108255. * Manages an XRSession
  108256. * @see https://doc.babylonjs.com/how_to/webxr
  108257. */
  108258. var WebXRSessionManager = /** @class */ (function () {
  108259. /**
  108260. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  108261. * @param scene The scene which the session should be created for
  108262. */
  108263. function WebXRSessionManager(scene) {
  108264. this.scene = scene;
  108265. /**
  108266. * Fires every time a new xrFrame arrives which can be used to update the camera
  108267. */
  108268. this.onXRFrameObservable = new BABYLON.Observable();
  108269. /**
  108270. * Fires when the xr session is ended either by the device or manually done
  108271. */
  108272. this.onXRSessionEnded = new BABYLON.Observable();
  108273. /** @hidden */
  108274. this._sessionRenderTargetTexture = null;
  108275. this._tmpMatrix = new BABYLON.Matrix();
  108276. }
  108277. /**
  108278. * Initializes the manager
  108279. * After initialization enterXR can be called to start an XR session
  108280. * @returns Promise which resolves after it is initialized
  108281. */
  108282. WebXRSessionManager.prototype.initializeAsync = function () {
  108283. var _this = this;
  108284. BABYLON.Tools.Warn("The WebXR APIs are still under development and are subject to change in the future.");
  108285. // Check if the browser supports webXR
  108286. this._xrNavigator = navigator;
  108287. if (!this._xrNavigator.xr) {
  108288. return Promise.reject("webXR not supported by this browser");
  108289. }
  108290. // Request the webXR device
  108291. return this._xrNavigator.xr.requestDevice().then(function (device) {
  108292. _this._xrDevice = device;
  108293. return _this.scene.getEngine()._gl.setCompatibleXRDevice(_this._xrDevice);
  108294. });
  108295. };
  108296. /**
  108297. * Enters XR with the desired XR session options, this must be done with a user action (eg. button click event)
  108298. * @param sessionCreationOptions xr options to create the session with
  108299. * @param frameOfReferenceType option to configure how the xr pose is expressed
  108300. * @returns Promise which resolves after it enters XR
  108301. */
  108302. WebXRSessionManager.prototype.enterXRAsync = function (sessionCreationOptions, frameOfReferenceType) {
  108303. var _this = this;
  108304. // initialize session
  108305. return this._xrDevice.requestSession(sessionCreationOptions).then(function (session) {
  108306. _this._xrSession = session;
  108307. // handle when the session is ended (By calling session.end or device ends its own session eg. pressing home button on phone)
  108308. _this._xrSession.addEventListener("end", function () {
  108309. // Remove render target texture and notify frame obervers
  108310. _this._sessionRenderTargetTexture = null;
  108311. // Restore frame buffer to avoid clear on xr framebuffer after session end
  108312. _this.scene.getEngine().restoreDefaultFramebuffer();
  108313. // Need to restart render loop as after the session is ended the last request for new frame will never call callback
  108314. _this.scene.getEngine().customAnimationFrameRequester = null;
  108315. _this.onXRSessionEnded.notifyObservers(null);
  108316. _this.scene.getEngine()._renderLoop();
  108317. }, { once: true });
  108318. _this._xrSession.baseLayer = new XRWebGLLayer(_this._xrSession, _this.scene.getEngine()._gl);
  108319. return _this._xrSession.requestFrameOfReference(frameOfReferenceType);
  108320. }).then(function (frameOfRef) {
  108321. _this._frameOfReference = frameOfRef;
  108322. // Tell the engine's render loop to be driven by the xr session's refresh rate and provide xr pose information
  108323. _this.scene.getEngine().customAnimationFrameRequester = {
  108324. requestAnimationFrame: _this._xrSession.requestAnimationFrame.bind(_this._xrSession),
  108325. renderFunction: function (timestamp, xrFrame) {
  108326. // Store the XR frame in the manager to be consumed by the XR camera to update pose
  108327. _this._currentXRFrame = xrFrame;
  108328. _this.onXRFrameObservable.notifyObservers(null);
  108329. _this.scene.getEngine()._renderLoop();
  108330. }
  108331. };
  108332. // Create render target texture from xr's webgl render target
  108333. _this._sessionRenderTargetTexture = WebXRSessionManager._CreateRenderTargetTextureFromSession(_this._xrSession, _this.scene);
  108334. // Stop window's animation frame and trigger sessions animation frame
  108335. window.cancelAnimationFrame(_this.scene.getEngine()._frameHandler);
  108336. _this.scene.getEngine()._renderLoop();
  108337. });
  108338. };
  108339. /**
  108340. * Stops the xrSession and restores the renderloop
  108341. * @returns Promise which resolves after it exits XR
  108342. */
  108343. WebXRSessionManager.prototype.exitXRAsync = function () {
  108344. return this._xrSession.end();
  108345. };
  108346. /**
  108347. * Fires a ray and returns the closest hit in the xr sessions enviornment, useful to place objects in AR
  108348. * @param ray ray to cast into the environment
  108349. * @returns Promise which resolves with a collision point in the environment if it exists
  108350. */
  108351. WebXRSessionManager.prototype.environmentPointHitTestAsync = function (ray) {
  108352. var _this = this;
  108353. return new Promise(function (res, rej) {
  108354. // Compute left handed inputs to request hit test
  108355. var origin = new Float32Array([ray.origin.x, ray.origin.y, ray.origin.z]);
  108356. var direction = new Float32Array([ray.direction.x, ray.direction.y, ray.direction.z]);
  108357. if (!_this.scene.useRightHandedSystem) {
  108358. origin[2] *= -1;
  108359. direction[2] *= -1;
  108360. }
  108361. // Fire hittest
  108362. _this._xrSession.requestHitTest(origin, direction, _this._frameOfReference)
  108363. .then(function (hits) {
  108364. if (hits.length > 0) {
  108365. BABYLON.Matrix.FromFloat32ArrayToRefScaled(hits[0].hitMatrix, 0, 1.0, _this._tmpMatrix);
  108366. var hitPoint = _this._tmpMatrix.getTranslation();
  108367. if (!_this.scene.useRightHandedSystem) {
  108368. hitPoint.z *= -1;
  108369. }
  108370. res(hitPoint);
  108371. }
  108372. else {
  108373. res(null);
  108374. }
  108375. }).catch(function (e) {
  108376. res(null);
  108377. });
  108378. });
  108379. };
  108380. /**
  108381. * Checks if a session would be supported for the creation options specified
  108382. * @param options creation options to check if they are supported
  108383. * @returns true if supported
  108384. */
  108385. WebXRSessionManager.prototype.supportsSessionAsync = function (options) {
  108386. return this._xrDevice.supportsSession(options).then(function () {
  108387. return true;
  108388. }).catch(function (e) {
  108389. return false;
  108390. });
  108391. };
  108392. /**
  108393. * @hidden
  108394. * Converts the render layer of xrSession to a render target
  108395. * @param session session to create render target for
  108396. * @param scene scene the new render target should be created for
  108397. */
  108398. WebXRSessionManager._CreateRenderTargetTextureFromSession = function (session, scene) {
  108399. // Create internal texture
  108400. var internalTexture = new BABYLON.InternalTexture(scene.getEngine(), BABYLON.InternalTexture.DATASOURCE_UNKNOWN, true);
  108401. internalTexture.width = session.baseLayer.framebufferWidth;
  108402. internalTexture.height = session.baseLayer.framebufferHeight;
  108403. internalTexture._framebuffer = session.baseLayer.framebuffer;
  108404. // Create render target texture from the internal texture
  108405. var renderTargetTexture = new BABYLON.RenderTargetTexture("XR renderTargetTexture", { width: internalTexture.width, height: internalTexture.height }, scene, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, true);
  108406. renderTargetTexture._texture = internalTexture;
  108407. return renderTargetTexture;
  108408. };
  108409. /**
  108410. * Disposes of the session manager
  108411. */
  108412. WebXRSessionManager.prototype.dispose = function () {
  108413. this.onXRFrameObservable.clear();
  108414. this.onXRSessionEnded.clear();
  108415. };
  108416. return WebXRSessionManager;
  108417. }());
  108418. BABYLON.WebXRSessionManager = WebXRSessionManager;
  108419. })(BABYLON || (BABYLON = {}));
  108420. //# sourceMappingURL=babylon.webXRSessionManager.js.map
  108421. var BABYLON;
  108422. (function (BABYLON) {
  108423. /**
  108424. * States of the webXR experience
  108425. */
  108426. var WebXRState;
  108427. (function (WebXRState) {
  108428. /**
  108429. * Transitioning to being in XR mode
  108430. */
  108431. WebXRState[WebXRState["ENTERING_XR"] = 0] = "ENTERING_XR";
  108432. /**
  108433. * Transitioning to non XR mode
  108434. */
  108435. WebXRState[WebXRState["EXITING_XR"] = 1] = "EXITING_XR";
  108436. /**
  108437. * In XR mode and presenting
  108438. */
  108439. WebXRState[WebXRState["IN_XR"] = 2] = "IN_XR";
  108440. /**
  108441. * Not entered XR mode
  108442. */
  108443. WebXRState[WebXRState["NOT_IN_XR"] = 3] = "NOT_IN_XR";
  108444. })(WebXRState = BABYLON.WebXRState || (BABYLON.WebXRState = {}));
  108445. /**
  108446. * Helper class used to enable XR
  108447. * @see https://doc.babylonjs.com/how_to/webxr
  108448. */
  108449. var WebXRExperienceHelper = /** @class */ (function () {
  108450. /**
  108451. * Creates a WebXRExperienceHelper
  108452. * @param scene The scene the helper should be created in
  108453. */
  108454. function WebXRExperienceHelper(scene) {
  108455. this.scene = scene;
  108456. /**
  108457. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  108458. */
  108459. this.state = WebXRState.NOT_IN_XR;
  108460. /**
  108461. * Fires when the state of the experience helper has changed
  108462. */
  108463. this.onStateChangedObservable = new BABYLON.Observable();
  108464. this._nonVRCamera = null;
  108465. this._originalSceneAutoClear = true;
  108466. this._supported = false;
  108467. this.camera = new BABYLON.WebXRCamera("", scene);
  108468. this._sessionManager = new BABYLON.WebXRSessionManager(scene);
  108469. this.container = new BABYLON.AbstractMesh("", scene);
  108470. this.camera.parent = this.container;
  108471. }
  108472. WebXRExperienceHelper.prototype._setState = function (val) {
  108473. this.state = val;
  108474. this.onStateChangedObservable.notifyObservers(this.state);
  108475. };
  108476. /**
  108477. * Creates the experience helper
  108478. * @param scene the scene to attach the experience helper to
  108479. * @returns a promise for the experience helper
  108480. */
  108481. WebXRExperienceHelper.CreateAsync = function (scene) {
  108482. var helper = new WebXRExperienceHelper(scene);
  108483. return helper._sessionManager.initializeAsync().then(function () {
  108484. helper._supported = true;
  108485. return helper;
  108486. }).catch(function () {
  108487. return helper;
  108488. });
  108489. };
  108490. /**
  108491. * Exits XR mode and returns the scene to its original state
  108492. * @returns promise that resolves after xr mode has exited
  108493. */
  108494. WebXRExperienceHelper.prototype.exitXRAsync = function () {
  108495. this._setState(WebXRState.EXITING_XR);
  108496. return this._sessionManager.exitXRAsync();
  108497. };
  108498. /**
  108499. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  108500. * @param sessionCreationOptions options for the XR session
  108501. * @param frameOfReference frame of reference of the XR session
  108502. * @returns promise that resolves after xr mode has entered
  108503. */
  108504. WebXRExperienceHelper.prototype.enterXRAsync = function (sessionCreationOptions, frameOfReference) {
  108505. var _this = this;
  108506. if (!this._supported) {
  108507. throw "XR session not supported by this browser";
  108508. }
  108509. this._setState(WebXRState.ENTERING_XR);
  108510. return this._sessionManager.enterXRAsync(sessionCreationOptions, frameOfReference).then(function () {
  108511. // Cache pre xr scene settings
  108512. _this._originalSceneAutoClear = _this.scene.autoClear;
  108513. _this._nonVRCamera = _this.scene.activeCamera;
  108514. // Overwrite current scene settings
  108515. _this.scene.autoClear = false;
  108516. _this.scene.activeCamera = _this.camera;
  108517. _this._sessionManager.onXRFrameObservable.add(function () {
  108518. _this.camera.updateFromXRSessionManager(_this._sessionManager);
  108519. });
  108520. _this._sessionManager.onXRSessionEnded.addOnce(function () {
  108521. // Reset camera rigs output render target to ensure sessions render target is not drawn after it ends
  108522. _this.camera.rigCameras.forEach(function (c) {
  108523. c.outputRenderTarget = null;
  108524. });
  108525. // Restore scene settings
  108526. _this.scene.autoClear = _this._originalSceneAutoClear;
  108527. _this.scene.activeCamera = _this._nonVRCamera;
  108528. _this._sessionManager.onXRFrameObservable.clear();
  108529. _this._setState(WebXRState.NOT_IN_XR);
  108530. });
  108531. _this._setState(WebXRState.IN_XR);
  108532. });
  108533. };
  108534. /**
  108535. * Fires a ray and returns the closest hit in the xr sessions enviornment, useful to place objects in AR
  108536. * @param ray ray to cast into the environment
  108537. * @returns Promise which resolves with a collision point in the environment if it exists
  108538. */
  108539. WebXRExperienceHelper.prototype.environmentPointHitTestAsync = function (ray) {
  108540. return this._sessionManager.environmentPointHitTestAsync(ray);
  108541. };
  108542. /**
  108543. * Updates the global position of the camera by moving the camera's container
  108544. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  108545. * @param position The desired global position of the camera
  108546. */
  108547. WebXRExperienceHelper.prototype.setPositionOfCameraUsingContainer = function (position) {
  108548. this.camera.globalPosition.subtractToRef(position, WebXRExperienceHelper._TmpVector);
  108549. this.container.position.subtractInPlace(WebXRExperienceHelper._TmpVector);
  108550. };
  108551. /**
  108552. * Rotates the xr camera by rotating the camera's container around the camera's position
  108553. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  108554. * @param rotation the desired quaternion rotation to apply to the camera
  108555. */
  108556. WebXRExperienceHelper.prototype.rotateCameraByQuaternionUsingContainer = function (rotation) {
  108557. if (!this.container.rotationQuaternion) {
  108558. this.container.rotationQuaternion = BABYLON.Quaternion.FromEulerVector(this.container.rotation);
  108559. }
  108560. this.container.rotationQuaternion.multiplyInPlace(rotation);
  108561. this.container.position.rotateByQuaternionAroundPointToRef(rotation, this.camera.globalPosition, this.container.position);
  108562. };
  108563. /**
  108564. * Checks if the creation options are supported by the xr session
  108565. * @param options creation options
  108566. * @returns true if supported
  108567. */
  108568. WebXRExperienceHelper.prototype.supportsSessionAsync = function (options) {
  108569. if (!this._supported) {
  108570. return Promise.resolve(false);
  108571. }
  108572. return this._sessionManager.supportsSessionAsync(options);
  108573. };
  108574. /**
  108575. * Disposes of the experience helper
  108576. */
  108577. WebXRExperienceHelper.prototype.dispose = function () {
  108578. this.camera.dispose();
  108579. this.container.dispose();
  108580. this.onStateChangedObservable.clear();
  108581. this._sessionManager.dispose();
  108582. };
  108583. WebXRExperienceHelper._TmpVector = new BABYLON.Vector3();
  108584. return WebXRExperienceHelper;
  108585. }());
  108586. BABYLON.WebXRExperienceHelper = WebXRExperienceHelper;
  108587. })(BABYLON || (BABYLON = {}));
  108588. //# sourceMappingURL=babylon.webXRExperienceHelper.js.map
  108589. var __awaiter = (this && this.__awaiter) || function (thisArg, _arguments, P, generator) {
  108590. return new (P || (P = Promise))(function (resolve, reject) {
  108591. function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }
  108592. function rejected(value) { try { step(generator["throw"](value)); } catch (e) { reject(e); } }
  108593. function step(result) { result.done ? resolve(result.value) : new P(function (resolve) { resolve(result.value); }).then(fulfilled, rejected); }
  108594. step((generator = generator.apply(thisArg, _arguments || [])).next());
  108595. });
  108596. };
  108597. var __generator = (this && this.__generator) || function (thisArg, body) {
  108598. var _ = { label: 0, sent: function() { if (t[0] & 1) throw t[1]; return t[1]; }, trys: [], ops: [] }, f, y, t, g;
  108599. return g = { next: verb(0), "throw": verb(1), "return": verb(2) }, typeof Symbol === "function" && (g[Symbol.iterator] = function() { return this; }), g;
  108600. function verb(n) { return function (v) { return step([n, v]); }; }
  108601. function step(op) {
  108602. if (f) throw new TypeError("Generator is already executing.");
  108603. while (_) try {
  108604. if (f = 1, y && (t = op[0] & 2 ? y["return"] : op[0] ? y["throw"] || ((t = y["return"]) && t.call(y), 0) : y.next) && !(t = t.call(y, op[1])).done) return t;
  108605. if (y = 0, t) op = [op[0] & 2, t.value];
  108606. switch (op[0]) {
  108607. case 0: case 1: t = op; break;
  108608. case 4: _.label++; return { value: op[1], done: false };
  108609. case 5: _.label++; y = op[1]; op = [0]; continue;
  108610. case 7: op = _.ops.pop(); _.trys.pop(); continue;
  108611. default:
  108612. if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; }
  108613. if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; }
  108614. if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; }
  108615. if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; }
  108616. if (t[2]) _.ops.pop();
  108617. _.trys.pop(); continue;
  108618. }
  108619. op = body.call(thisArg, _);
  108620. } catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; }
  108621. if (op[0] & 5) throw op[1]; return { value: op[0] ? op[1] : void 0, done: true };
  108622. }
  108623. };
  108624. var BABYLON;
  108625. (function (BABYLON) {
  108626. /**
  108627. * Button which can be used to enter a different mode of XR
  108628. */
  108629. var WebXREnterExitUIButton = /** @class */ (function () {
  108630. /**
  108631. * Creates a WebXREnterExitUIButton
  108632. * @param element button element
  108633. * @param initializationOptions XR initialization options for the button
  108634. */
  108635. function WebXREnterExitUIButton(
  108636. /** button element */
  108637. element,
  108638. /** XR initialization options for the button */
  108639. initializationOptions) {
  108640. this.element = element;
  108641. this.initializationOptions = initializationOptions;
  108642. }
  108643. /**
  108644. * Overwritable function which can be used to update the button's visuals when the state changes
  108645. * @param activeButton the current active button in the UI
  108646. */
  108647. WebXREnterExitUIButton.prototype.update = function (activeButton) {
  108648. };
  108649. return WebXREnterExitUIButton;
  108650. }());
  108651. BABYLON.WebXREnterExitUIButton = WebXREnterExitUIButton;
  108652. /**
  108653. * Options to create the webXR UI
  108654. */
  108655. var WebXREnterExitUIOptions = /** @class */ (function () {
  108656. function WebXREnterExitUIOptions() {
  108657. }
  108658. return WebXREnterExitUIOptions;
  108659. }());
  108660. BABYLON.WebXREnterExitUIOptions = WebXREnterExitUIOptions;
  108661. /**
  108662. * UI to allow the user to enter/exit XR mode
  108663. */
  108664. var WebXREnterExitUI = /** @class */ (function () {
  108665. function WebXREnterExitUI(scene, options) {
  108666. var _this = this;
  108667. this.scene = scene;
  108668. this._buttons = [];
  108669. this._activeButton = null;
  108670. /**
  108671. * Fired every time the active button is changed.
  108672. *
  108673. * When xr is entered via a button that launches xr that button will be the callback parameter
  108674. *
  108675. * When exiting xr the callback parameter will be null)
  108676. */
  108677. this.activeButtonChangedObservable = new BABYLON.Observable();
  108678. this._overlay = document.createElement("div");
  108679. this._overlay.style.cssText = "z-index:11;position: absolute; right: 20px;bottom: 50px;";
  108680. if (options.customButtons) {
  108681. this._buttons = options.customButtons;
  108682. }
  108683. else {
  108684. var hmdBtn = document.createElement("button");
  108685. hmdBtn.style.cssText = "color: #868686; border-color: #868686; border-style: solid; margin-left: 10px; height: 50px; width: 80px; background-color: rgba(51,51,51,0.7); background-repeat:no-repeat; background-position: center; outline: none;";
  108686. hmdBtn.innerText = "HMD";
  108687. this._buttons.push(new WebXREnterExitUIButton(hmdBtn, { immersive: true, outputContext: options.outputCanvasContext }));
  108688. this._buttons[this._buttons.length - 1].update = function (activeButton) {
  108689. this.element.style.display = (activeButton === null || activeButton === this) ? "" : "none";
  108690. this.element.innerText = activeButton === this ? "EXIT" : "HMD";
  108691. };
  108692. var windowBtn = document.createElement("button");
  108693. windowBtn.style.cssText = hmdBtn.style.cssText;
  108694. windowBtn.innerText = "Window";
  108695. this._buttons.push(new WebXREnterExitUIButton(windowBtn, { immersive: false, environmentIntegration: true, outputContext: options.outputCanvasContext }));
  108696. this._buttons[this._buttons.length - 1].update = function (activeButton) {
  108697. this.element.style.display = (activeButton === null || activeButton === this) ? "" : "none";
  108698. this.element.innerText = activeButton === this ? "EXIT" : "Window";
  108699. };
  108700. this._updateButtons(null);
  108701. }
  108702. var renderCanvas = scene.getEngine().getRenderingCanvas();
  108703. if (renderCanvas && renderCanvas.parentNode) {
  108704. renderCanvas.parentNode.appendChild(this._overlay);
  108705. scene.onDisposeObservable.addOnce(function () {
  108706. _this.dispose();
  108707. });
  108708. }
  108709. }
  108710. /**
  108711. * Creates UI to allow the user to enter/exit XR mode
  108712. * @param scene the scene to add the ui to
  108713. * @param helper the xr experience helper to enter/exit xr with
  108714. * @param options options to configure the UI
  108715. * @returns the created ui
  108716. */
  108717. WebXREnterExitUI.CreateAsync = function (scene, helper, options) {
  108718. var _this = this;
  108719. var ui = new WebXREnterExitUI(scene, options);
  108720. var supportedPromises = ui._buttons.map(function (btn) {
  108721. return helper.supportsSessionAsync(btn.initializationOptions);
  108722. });
  108723. helper.onStateChangedObservable.add(function (state) {
  108724. if (state == BABYLON.WebXRState.NOT_IN_XR) {
  108725. ui._updateButtons(null);
  108726. }
  108727. });
  108728. return Promise.all(supportedPromises).then(function (results) {
  108729. results.forEach(function (supported, i) {
  108730. if (supported) {
  108731. ui._overlay.appendChild(ui._buttons[i].element);
  108732. ui._buttons[i].element.onclick = function () { return __awaiter(_this, void 0, void 0, function () {
  108733. return __generator(this, function (_a) {
  108734. switch (_a.label) {
  108735. case 0:
  108736. if (!(helper.state == BABYLON.WebXRState.IN_XR)) return [3 /*break*/, 2];
  108737. ui._updateButtons(null);
  108738. return [4 /*yield*/, helper.exitXRAsync()];
  108739. case 1:
  108740. _a.sent();
  108741. return [2 /*return*/];
  108742. case 2:
  108743. if (!(helper.state == BABYLON.WebXRState.NOT_IN_XR)) return [3 /*break*/, 4];
  108744. ui._updateButtons(ui._buttons[i]);
  108745. return [4 /*yield*/, helper.enterXRAsync(ui._buttons[i].initializationOptions, "eye-level")];
  108746. case 3:
  108747. _a.sent();
  108748. _a.label = 4;
  108749. case 4: return [2 /*return*/];
  108750. }
  108751. });
  108752. }); };
  108753. }
  108754. });
  108755. return ui;
  108756. });
  108757. };
  108758. WebXREnterExitUI.prototype._updateButtons = function (activeButton) {
  108759. var _this = this;
  108760. this._activeButton = activeButton;
  108761. this._buttons.forEach(function (b) {
  108762. b.update(_this._activeButton);
  108763. });
  108764. this.activeButtonChangedObservable.notifyObservers(this._activeButton);
  108765. };
  108766. /**
  108767. * Disposes of the object
  108768. */
  108769. WebXREnterExitUI.prototype.dispose = function () {
  108770. var renderCanvas = this.scene.getEngine().getRenderingCanvas();
  108771. if (renderCanvas && renderCanvas.parentNode && renderCanvas.parentNode.contains(this._overlay)) {
  108772. renderCanvas.parentNode.removeChild(this._overlay);
  108773. }
  108774. this.activeButtonChangedObservable.clear();
  108775. };
  108776. return WebXREnterExitUI;
  108777. }());
  108778. BABYLON.WebXREnterExitUI = WebXREnterExitUI;
  108779. })(BABYLON || (BABYLON = {}));
  108780. //# sourceMappingURL=babylon.webXREnterExitUI.js.map
  108781. var BABYLON;
  108782. (function (BABYLON) {
  108783. /**
  108784. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  108785. */
  108786. var WebXRManagedOutputCanvas = /** @class */ (function () {
  108787. /**
  108788. * Initializes the canvas to be added/removed upon entering/exiting xr
  108789. * @param helper the xr experience helper used to trigger adding/removing of the canvas
  108790. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  108791. */
  108792. function WebXRManagedOutputCanvas(helper, canvas) {
  108793. var _this = this;
  108794. this._canvas = null;
  108795. /**
  108796. * xrpresent context of the canvas which can be used to display/mirror xr content
  108797. */
  108798. this.canvasContext = null;
  108799. if (!canvas) {
  108800. canvas = document.createElement('canvas');
  108801. canvas.style.cssText = "position:absolute; bottom:0px;right:0px;z-index:10;width:100%;height:100%;background-color: #000000;";
  108802. }
  108803. this._setManagedOutputCanvas(canvas);
  108804. helper.onStateChangedObservable.add(function (stateInfo) {
  108805. if (stateInfo == BABYLON.WebXRState.ENTERING_XR) {
  108806. // The canvas is added to the screen before entering XR because currently the xr session must be initialized while the canvas is added render properly
  108807. _this._addCanvas();
  108808. }
  108809. else if (helper.state == BABYLON.WebXRState.NOT_IN_XR) {
  108810. _this._removeCanvas();
  108811. }
  108812. });
  108813. }
  108814. /**
  108815. * Disposes of the object
  108816. */
  108817. WebXRManagedOutputCanvas.prototype.dispose = function () {
  108818. this._removeCanvas();
  108819. this._setManagedOutputCanvas(null);
  108820. };
  108821. WebXRManagedOutputCanvas.prototype._setManagedOutputCanvas = function (canvas) {
  108822. this._removeCanvas();
  108823. if (!canvas) {
  108824. this._canvas = null;
  108825. this.canvasContext = null;
  108826. }
  108827. else {
  108828. this._canvas = canvas;
  108829. this.canvasContext = this._canvas.getContext('xrpresent');
  108830. }
  108831. };
  108832. WebXRManagedOutputCanvas.prototype._addCanvas = function () {
  108833. if (this._canvas) {
  108834. document.body.appendChild(this._canvas);
  108835. }
  108836. };
  108837. WebXRManagedOutputCanvas.prototype._removeCanvas = function () {
  108838. if (this._canvas && document.body.contains(this._canvas)) {
  108839. document.body.removeChild(this._canvas);
  108840. }
  108841. };
  108842. return WebXRManagedOutputCanvas;
  108843. }());
  108844. BABYLON.WebXRManagedOutputCanvas = WebXRManagedOutputCanvas;
  108845. })(BABYLON || (BABYLON = {}));
  108846. //# sourceMappingURL=babylon.webXRManagedOutputCanvas.js.map
  108847. var BABYLON;
  108848. (function (BABYLON) {
  108849. /**
  108850. * Represents an XR input
  108851. */
  108852. var WebXRController = /** @class */ (function () {
  108853. /**
  108854. * Creates the controller
  108855. * @see https://doc.babylonjs.com/how_to/webxr
  108856. * @param scene the scene which the controller should be associated to
  108857. */
  108858. function WebXRController(scene) {
  108859. this.pointer = new BABYLON.AbstractMesh("controllerPointer", scene);
  108860. }
  108861. /**
  108862. * Disposes of the object
  108863. */
  108864. WebXRController.prototype.dispose = function () {
  108865. if (this.grip) {
  108866. this.grip.dispose();
  108867. }
  108868. this.pointer.dispose();
  108869. };
  108870. return WebXRController;
  108871. }());
  108872. BABYLON.WebXRController = WebXRController;
  108873. /**
  108874. * XR input used to track XR inputs such as controllers/rays
  108875. */
  108876. var WebXRInput = /** @class */ (function () {
  108877. /**
  108878. * Initializes the WebXRInput
  108879. * @param helper experience helper which the input should be created for
  108880. */
  108881. function WebXRInput(helper) {
  108882. var _this = this;
  108883. this.helper = helper;
  108884. /**
  108885. * XR controllers being tracked
  108886. */
  108887. this.controllers = [];
  108888. this._tmpMatrix = new BABYLON.Matrix();
  108889. this._frameObserver = helper._sessionManager.onXRFrameObservable.add(function () {
  108890. if (!helper._sessionManager._currentXRFrame || !helper._sessionManager._currentXRFrame.getDevicePose) {
  108891. return;
  108892. }
  108893. var xrFrame = helper._sessionManager._currentXRFrame;
  108894. var inputSources = helper._sessionManager._xrSession.getInputSources();
  108895. inputSources.forEach(function (input, i) {
  108896. var inputPose = xrFrame.getInputPose(input, helper._sessionManager._frameOfReference);
  108897. if (inputPose) {
  108898. if (_this.controllers.length <= i) {
  108899. _this.controllers.push(new WebXRController(helper.container.getScene()));
  108900. }
  108901. var controller = _this.controllers[i];
  108902. // Manage the grip if it exists
  108903. if (inputPose.gripMatrix) {
  108904. if (!controller.grip) {
  108905. controller.grip = new BABYLON.AbstractMesh("controllerGrip", helper.container.getScene());
  108906. }
  108907. BABYLON.Matrix.FromFloat32ArrayToRefScaled(inputPose.gripMatrix, 0, 1, _this._tmpMatrix);
  108908. if (!controller.grip.getScene().useRightHandedSystem) {
  108909. _this._tmpMatrix.toggleModelMatrixHandInPlace();
  108910. }
  108911. if (!controller.grip.rotationQuaternion) {
  108912. controller.grip.rotationQuaternion = new BABYLON.Quaternion();
  108913. }
  108914. _this._tmpMatrix.decompose(controller.grip.scaling, controller.grip.rotationQuaternion, controller.grip.position);
  108915. }
  108916. // Manager pointer of controller
  108917. BABYLON.Matrix.FromFloat32ArrayToRefScaled(inputPose.targetRay.transformMatrix, 0, 1, _this._tmpMatrix);
  108918. if (!controller.pointer.getScene().useRightHandedSystem) {
  108919. _this._tmpMatrix.toggleModelMatrixHandInPlace();
  108920. }
  108921. if (!controller.pointer.rotationQuaternion) {
  108922. controller.pointer.rotationQuaternion = new BABYLON.Quaternion();
  108923. }
  108924. _this._tmpMatrix.decompose(controller.pointer.scaling, controller.pointer.rotationQuaternion, controller.pointer.position);
  108925. }
  108926. });
  108927. });
  108928. }
  108929. /**
  108930. * Disposes of the object
  108931. */
  108932. WebXRInput.prototype.dispose = function () {
  108933. this.controllers.forEach(function (c) {
  108934. c.dispose();
  108935. });
  108936. this.helper._sessionManager.onXRFrameObservable.remove(this._frameObserver);
  108937. };
  108938. return WebXRInput;
  108939. }());
  108940. BABYLON.WebXRInput = WebXRInput;
  108941. })(BABYLON || (BABYLON = {}));
  108942. //# sourceMappingURL=babylon.webXRInput.js.map
  108943. // Mainly based on these 2 articles :
  108944. // Creating an universal virtual touch joystick working for all Touch models thanks to Hand.JS : http://blogs.msdn.com/b/davrous/archive/2013/02/22/creating-an-universal-virtual-touch-joystick-working-for-all-touch-models-thanks-to-hand-js.aspx
  108945. // & on Seb Lee-Delisle original work: http://seb.ly/2011/04/multi-touch-game-controller-in-javascripthtml5-for-ipad/
  108946. var BABYLON;
  108947. (function (BABYLON) {
  108948. /**
  108949. * Defines the potential axis of a Joystick
  108950. */
  108951. var JoystickAxis;
  108952. (function (JoystickAxis) {
  108953. /** X axis */
  108954. JoystickAxis[JoystickAxis["X"] = 0] = "X";
  108955. /** Y axis */
  108956. JoystickAxis[JoystickAxis["Y"] = 1] = "Y";
  108957. /** Z axis */
  108958. JoystickAxis[JoystickAxis["Z"] = 2] = "Z";
  108959. })(JoystickAxis = BABYLON.JoystickAxis || (BABYLON.JoystickAxis = {}));
  108960. /**
  108961. * Class used to define virtual joystick (used in touch mode)
  108962. */
  108963. var VirtualJoystick = /** @class */ (function () {
  108964. /**
  108965. * Creates a new virtual joystick
  108966. * @param leftJoystick defines that the joystick is for left hand (false by default)
  108967. */
  108968. function VirtualJoystick(leftJoystick) {
  108969. var _this = this;
  108970. if (leftJoystick) {
  108971. this._leftJoystick = true;
  108972. }
  108973. else {
  108974. this._leftJoystick = false;
  108975. }
  108976. VirtualJoystick._globalJoystickIndex++;
  108977. // By default left & right arrow keys are moving the X
  108978. // and up & down keys are moving the Y
  108979. this._axisTargetedByLeftAndRight = JoystickAxis.X;
  108980. this._axisTargetedByUpAndDown = JoystickAxis.Y;
  108981. this.reverseLeftRight = false;
  108982. this.reverseUpDown = false;
  108983. // collections of pointers
  108984. this._touches = new BABYLON.StringDictionary();
  108985. this.deltaPosition = BABYLON.Vector3.Zero();
  108986. this._joystickSensibility = 25;
  108987. this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
  108988. this._onResize = function (evt) {
  108989. VirtualJoystick.vjCanvasWidth = window.innerWidth;
  108990. VirtualJoystick.vjCanvasHeight = window.innerHeight;
  108991. if (VirtualJoystick.vjCanvas) {
  108992. VirtualJoystick.vjCanvas.width = VirtualJoystick.vjCanvasWidth;
  108993. VirtualJoystick.vjCanvas.height = VirtualJoystick.vjCanvasHeight;
  108994. }
  108995. VirtualJoystick.halfWidth = VirtualJoystick.vjCanvasWidth / 2;
  108996. };
  108997. // injecting a canvas element on top of the canvas 3D game
  108998. if (!VirtualJoystick.vjCanvas) {
  108999. window.addEventListener("resize", this._onResize, false);
  109000. VirtualJoystick.vjCanvas = document.createElement("canvas");
  109001. VirtualJoystick.vjCanvasWidth = window.innerWidth;
  109002. VirtualJoystick.vjCanvasHeight = window.innerHeight;
  109003. VirtualJoystick.vjCanvas.width = window.innerWidth;
  109004. VirtualJoystick.vjCanvas.height = window.innerHeight;
  109005. VirtualJoystick.vjCanvas.style.width = "100%";
  109006. VirtualJoystick.vjCanvas.style.height = "100%";
  109007. VirtualJoystick.vjCanvas.style.position = "absolute";
  109008. VirtualJoystick.vjCanvas.style.backgroundColor = "transparent";
  109009. VirtualJoystick.vjCanvas.style.top = "0px";
  109010. VirtualJoystick.vjCanvas.style.left = "0px";
  109011. VirtualJoystick.vjCanvas.style.zIndex = "5";
  109012. VirtualJoystick.vjCanvas.style.msTouchAction = "none";
  109013. // Support for jQuery PEP polyfill
  109014. VirtualJoystick.vjCanvas.setAttribute("touch-action", "none");
  109015. var context = VirtualJoystick.vjCanvas.getContext('2d');
  109016. if (!context) {
  109017. throw new Error("Unable to create canvas for virtual joystick");
  109018. }
  109019. VirtualJoystick.vjCanvasContext = context;
  109020. VirtualJoystick.vjCanvasContext.strokeStyle = "#ffffff";
  109021. VirtualJoystick.vjCanvasContext.lineWidth = 2;
  109022. document.body.appendChild(VirtualJoystick.vjCanvas);
  109023. }
  109024. VirtualJoystick.halfWidth = VirtualJoystick.vjCanvas.width / 2;
  109025. this.pressed = false;
  109026. // default joystick color
  109027. this._joystickColor = "cyan";
  109028. this._joystickPointerID = -1;
  109029. // current joystick position
  109030. this._joystickPointerPos = new BABYLON.Vector2(0, 0);
  109031. this._joystickPreviousPointerPos = new BABYLON.Vector2(0, 0);
  109032. // origin joystick position
  109033. this._joystickPointerStartPos = new BABYLON.Vector2(0, 0);
  109034. this._deltaJoystickVector = new BABYLON.Vector2(0, 0);
  109035. this._onPointerDownHandlerRef = function (evt) {
  109036. _this._onPointerDown(evt);
  109037. };
  109038. this._onPointerMoveHandlerRef = function (evt) {
  109039. _this._onPointerMove(evt);
  109040. };
  109041. this._onPointerUpHandlerRef = function (evt) {
  109042. _this._onPointerUp(evt);
  109043. };
  109044. VirtualJoystick.vjCanvas.addEventListener('pointerdown', this._onPointerDownHandlerRef, false);
  109045. VirtualJoystick.vjCanvas.addEventListener('pointermove', this._onPointerMoveHandlerRef, false);
  109046. VirtualJoystick.vjCanvas.addEventListener('pointerup', this._onPointerUpHandlerRef, false);
  109047. VirtualJoystick.vjCanvas.addEventListener('pointerout', this._onPointerUpHandlerRef, false);
  109048. VirtualJoystick.vjCanvas.addEventListener("contextmenu", function (evt) {
  109049. evt.preventDefault(); // Disables system menu
  109050. }, false);
  109051. requestAnimationFrame(function () { _this._drawVirtualJoystick(); });
  109052. }
  109053. /**
  109054. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  109055. * @param newJoystickSensibility defines the new sensibility
  109056. */
  109057. VirtualJoystick.prototype.setJoystickSensibility = function (newJoystickSensibility) {
  109058. this._joystickSensibility = newJoystickSensibility;
  109059. this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
  109060. };
  109061. VirtualJoystick.prototype._onPointerDown = function (e) {
  109062. var positionOnScreenCondition;
  109063. e.preventDefault();
  109064. if (this._leftJoystick === true) {
  109065. positionOnScreenCondition = (e.clientX < VirtualJoystick.halfWidth);
  109066. }
  109067. else {
  109068. positionOnScreenCondition = (e.clientX > VirtualJoystick.halfWidth);
  109069. }
  109070. if (positionOnScreenCondition && this._joystickPointerID < 0) {
  109071. // First contact will be dedicated to the virtual joystick
  109072. this._joystickPointerID = e.pointerId;
  109073. this._joystickPointerStartPos.x = e.clientX;
  109074. this._joystickPointerStartPos.y = e.clientY;
  109075. this._joystickPointerPos = this._joystickPointerStartPos.clone();
  109076. this._joystickPreviousPointerPos = this._joystickPointerStartPos.clone();
  109077. this._deltaJoystickVector.x = 0;
  109078. this._deltaJoystickVector.y = 0;
  109079. this.pressed = true;
  109080. this._touches.add(e.pointerId.toString(), e);
  109081. }
  109082. else {
  109083. // You can only trigger the action buttons with a joystick declared
  109084. if (VirtualJoystick._globalJoystickIndex < 2 && this._action) {
  109085. this._action();
  109086. this._touches.add(e.pointerId.toString(), { x: e.clientX, y: e.clientY, prevX: e.clientX, prevY: e.clientY });
  109087. }
  109088. }
  109089. };
  109090. VirtualJoystick.prototype._onPointerMove = function (e) {
  109091. // If the current pointer is the one associated to the joystick (first touch contact)
  109092. if (this._joystickPointerID == e.pointerId) {
  109093. this._joystickPointerPos.x = e.clientX;
  109094. this._joystickPointerPos.y = e.clientY;
  109095. this._deltaJoystickVector = this._joystickPointerPos.clone();
  109096. this._deltaJoystickVector = this._deltaJoystickVector.subtract(this._joystickPointerStartPos);
  109097. var directionLeftRight = this.reverseLeftRight ? -1 : 1;
  109098. var deltaJoystickX = directionLeftRight * this._deltaJoystickVector.x / this._inversedSensibility;
  109099. switch (this._axisTargetedByLeftAndRight) {
  109100. case JoystickAxis.X:
  109101. this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickX));
  109102. break;
  109103. case JoystickAxis.Y:
  109104. this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickX));
  109105. break;
  109106. case JoystickAxis.Z:
  109107. this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickX));
  109108. break;
  109109. }
  109110. var directionUpDown = this.reverseUpDown ? 1 : -1;
  109111. var deltaJoystickY = directionUpDown * this._deltaJoystickVector.y / this._inversedSensibility;
  109112. switch (this._axisTargetedByUpAndDown) {
  109113. case JoystickAxis.X:
  109114. this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickY));
  109115. break;
  109116. case JoystickAxis.Y:
  109117. this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickY));
  109118. break;
  109119. case JoystickAxis.Z:
  109120. this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickY));
  109121. break;
  109122. }
  109123. }
  109124. else {
  109125. var data = this._touches.get(e.pointerId.toString());
  109126. if (data) {
  109127. data.x = e.clientX;
  109128. data.y = e.clientY;
  109129. }
  109130. }
  109131. };
  109132. VirtualJoystick.prototype._onPointerUp = function (e) {
  109133. if (this._joystickPointerID == e.pointerId) {
  109134. VirtualJoystick.vjCanvasContext.clearRect(this._joystickPointerStartPos.x - 64, this._joystickPointerStartPos.y - 64, 128, 128);
  109135. VirtualJoystick.vjCanvasContext.clearRect(this._joystickPreviousPointerPos.x - 42, this._joystickPreviousPointerPos.y - 42, 84, 84);
  109136. this._joystickPointerID = -1;
  109137. this.pressed = false;
  109138. }
  109139. else {
  109140. var touch = this._touches.get(e.pointerId.toString());
  109141. if (touch) {
  109142. VirtualJoystick.vjCanvasContext.clearRect(touch.prevX - 44, touch.prevY - 44, 88, 88);
  109143. }
  109144. }
  109145. this._deltaJoystickVector.x = 0;
  109146. this._deltaJoystickVector.y = 0;
  109147. this._touches.remove(e.pointerId.toString());
  109148. };
  109149. /**
  109150. * Change the color of the virtual joystick
  109151. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  109152. */
  109153. VirtualJoystick.prototype.setJoystickColor = function (newColor) {
  109154. this._joystickColor = newColor;
  109155. };
  109156. /**
  109157. * Defines a callback to call when the joystick is touched
  109158. * @param action defines the callback
  109159. */
  109160. VirtualJoystick.prototype.setActionOnTouch = function (action) {
  109161. this._action = action;
  109162. };
  109163. /**
  109164. * Defines which axis you'd like to control for left & right
  109165. * @param axis defines the axis to use
  109166. */
  109167. VirtualJoystick.prototype.setAxisForLeftRight = function (axis) {
  109168. switch (axis) {
  109169. case JoystickAxis.X:
  109170. case JoystickAxis.Y:
  109171. case JoystickAxis.Z:
  109172. this._axisTargetedByLeftAndRight = axis;
  109173. break;
  109174. default:
  109175. this._axisTargetedByLeftAndRight = JoystickAxis.X;
  109176. break;
  109177. }
  109178. };
  109179. /**
  109180. * Defines which axis you'd like to control for up & down
  109181. * @param axis defines the axis to use
  109182. */
  109183. VirtualJoystick.prototype.setAxisForUpDown = function (axis) {
  109184. switch (axis) {
  109185. case JoystickAxis.X:
  109186. case JoystickAxis.Y:
  109187. case JoystickAxis.Z:
  109188. this._axisTargetedByUpAndDown = axis;
  109189. break;
  109190. default:
  109191. this._axisTargetedByUpAndDown = JoystickAxis.Y;
  109192. break;
  109193. }
  109194. };
  109195. VirtualJoystick.prototype._drawVirtualJoystick = function () {
  109196. var _this = this;
  109197. if (this.pressed) {
  109198. this._touches.forEach(function (key, touch) {
  109199. if (touch.pointerId === _this._joystickPointerID) {
  109200. VirtualJoystick.vjCanvasContext.clearRect(_this._joystickPointerStartPos.x - 64, _this._joystickPointerStartPos.y - 64, 128, 128);
  109201. VirtualJoystick.vjCanvasContext.clearRect(_this._joystickPreviousPointerPos.x - 42, _this._joystickPreviousPointerPos.y - 42, 84, 84);
  109202. VirtualJoystick.vjCanvasContext.beginPath();
  109203. VirtualJoystick.vjCanvasContext.lineWidth = 6;
  109204. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  109205. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerStartPos.x, _this._joystickPointerStartPos.y, 40, 0, Math.PI * 2, true);
  109206. VirtualJoystick.vjCanvasContext.stroke();
  109207. VirtualJoystick.vjCanvasContext.closePath();
  109208. VirtualJoystick.vjCanvasContext.beginPath();
  109209. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  109210. VirtualJoystick.vjCanvasContext.lineWidth = 2;
  109211. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerStartPos.x, _this._joystickPointerStartPos.y, 60, 0, Math.PI * 2, true);
  109212. VirtualJoystick.vjCanvasContext.stroke();
  109213. VirtualJoystick.vjCanvasContext.closePath();
  109214. VirtualJoystick.vjCanvasContext.beginPath();
  109215. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  109216. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerPos.x, _this._joystickPointerPos.y, 40, 0, Math.PI * 2, true);
  109217. VirtualJoystick.vjCanvasContext.stroke();
  109218. VirtualJoystick.vjCanvasContext.closePath();
  109219. _this._joystickPreviousPointerPos = _this._joystickPointerPos.clone();
  109220. }
  109221. else {
  109222. VirtualJoystick.vjCanvasContext.clearRect(touch.prevX - 44, touch.prevY - 44, 88, 88);
  109223. VirtualJoystick.vjCanvasContext.beginPath();
  109224. VirtualJoystick.vjCanvasContext.fillStyle = "white";
  109225. VirtualJoystick.vjCanvasContext.beginPath();
  109226. VirtualJoystick.vjCanvasContext.strokeStyle = "red";
  109227. VirtualJoystick.vjCanvasContext.lineWidth = 6;
  109228. VirtualJoystick.vjCanvasContext.arc(touch.x, touch.y, 40, 0, Math.PI * 2, true);
  109229. VirtualJoystick.vjCanvasContext.stroke();
  109230. VirtualJoystick.vjCanvasContext.closePath();
  109231. touch.prevX = touch.x;
  109232. touch.prevY = touch.y;
  109233. }
  109234. });
  109235. }
  109236. requestAnimationFrame(function () { _this._drawVirtualJoystick(); });
  109237. };
  109238. /**
  109239. * Release internal HTML canvas
  109240. */
  109241. VirtualJoystick.prototype.releaseCanvas = function () {
  109242. if (VirtualJoystick.vjCanvas) {
  109243. VirtualJoystick.vjCanvas.removeEventListener('pointerdown', this._onPointerDownHandlerRef);
  109244. VirtualJoystick.vjCanvas.removeEventListener('pointermove', this._onPointerMoveHandlerRef);
  109245. VirtualJoystick.vjCanvas.removeEventListener('pointerup', this._onPointerUpHandlerRef);
  109246. VirtualJoystick.vjCanvas.removeEventListener('pointerout', this._onPointerUpHandlerRef);
  109247. window.removeEventListener("resize", this._onResize);
  109248. document.body.removeChild(VirtualJoystick.vjCanvas);
  109249. VirtualJoystick.vjCanvas = null;
  109250. }
  109251. };
  109252. // Used to draw the virtual joystick inside a 2D canvas on top of the WebGL rendering canvas
  109253. VirtualJoystick._globalJoystickIndex = 0;
  109254. return VirtualJoystick;
  109255. }());
  109256. BABYLON.VirtualJoystick = VirtualJoystick;
  109257. })(BABYLON || (BABYLON = {}));
  109258. //# sourceMappingURL=babylon.virtualJoystick.js.map
  109259. var BABYLON;
  109260. (function (BABYLON) {
  109261. BABYLON.Node.AddNodeConstructor("VirtualJoysticksCamera", function (name, scene) {
  109262. return function () { return new VirtualJoysticksCamera(name, BABYLON.Vector3.Zero(), scene); };
  109263. });
  109264. /**
  109265. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  109266. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  109267. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  109268. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  109269. */
  109270. var VirtualJoysticksCamera = /** @class */ (function (_super) {
  109271. __extends(VirtualJoysticksCamera, _super);
  109272. /**
  109273. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  109274. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  109275. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  109276. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  109277. * @param name Define the name of the camera in the scene
  109278. * @param position Define the start position of the camera in the scene
  109279. * @param scene Define the scene the camera belongs to
  109280. */
  109281. function VirtualJoysticksCamera(name, position, scene) {
  109282. var _this = _super.call(this, name, position, scene) || this;
  109283. _this.inputs.addVirtualJoystick();
  109284. return _this;
  109285. }
  109286. /**
  109287. * Gets the current object class name.
  109288. * @return the class name
  109289. */
  109290. VirtualJoysticksCamera.prototype.getClassName = function () {
  109291. return "VirtualJoysticksCamera";
  109292. };
  109293. return VirtualJoysticksCamera;
  109294. }(BABYLON.FreeCamera));
  109295. BABYLON.VirtualJoysticksCamera = VirtualJoysticksCamera;
  109296. })(BABYLON || (BABYLON = {}));
  109297. //# sourceMappingURL=babylon.virtualJoysticksCamera.js.map
  109298. var BABYLON;
  109299. (function (BABYLON) {
  109300. /**
  109301. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  109302. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  109303. */
  109304. var FreeCameraVirtualJoystickInput = /** @class */ (function () {
  109305. function FreeCameraVirtualJoystickInput() {
  109306. }
  109307. /**
  109308. * Gets the left stick of the virtual joystick.
  109309. * @returns The virtual Joystick
  109310. */
  109311. FreeCameraVirtualJoystickInput.prototype.getLeftJoystick = function () {
  109312. return this._leftjoystick;
  109313. };
  109314. /**
  109315. * Gets the right stick of the virtual joystick.
  109316. * @returns The virtual Joystick
  109317. */
  109318. FreeCameraVirtualJoystickInput.prototype.getRightJoystick = function () {
  109319. return this._rightjoystick;
  109320. };
  109321. /**
  109322. * Update the current camera state depending on the inputs that have been used this frame.
  109323. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  109324. */
  109325. FreeCameraVirtualJoystickInput.prototype.checkInputs = function () {
  109326. if (this._leftjoystick) {
  109327. var camera = this.camera;
  109328. var speed = camera._computeLocalCameraSpeed() * 50;
  109329. var cameraTransform = BABYLON.Matrix.RotationYawPitchRoll(camera.rotation.y, camera.rotation.x, 0);
  109330. var deltaTransform = BABYLON.Vector3.TransformCoordinates(new BABYLON.Vector3(this._leftjoystick.deltaPosition.x * speed, this._leftjoystick.deltaPosition.y * speed, this._leftjoystick.deltaPosition.z * speed), cameraTransform);
  109331. camera.cameraDirection = camera.cameraDirection.add(deltaTransform);
  109332. camera.cameraRotation = camera.cameraRotation.addVector3(this._rightjoystick.deltaPosition);
  109333. if (!this._leftjoystick.pressed) {
  109334. this._leftjoystick.deltaPosition = this._leftjoystick.deltaPosition.scale(0.9);
  109335. }
  109336. if (!this._rightjoystick.pressed) {
  109337. this._rightjoystick.deltaPosition = this._rightjoystick.deltaPosition.scale(0.9);
  109338. }
  109339. }
  109340. };
  109341. /**
  109342. * Attach the input controls to a specific dom element to get the input from.
  109343. * @param element Defines the element the controls should be listened from
  109344. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  109345. */
  109346. FreeCameraVirtualJoystickInput.prototype.attachControl = function (element, noPreventDefault) {
  109347. this._leftjoystick = new BABYLON.VirtualJoystick(true);
  109348. this._leftjoystick.setAxisForUpDown(BABYLON.JoystickAxis.Z);
  109349. this._leftjoystick.setAxisForLeftRight(BABYLON.JoystickAxis.X);
  109350. this._leftjoystick.setJoystickSensibility(0.15);
  109351. this._rightjoystick = new BABYLON.VirtualJoystick(false);
  109352. this._rightjoystick.setAxisForUpDown(BABYLON.JoystickAxis.X);
  109353. this._rightjoystick.setAxisForLeftRight(BABYLON.JoystickAxis.Y);
  109354. this._rightjoystick.reverseUpDown = true;
  109355. this._rightjoystick.setJoystickSensibility(0.05);
  109356. this._rightjoystick.setJoystickColor("yellow");
  109357. };
  109358. /**
  109359. * Detach the current controls from the specified dom element.
  109360. * @param element Defines the element to stop listening the inputs from
  109361. */
  109362. FreeCameraVirtualJoystickInput.prototype.detachControl = function (element) {
  109363. this._leftjoystick.releaseCanvas();
  109364. this._rightjoystick.releaseCanvas();
  109365. };
  109366. /**
  109367. * Gets the class name of the current intput.
  109368. * @returns the class name
  109369. */
  109370. FreeCameraVirtualJoystickInput.prototype.getClassName = function () {
  109371. return "FreeCameraVirtualJoystickInput";
  109372. };
  109373. /**
  109374. * Get the friendly name associated with the input class.
  109375. * @returns the input friendly name
  109376. */
  109377. FreeCameraVirtualJoystickInput.prototype.getSimpleName = function () {
  109378. return "virtualJoystick";
  109379. };
  109380. return FreeCameraVirtualJoystickInput;
  109381. }());
  109382. BABYLON.FreeCameraVirtualJoystickInput = FreeCameraVirtualJoystickInput;
  109383. BABYLON.CameraInputTypes["FreeCameraVirtualJoystickInput"] = FreeCameraVirtualJoystickInput;
  109384. })(BABYLON || (BABYLON = {}));
  109385. //# sourceMappingURL=babylon.freeCameraVirtualJoystickInput.js.map
  109386. var BABYLON;
  109387. (function (BABYLON) {
  109388. /**
  109389. * Class used to specify simplification options
  109390. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  109391. */
  109392. var SimplificationSettings = /** @class */ (function () {
  109393. /**
  109394. * Creates a SimplificationSettings
  109395. * @param quality expected quality
  109396. * @param distance distance when this optimized version should be used
  109397. * @param optimizeMesh already optimized mesh
  109398. */
  109399. function SimplificationSettings(
  109400. /** expected quality */
  109401. quality,
  109402. /** distance when this optimized version should be used */
  109403. distance,
  109404. /** already optimized mesh */
  109405. optimizeMesh) {
  109406. this.quality = quality;
  109407. this.distance = distance;
  109408. this.optimizeMesh = optimizeMesh;
  109409. }
  109410. return SimplificationSettings;
  109411. }());
  109412. BABYLON.SimplificationSettings = SimplificationSettings;
  109413. /**
  109414. * Queue used to order the simplification tasks
  109415. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  109416. */
  109417. var SimplificationQueue = /** @class */ (function () {
  109418. /**
  109419. * Creates a new queue
  109420. */
  109421. function SimplificationQueue() {
  109422. this.running = false;
  109423. this._simplificationArray = [];
  109424. }
  109425. /**
  109426. * Adds a new simplification task
  109427. * @param task defines a task to add
  109428. */
  109429. SimplificationQueue.prototype.addTask = function (task) {
  109430. this._simplificationArray.push(task);
  109431. };
  109432. /**
  109433. * Execute next task
  109434. */
  109435. SimplificationQueue.prototype.executeNext = function () {
  109436. var task = this._simplificationArray.pop();
  109437. if (task) {
  109438. this.running = true;
  109439. this.runSimplification(task);
  109440. }
  109441. else {
  109442. this.running = false;
  109443. }
  109444. };
  109445. /**
  109446. * Execute a simplification task
  109447. * @param task defines the task to run
  109448. */
  109449. SimplificationQueue.prototype.runSimplification = function (task) {
  109450. var _this = this;
  109451. if (task.parallelProcessing) {
  109452. //parallel simplifier
  109453. task.settings.forEach(function (setting) {
  109454. var simplifier = _this.getSimplifier(task);
  109455. simplifier.simplify(setting, function (newMesh) {
  109456. task.mesh.addLODLevel(setting.distance, newMesh);
  109457. newMesh.isVisible = true;
  109458. //check if it is the last
  109459. if (setting.quality === task.settings[task.settings.length - 1].quality && task.successCallback) {
  109460. //all done, run the success callback.
  109461. task.successCallback();
  109462. }
  109463. _this.executeNext();
  109464. });
  109465. });
  109466. }
  109467. else {
  109468. //single simplifier.
  109469. var simplifier = this.getSimplifier(task);
  109470. var runDecimation = function (setting, callback) {
  109471. simplifier.simplify(setting, function (newMesh) {
  109472. task.mesh.addLODLevel(setting.distance, newMesh);
  109473. newMesh.isVisible = true;
  109474. //run the next quality level
  109475. callback();
  109476. });
  109477. };
  109478. BABYLON.AsyncLoop.Run(task.settings.length, function (loop) {
  109479. runDecimation(task.settings[loop.index], function () {
  109480. loop.executeNext();
  109481. });
  109482. }, function () {
  109483. //execution ended, run the success callback.
  109484. if (task.successCallback) {
  109485. task.successCallback();
  109486. }
  109487. _this.executeNext();
  109488. });
  109489. }
  109490. };
  109491. SimplificationQueue.prototype.getSimplifier = function (task) {
  109492. switch (task.simplificationType) {
  109493. case SimplificationType.QUADRATIC:
  109494. default:
  109495. return new QuadraticErrorSimplification(task.mesh);
  109496. }
  109497. };
  109498. return SimplificationQueue;
  109499. }());
  109500. BABYLON.SimplificationQueue = SimplificationQueue;
  109501. /**
  109502. * The implemented types of simplification
  109503. * At the moment only Quadratic Error Decimation is implemented
  109504. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  109505. */
  109506. var SimplificationType;
  109507. (function (SimplificationType) {
  109508. /** Quadratic error decimation */
  109509. SimplificationType[SimplificationType["QUADRATIC"] = 0] = "QUADRATIC";
  109510. })(SimplificationType = BABYLON.SimplificationType || (BABYLON.SimplificationType = {}));
  109511. var DecimationTriangle = /** @class */ (function () {
  109512. function DecimationTriangle(vertices) {
  109513. this.vertices = vertices;
  109514. this.error = new Array(4);
  109515. this.deleted = false;
  109516. this.isDirty = false;
  109517. this.deletePending = false;
  109518. this.borderFactor = 0;
  109519. }
  109520. return DecimationTriangle;
  109521. }());
  109522. var DecimationVertex = /** @class */ (function () {
  109523. function DecimationVertex(position, id) {
  109524. this.position = position;
  109525. this.id = id;
  109526. this.isBorder = true;
  109527. this.q = new QuadraticMatrix();
  109528. this.triangleCount = 0;
  109529. this.triangleStart = 0;
  109530. this.originalOffsets = [];
  109531. }
  109532. DecimationVertex.prototype.updatePosition = function (newPosition) {
  109533. this.position.copyFrom(newPosition);
  109534. };
  109535. return DecimationVertex;
  109536. }());
  109537. var QuadraticMatrix = /** @class */ (function () {
  109538. function QuadraticMatrix(data) {
  109539. this.data = new Array(10);
  109540. for (var i = 0; i < 10; ++i) {
  109541. if (data && data[i]) {
  109542. this.data[i] = data[i];
  109543. }
  109544. else {
  109545. this.data[i] = 0;
  109546. }
  109547. }
  109548. }
  109549. QuadraticMatrix.prototype.det = function (a11, a12, a13, a21, a22, a23, a31, a32, a33) {
  109550. var det = this.data[a11] * this.data[a22] * this.data[a33] + this.data[a13] * this.data[a21] * this.data[a32] +
  109551. this.data[a12] * this.data[a23] * this.data[a31] - this.data[a13] * this.data[a22] * this.data[a31] -
  109552. this.data[a11] * this.data[a23] * this.data[a32] - this.data[a12] * this.data[a21] * this.data[a33];
  109553. return det;
  109554. };
  109555. QuadraticMatrix.prototype.addInPlace = function (matrix) {
  109556. for (var i = 0; i < 10; ++i) {
  109557. this.data[i] += matrix.data[i];
  109558. }
  109559. };
  109560. QuadraticMatrix.prototype.addArrayInPlace = function (data) {
  109561. for (var i = 0; i < 10; ++i) {
  109562. this.data[i] += data[i];
  109563. }
  109564. };
  109565. QuadraticMatrix.prototype.add = function (matrix) {
  109566. var m = new QuadraticMatrix();
  109567. for (var i = 0; i < 10; ++i) {
  109568. m.data[i] = this.data[i] + matrix.data[i];
  109569. }
  109570. return m;
  109571. };
  109572. QuadraticMatrix.FromData = function (a, b, c, d) {
  109573. return new QuadraticMatrix(QuadraticMatrix.DataFromNumbers(a, b, c, d));
  109574. };
  109575. //returning an array to avoid garbage collection
  109576. QuadraticMatrix.DataFromNumbers = function (a, b, c, d) {
  109577. return [a * a, a * b, a * c, a * d, b * b, b * c, b * d, c * c, c * d, d * d];
  109578. };
  109579. return QuadraticMatrix;
  109580. }());
  109581. var Reference = /** @class */ (function () {
  109582. function Reference(vertexId, triangleId) {
  109583. this.vertexId = vertexId;
  109584. this.triangleId = triangleId;
  109585. }
  109586. return Reference;
  109587. }());
  109588. /**
  109589. * An implementation of the Quadratic Error simplification algorithm.
  109590. * Original paper : http://www1.cs.columbia.edu/~cs4162/html05s/garland97.pdf
  109591. * Ported mostly from QSlim and http://voxels.blogspot.de/2014/05/quadric-mesh-simplification-with-source.html to babylon JS
  109592. * @author RaananW
  109593. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  109594. */
  109595. var QuadraticErrorSimplification = /** @class */ (function () {
  109596. function QuadraticErrorSimplification(_mesh) {
  109597. this._mesh = _mesh;
  109598. this.syncIterations = 5000;
  109599. this.aggressiveness = 7;
  109600. this.decimationIterations = 100;
  109601. this.boundingBoxEpsilon = BABYLON.Epsilon;
  109602. }
  109603. QuadraticErrorSimplification.prototype.simplify = function (settings, successCallback) {
  109604. var _this = this;
  109605. this.initDecimatedMesh();
  109606. //iterating through the submeshes array, one after the other.
  109607. BABYLON.AsyncLoop.Run(this._mesh.subMeshes.length, function (loop) {
  109608. _this.initWithMesh(loop.index, function () {
  109609. _this.runDecimation(settings, loop.index, function () {
  109610. loop.executeNext();
  109611. });
  109612. }, settings.optimizeMesh);
  109613. }, function () {
  109614. setTimeout(function () {
  109615. successCallback(_this._reconstructedMesh);
  109616. }, 0);
  109617. });
  109618. };
  109619. QuadraticErrorSimplification.prototype.runDecimation = function (settings, submeshIndex, successCallback) {
  109620. var _this = this;
  109621. var targetCount = ~~(this.triangles.length * settings.quality);
  109622. var deletedTriangles = 0;
  109623. var triangleCount = this.triangles.length;
  109624. var iterationFunction = function (iteration, callback) {
  109625. setTimeout(function () {
  109626. if (iteration % 5 === 0) {
  109627. _this.updateMesh(iteration === 0);
  109628. }
  109629. for (var i = 0; i < _this.triangles.length; ++i) {
  109630. _this.triangles[i].isDirty = false;
  109631. }
  109632. var threshold = 0.000000001 * Math.pow((iteration + 3), _this.aggressiveness);
  109633. var trianglesIterator = function (i) {
  109634. var tIdx = ~~(((_this.triangles.length / 2) + i) % _this.triangles.length);
  109635. var t = _this.triangles[tIdx];
  109636. if (!t) {
  109637. return;
  109638. }
  109639. if (t.error[3] > threshold || t.deleted || t.isDirty) {
  109640. return;
  109641. }
  109642. for (var j = 0; j < 3; ++j) {
  109643. if (t.error[j] < threshold) {
  109644. var deleted0 = [];
  109645. var deleted1 = [];
  109646. var v0 = t.vertices[j];
  109647. var v1 = t.vertices[(j + 1) % 3];
  109648. if (v0.isBorder || v1.isBorder) {
  109649. continue;
  109650. }
  109651. var p = BABYLON.Vector3.Zero();
  109652. var n = BABYLON.Vector3.Zero();
  109653. var uv = BABYLON.Vector2.Zero();
  109654. var color = new BABYLON.Color4(0, 0, 0, 1);
  109655. _this.calculateError(v0, v1, p, n, uv, color);
  109656. var delTr = new Array();
  109657. if (_this.isFlipped(v0, v1, p, deleted0, t.borderFactor, delTr)) {
  109658. continue;
  109659. }
  109660. if (_this.isFlipped(v1, v0, p, deleted1, t.borderFactor, delTr)) {
  109661. continue;
  109662. }
  109663. if (deleted0.indexOf(true) < 0 || deleted1.indexOf(true) < 0) {
  109664. continue;
  109665. }
  109666. var uniqueArray = new Array();
  109667. delTr.forEach(function (deletedT) {
  109668. if (uniqueArray.indexOf(deletedT) === -1) {
  109669. deletedT.deletePending = true;
  109670. uniqueArray.push(deletedT);
  109671. }
  109672. });
  109673. if (uniqueArray.length % 2 !== 0) {
  109674. continue;
  109675. }
  109676. v0.q = v1.q.add(v0.q);
  109677. v0.updatePosition(p);
  109678. var tStart = _this.references.length;
  109679. deletedTriangles = _this.updateTriangles(v0, v0, deleted0, deletedTriangles);
  109680. deletedTriangles = _this.updateTriangles(v0, v1, deleted1, deletedTriangles);
  109681. var tCount = _this.references.length - tStart;
  109682. if (tCount <= v0.triangleCount) {
  109683. if (tCount) {
  109684. for (var c = 0; c < tCount; c++) {
  109685. _this.references[v0.triangleStart + c] = _this.references[tStart + c];
  109686. }
  109687. }
  109688. }
  109689. else {
  109690. v0.triangleStart = tStart;
  109691. }
  109692. v0.triangleCount = tCount;
  109693. break;
  109694. }
  109695. }
  109696. };
  109697. BABYLON.AsyncLoop.SyncAsyncForLoop(_this.triangles.length, _this.syncIterations, trianglesIterator, callback, function () { return (triangleCount - deletedTriangles <= targetCount); });
  109698. }, 0);
  109699. };
  109700. BABYLON.AsyncLoop.Run(this.decimationIterations, function (loop) {
  109701. if (triangleCount - deletedTriangles <= targetCount) {
  109702. loop.breakLoop();
  109703. }
  109704. else {
  109705. iterationFunction(loop.index, function () {
  109706. loop.executeNext();
  109707. });
  109708. }
  109709. }, function () {
  109710. setTimeout(function () {
  109711. //reconstruct this part of the mesh
  109712. _this.reconstructMesh(submeshIndex);
  109713. successCallback();
  109714. }, 0);
  109715. });
  109716. };
  109717. QuadraticErrorSimplification.prototype.initWithMesh = function (submeshIndex, callback, optimizeMesh) {
  109718. var _this = this;
  109719. this.vertices = [];
  109720. this.triangles = [];
  109721. var positionData = this._mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  109722. var indices = this._mesh.getIndices();
  109723. var submesh = this._mesh.subMeshes[submeshIndex];
  109724. var findInVertices = function (positionToSearch) {
  109725. if (optimizeMesh) {
  109726. for (var ii = 0; ii < _this.vertices.length; ++ii) {
  109727. if (_this.vertices[ii].position.equals(positionToSearch)) {
  109728. return _this.vertices[ii];
  109729. }
  109730. }
  109731. }
  109732. return null;
  109733. };
  109734. var vertexReferences = [];
  109735. var vertexInit = function (i) {
  109736. if (!positionData) {
  109737. return;
  109738. }
  109739. var offset = i + submesh.verticesStart;
  109740. var position = BABYLON.Vector3.FromArray(positionData, offset * 3);
  109741. var vertex = findInVertices(position) || new DecimationVertex(position, _this.vertices.length);
  109742. vertex.originalOffsets.push(offset);
  109743. if (vertex.id === _this.vertices.length) {
  109744. _this.vertices.push(vertex);
  109745. }
  109746. vertexReferences.push(vertex.id);
  109747. };
  109748. //var totalVertices = mesh.getTotalVertices();
  109749. var totalVertices = submesh.verticesCount;
  109750. BABYLON.AsyncLoop.SyncAsyncForLoop(totalVertices, (this.syncIterations / 4) >> 0, vertexInit, function () {
  109751. var indicesInit = function (i) {
  109752. if (!indices) {
  109753. return;
  109754. }
  109755. var offset = (submesh.indexStart / 3) + i;
  109756. var pos = (offset * 3);
  109757. var i0 = indices[pos + 0];
  109758. var i1 = indices[pos + 1];
  109759. var i2 = indices[pos + 2];
  109760. var v0 = _this.vertices[vertexReferences[i0 - submesh.verticesStart]];
  109761. var v1 = _this.vertices[vertexReferences[i1 - submesh.verticesStart]];
  109762. var v2 = _this.vertices[vertexReferences[i2 - submesh.verticesStart]];
  109763. var triangle = new DecimationTriangle([v0, v1, v2]);
  109764. triangle.originalOffset = pos;
  109765. _this.triangles.push(triangle);
  109766. };
  109767. BABYLON.AsyncLoop.SyncAsyncForLoop(submesh.indexCount / 3, _this.syncIterations, indicesInit, function () {
  109768. _this.init(callback);
  109769. });
  109770. });
  109771. };
  109772. QuadraticErrorSimplification.prototype.init = function (callback) {
  109773. var _this = this;
  109774. var triangleInit1 = function (i) {
  109775. var t = _this.triangles[i];
  109776. t.normal = BABYLON.Vector3.Cross(t.vertices[1].position.subtract(t.vertices[0].position), t.vertices[2].position.subtract(t.vertices[0].position)).normalize();
  109777. for (var j = 0; j < 3; j++) {
  109778. t.vertices[j].q.addArrayInPlace(QuadraticMatrix.DataFromNumbers(t.normal.x, t.normal.y, t.normal.z, -(BABYLON.Vector3.Dot(t.normal, t.vertices[0].position))));
  109779. }
  109780. };
  109781. BABYLON.AsyncLoop.SyncAsyncForLoop(this.triangles.length, this.syncIterations, triangleInit1, function () {
  109782. var triangleInit2 = function (i) {
  109783. var t = _this.triangles[i];
  109784. for (var j = 0; j < 3; ++j) {
  109785. t.error[j] = _this.calculateError(t.vertices[j], t.vertices[(j + 1) % 3]);
  109786. }
  109787. t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);
  109788. };
  109789. BABYLON.AsyncLoop.SyncAsyncForLoop(_this.triangles.length, _this.syncIterations, triangleInit2, function () {
  109790. callback();
  109791. });
  109792. });
  109793. };
  109794. QuadraticErrorSimplification.prototype.reconstructMesh = function (submeshIndex) {
  109795. var newTriangles = [];
  109796. var i;
  109797. for (i = 0; i < this.vertices.length; ++i) {
  109798. this.vertices[i].triangleCount = 0;
  109799. }
  109800. var t;
  109801. var j;
  109802. for (i = 0; i < this.triangles.length; ++i) {
  109803. if (!this.triangles[i].deleted) {
  109804. t = this.triangles[i];
  109805. for (j = 0; j < 3; ++j) {
  109806. t.vertices[j].triangleCount = 1;
  109807. }
  109808. newTriangles.push(t);
  109809. }
  109810. }
  109811. var newPositionData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind) || []);
  109812. var newNormalData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind) || []);
  109813. var newUVsData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.UVKind) || []);
  109814. var newColorsData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.ColorKind) || []);
  109815. var normalData = this._mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  109816. var uvs = this._mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  109817. var colorsData = this._mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  109818. var vertexCount = 0;
  109819. for (i = 0; i < this.vertices.length; ++i) {
  109820. var vertex = this.vertices[i];
  109821. vertex.id = vertexCount;
  109822. if (vertex.triangleCount) {
  109823. vertex.originalOffsets.forEach(function (originalOffset) {
  109824. if (!normalData) {
  109825. return;
  109826. }
  109827. newPositionData.push(vertex.position.x);
  109828. newPositionData.push(vertex.position.y);
  109829. newPositionData.push(vertex.position.z);
  109830. newNormalData.push(normalData[originalOffset * 3]);
  109831. newNormalData.push(normalData[(originalOffset * 3) + 1]);
  109832. newNormalData.push(normalData[(originalOffset * 3) + 2]);
  109833. if (uvs && uvs.length) {
  109834. newUVsData.push(uvs[(originalOffset * 2)]);
  109835. newUVsData.push(uvs[(originalOffset * 2) + 1]);
  109836. }
  109837. else if (colorsData && colorsData.length) {
  109838. newColorsData.push(colorsData[(originalOffset * 4)]);
  109839. newColorsData.push(colorsData[(originalOffset * 4) + 1]);
  109840. newColorsData.push(colorsData[(originalOffset * 4) + 2]);
  109841. newColorsData.push(colorsData[(originalOffset * 4) + 3]);
  109842. }
  109843. ++vertexCount;
  109844. });
  109845. }
  109846. }
  109847. var startingIndex = this._reconstructedMesh.getTotalIndices();
  109848. var startingVertex = this._reconstructedMesh.getTotalVertices();
  109849. var submeshesArray = this._reconstructedMesh.subMeshes;
  109850. this._reconstructedMesh.subMeshes = [];
  109851. var newIndicesArray = this._reconstructedMesh.getIndices(); //[];
  109852. var originalIndices = this._mesh.getIndices();
  109853. for (i = 0; i < newTriangles.length; ++i) {
  109854. t = newTriangles[i]; //now get the new referencing point for each vertex
  109855. [0, 1, 2].forEach(function (idx) {
  109856. var id = originalIndices[t.originalOffset + idx];
  109857. var offset = t.vertices[idx].originalOffsets.indexOf(id);
  109858. if (offset < 0) {
  109859. offset = 0;
  109860. }
  109861. newIndicesArray.push(t.vertices[idx].id + offset + startingVertex);
  109862. });
  109863. }
  109864. //overwriting the old vertex buffers and indices.
  109865. this._reconstructedMesh.setIndices(newIndicesArray);
  109866. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, newPositionData);
  109867. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, newNormalData);
  109868. if (newUVsData.length > 0) {
  109869. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.UVKind, newUVsData);
  109870. }
  109871. if (newColorsData.length > 0) {
  109872. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, newColorsData);
  109873. }
  109874. //create submesh
  109875. var originalSubmesh = this._mesh.subMeshes[submeshIndex];
  109876. if (submeshIndex > 0) {
  109877. this._reconstructedMesh.subMeshes = [];
  109878. submeshesArray.forEach(function (submesh) {
  109879. BABYLON.SubMesh.AddToMesh(submesh.materialIndex, submesh.verticesStart, submesh.verticesCount, /* 0, newPositionData.length/3, */ submesh.indexStart, submesh.indexCount, submesh.getMesh());
  109880. });
  109881. BABYLON.SubMesh.AddToMesh(originalSubmesh.materialIndex, startingVertex, vertexCount, /* 0, newPositionData.length / 3, */ startingIndex, newTriangles.length * 3, this._reconstructedMesh);
  109882. }
  109883. };
  109884. QuadraticErrorSimplification.prototype.initDecimatedMesh = function () {
  109885. this._reconstructedMesh = new BABYLON.Mesh(this._mesh.name + "Decimated", this._mesh.getScene());
  109886. this._reconstructedMesh.material = this._mesh.material;
  109887. this._reconstructedMesh.parent = this._mesh.parent;
  109888. this._reconstructedMesh.isVisible = false;
  109889. this._reconstructedMesh.renderingGroupId = this._mesh.renderingGroupId;
  109890. };
  109891. QuadraticErrorSimplification.prototype.isFlipped = function (vertex1, vertex2, point, deletedArray, borderFactor, delTr) {
  109892. for (var i = 0; i < vertex1.triangleCount; ++i) {
  109893. var t = this.triangles[this.references[vertex1.triangleStart + i].triangleId];
  109894. if (t.deleted) {
  109895. continue;
  109896. }
  109897. var s = this.references[vertex1.triangleStart + i].vertexId;
  109898. var v1 = t.vertices[(s + 1) % 3];
  109899. var v2 = t.vertices[(s + 2) % 3];
  109900. if ((v1 === vertex2 || v2 === vertex2)) {
  109901. deletedArray[i] = true;
  109902. delTr.push(t);
  109903. continue;
  109904. }
  109905. var d1 = v1.position.subtract(point);
  109906. d1 = d1.normalize();
  109907. var d2 = v2.position.subtract(point);
  109908. d2 = d2.normalize();
  109909. if (Math.abs(BABYLON.Vector3.Dot(d1, d2)) > 0.999) {
  109910. return true;
  109911. }
  109912. var normal = BABYLON.Vector3.Cross(d1, d2).normalize();
  109913. deletedArray[i] = false;
  109914. if (BABYLON.Vector3.Dot(normal, t.normal) < 0.2) {
  109915. return true;
  109916. }
  109917. }
  109918. return false;
  109919. };
  109920. QuadraticErrorSimplification.prototype.updateTriangles = function (origVertex, vertex, deletedArray, deletedTriangles) {
  109921. var newDeleted = deletedTriangles;
  109922. for (var i = 0; i < vertex.triangleCount; ++i) {
  109923. var ref = this.references[vertex.triangleStart + i];
  109924. var t = this.triangles[ref.triangleId];
  109925. if (t.deleted) {
  109926. continue;
  109927. }
  109928. if (deletedArray[i] && t.deletePending) {
  109929. t.deleted = true;
  109930. newDeleted++;
  109931. continue;
  109932. }
  109933. t.vertices[ref.vertexId] = origVertex;
  109934. t.isDirty = true;
  109935. t.error[0] = this.calculateError(t.vertices[0], t.vertices[1]) + (t.borderFactor / 2);
  109936. t.error[1] = this.calculateError(t.vertices[1], t.vertices[2]) + (t.borderFactor / 2);
  109937. t.error[2] = this.calculateError(t.vertices[2], t.vertices[0]) + (t.borderFactor / 2);
  109938. t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);
  109939. this.references.push(ref);
  109940. }
  109941. return newDeleted;
  109942. };
  109943. QuadraticErrorSimplification.prototype.identifyBorder = function () {
  109944. for (var i = 0; i < this.vertices.length; ++i) {
  109945. var vCount = [];
  109946. var vId = [];
  109947. var v = this.vertices[i];
  109948. var j;
  109949. for (j = 0; j < v.triangleCount; ++j) {
  109950. var triangle = this.triangles[this.references[v.triangleStart + j].triangleId];
  109951. for (var ii = 0; ii < 3; ii++) {
  109952. var ofs = 0;
  109953. var vv = triangle.vertices[ii];
  109954. while (ofs < vCount.length) {
  109955. if (vId[ofs] === vv.id) {
  109956. break;
  109957. }
  109958. ++ofs;
  109959. }
  109960. if (ofs === vCount.length) {
  109961. vCount.push(1);
  109962. vId.push(vv.id);
  109963. }
  109964. else {
  109965. vCount[ofs]++;
  109966. }
  109967. }
  109968. }
  109969. for (j = 0; j < vCount.length; ++j) {
  109970. if (vCount[j] === 1) {
  109971. this.vertices[vId[j]].isBorder = true;
  109972. }
  109973. else {
  109974. this.vertices[vId[j]].isBorder = false;
  109975. }
  109976. }
  109977. }
  109978. };
  109979. QuadraticErrorSimplification.prototype.updateMesh = function (identifyBorders) {
  109980. if (identifyBorders === void 0) { identifyBorders = false; }
  109981. var i;
  109982. if (!identifyBorders) {
  109983. var newTrianglesVector = [];
  109984. for (i = 0; i < this.triangles.length; ++i) {
  109985. if (!this.triangles[i].deleted) {
  109986. newTrianglesVector.push(this.triangles[i]);
  109987. }
  109988. }
  109989. this.triangles = newTrianglesVector;
  109990. }
  109991. for (i = 0; i < this.vertices.length; ++i) {
  109992. this.vertices[i].triangleCount = 0;
  109993. this.vertices[i].triangleStart = 0;
  109994. }
  109995. var t;
  109996. var j;
  109997. var v;
  109998. for (i = 0; i < this.triangles.length; ++i) {
  109999. t = this.triangles[i];
  110000. for (j = 0; j < 3; ++j) {
  110001. v = t.vertices[j];
  110002. v.triangleCount++;
  110003. }
  110004. }
  110005. var tStart = 0;
  110006. for (i = 0; i < this.vertices.length; ++i) {
  110007. this.vertices[i].triangleStart = tStart;
  110008. tStart += this.vertices[i].triangleCount;
  110009. this.vertices[i].triangleCount = 0;
  110010. }
  110011. var newReferences = new Array(this.triangles.length * 3);
  110012. for (i = 0; i < this.triangles.length; ++i) {
  110013. t = this.triangles[i];
  110014. for (j = 0; j < 3; ++j) {
  110015. v = t.vertices[j];
  110016. newReferences[v.triangleStart + v.triangleCount] = new Reference(j, i);
  110017. v.triangleCount++;
  110018. }
  110019. }
  110020. this.references = newReferences;
  110021. if (identifyBorders) {
  110022. this.identifyBorder();
  110023. }
  110024. };
  110025. QuadraticErrorSimplification.prototype.vertexError = function (q, point) {
  110026. var x = point.x;
  110027. var y = point.y;
  110028. var z = point.z;
  110029. return q.data[0] * x * x + 2 * q.data[1] * x * y + 2 * q.data[2] * x * z + 2 * q.data[3] * x + q.data[4] * y * y
  110030. + 2 * q.data[5] * y * z + 2 * q.data[6] * y + q.data[7] * z * z + 2 * q.data[8] * z + q.data[9];
  110031. };
  110032. QuadraticErrorSimplification.prototype.calculateError = function (vertex1, vertex2, pointResult, normalResult, uvResult, colorResult) {
  110033. var q = vertex1.q.add(vertex2.q);
  110034. var border = vertex1.isBorder && vertex2.isBorder;
  110035. var error = 0;
  110036. var qDet = q.det(0, 1, 2, 1, 4, 5, 2, 5, 7);
  110037. if (qDet !== 0 && !border) {
  110038. if (!pointResult) {
  110039. pointResult = BABYLON.Vector3.Zero();
  110040. }
  110041. pointResult.x = -1 / qDet * (q.det(1, 2, 3, 4, 5, 6, 5, 7, 8));
  110042. pointResult.y = 1 / qDet * (q.det(0, 2, 3, 1, 5, 6, 2, 7, 8));
  110043. pointResult.z = -1 / qDet * (q.det(0, 1, 3, 1, 4, 6, 2, 5, 8));
  110044. error = this.vertexError(q, pointResult);
  110045. }
  110046. else {
  110047. var p3 = (vertex1.position.add(vertex2.position)).divide(new BABYLON.Vector3(2, 2, 2));
  110048. //var norm3 = (vertex1.normal.add(vertex2.normal)).divide(new Vector3(2, 2, 2)).normalize();
  110049. var error1 = this.vertexError(q, vertex1.position);
  110050. var error2 = this.vertexError(q, vertex2.position);
  110051. var error3 = this.vertexError(q, p3);
  110052. error = Math.min(error1, error2, error3);
  110053. if (error === error1) {
  110054. if (pointResult) {
  110055. pointResult.copyFrom(vertex1.position);
  110056. }
  110057. }
  110058. else if (error === error2) {
  110059. if (pointResult) {
  110060. pointResult.copyFrom(vertex2.position);
  110061. }
  110062. }
  110063. else {
  110064. if (pointResult) {
  110065. pointResult.copyFrom(p3);
  110066. }
  110067. }
  110068. }
  110069. return error;
  110070. };
  110071. return QuadraticErrorSimplification;
  110072. }());
  110073. })(BABYLON || (BABYLON = {}));
  110074. //# sourceMappingURL=babylon.meshSimplification.js.map
  110075. var BABYLON;
  110076. (function (BABYLON) {
  110077. Object.defineProperty(BABYLON.Scene.prototype, "simplificationQueue", {
  110078. get: function () {
  110079. if (!this._simplificationQueue) {
  110080. this._simplificationQueue = new BABYLON.SimplificationQueue();
  110081. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE);
  110082. if (!component) {
  110083. component = new SimplicationQueueSceneComponent(this);
  110084. this._addComponent(component);
  110085. }
  110086. }
  110087. return this._simplificationQueue;
  110088. },
  110089. set: function (value) {
  110090. this._simplificationQueue = value;
  110091. },
  110092. enumerable: true,
  110093. configurable: true
  110094. });
  110095. BABYLON.Mesh.prototype.simplify = function (settings, parallelProcessing, simplificationType, successCallback) {
  110096. if (parallelProcessing === void 0) { parallelProcessing = true; }
  110097. if (simplificationType === void 0) { simplificationType = BABYLON.SimplificationType.QUADRATIC; }
  110098. this.getScene().simplificationQueue.addTask({
  110099. settings: settings,
  110100. parallelProcessing: parallelProcessing,
  110101. mesh: this,
  110102. simplificationType: simplificationType,
  110103. successCallback: successCallback
  110104. });
  110105. return this;
  110106. };
  110107. /**
  110108. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  110109. * created in a scene
  110110. */
  110111. var SimplicationQueueSceneComponent = /** @class */ (function () {
  110112. /**
  110113. * Creates a new instance of the component for the given scene
  110114. * @param scene Defines the scene to register the component in
  110115. */
  110116. function SimplicationQueueSceneComponent(scene) {
  110117. /**
  110118. * The component name helpfull to identify the component in the list of scene components.
  110119. */
  110120. this.name = BABYLON.SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE;
  110121. this.scene = scene;
  110122. }
  110123. /**
  110124. * Registers the component in a given scene
  110125. */
  110126. SimplicationQueueSceneComponent.prototype.register = function () {
  110127. this.scene._beforeCameraUpdateStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE, this, this._beforeCameraUpdate);
  110128. };
  110129. /**
  110130. * Rebuilds the elements related to this component in case of
  110131. * context lost for instance.
  110132. */
  110133. SimplicationQueueSceneComponent.prototype.rebuild = function () {
  110134. // Nothing to do for this component
  110135. };
  110136. /**
  110137. * Disposes the component and the associated ressources
  110138. */
  110139. SimplicationQueueSceneComponent.prototype.dispose = function () {
  110140. // Nothing to do for this component
  110141. };
  110142. SimplicationQueueSceneComponent.prototype._beforeCameraUpdate = function () {
  110143. if (this.scene._simplificationQueue && !this.scene._simplificationQueue.running) {
  110144. this.scene._simplificationQueue.executeNext();
  110145. }
  110146. };
  110147. return SimplicationQueueSceneComponent;
  110148. }());
  110149. BABYLON.SimplicationQueueSceneComponent = SimplicationQueueSceneComponent;
  110150. })(BABYLON || (BABYLON = {}));
  110151. //# sourceMappingURL=babylon.meshSimplificationSceneComponent.js.map
  110152. var BABYLON;
  110153. (function (BABYLON) {
  110154. /**
  110155. * Class used to represent a specific level of detail of a mesh
  110156. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  110157. */
  110158. var MeshLODLevel = /** @class */ (function () {
  110159. /**
  110160. * Creates a new LOD level
  110161. * @param distance defines the distance where this level should star being displayed
  110162. * @param mesh defines the mesh to use to render this level
  110163. */
  110164. function MeshLODLevel(
  110165. /** Defines the distance where this level should star being displayed */
  110166. distance,
  110167. /** Defines the mesh to use to render this level */
  110168. mesh) {
  110169. this.distance = distance;
  110170. this.mesh = mesh;
  110171. }
  110172. return MeshLODLevel;
  110173. }());
  110174. BABYLON.MeshLODLevel = MeshLODLevel;
  110175. })(BABYLON || (BABYLON = {}));
  110176. //# sourceMappingURL=babylon.meshLODLevel.js.map
  110177. var BABYLON;
  110178. (function (BABYLON) {
  110179. /**
  110180. * Defines the root class used to create scene optimization to use with SceneOptimizer
  110181. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110182. */
  110183. var SceneOptimization = /** @class */ (function () {
  110184. /**
  110185. * Creates the SceneOptimization object
  110186. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  110187. * @param desc defines the description associated with the optimization
  110188. */
  110189. function SceneOptimization(
  110190. /**
  110191. * Defines the priority of this optimization (0 by default which means first in the list)
  110192. */
  110193. priority) {
  110194. if (priority === void 0) { priority = 0; }
  110195. this.priority = priority;
  110196. }
  110197. /**
  110198. * Gets a string describing the action executed by the current optimization
  110199. * @returns description string
  110200. */
  110201. SceneOptimization.prototype.getDescription = function () {
  110202. return "";
  110203. };
  110204. /**
  110205. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110206. * @param scene defines the current scene where to apply this optimization
  110207. * @param optimizer defines the current optimizer
  110208. * @returns true if everything that can be done was applied
  110209. */
  110210. SceneOptimization.prototype.apply = function (scene, optimizer) {
  110211. return true;
  110212. };
  110213. return SceneOptimization;
  110214. }());
  110215. BABYLON.SceneOptimization = SceneOptimization;
  110216. /**
  110217. * Defines an optimization used to reduce the size of render target textures
  110218. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110219. */
  110220. var TextureOptimization = /** @class */ (function (_super) {
  110221. __extends(TextureOptimization, _super);
  110222. /**
  110223. * Creates the TextureOptimization object
  110224. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  110225. * @param maximumSize defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter
  110226. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  110227. */
  110228. function TextureOptimization(
  110229. /**
  110230. * Defines the priority of this optimization (0 by default which means first in the list)
  110231. */
  110232. priority,
  110233. /**
  110234. * Defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter
  110235. */
  110236. maximumSize,
  110237. /**
  110238. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  110239. */
  110240. step) {
  110241. if (priority === void 0) { priority = 0; }
  110242. if (maximumSize === void 0) { maximumSize = 1024; }
  110243. if (step === void 0) { step = 0.5; }
  110244. var _this = _super.call(this, priority) || this;
  110245. _this.priority = priority;
  110246. _this.maximumSize = maximumSize;
  110247. _this.step = step;
  110248. return _this;
  110249. }
  110250. /**
  110251. * Gets a string describing the action executed by the current optimization
  110252. * @returns description string
  110253. */
  110254. TextureOptimization.prototype.getDescription = function () {
  110255. return "Reducing render target texture size to " + this.maximumSize;
  110256. };
  110257. /**
  110258. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110259. * @param scene defines the current scene where to apply this optimization
  110260. * @param optimizer defines the current optimizer
  110261. * @returns true if everything that can be done was applied
  110262. */
  110263. TextureOptimization.prototype.apply = function (scene, optimizer) {
  110264. var allDone = true;
  110265. for (var index = 0; index < scene.textures.length; index++) {
  110266. var texture = scene.textures[index];
  110267. if (!texture.canRescale || texture.getContext) {
  110268. continue;
  110269. }
  110270. var currentSize = texture.getSize();
  110271. var maxDimension = Math.max(currentSize.width, currentSize.height);
  110272. if (maxDimension > this.maximumSize) {
  110273. texture.scale(this.step);
  110274. allDone = false;
  110275. }
  110276. }
  110277. return allDone;
  110278. };
  110279. return TextureOptimization;
  110280. }(SceneOptimization));
  110281. BABYLON.TextureOptimization = TextureOptimization;
  110282. /**
  110283. * Defines an optimization used to increase or decrease the rendering resolution
  110284. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110285. */
  110286. var HardwareScalingOptimization = /** @class */ (function (_super) {
  110287. __extends(HardwareScalingOptimization, _super);
  110288. /**
  110289. * Creates the HardwareScalingOptimization object
  110290. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  110291. * @param maximumScale defines the maximum scale to use (2 by default)
  110292. * @param step defines the step to use between two passes (0.5 by default)
  110293. */
  110294. function HardwareScalingOptimization(
  110295. /**
  110296. * Defines the priority of this optimization (0 by default which means first in the list)
  110297. */
  110298. priority,
  110299. /**
  110300. * Defines the maximum scale to use (2 by default)
  110301. */
  110302. maximumScale,
  110303. /**
  110304. * Defines the step to use between two passes (0.5 by default)
  110305. */
  110306. step) {
  110307. if (priority === void 0) { priority = 0; }
  110308. if (maximumScale === void 0) { maximumScale = 2; }
  110309. if (step === void 0) { step = 0.25; }
  110310. var _this = _super.call(this, priority) || this;
  110311. _this.priority = priority;
  110312. _this.maximumScale = maximumScale;
  110313. _this.step = step;
  110314. _this._currentScale = -1;
  110315. _this._directionOffset = 1;
  110316. return _this;
  110317. }
  110318. /**
  110319. * Gets a string describing the action executed by the current optimization
  110320. * @return description string
  110321. */
  110322. HardwareScalingOptimization.prototype.getDescription = function () {
  110323. return "Setting hardware scaling level to " + this._currentScale;
  110324. };
  110325. /**
  110326. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110327. * @param scene defines the current scene where to apply this optimization
  110328. * @param optimizer defines the current optimizer
  110329. * @returns true if everything that can be done was applied
  110330. */
  110331. HardwareScalingOptimization.prototype.apply = function (scene, optimizer) {
  110332. if (this._currentScale === -1) {
  110333. this._currentScale = scene.getEngine().getHardwareScalingLevel();
  110334. if (this._currentScale > this.maximumScale) {
  110335. this._directionOffset = -1;
  110336. }
  110337. }
  110338. this._currentScale += this._directionOffset * this.step;
  110339. scene.getEngine().setHardwareScalingLevel(this._currentScale);
  110340. return this._directionOffset === 1 ? this._currentScale >= this.maximumScale : this._currentScale <= this.maximumScale;
  110341. };
  110342. return HardwareScalingOptimization;
  110343. }(SceneOptimization));
  110344. BABYLON.HardwareScalingOptimization = HardwareScalingOptimization;
  110345. /**
  110346. * Defines an optimization used to remove shadows
  110347. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110348. */
  110349. var ShadowsOptimization = /** @class */ (function (_super) {
  110350. __extends(ShadowsOptimization, _super);
  110351. function ShadowsOptimization() {
  110352. return _super !== null && _super.apply(this, arguments) || this;
  110353. }
  110354. /**
  110355. * Gets a string describing the action executed by the current optimization
  110356. * @return description string
  110357. */
  110358. ShadowsOptimization.prototype.getDescription = function () {
  110359. return "Turning shadows on/off";
  110360. };
  110361. /**
  110362. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110363. * @param scene defines the current scene where to apply this optimization
  110364. * @param optimizer defines the current optimizer
  110365. * @returns true if everything that can be done was applied
  110366. */
  110367. ShadowsOptimization.prototype.apply = function (scene, optimizer) {
  110368. scene.shadowsEnabled = optimizer.isInImprovementMode;
  110369. return true;
  110370. };
  110371. return ShadowsOptimization;
  110372. }(SceneOptimization));
  110373. BABYLON.ShadowsOptimization = ShadowsOptimization;
  110374. /**
  110375. * Defines an optimization used to turn post-processes off
  110376. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110377. */
  110378. var PostProcessesOptimization = /** @class */ (function (_super) {
  110379. __extends(PostProcessesOptimization, _super);
  110380. function PostProcessesOptimization() {
  110381. return _super !== null && _super.apply(this, arguments) || this;
  110382. }
  110383. /**
  110384. * Gets a string describing the action executed by the current optimization
  110385. * @return description string
  110386. */
  110387. PostProcessesOptimization.prototype.getDescription = function () {
  110388. return "Turning post-processes on/off";
  110389. };
  110390. /**
  110391. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110392. * @param scene defines the current scene where to apply this optimization
  110393. * @param optimizer defines the current optimizer
  110394. * @returns true if everything that can be done was applied
  110395. */
  110396. PostProcessesOptimization.prototype.apply = function (scene, optimizer) {
  110397. scene.postProcessesEnabled = optimizer.isInImprovementMode;
  110398. return true;
  110399. };
  110400. return PostProcessesOptimization;
  110401. }(SceneOptimization));
  110402. BABYLON.PostProcessesOptimization = PostProcessesOptimization;
  110403. /**
  110404. * Defines an optimization used to turn lens flares off
  110405. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110406. */
  110407. var LensFlaresOptimization = /** @class */ (function (_super) {
  110408. __extends(LensFlaresOptimization, _super);
  110409. function LensFlaresOptimization() {
  110410. return _super !== null && _super.apply(this, arguments) || this;
  110411. }
  110412. /**
  110413. * Gets a string describing the action executed by the current optimization
  110414. * @return description string
  110415. */
  110416. LensFlaresOptimization.prototype.getDescription = function () {
  110417. return "Turning lens flares on/off";
  110418. };
  110419. /**
  110420. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110421. * @param scene defines the current scene where to apply this optimization
  110422. * @param optimizer defines the current optimizer
  110423. * @returns true if everything that can be done was applied
  110424. */
  110425. LensFlaresOptimization.prototype.apply = function (scene, optimizer) {
  110426. scene.lensFlaresEnabled = optimizer.isInImprovementMode;
  110427. return true;
  110428. };
  110429. return LensFlaresOptimization;
  110430. }(SceneOptimization));
  110431. BABYLON.LensFlaresOptimization = LensFlaresOptimization;
  110432. /**
  110433. * Defines an optimization based on user defined callback.
  110434. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110435. */
  110436. var CustomOptimization = /** @class */ (function (_super) {
  110437. __extends(CustomOptimization, _super);
  110438. function CustomOptimization() {
  110439. return _super !== null && _super.apply(this, arguments) || this;
  110440. }
  110441. /**
  110442. * Gets a string describing the action executed by the current optimization
  110443. * @returns description string
  110444. */
  110445. CustomOptimization.prototype.getDescription = function () {
  110446. if (this.onGetDescription) {
  110447. return this.onGetDescription();
  110448. }
  110449. return "Running user defined callback";
  110450. };
  110451. /**
  110452. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110453. * @param scene defines the current scene where to apply this optimization
  110454. * @param optimizer defines the current optimizer
  110455. * @returns true if everything that can be done was applied
  110456. */
  110457. CustomOptimization.prototype.apply = function (scene, optimizer) {
  110458. if (this.onApply) {
  110459. return this.onApply(scene, optimizer);
  110460. }
  110461. return true;
  110462. };
  110463. return CustomOptimization;
  110464. }(SceneOptimization));
  110465. BABYLON.CustomOptimization = CustomOptimization;
  110466. /**
  110467. * Defines an optimization used to turn particles off
  110468. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110469. */
  110470. var ParticlesOptimization = /** @class */ (function (_super) {
  110471. __extends(ParticlesOptimization, _super);
  110472. function ParticlesOptimization() {
  110473. return _super !== null && _super.apply(this, arguments) || this;
  110474. }
  110475. /**
  110476. * Gets a string describing the action executed by the current optimization
  110477. * @return description string
  110478. */
  110479. ParticlesOptimization.prototype.getDescription = function () {
  110480. return "Turning particles on/off";
  110481. };
  110482. /**
  110483. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110484. * @param scene defines the current scene where to apply this optimization
  110485. * @param optimizer defines the current optimizer
  110486. * @returns true if everything that can be done was applied
  110487. */
  110488. ParticlesOptimization.prototype.apply = function (scene, optimizer) {
  110489. scene.particlesEnabled = optimizer.isInImprovementMode;
  110490. return true;
  110491. };
  110492. return ParticlesOptimization;
  110493. }(SceneOptimization));
  110494. BABYLON.ParticlesOptimization = ParticlesOptimization;
  110495. /**
  110496. * Defines an optimization used to turn render targets off
  110497. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110498. */
  110499. var RenderTargetsOptimization = /** @class */ (function (_super) {
  110500. __extends(RenderTargetsOptimization, _super);
  110501. function RenderTargetsOptimization() {
  110502. return _super !== null && _super.apply(this, arguments) || this;
  110503. }
  110504. /**
  110505. * Gets a string describing the action executed by the current optimization
  110506. * @return description string
  110507. */
  110508. RenderTargetsOptimization.prototype.getDescription = function () {
  110509. return "Turning render targets off";
  110510. };
  110511. /**
  110512. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110513. * @param scene defines the current scene where to apply this optimization
  110514. * @param optimizer defines the current optimizer
  110515. * @returns true if everything that can be done was applied
  110516. */
  110517. RenderTargetsOptimization.prototype.apply = function (scene, optimizer) {
  110518. scene.renderTargetsEnabled = optimizer.isInImprovementMode;
  110519. return true;
  110520. };
  110521. return RenderTargetsOptimization;
  110522. }(SceneOptimization));
  110523. BABYLON.RenderTargetsOptimization = RenderTargetsOptimization;
  110524. /**
  110525. * Defines an optimization used to merge meshes with compatible materials
  110526. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110527. */
  110528. var MergeMeshesOptimization = /** @class */ (function (_super) {
  110529. __extends(MergeMeshesOptimization, _super);
  110530. function MergeMeshesOptimization() {
  110531. var _this = _super !== null && _super.apply(this, arguments) || this;
  110532. _this._canBeMerged = function (abstractMesh) {
  110533. if (!(abstractMesh instanceof BABYLON.Mesh)) {
  110534. return false;
  110535. }
  110536. var mesh = abstractMesh;
  110537. if (mesh.isDisposed()) {
  110538. return false;
  110539. }
  110540. if (!mesh.isVisible || !mesh.isEnabled()) {
  110541. return false;
  110542. }
  110543. if (mesh.instances.length > 0) {
  110544. return false;
  110545. }
  110546. if (mesh.skeleton || mesh.hasLODLevels) {
  110547. return false;
  110548. }
  110549. return true;
  110550. };
  110551. return _this;
  110552. }
  110553. Object.defineProperty(MergeMeshesOptimization, "UpdateSelectionTree", {
  110554. /**
  110555. * Gets or sets a boolean which defines if optimization octree has to be updated
  110556. */
  110557. get: function () {
  110558. return MergeMeshesOptimization._UpdateSelectionTree;
  110559. },
  110560. /**
  110561. * Gets or sets a boolean which defines if optimization octree has to be updated
  110562. */
  110563. set: function (value) {
  110564. MergeMeshesOptimization._UpdateSelectionTree = value;
  110565. },
  110566. enumerable: true,
  110567. configurable: true
  110568. });
  110569. /**
  110570. * Gets a string describing the action executed by the current optimization
  110571. * @return description string
  110572. */
  110573. MergeMeshesOptimization.prototype.getDescription = function () {
  110574. return "Merging similar meshes together";
  110575. };
  110576. /**
  110577. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  110578. * @param scene defines the current scene where to apply this optimization
  110579. * @param optimizer defines the current optimizer
  110580. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  110581. * @returns true if everything that can be done was applied
  110582. */
  110583. MergeMeshesOptimization.prototype.apply = function (scene, optimizer, updateSelectionTree) {
  110584. var globalPool = scene.meshes.slice(0);
  110585. var globalLength = globalPool.length;
  110586. for (var index = 0; index < globalLength; index++) {
  110587. var currentPool = new Array();
  110588. var current = globalPool[index];
  110589. // Checks
  110590. if (!this._canBeMerged(current)) {
  110591. continue;
  110592. }
  110593. currentPool.push(current);
  110594. // Find compatible meshes
  110595. for (var subIndex = index + 1; subIndex < globalLength; subIndex++) {
  110596. var otherMesh = globalPool[subIndex];
  110597. if (!this._canBeMerged(otherMesh)) {
  110598. continue;
  110599. }
  110600. if (otherMesh.material !== current.material) {
  110601. continue;
  110602. }
  110603. if (otherMesh.checkCollisions !== current.checkCollisions) {
  110604. continue;
  110605. }
  110606. currentPool.push(otherMesh);
  110607. globalLength--;
  110608. globalPool.splice(subIndex, 1);
  110609. subIndex--;
  110610. }
  110611. if (currentPool.length < 2) {
  110612. continue;
  110613. }
  110614. // Merge meshes
  110615. BABYLON.Mesh.MergeMeshes(currentPool, undefined, true);
  110616. }
  110617. // Call the octree system optimization if it is defined.
  110618. var sceneAsAny = scene;
  110619. if (sceneAsAny.createOrUpdateSelectionOctree) {
  110620. if (updateSelectionTree != undefined) {
  110621. if (updateSelectionTree) {
  110622. sceneAsAny.createOrUpdateSelectionOctree();
  110623. }
  110624. }
  110625. else if (MergeMeshesOptimization.UpdateSelectionTree) {
  110626. sceneAsAny.createOrUpdateSelectionOctree();
  110627. }
  110628. }
  110629. return true;
  110630. };
  110631. MergeMeshesOptimization._UpdateSelectionTree = false;
  110632. return MergeMeshesOptimization;
  110633. }(SceneOptimization));
  110634. BABYLON.MergeMeshesOptimization = MergeMeshesOptimization;
  110635. /**
  110636. * Defines a list of options used by SceneOptimizer
  110637. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110638. */
  110639. var SceneOptimizerOptions = /** @class */ (function () {
  110640. /**
  110641. * Creates a new list of options used by SceneOptimizer
  110642. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  110643. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  110644. */
  110645. function SceneOptimizerOptions(
  110646. /**
  110647. * Defines the target frame rate to reach (60 by default)
  110648. */
  110649. targetFrameRate,
  110650. /**
  110651. * Defines the interval between two checkes (2000ms by default)
  110652. */
  110653. trackerDuration) {
  110654. if (targetFrameRate === void 0) { targetFrameRate = 60; }
  110655. if (trackerDuration === void 0) { trackerDuration = 2000; }
  110656. this.targetFrameRate = targetFrameRate;
  110657. this.trackerDuration = trackerDuration;
  110658. /**
  110659. * Gets the list of optimizations to apply
  110660. */
  110661. this.optimizations = new Array();
  110662. }
  110663. /**
  110664. * Add a new optimization
  110665. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  110666. * @returns the current SceneOptimizerOptions
  110667. */
  110668. SceneOptimizerOptions.prototype.addOptimization = function (optimization) {
  110669. this.optimizations.push(optimization);
  110670. return this;
  110671. };
  110672. /**
  110673. * Add a new custom optimization
  110674. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  110675. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  110676. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  110677. * @returns the current SceneOptimizerOptions
  110678. */
  110679. SceneOptimizerOptions.prototype.addCustomOptimization = function (onApply, onGetDescription, priority) {
  110680. if (priority === void 0) { priority = 0; }
  110681. var optimization = new CustomOptimization(priority);
  110682. optimization.onApply = onApply;
  110683. optimization.onGetDescription = onGetDescription;
  110684. this.optimizations.push(optimization);
  110685. return this;
  110686. };
  110687. /**
  110688. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  110689. * @param targetFrameRate defines the target frame rate (60 by default)
  110690. * @returns a SceneOptimizerOptions object
  110691. */
  110692. SceneOptimizerOptions.LowDegradationAllowed = function (targetFrameRate) {
  110693. var result = new SceneOptimizerOptions(targetFrameRate);
  110694. var priority = 0;
  110695. result.addOptimization(new MergeMeshesOptimization(priority));
  110696. result.addOptimization(new ShadowsOptimization(priority));
  110697. result.addOptimization(new LensFlaresOptimization(priority));
  110698. // Next priority
  110699. priority++;
  110700. result.addOptimization(new PostProcessesOptimization(priority));
  110701. result.addOptimization(new ParticlesOptimization(priority));
  110702. // Next priority
  110703. priority++;
  110704. result.addOptimization(new TextureOptimization(priority, 1024));
  110705. return result;
  110706. };
  110707. /**
  110708. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  110709. * @param targetFrameRate defines the target frame rate (60 by default)
  110710. * @returns a SceneOptimizerOptions object
  110711. */
  110712. SceneOptimizerOptions.ModerateDegradationAllowed = function (targetFrameRate) {
  110713. var result = new SceneOptimizerOptions(targetFrameRate);
  110714. var priority = 0;
  110715. result.addOptimization(new MergeMeshesOptimization(priority));
  110716. result.addOptimization(new ShadowsOptimization(priority));
  110717. result.addOptimization(new LensFlaresOptimization(priority));
  110718. // Next priority
  110719. priority++;
  110720. result.addOptimization(new PostProcessesOptimization(priority));
  110721. result.addOptimization(new ParticlesOptimization(priority));
  110722. // Next priority
  110723. priority++;
  110724. result.addOptimization(new TextureOptimization(priority, 512));
  110725. // Next priority
  110726. priority++;
  110727. result.addOptimization(new RenderTargetsOptimization(priority));
  110728. // Next priority
  110729. priority++;
  110730. result.addOptimization(new HardwareScalingOptimization(priority, 2));
  110731. return result;
  110732. };
  110733. /**
  110734. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  110735. * @param targetFrameRate defines the target frame rate (60 by default)
  110736. * @returns a SceneOptimizerOptions object
  110737. */
  110738. SceneOptimizerOptions.HighDegradationAllowed = function (targetFrameRate) {
  110739. var result = new SceneOptimizerOptions(targetFrameRate);
  110740. var priority = 0;
  110741. result.addOptimization(new MergeMeshesOptimization(priority));
  110742. result.addOptimization(new ShadowsOptimization(priority));
  110743. result.addOptimization(new LensFlaresOptimization(priority));
  110744. // Next priority
  110745. priority++;
  110746. result.addOptimization(new PostProcessesOptimization(priority));
  110747. result.addOptimization(new ParticlesOptimization(priority));
  110748. // Next priority
  110749. priority++;
  110750. result.addOptimization(new TextureOptimization(priority, 256));
  110751. // Next priority
  110752. priority++;
  110753. result.addOptimization(new RenderTargetsOptimization(priority));
  110754. // Next priority
  110755. priority++;
  110756. result.addOptimization(new HardwareScalingOptimization(priority, 4));
  110757. return result;
  110758. };
  110759. return SceneOptimizerOptions;
  110760. }());
  110761. BABYLON.SceneOptimizerOptions = SceneOptimizerOptions;
  110762. /**
  110763. * Class used to run optimizations in order to reach a target frame rate
  110764. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  110765. */
  110766. var SceneOptimizer = /** @class */ (function () {
  110767. /**
  110768. * Creates a new SceneOptimizer
  110769. * @param scene defines the scene to work on
  110770. * @param options defines the options to use with the SceneOptimizer
  110771. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  110772. * @param improvementMode defines if the scene optimizer must run the maximum optimization while staying over a target frame instead of trying to reach the target framerate (false by default)
  110773. */
  110774. function SceneOptimizer(scene, options, autoGeneratePriorities, improvementMode) {
  110775. if (autoGeneratePriorities === void 0) { autoGeneratePriorities = true; }
  110776. if (improvementMode === void 0) { improvementMode = false; }
  110777. var _this = this;
  110778. this._isRunning = false;
  110779. this._currentPriorityLevel = 0;
  110780. this._targetFrameRate = 60;
  110781. this._trackerDuration = 2000;
  110782. this._currentFrameRate = 0;
  110783. this._improvementMode = false;
  110784. /**
  110785. * Defines an observable called when the optimizer reaches the target frame rate
  110786. */
  110787. this.onSuccessObservable = new BABYLON.Observable();
  110788. /**
  110789. * Defines an observable called when the optimizer enables an optimization
  110790. */
  110791. this.onNewOptimizationAppliedObservable = new BABYLON.Observable();
  110792. /**
  110793. * Defines an observable called when the optimizer is not able to reach the target frame rate
  110794. */
  110795. this.onFailureObservable = new BABYLON.Observable();
  110796. if (!options) {
  110797. this._options = new SceneOptimizerOptions();
  110798. }
  110799. else {
  110800. this._options = options;
  110801. }
  110802. if (this._options.targetFrameRate) {
  110803. this._targetFrameRate = this._options.targetFrameRate;
  110804. }
  110805. if (this._options.trackerDuration) {
  110806. this._trackerDuration = this._options.trackerDuration;
  110807. }
  110808. if (autoGeneratePriorities) {
  110809. var priority = 0;
  110810. for (var _i = 0, _a = this._options.optimizations; _i < _a.length; _i++) {
  110811. var optim = _a[_i];
  110812. optim.priority = priority++;
  110813. }
  110814. }
  110815. this._improvementMode = improvementMode;
  110816. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  110817. this._sceneDisposeObserver = this._scene.onDisposeObservable.add(function () {
  110818. _this._sceneDisposeObserver = null;
  110819. _this.dispose();
  110820. });
  110821. }
  110822. Object.defineProperty(SceneOptimizer.prototype, "isInImprovementMode", {
  110823. /**
  110824. * Gets a boolean indicating if the optimizer is in improvement mode
  110825. */
  110826. get: function () {
  110827. return this._improvementMode;
  110828. },
  110829. enumerable: true,
  110830. configurable: true
  110831. });
  110832. Object.defineProperty(SceneOptimizer.prototype, "currentPriorityLevel", {
  110833. /**
  110834. * Gets the current priority level (0 at start)
  110835. */
  110836. get: function () {
  110837. return this._currentPriorityLevel;
  110838. },
  110839. enumerable: true,
  110840. configurable: true
  110841. });
  110842. Object.defineProperty(SceneOptimizer.prototype, "currentFrameRate", {
  110843. /**
  110844. * Gets the current frame rate checked by the SceneOptimizer
  110845. */
  110846. get: function () {
  110847. return this._currentFrameRate;
  110848. },
  110849. enumerable: true,
  110850. configurable: true
  110851. });
  110852. Object.defineProperty(SceneOptimizer.prototype, "targetFrameRate", {
  110853. /**
  110854. * Gets or sets the current target frame rate (60 by default)
  110855. */
  110856. get: function () {
  110857. return this._targetFrameRate;
  110858. },
  110859. /**
  110860. * Gets or sets the current target frame rate (60 by default)
  110861. */
  110862. set: function (value) {
  110863. this._targetFrameRate = value;
  110864. },
  110865. enumerable: true,
  110866. configurable: true
  110867. });
  110868. Object.defineProperty(SceneOptimizer.prototype, "trackerDuration", {
  110869. /**
  110870. * Gets or sets the current interval between two checks (every 2000ms by default)
  110871. */
  110872. get: function () {
  110873. return this._trackerDuration;
  110874. },
  110875. /**
  110876. * Gets or sets the current interval between two checks (every 2000ms by default)
  110877. */
  110878. set: function (value) {
  110879. this._trackerDuration = value;
  110880. },
  110881. enumerable: true,
  110882. configurable: true
  110883. });
  110884. Object.defineProperty(SceneOptimizer.prototype, "optimizations", {
  110885. /**
  110886. * Gets the list of active optimizations
  110887. */
  110888. get: function () {
  110889. return this._options.optimizations;
  110890. },
  110891. enumerable: true,
  110892. configurable: true
  110893. });
  110894. /**
  110895. * Stops the current optimizer
  110896. */
  110897. SceneOptimizer.prototype.stop = function () {
  110898. this._isRunning = false;
  110899. };
  110900. /**
  110901. * Reset the optimizer to initial step (current priority level = 0)
  110902. */
  110903. SceneOptimizer.prototype.reset = function () {
  110904. this._currentPriorityLevel = 0;
  110905. };
  110906. /**
  110907. * Start the optimizer. By default it will try to reach a specific framerate
  110908. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  110909. */
  110910. SceneOptimizer.prototype.start = function () {
  110911. var _this = this;
  110912. if (this._isRunning) {
  110913. return;
  110914. }
  110915. this._isRunning = true;
  110916. // Let's wait for the scene to be ready before running our check
  110917. this._scene.executeWhenReady(function () {
  110918. setTimeout(function () {
  110919. _this._checkCurrentState();
  110920. }, _this._trackerDuration);
  110921. });
  110922. };
  110923. SceneOptimizer.prototype._checkCurrentState = function () {
  110924. var _this = this;
  110925. if (!this._isRunning) {
  110926. return;
  110927. }
  110928. var scene = this._scene;
  110929. var options = this._options;
  110930. this._currentFrameRate = Math.round(scene.getEngine().getFps());
  110931. if (this._improvementMode && this._currentFrameRate <= this._targetFrameRate ||
  110932. !this._improvementMode && this._currentFrameRate >= this._targetFrameRate) {
  110933. this._isRunning = false;
  110934. this.onSuccessObservable.notifyObservers(this);
  110935. return;
  110936. }
  110937. // Apply current level of optimizations
  110938. var allDone = true;
  110939. var noOptimizationApplied = true;
  110940. for (var index = 0; index < options.optimizations.length; index++) {
  110941. var optimization = options.optimizations[index];
  110942. if (optimization.priority === this._currentPriorityLevel) {
  110943. noOptimizationApplied = false;
  110944. allDone = allDone && optimization.apply(scene, this);
  110945. this.onNewOptimizationAppliedObservable.notifyObservers(optimization);
  110946. }
  110947. }
  110948. // If no optimization was applied, this is a failure :(
  110949. if (noOptimizationApplied) {
  110950. this._isRunning = false;
  110951. this.onFailureObservable.notifyObservers(this);
  110952. return;
  110953. }
  110954. // If all optimizations were done, move to next level
  110955. if (allDone) {
  110956. this._currentPriorityLevel++;
  110957. }
  110958. // Let's the system running for a specific amount of time before checking FPS
  110959. scene.executeWhenReady(function () {
  110960. setTimeout(function () {
  110961. _this._checkCurrentState();
  110962. }, _this._trackerDuration);
  110963. });
  110964. };
  110965. /**
  110966. * Release all resources
  110967. */
  110968. SceneOptimizer.prototype.dispose = function () {
  110969. this.stop();
  110970. this.onSuccessObservable.clear();
  110971. this.onFailureObservable.clear();
  110972. this.onNewOptimizationAppliedObservable.clear();
  110973. if (this._sceneDisposeObserver) {
  110974. this._scene.onDisposeObservable.remove(this._sceneDisposeObserver);
  110975. }
  110976. };
  110977. /**
  110978. * Helper function to create a SceneOptimizer with one single line of code
  110979. * @param scene defines the scene to work on
  110980. * @param options defines the options to use with the SceneOptimizer
  110981. * @param onSuccess defines a callback to call on success
  110982. * @param onFailure defines a callback to call on failure
  110983. * @returns the new SceneOptimizer object
  110984. */
  110985. SceneOptimizer.OptimizeAsync = function (scene, options, onSuccess, onFailure) {
  110986. var optimizer = new SceneOptimizer(scene, options || SceneOptimizerOptions.ModerateDegradationAllowed(), false);
  110987. if (onSuccess) {
  110988. optimizer.onSuccessObservable.add(function () {
  110989. onSuccess();
  110990. });
  110991. }
  110992. if (onFailure) {
  110993. optimizer.onFailureObservable.add(function () {
  110994. onFailure();
  110995. });
  110996. }
  110997. optimizer.start();
  110998. return optimizer;
  110999. };
  111000. return SceneOptimizer;
  111001. }());
  111002. BABYLON.SceneOptimizer = SceneOptimizer;
  111003. })(BABYLON || (BABYLON = {}));
  111004. //# sourceMappingURL=babylon.sceneOptimizer.js.map
  111005. var BABYLON;
  111006. (function (BABYLON) {
  111007. /**
  111008. * Gets the outline renderer associated with the scene
  111009. * @returns a OutlineRenderer
  111010. */
  111011. BABYLON.Scene.prototype.getOutlineRenderer = function () {
  111012. if (!this._outlineRenderer) {
  111013. this._outlineRenderer = new OutlineRenderer(this);
  111014. }
  111015. return this._outlineRenderer;
  111016. };
  111017. Object.defineProperty(BABYLON.AbstractMesh.prototype, "renderOutline", {
  111018. get: function () {
  111019. return this._renderOutline;
  111020. },
  111021. set: function (value) {
  111022. if (value) {
  111023. // Lazy Load the component.
  111024. this.getScene().getOutlineRenderer();
  111025. }
  111026. this._renderOutline = value;
  111027. },
  111028. enumerable: true,
  111029. configurable: true
  111030. });
  111031. Object.defineProperty(BABYLON.AbstractMesh.prototype, "renderOverlay", {
  111032. get: function () {
  111033. return this._renderOverlay;
  111034. },
  111035. set: function (value) {
  111036. if (value) {
  111037. // Lazy Load the component.
  111038. this.getScene().getOutlineRenderer();
  111039. }
  111040. this._renderOverlay = value;
  111041. },
  111042. enumerable: true,
  111043. configurable: true
  111044. });
  111045. /**
  111046. * This class is responsible to draw bothe outline/overlay of meshes.
  111047. * It should not be used directly but through the available method on mesh.
  111048. */
  111049. var OutlineRenderer = /** @class */ (function () {
  111050. /**
  111051. * Instantiates a new outline renderer. (There could be only one per scene).
  111052. * @param scene Defines the scene it belongs to
  111053. */
  111054. function OutlineRenderer(scene) {
  111055. /**
  111056. * The name of the component. Each component must have a unique name.
  111057. */
  111058. this.name = BABYLON.SceneComponentConstants.NAME_OUTLINERENDERER;
  111059. /**
  111060. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  111061. */
  111062. this.zOffset = 1;
  111063. this.scene = scene;
  111064. this._engine = scene.getEngine();
  111065. this.scene._addComponent(this);
  111066. }
  111067. /**
  111068. * Register the component to one instance of a scene.
  111069. */
  111070. OutlineRenderer.prototype.register = function () {
  111071. this.scene._beforeRenderingMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORERENDERINGMESH_OUTLINE, this, this._beforeRenderingMesh);
  111072. this.scene._afterRenderingMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERINGMESH_OUTLINE, this, this._afterRenderingMesh);
  111073. };
  111074. /**
  111075. * Rebuilds the elements related to this component in case of
  111076. * context lost for instance.
  111077. */
  111078. OutlineRenderer.prototype.rebuild = function () {
  111079. // Nothing to do here.
  111080. };
  111081. /**
  111082. * Disposes the component and the associated ressources.
  111083. */
  111084. OutlineRenderer.prototype.dispose = function () {
  111085. // Nothing to do here.
  111086. };
  111087. /**
  111088. * Renders the outline in the canvas.
  111089. * @param subMesh Defines the sumesh to render
  111090. * @param batch Defines the batch of meshes in case of instances
  111091. * @param useOverlay Defines if the rendering is for the overlay or the outline
  111092. */
  111093. OutlineRenderer.prototype.render = function (subMesh, batch, useOverlay) {
  111094. var _this = this;
  111095. if (useOverlay === void 0) { useOverlay = false; }
  111096. var scene = this.scene;
  111097. var engine = scene.getEngine();
  111098. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  111099. if (!this.isReady(subMesh, hardwareInstancedRendering)) {
  111100. return;
  111101. }
  111102. var mesh = subMesh.getRenderingMesh();
  111103. var material = subMesh.getMaterial();
  111104. if (!material || !scene.activeCamera) {
  111105. return;
  111106. }
  111107. engine.enableEffect(this._effect);
  111108. // Logarithmic depth
  111109. if (material.useLogarithmicDepth) {
  111110. this._effect.setFloat("logarithmicDepthConstant", 2.0 / (Math.log(scene.activeCamera.maxZ + 1.0) / Math.LN2));
  111111. }
  111112. this._effect.setFloat("offset", useOverlay ? 0 : mesh.outlineWidth);
  111113. this._effect.setColor4("color", useOverlay ? mesh.overlayColor : mesh.outlineColor, useOverlay ? mesh.overlayAlpha : material.alpha);
  111114. this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  111115. // Bones
  111116. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  111117. this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  111118. }
  111119. mesh._bind(subMesh, this._effect, BABYLON.Material.TriangleFillMode);
  111120. // Alpha test
  111121. if (material && material.needAlphaTesting()) {
  111122. var alphaTexture = material.getAlphaTestTexture();
  111123. if (alphaTexture) {
  111124. this._effect.setTexture("diffuseSampler", alphaTexture);
  111125. this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  111126. }
  111127. }
  111128. engine.setZOffset(-this.zOffset);
  111129. mesh._processRendering(subMesh, this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { _this._effect.setMatrix("world", world); });
  111130. engine.setZOffset(0);
  111131. };
  111132. /**
  111133. * Returns whether or not the outline renderer is ready for a given submesh.
  111134. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  111135. * @param subMesh Defines the submesh to check readyness for
  111136. * @param useInstances Defines wheter wee are trying to render instances or not
  111137. * @returns true if ready otherwise false
  111138. */
  111139. OutlineRenderer.prototype.isReady = function (subMesh, useInstances) {
  111140. var defines = [];
  111141. var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind];
  111142. var mesh = subMesh.getMesh();
  111143. var material = subMesh.getMaterial();
  111144. if (material) {
  111145. // Alpha test
  111146. if (material.needAlphaTesting()) {
  111147. defines.push("#define ALPHATEST");
  111148. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  111149. attribs.push(BABYLON.VertexBuffer.UVKind);
  111150. defines.push("#define UV1");
  111151. }
  111152. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  111153. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  111154. defines.push("#define UV2");
  111155. }
  111156. }
  111157. //Logarithmic depth
  111158. if (material.useLogarithmicDepth) {
  111159. defines.push("#define LOGARITHMICDEPTH");
  111160. }
  111161. }
  111162. // Bones
  111163. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  111164. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  111165. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  111166. if (mesh.numBoneInfluencers > 4) {
  111167. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  111168. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  111169. }
  111170. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  111171. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  111172. }
  111173. else {
  111174. defines.push("#define NUM_BONE_INFLUENCERS 0");
  111175. }
  111176. // Instances
  111177. if (useInstances) {
  111178. defines.push("#define INSTANCES");
  111179. attribs.push("world0");
  111180. attribs.push("world1");
  111181. attribs.push("world2");
  111182. attribs.push("world3");
  111183. }
  111184. // Get correct effect
  111185. var join = defines.join("\n");
  111186. if (this._cachedDefines !== join) {
  111187. this._cachedDefines = join;
  111188. this._effect = this.scene.getEngine().createEffect("outline", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "offset", "color", "logarithmicDepthConstant"], ["diffuseSampler"], join);
  111189. }
  111190. return this._effect.isReady();
  111191. };
  111192. OutlineRenderer.prototype._beforeRenderingMesh = function (mesh, subMesh, batch) {
  111193. // Outline - step 1
  111194. this._savedDepthWrite = this._engine.getDepthWrite();
  111195. if (mesh.renderOutline) {
  111196. this._engine.setDepthWrite(false);
  111197. this.render(subMesh, batch);
  111198. this._engine.setDepthWrite(this._savedDepthWrite);
  111199. }
  111200. };
  111201. OutlineRenderer.prototype._afterRenderingMesh = function (mesh, subMesh, batch) {
  111202. // Outline - step 2
  111203. if (mesh.renderOutline && this._savedDepthWrite) {
  111204. this._engine.setDepthWrite(true);
  111205. this._engine.setColorWrite(false);
  111206. this.render(subMesh, batch);
  111207. this._engine.setColorWrite(true);
  111208. }
  111209. // Overlay
  111210. if (mesh.renderOverlay) {
  111211. var currentMode = this._engine.getAlphaMode();
  111212. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  111213. this.render(subMesh, batch, true);
  111214. this._engine.setAlphaMode(currentMode);
  111215. }
  111216. };
  111217. return OutlineRenderer;
  111218. }());
  111219. BABYLON.OutlineRenderer = OutlineRenderer;
  111220. })(BABYLON || (BABYLON = {}));
  111221. //# sourceMappingURL=babylon.outlineRenderer.js.map
  111222. var BABYLON;
  111223. (function (BABYLON) {
  111224. BABYLON.AbstractMesh.prototype.disableEdgesRendering = function () {
  111225. if (this._edgesRenderer) {
  111226. this._edgesRenderer.dispose();
  111227. this._edgesRenderer = null;
  111228. }
  111229. return this;
  111230. };
  111231. BABYLON.AbstractMesh.prototype.enableEdgesRendering = function (epsilon, checkVerticesInsteadOfIndices) {
  111232. if (epsilon === void 0) { epsilon = 0.95; }
  111233. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  111234. this.disableEdgesRendering();
  111235. this._edgesRenderer = new EdgesRenderer(this, epsilon, checkVerticesInsteadOfIndices);
  111236. return this;
  111237. };
  111238. Object.defineProperty(BABYLON.AbstractMesh.prototype, "edgesRenderer", {
  111239. get: function () {
  111240. return this._edgesRenderer;
  111241. },
  111242. enumerable: true,
  111243. configurable: true
  111244. });
  111245. BABYLON.LinesMesh.prototype.enableEdgesRendering = function (epsilon, checkVerticesInsteadOfIndices) {
  111246. if (epsilon === void 0) { epsilon = 0.95; }
  111247. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  111248. this.disableEdgesRendering();
  111249. this._edgesRenderer = new BABYLON.LineEdgesRenderer(this, epsilon, checkVerticesInsteadOfIndices);
  111250. return this;
  111251. };
  111252. BABYLON.InstancedLinesMesh.prototype.enableEdgesRendering = function (epsilon, checkVerticesInsteadOfIndices) {
  111253. if (epsilon === void 0) { epsilon = 0.95; }
  111254. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  111255. BABYLON.LinesMesh.prototype.enableEdgesRendering.apply(this, arguments);
  111256. return this;
  111257. };
  111258. /**
  111259. * FaceAdjacencies Helper class to generate edges
  111260. */
  111261. var FaceAdjacencies = /** @class */ (function () {
  111262. function FaceAdjacencies() {
  111263. this.edges = new Array();
  111264. this.edgesConnectedCount = 0;
  111265. }
  111266. return FaceAdjacencies;
  111267. }());
  111268. /**
  111269. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  111270. */
  111271. var EdgesRenderer = /** @class */ (function () {
  111272. /**
  111273. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  111274. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  111275. * @param source Mesh used to create edges
  111276. * @param epsilon sum of angles in adjacency to check for edge
  111277. * @param checkVerticesInsteadOfIndices
  111278. * @param generateEdgesLines - should generate Lines or only prepare resources.
  111279. */
  111280. function EdgesRenderer(source, epsilon, checkVerticesInsteadOfIndices, generateEdgesLines) {
  111281. if (epsilon === void 0) { epsilon = 0.95; }
  111282. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  111283. if (generateEdgesLines === void 0) { generateEdgesLines = true; }
  111284. var _this = this;
  111285. /**
  111286. * Define the size of the edges with an orthographic camera
  111287. */
  111288. this.edgesWidthScalerForOrthographic = 1000.0;
  111289. /**
  111290. * Define the size of the edges with a perspective camera
  111291. */
  111292. this.edgesWidthScalerForPerspective = 50.0;
  111293. this._linesPositions = new Array();
  111294. this._linesNormals = new Array();
  111295. this._linesIndices = new Array();
  111296. this._buffers = {};
  111297. this._checkVerticesInsteadOfIndices = false;
  111298. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  111299. this.isEnabled = true;
  111300. this._source = source;
  111301. this._checkVerticesInsteadOfIndices = checkVerticesInsteadOfIndices;
  111302. this._epsilon = epsilon;
  111303. this._prepareRessources();
  111304. if (generateEdgesLines) {
  111305. this._generateEdgesLines();
  111306. }
  111307. this._meshRebuildObserver = this._source.onRebuildObservable.add(function () {
  111308. _this._rebuild();
  111309. });
  111310. this._meshDisposeObserver = this._source.onDisposeObservable.add(function () {
  111311. _this.dispose();
  111312. });
  111313. }
  111314. EdgesRenderer.prototype._prepareRessources = function () {
  111315. if (this._lineShader) {
  111316. return;
  111317. }
  111318. this._lineShader = new BABYLON.ShaderMaterial("lineShader", this._source.getScene(), "line", {
  111319. attributes: ["position", "normal"],
  111320. uniforms: ["worldViewProjection", "color", "width", "aspectRatio"]
  111321. });
  111322. this._lineShader.disableDepthWrite = true;
  111323. this._lineShader.backFaceCulling = false;
  111324. };
  111325. /** @hidden */
  111326. EdgesRenderer.prototype._rebuild = function () {
  111327. var buffer = this._buffers[BABYLON.VertexBuffer.PositionKind];
  111328. if (buffer) {
  111329. buffer._rebuild();
  111330. }
  111331. buffer = this._buffers[BABYLON.VertexBuffer.NormalKind];
  111332. if (buffer) {
  111333. buffer._rebuild();
  111334. }
  111335. var scene = this._source.getScene();
  111336. var engine = scene.getEngine();
  111337. this._ib = engine.createIndexBuffer(this._linesIndices);
  111338. };
  111339. /**
  111340. * Releases the required resources for the edges renderer
  111341. */
  111342. EdgesRenderer.prototype.dispose = function () {
  111343. this._source.onRebuildObservable.remove(this._meshRebuildObserver);
  111344. this._source.onDisposeObservable.remove(this._meshDisposeObserver);
  111345. var buffer = this._buffers[BABYLON.VertexBuffer.PositionKind];
  111346. if (buffer) {
  111347. buffer.dispose();
  111348. this._buffers[BABYLON.VertexBuffer.PositionKind] = null;
  111349. }
  111350. buffer = this._buffers[BABYLON.VertexBuffer.NormalKind];
  111351. if (buffer) {
  111352. buffer.dispose();
  111353. this._buffers[BABYLON.VertexBuffer.NormalKind] = null;
  111354. }
  111355. this._source.getScene().getEngine()._releaseBuffer(this._ib);
  111356. this._lineShader.dispose();
  111357. };
  111358. EdgesRenderer.prototype._processEdgeForAdjacencies = function (pa, pb, p0, p1, p2) {
  111359. if (pa === p0 && pb === p1 || pa === p1 && pb === p0) {
  111360. return 0;
  111361. }
  111362. if (pa === p1 && pb === p2 || pa === p2 && pb === p1) {
  111363. return 1;
  111364. }
  111365. if (pa === p2 && pb === p0 || pa === p0 && pb === p2) {
  111366. return 2;
  111367. }
  111368. return -1;
  111369. };
  111370. EdgesRenderer.prototype._processEdgeForAdjacenciesWithVertices = function (pa, pb, p0, p1, p2) {
  111371. if (pa.equalsWithEpsilon(p0) && pb.equalsWithEpsilon(p1) || pa.equalsWithEpsilon(p1) && pb.equalsWithEpsilon(p0)) {
  111372. return 0;
  111373. }
  111374. if (pa.equalsWithEpsilon(p1) && pb.equalsWithEpsilon(p2) || pa.equalsWithEpsilon(p2) && pb.equalsWithEpsilon(p1)) {
  111375. return 1;
  111376. }
  111377. if (pa.equalsWithEpsilon(p2) && pb.equalsWithEpsilon(p0) || pa.equalsWithEpsilon(p0) && pb.equalsWithEpsilon(p2)) {
  111378. return 2;
  111379. }
  111380. return -1;
  111381. };
  111382. /**
  111383. * Checks if the pair of p0 and p1 is en edge
  111384. * @param faceIndex
  111385. * @param edge
  111386. * @param faceNormals
  111387. * @param p0
  111388. * @param p1
  111389. * @private
  111390. */
  111391. EdgesRenderer.prototype._checkEdge = function (faceIndex, edge, faceNormals, p0, p1) {
  111392. var needToCreateLine;
  111393. if (edge === undefined) {
  111394. needToCreateLine = true;
  111395. }
  111396. else {
  111397. var dotProduct = BABYLON.Vector3.Dot(faceNormals[faceIndex], faceNormals[edge]);
  111398. needToCreateLine = dotProduct < this._epsilon;
  111399. }
  111400. if (needToCreateLine) {
  111401. this.createLine(p0, p1, this._linesPositions.length / 3);
  111402. }
  111403. };
  111404. /**
  111405. * push line into the position, normal and index buffer
  111406. * @protected
  111407. */
  111408. EdgesRenderer.prototype.createLine = function (p0, p1, offset) {
  111409. // Positions
  111410. this._linesPositions.push(p0.x, p0.y, p0.z, p0.x, p0.y, p0.z, p1.x, p1.y, p1.z, p1.x, p1.y, p1.z);
  111411. // Normals
  111412. this._linesNormals.push(p1.x, p1.y, p1.z, -1, p1.x, p1.y, p1.z, 1, p0.x, p0.y, p0.z, -1, p0.x, p0.y, p0.z, 1);
  111413. // Indices
  111414. this._linesIndices.push(offset, offset + 1, offset + 2, offset, offset + 2, offset + 3);
  111415. };
  111416. /**
  111417. * Generates lines edges from adjacencjes
  111418. * @private
  111419. */
  111420. EdgesRenderer.prototype._generateEdgesLines = function () {
  111421. var positions = this._source.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  111422. var indices = this._source.getIndices();
  111423. if (!indices || !positions) {
  111424. return;
  111425. }
  111426. // First let's find adjacencies
  111427. var adjacencies = new Array();
  111428. var faceNormals = new Array();
  111429. var index;
  111430. var faceAdjacencies;
  111431. // Prepare faces
  111432. for (index = 0; index < indices.length; index += 3) {
  111433. faceAdjacencies = new FaceAdjacencies();
  111434. var p0Index = indices[index];
  111435. var p1Index = indices[index + 1];
  111436. var p2Index = indices[index + 2];
  111437. faceAdjacencies.p0 = new BABYLON.Vector3(positions[p0Index * 3], positions[p0Index * 3 + 1], positions[p0Index * 3 + 2]);
  111438. faceAdjacencies.p1 = new BABYLON.Vector3(positions[p1Index * 3], positions[p1Index * 3 + 1], positions[p1Index * 3 + 2]);
  111439. faceAdjacencies.p2 = new BABYLON.Vector3(positions[p2Index * 3], positions[p2Index * 3 + 1], positions[p2Index * 3 + 2]);
  111440. var faceNormal = BABYLON.Vector3.Cross(faceAdjacencies.p1.subtract(faceAdjacencies.p0), faceAdjacencies.p2.subtract(faceAdjacencies.p1));
  111441. faceNormal.normalize();
  111442. faceNormals.push(faceNormal);
  111443. adjacencies.push(faceAdjacencies);
  111444. }
  111445. // Scan
  111446. for (index = 0; index < adjacencies.length; index++) {
  111447. faceAdjacencies = adjacencies[index];
  111448. for (var otherIndex = index + 1; otherIndex < adjacencies.length; otherIndex++) {
  111449. var otherFaceAdjacencies = adjacencies[otherIndex];
  111450. if (faceAdjacencies.edgesConnectedCount === 3) { // Full
  111451. break;
  111452. }
  111453. if (otherFaceAdjacencies.edgesConnectedCount === 3) { // Full
  111454. continue;
  111455. }
  111456. var otherP0 = indices[otherIndex * 3];
  111457. var otherP1 = indices[otherIndex * 3 + 1];
  111458. var otherP2 = indices[otherIndex * 3 + 2];
  111459. for (var edgeIndex = 0; edgeIndex < 3; edgeIndex++) {
  111460. var otherEdgeIndex = 0;
  111461. if (faceAdjacencies.edges[edgeIndex] !== undefined) {
  111462. continue;
  111463. }
  111464. switch (edgeIndex) {
  111465. case 0:
  111466. if (this._checkVerticesInsteadOfIndices) {
  111467. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p0, faceAdjacencies.p1, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  111468. }
  111469. else {
  111470. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3], indices[index * 3 + 1], otherP0, otherP1, otherP2);
  111471. }
  111472. break;
  111473. case 1:
  111474. if (this._checkVerticesInsteadOfIndices) {
  111475. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p1, faceAdjacencies.p2, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  111476. }
  111477. else {
  111478. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3 + 1], indices[index * 3 + 2], otherP0, otherP1, otherP2);
  111479. }
  111480. break;
  111481. case 2:
  111482. if (this._checkVerticesInsteadOfIndices) {
  111483. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p2, faceAdjacencies.p0, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  111484. }
  111485. else {
  111486. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3 + 2], indices[index * 3], otherP0, otherP1, otherP2);
  111487. }
  111488. break;
  111489. }
  111490. if (otherEdgeIndex === -1) {
  111491. continue;
  111492. }
  111493. faceAdjacencies.edges[edgeIndex] = otherIndex;
  111494. otherFaceAdjacencies.edges[otherEdgeIndex] = index;
  111495. faceAdjacencies.edgesConnectedCount++;
  111496. otherFaceAdjacencies.edgesConnectedCount++;
  111497. if (faceAdjacencies.edgesConnectedCount === 3) {
  111498. break;
  111499. }
  111500. }
  111501. }
  111502. }
  111503. // Create lines
  111504. for (index = 0; index < adjacencies.length; index++) {
  111505. // We need a line when a face has no adjacency on a specific edge or if all the adjacencies has an angle greater than epsilon
  111506. var current = adjacencies[index];
  111507. this._checkEdge(index, current.edges[0], faceNormals, current.p0, current.p1);
  111508. this._checkEdge(index, current.edges[1], faceNormals, current.p1, current.p2);
  111509. this._checkEdge(index, current.edges[2], faceNormals, current.p2, current.p0);
  111510. }
  111511. // Merge into a single mesh
  111512. var engine = this._source.getScene().getEngine();
  111513. this._buffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, this._linesPositions, BABYLON.VertexBuffer.PositionKind, false);
  111514. this._buffers[BABYLON.VertexBuffer.NormalKind] = new BABYLON.VertexBuffer(engine, this._linesNormals, BABYLON.VertexBuffer.NormalKind, false, false, 4);
  111515. this._ib = engine.createIndexBuffer(this._linesIndices);
  111516. this._indicesCount = this._linesIndices.length;
  111517. };
  111518. /**
  111519. * Checks wether or not the edges renderer is ready to render.
  111520. * @return true if ready, otherwise false.
  111521. */
  111522. EdgesRenderer.prototype.isReady = function () {
  111523. return this._lineShader.isReady();
  111524. };
  111525. /**
  111526. * Renders the edges of the attached mesh,
  111527. */
  111528. EdgesRenderer.prototype.render = function () {
  111529. var scene = this._source.getScene();
  111530. if (!this.isReady() || !scene.activeCamera) {
  111531. return;
  111532. }
  111533. var engine = scene.getEngine();
  111534. this._lineShader._preBind();
  111535. if (this._source.edgesColor.a !== 1) {
  111536. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  111537. }
  111538. else {
  111539. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  111540. }
  111541. // VBOs
  111542. engine.bindBuffers(this._buffers, this._ib, this._lineShader.getEffect());
  111543. scene.resetCachedMaterial();
  111544. this._lineShader.setColor4("color", this._source.edgesColor);
  111545. if (scene.activeCamera.mode === BABYLON.Camera.ORTHOGRAPHIC_CAMERA) {
  111546. this._lineShader.setFloat("width", this._source.edgesWidth / this.edgesWidthScalerForOrthographic);
  111547. }
  111548. else {
  111549. this._lineShader.setFloat("width", this._source.edgesWidth / this.edgesWidthScalerForPerspective);
  111550. }
  111551. this._lineShader.setFloat("aspectRatio", engine.getAspectRatio(scene.activeCamera));
  111552. this._lineShader.bind(this._source.getWorldMatrix());
  111553. // Draw order
  111554. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, this._indicesCount);
  111555. this._lineShader.unbind();
  111556. };
  111557. return EdgesRenderer;
  111558. }());
  111559. BABYLON.EdgesRenderer = EdgesRenderer;
  111560. })(BABYLON || (BABYLON = {}));
  111561. //# sourceMappingURL=babylon.edgesRenderer.js.map
  111562. var BABYLON;
  111563. (function (BABYLON) {
  111564. /**
  111565. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  111566. */
  111567. var LineEdgesRenderer = /** @class */ (function (_super) {
  111568. __extends(LineEdgesRenderer, _super);
  111569. /**
  111570. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  111571. * @param source LineMesh used to generate edges
  111572. * @param epsilon not important (specified angle for edge detection)
  111573. * @param checkVerticesInsteadOfIndices not important for LineMesh
  111574. */
  111575. function LineEdgesRenderer(source, epsilon, checkVerticesInsteadOfIndices) {
  111576. if (epsilon === void 0) { epsilon = 0.95; }
  111577. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  111578. var _this = _super.call(this, source, epsilon, checkVerticesInsteadOfIndices, false) || this;
  111579. _this._generateEdgesLines();
  111580. return _this;
  111581. }
  111582. /**
  111583. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  111584. */
  111585. LineEdgesRenderer.prototype._generateEdgesLines = function () {
  111586. var positions = this._source.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  111587. var indices = this._source.getIndices();
  111588. if (!indices || !positions) {
  111589. return;
  111590. }
  111591. var p0 = BABYLON.Tmp.Vector3[0];
  111592. var p1 = BABYLON.Tmp.Vector3[1];
  111593. var len = indices.length - 1;
  111594. for (var i = 0, offset = 0; i < len; i += 2, offset += 4) {
  111595. BABYLON.Vector3.FromArrayToRef(positions, 3 * indices[i], p0);
  111596. BABYLON.Vector3.FromArrayToRef(positions, 3 * indices[i + 1], p1);
  111597. this.createLine(p0, p1, offset);
  111598. }
  111599. // Merge into a single mesh
  111600. var engine = this._source.getScene().getEngine();
  111601. this._buffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, this._linesPositions, BABYLON.VertexBuffer.PositionKind, false);
  111602. this._buffers[BABYLON.VertexBuffer.NormalKind] = new BABYLON.VertexBuffer(engine, this._linesNormals, BABYLON.VertexBuffer.NormalKind, false, false, 4);
  111603. this._ib = engine.createIndexBuffer(this._linesIndices);
  111604. this._indicesCount = this._linesIndices.length;
  111605. };
  111606. return LineEdgesRenderer;
  111607. }(BABYLON.EdgesRenderer));
  111608. BABYLON.LineEdgesRenderer = LineEdgesRenderer;
  111609. })(BABYLON || (BABYLON = {}));
  111610. //# sourceMappingURL=babylon.lineEdgesRenderer.js.map
  111611. var BABYLON;
  111612. (function (BABYLON) {
  111613. // Adds the parser to the scene parsers.
  111614. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_EFFECTLAYER, function (parsedData, scene, container, rootUrl) {
  111615. if (parsedData.effectLayers) {
  111616. if (!container.effectLayers) {
  111617. container.effectLayers = new Array();
  111618. }
  111619. for (var index = 0; index < parsedData.effectLayers.length; index++) {
  111620. var effectLayer = BABYLON.EffectLayer.Parse(parsedData.effectLayers[index], scene, rootUrl);
  111621. container.effectLayers.push(effectLayer);
  111622. }
  111623. }
  111624. });
  111625. BABYLON.AbstractScene.prototype.removeEffectLayer = function (toRemove) {
  111626. var index = this.effectLayers.indexOf(toRemove);
  111627. if (index !== -1) {
  111628. this.effectLayers.splice(index, 1);
  111629. }
  111630. return index;
  111631. };
  111632. BABYLON.AbstractScene.prototype.addEffectLayer = function (newEffectLayer) {
  111633. this.effectLayers.push(newEffectLayer);
  111634. };
  111635. /**
  111636. * Defines the layer scene component responsible to manage any effect layers
  111637. * in a given scene.
  111638. */
  111639. var EffectLayerSceneComponent = /** @class */ (function () {
  111640. /**
  111641. * Creates a new instance of the component for the given scene
  111642. * @param scene Defines the scene to register the component in
  111643. */
  111644. function EffectLayerSceneComponent(scene) {
  111645. /**
  111646. * The component name helpfull to identify the component in the list of scene components.
  111647. */
  111648. this.name = BABYLON.SceneComponentConstants.NAME_EFFECTLAYER;
  111649. this._renderEffects = false;
  111650. this._needStencil = false;
  111651. this._previousStencilState = false;
  111652. this.scene = scene;
  111653. this._engine = scene.getEngine();
  111654. scene.effectLayers = new Array();
  111655. }
  111656. /**
  111657. * Registers the component in a given scene
  111658. */
  111659. EffectLayerSceneComponent.prototype.register = function () {
  111660. this.scene._isReadyForMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_ISREADYFORMESH_EFFECTLAYER, this, this._isReadyForMesh);
  111661. this.scene._cameraDrawRenderTargetStage.registerStep(BABYLON.SceneComponentConstants.STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER, this, this._renderMainTexture);
  111662. this.scene._beforeCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERADRAW_EFFECTLAYER, this, this._setStencil);
  111663. this.scene._afterRenderingGroupDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW, this, this._drawRenderingGroup);
  111664. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER, this, this._setStencilBack);
  111665. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW, this, this._drawCamera);
  111666. };
  111667. /**
  111668. * Rebuilds the elements related to this component in case of
  111669. * context lost for instance.
  111670. */
  111671. EffectLayerSceneComponent.prototype.rebuild = function () {
  111672. var layers = this.scene.effectLayers;
  111673. for (var _i = 0, layers_1 = layers; _i < layers_1.length; _i++) {
  111674. var effectLayer = layers_1[_i];
  111675. effectLayer._rebuild();
  111676. }
  111677. };
  111678. /**
  111679. * Serializes the component data to the specified json object
  111680. * @param serializationObject The object to serialize to
  111681. */
  111682. EffectLayerSceneComponent.prototype.serialize = function (serializationObject) {
  111683. // Effect layers
  111684. serializationObject.effectLayers = [];
  111685. var layers = this.scene.effectLayers;
  111686. for (var _i = 0, layers_2 = layers; _i < layers_2.length; _i++) {
  111687. var effectLayer = layers_2[_i];
  111688. if (effectLayer.serialize) {
  111689. serializationObject.effectLayers.push(effectLayer.serialize());
  111690. }
  111691. }
  111692. };
  111693. /**
  111694. * Adds all the element from the container to the scene
  111695. * @param container the container holding the elements
  111696. */
  111697. EffectLayerSceneComponent.prototype.addFromContainer = function (container) {
  111698. var _this = this;
  111699. if (!container.effectLayers) {
  111700. return;
  111701. }
  111702. container.effectLayers.forEach(function (o) {
  111703. _this.scene.addEffectLayer(o);
  111704. });
  111705. };
  111706. /**
  111707. * Removes all the elements in the container from the scene
  111708. * @param container contains the elements to remove
  111709. */
  111710. EffectLayerSceneComponent.prototype.removeFromContainer = function (container) {
  111711. var _this = this;
  111712. if (!container.effectLayers) {
  111713. return;
  111714. }
  111715. container.effectLayers.forEach(function (o) {
  111716. _this.scene.removeEffectLayer(o);
  111717. });
  111718. };
  111719. /**
  111720. * Disposes the component and the associated ressources.
  111721. */
  111722. EffectLayerSceneComponent.prototype.dispose = function () {
  111723. var layers = this.scene.effectLayers;
  111724. while (layers.length) {
  111725. layers[0].dispose();
  111726. }
  111727. };
  111728. EffectLayerSceneComponent.prototype._isReadyForMesh = function (mesh, hardwareInstancedRendering) {
  111729. var layers = this.scene.effectLayers;
  111730. for (var _i = 0, layers_3 = layers; _i < layers_3.length; _i++) {
  111731. var layer = layers_3[_i];
  111732. if (!layer.hasMesh(mesh)) {
  111733. continue;
  111734. }
  111735. for (var _a = 0, _b = mesh.subMeshes; _a < _b.length; _a++) {
  111736. var subMesh = _b[_a];
  111737. if (!layer.isReady(subMesh, hardwareInstancedRendering)) {
  111738. return false;
  111739. }
  111740. }
  111741. }
  111742. return true;
  111743. };
  111744. EffectLayerSceneComponent.prototype._renderMainTexture = function (camera) {
  111745. this._renderEffects = false;
  111746. this._needStencil = false;
  111747. var layers = this.scene.effectLayers;
  111748. if (layers && layers.length > 0) {
  111749. this._previousStencilState = this._engine.getStencilBuffer();
  111750. for (var _i = 0, layers_4 = layers; _i < layers_4.length; _i++) {
  111751. var effectLayer = layers_4[_i];
  111752. if (effectLayer.shouldRender() &&
  111753. (!effectLayer.camera ||
  111754. (effectLayer.camera.cameraRigMode === BABYLON.Camera.RIG_MODE_NONE && camera === effectLayer.camera) ||
  111755. (effectLayer.camera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE && effectLayer.camera._rigCameras.indexOf(camera) > -1))) {
  111756. this._renderEffects = true;
  111757. this._needStencil = this._needStencil || effectLayer.needStencil();
  111758. var renderTarget = effectLayer._mainTexture;
  111759. if (renderTarget._shouldRender()) {
  111760. this.scene.incrementRenderId();
  111761. renderTarget.render(false, false);
  111762. }
  111763. }
  111764. }
  111765. this.scene.incrementRenderId();
  111766. }
  111767. };
  111768. EffectLayerSceneComponent.prototype._setStencil = function (camera) {
  111769. // Activate effect Layer stencil
  111770. if (this._needStencil) {
  111771. this._engine.setStencilBuffer(true);
  111772. }
  111773. };
  111774. EffectLayerSceneComponent.prototype._setStencilBack = function (camera) {
  111775. // Restore effect Layer stencil
  111776. if (this._needStencil) {
  111777. this._engine.setStencilBuffer(this._previousStencilState);
  111778. }
  111779. };
  111780. EffectLayerSceneComponent.prototype._draw = function (renderingGroupId) {
  111781. if (this._renderEffects) {
  111782. this._engine.setDepthBuffer(false);
  111783. var layers = this.scene.effectLayers;
  111784. for (var i = 0; i < layers.length; i++) {
  111785. var effectLayer = layers[i];
  111786. if (effectLayer.renderingGroupId === renderingGroupId) {
  111787. if (effectLayer.shouldRender()) {
  111788. effectLayer.render();
  111789. }
  111790. }
  111791. }
  111792. this._engine.setDepthBuffer(true);
  111793. }
  111794. };
  111795. EffectLayerSceneComponent.prototype._drawCamera = function (camera) {
  111796. if (this._renderEffects) {
  111797. this._draw(-1);
  111798. }
  111799. };
  111800. EffectLayerSceneComponent.prototype._drawRenderingGroup = function (index) {
  111801. if (!this.scene._isInIntermediateRendering() && this._renderEffects) {
  111802. this._draw(index);
  111803. }
  111804. };
  111805. return EffectLayerSceneComponent;
  111806. }());
  111807. BABYLON.EffectLayerSceneComponent = EffectLayerSceneComponent;
  111808. })(BABYLON || (BABYLON = {}));
  111809. //# sourceMappingURL=babylon.effectLayerSceneComponent.js.map
  111810. var __assign = (this && this.__assign) || function () {
  111811. __assign = Object.assign || function(t) {
  111812. for (var s, i = 1, n = arguments.length; i < n; i++) {
  111813. s = arguments[i];
  111814. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  111815. t[p] = s[p];
  111816. }
  111817. return t;
  111818. };
  111819. return __assign.apply(this, arguments);
  111820. };
  111821. var BABYLON;
  111822. (function (BABYLON) {
  111823. /**
  111824. * The effect layer Helps adding post process effect blended with the main pass.
  111825. *
  111826. * This can be for instance use to generate glow or higlight effects on the scene.
  111827. *
  111828. * The effect layer class can not be used directly and is intented to inherited from to be
  111829. * customized per effects.
  111830. */
  111831. var EffectLayer = /** @class */ (function () {
  111832. /**
  111833. * Instantiates a new effect Layer and references it in the scene.
  111834. * @param name The name of the layer
  111835. * @param scene The scene to use the layer in
  111836. */
  111837. function EffectLayer(
  111838. /** The Friendly of the effect in the scene */
  111839. name, scene) {
  111840. this._vertexBuffers = {};
  111841. this._maxSize = 0;
  111842. this._mainTextureDesiredSize = { width: 0, height: 0 };
  111843. this._shouldRender = true;
  111844. this._postProcesses = [];
  111845. this._textures = [];
  111846. this._emissiveTextureAndColor = { texture: null, color: new BABYLON.Color4() };
  111847. /**
  111848. * The clear color of the texture used to generate the glow map.
  111849. */
  111850. this.neutralColor = new BABYLON.Color4();
  111851. /**
  111852. * Specifies wether the highlight layer is enabled or not.
  111853. */
  111854. this.isEnabled = true;
  111855. /**
  111856. * An event triggered when the effect layer has been disposed.
  111857. */
  111858. this.onDisposeObservable = new BABYLON.Observable();
  111859. /**
  111860. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  111861. */
  111862. this.onBeforeRenderMainTextureObservable = new BABYLON.Observable();
  111863. /**
  111864. * An event triggered when the generated texture is being merged in the scene.
  111865. */
  111866. this.onBeforeComposeObservable = new BABYLON.Observable();
  111867. /**
  111868. * An event triggered when the generated texture has been merged in the scene.
  111869. */
  111870. this.onAfterComposeObservable = new BABYLON.Observable();
  111871. /**
  111872. * An event triggered when the efffect layer changes its size.
  111873. */
  111874. this.onSizeChangedObservable = new BABYLON.Observable();
  111875. this.name = name;
  111876. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  111877. var component = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_EFFECTLAYER);
  111878. if (!component) {
  111879. component = new BABYLON.EffectLayerSceneComponent(this._scene);
  111880. this._scene._addComponent(component);
  111881. }
  111882. this._engine = this._scene.getEngine();
  111883. this._maxSize = this._engine.getCaps().maxTextureSize;
  111884. this._scene.effectLayers.push(this);
  111885. // Generate Buffers
  111886. this._generateIndexBuffer();
  111887. this._genrateVertexBuffer();
  111888. }
  111889. Object.defineProperty(EffectLayer.prototype, "camera", {
  111890. /**
  111891. * Gets the camera attached to the layer.
  111892. */
  111893. get: function () {
  111894. return this._effectLayerOptions.camera;
  111895. },
  111896. enumerable: true,
  111897. configurable: true
  111898. });
  111899. Object.defineProperty(EffectLayer.prototype, "renderingGroupId", {
  111900. /**
  111901. * Gets the rendering group id the layer should render in.
  111902. */
  111903. get: function () {
  111904. return this._effectLayerOptions.renderingGroupId;
  111905. },
  111906. enumerable: true,
  111907. configurable: true
  111908. });
  111909. /**
  111910. * Initializes the effect layer with the required options.
  111911. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  111912. */
  111913. EffectLayer.prototype._init = function (options) {
  111914. // Adapt options
  111915. this._effectLayerOptions = __assign({ mainTextureRatio: 0.5, alphaBlendingMode: BABYLON.Engine.ALPHA_COMBINE, camera: null, renderingGroupId: -1 }, options);
  111916. this._setMainTextureSize();
  111917. this._createMainTexture();
  111918. this._createTextureAndPostProcesses();
  111919. this._mergeEffect = this._createMergeEffect();
  111920. };
  111921. /**
  111922. * Generates the index buffer of the full screen quad blending to the main canvas.
  111923. */
  111924. EffectLayer.prototype._generateIndexBuffer = function () {
  111925. // Indices
  111926. var indices = [];
  111927. indices.push(0);
  111928. indices.push(1);
  111929. indices.push(2);
  111930. indices.push(0);
  111931. indices.push(2);
  111932. indices.push(3);
  111933. this._indexBuffer = this._engine.createIndexBuffer(indices);
  111934. };
  111935. /**
  111936. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  111937. */
  111938. EffectLayer.prototype._genrateVertexBuffer = function () {
  111939. // VBO
  111940. var vertices = [];
  111941. vertices.push(1, 1);
  111942. vertices.push(-1, 1);
  111943. vertices.push(-1, -1);
  111944. vertices.push(1, -1);
  111945. var vertexBuffer = new BABYLON.VertexBuffer(this._engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  111946. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = vertexBuffer;
  111947. };
  111948. /**
  111949. * Sets the main texture desired size which is the closest power of two
  111950. * of the engine canvas size.
  111951. */
  111952. EffectLayer.prototype._setMainTextureSize = function () {
  111953. if (this._effectLayerOptions.mainTextureFixedSize) {
  111954. this._mainTextureDesiredSize.width = this._effectLayerOptions.mainTextureFixedSize;
  111955. this._mainTextureDesiredSize.height = this._effectLayerOptions.mainTextureFixedSize;
  111956. }
  111957. else {
  111958. this._mainTextureDesiredSize.width = this._engine.getRenderWidth() * this._effectLayerOptions.mainTextureRatio;
  111959. this._mainTextureDesiredSize.height = this._engine.getRenderHeight() * this._effectLayerOptions.mainTextureRatio;
  111960. this._mainTextureDesiredSize.width = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(this._mainTextureDesiredSize.width, this._maxSize) : this._mainTextureDesiredSize.width;
  111961. this._mainTextureDesiredSize.height = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(this._mainTextureDesiredSize.height, this._maxSize) : this._mainTextureDesiredSize.height;
  111962. }
  111963. this._mainTextureDesiredSize.width = Math.floor(this._mainTextureDesiredSize.width);
  111964. this._mainTextureDesiredSize.height = Math.floor(this._mainTextureDesiredSize.height);
  111965. };
  111966. /**
  111967. * Creates the main texture for the effect layer.
  111968. */
  111969. EffectLayer.prototype._createMainTexture = function () {
  111970. var _this = this;
  111971. this._mainTexture = new BABYLON.RenderTargetTexture("HighlightLayerMainRTT", {
  111972. width: this._mainTextureDesiredSize.width,
  111973. height: this._mainTextureDesiredSize.height
  111974. }, this._scene, false, true, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  111975. this._mainTexture.activeCamera = this._effectLayerOptions.camera;
  111976. this._mainTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  111977. this._mainTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  111978. this._mainTexture.anisotropicFilteringLevel = 1;
  111979. this._mainTexture.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  111980. this._mainTexture.renderParticles = false;
  111981. this._mainTexture.renderList = null;
  111982. this._mainTexture.ignoreCameraViewport = true;
  111983. // Custom render function
  111984. this._mainTexture.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  111985. _this.onBeforeRenderMainTextureObservable.notifyObservers(_this);
  111986. var index;
  111987. var engine = _this._scene.getEngine();
  111988. if (depthOnlySubMeshes.length) {
  111989. engine.setColorWrite(false);
  111990. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  111991. _this._renderSubMesh(depthOnlySubMeshes.data[index]);
  111992. }
  111993. engine.setColorWrite(true);
  111994. }
  111995. for (index = 0; index < opaqueSubMeshes.length; index++) {
  111996. _this._renderSubMesh(opaqueSubMeshes.data[index]);
  111997. }
  111998. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  111999. _this._renderSubMesh(alphaTestSubMeshes.data[index]);
  112000. }
  112001. for (index = 0; index < transparentSubMeshes.length; index++) {
  112002. _this._renderSubMesh(transparentSubMeshes.data[index]);
  112003. }
  112004. };
  112005. this._mainTexture.onClearObservable.add(function (engine) {
  112006. engine.clear(_this.neutralColor, true, true, true);
  112007. });
  112008. };
  112009. /**
  112010. * Checks for the readiness of the element composing the layer.
  112011. * @param subMesh the mesh to check for
  112012. * @param useInstances specify wether or not to use instances to render the mesh
  112013. * @param emissiveTexture the associated emissive texture used to generate the glow
  112014. * @return true if ready otherwise, false
  112015. */
  112016. EffectLayer.prototype._isReady = function (subMesh, useInstances, emissiveTexture) {
  112017. var material = subMesh.getMaterial();
  112018. if (!material) {
  112019. return false;
  112020. }
  112021. if (!material.isReadyForSubMesh(subMesh.getMesh(), subMesh, useInstances)) {
  112022. return false;
  112023. }
  112024. var defines = [];
  112025. var attribs = [BABYLON.VertexBuffer.PositionKind];
  112026. var mesh = subMesh.getMesh();
  112027. var uv1 = false;
  112028. var uv2 = false;
  112029. // Alpha test
  112030. if (material && material.needAlphaTesting()) {
  112031. var alphaTexture = material.getAlphaTestTexture();
  112032. if (alphaTexture) {
  112033. defines.push("#define ALPHATEST");
  112034. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind) &&
  112035. alphaTexture.coordinatesIndex === 1) {
  112036. defines.push("#define DIFFUSEUV2");
  112037. uv2 = true;
  112038. }
  112039. else if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  112040. defines.push("#define DIFFUSEUV1");
  112041. uv1 = true;
  112042. }
  112043. }
  112044. }
  112045. // Emissive
  112046. if (emissiveTexture) {
  112047. defines.push("#define EMISSIVE");
  112048. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind) &&
  112049. emissiveTexture.coordinatesIndex === 1) {
  112050. defines.push("#define EMISSIVEUV2");
  112051. uv2 = true;
  112052. }
  112053. else if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  112054. defines.push("#define EMISSIVEUV1");
  112055. uv1 = true;
  112056. }
  112057. }
  112058. if (uv1) {
  112059. attribs.push(BABYLON.VertexBuffer.UVKind);
  112060. defines.push("#define UV1");
  112061. }
  112062. if (uv2) {
  112063. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  112064. defines.push("#define UV2");
  112065. }
  112066. // Bones
  112067. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  112068. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  112069. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  112070. if (mesh.numBoneInfluencers > 4) {
  112071. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  112072. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  112073. }
  112074. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  112075. defines.push("#define BonesPerMesh " + (mesh.skeleton ? (mesh.skeleton.bones.length + 1) : 0));
  112076. }
  112077. else {
  112078. defines.push("#define NUM_BONE_INFLUENCERS 0");
  112079. }
  112080. // Morph targets
  112081. var manager = mesh.morphTargetManager;
  112082. var morphInfluencers = 0;
  112083. if (manager) {
  112084. if (manager.numInfluencers > 0) {
  112085. defines.push("#define MORPHTARGETS");
  112086. morphInfluencers = manager.numInfluencers;
  112087. defines.push("#define NUM_MORPH_INFLUENCERS " + morphInfluencers);
  112088. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, { "NUM_MORPH_INFLUENCERS": morphInfluencers });
  112089. }
  112090. }
  112091. // Instances
  112092. if (useInstances) {
  112093. defines.push("#define INSTANCES");
  112094. attribs.push("world0");
  112095. attribs.push("world1");
  112096. attribs.push("world2");
  112097. attribs.push("world3");
  112098. }
  112099. // Get correct effect
  112100. var join = defines.join("\n");
  112101. if (this._cachedDefines !== join) {
  112102. this._cachedDefines = join;
  112103. this._effectLayerMapGenerationEffect = this._scene.getEngine().createEffect("glowMapGeneration", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "color", "emissiveMatrix", "morphTargetInfluences"], ["diffuseSampler", "emissiveSampler"], join, undefined, undefined, undefined, { maxSimultaneousMorphTargets: morphInfluencers });
  112104. }
  112105. return this._effectLayerMapGenerationEffect.isReady();
  112106. };
  112107. /**
  112108. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  112109. */
  112110. EffectLayer.prototype.render = function () {
  112111. var currentEffect = this._mergeEffect;
  112112. // Check
  112113. if (!currentEffect.isReady()) {
  112114. return;
  112115. }
  112116. for (var i = 0; i < this._postProcesses.length; i++) {
  112117. if (!this._postProcesses[i].isReady()) {
  112118. return;
  112119. }
  112120. }
  112121. var engine = this._scene.getEngine();
  112122. this.onBeforeComposeObservable.notifyObservers(this);
  112123. // Render
  112124. engine.enableEffect(currentEffect);
  112125. engine.setState(false);
  112126. // VBOs
  112127. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, currentEffect);
  112128. // Cache
  112129. var previousAlphaMode = engine.getAlphaMode();
  112130. // Go Blend.
  112131. engine.setAlphaMode(this._effectLayerOptions.alphaBlendingMode);
  112132. // Blends the map on the main canvas.
  112133. this._internalRender(currentEffect);
  112134. // Restore Alpha
  112135. engine.setAlphaMode(previousAlphaMode);
  112136. this.onAfterComposeObservable.notifyObservers(this);
  112137. // Handle size changes.
  112138. var size = this._mainTexture.getSize();
  112139. this._setMainTextureSize();
  112140. if (size.width !== this._mainTextureDesiredSize.width || size.height !== this._mainTextureDesiredSize.height) {
  112141. // Recreate RTT and post processes on size change.
  112142. this.onSizeChangedObservable.notifyObservers(this);
  112143. this._disposeTextureAndPostProcesses();
  112144. this._createMainTexture();
  112145. this._createTextureAndPostProcesses();
  112146. }
  112147. };
  112148. /**
  112149. * Determine if a given mesh will be used in the current effect.
  112150. * @param mesh mesh to test
  112151. * @returns true if the mesh will be used
  112152. */
  112153. EffectLayer.prototype.hasMesh = function (mesh) {
  112154. if (this.renderingGroupId === -1 || mesh.renderingGroupId === this.renderingGroupId) {
  112155. return true;
  112156. }
  112157. return false;
  112158. };
  112159. /**
  112160. * Returns true if the layer contains information to display, otherwise false.
  112161. * @returns true if the glow layer should be rendered
  112162. */
  112163. EffectLayer.prototype.shouldRender = function () {
  112164. return this.isEnabled && this._shouldRender;
  112165. };
  112166. /**
  112167. * Returns true if the mesh should render, otherwise false.
  112168. * @param mesh The mesh to render
  112169. * @returns true if it should render otherwise false
  112170. */
  112171. EffectLayer.prototype._shouldRenderMesh = function (mesh) {
  112172. return true;
  112173. };
  112174. /**
  112175. * Returns true if the mesh should render, otherwise false.
  112176. * @param mesh The mesh to render
  112177. * @returns true if it should render otherwise false
  112178. */
  112179. EffectLayer.prototype._shouldRenderEmissiveTextureForMesh = function (mesh) {
  112180. return true;
  112181. };
  112182. /**
  112183. * Renders the submesh passed in parameter to the generation map.
  112184. */
  112185. EffectLayer.prototype._renderSubMesh = function (subMesh) {
  112186. var _this = this;
  112187. if (!this.shouldRender()) {
  112188. return;
  112189. }
  112190. var material = subMesh.getMaterial();
  112191. var mesh = subMesh.getRenderingMesh();
  112192. var scene = this._scene;
  112193. var engine = scene.getEngine();
  112194. if (!material) {
  112195. return;
  112196. }
  112197. // Do not block in blend mode.
  112198. if (material.needAlphaBlendingForMesh(mesh)) {
  112199. return;
  112200. }
  112201. // Culling
  112202. engine.setState(material.backFaceCulling);
  112203. // Managing instances
  112204. var batch = mesh._getInstancesRenderList(subMesh._id);
  112205. if (batch.mustReturn) {
  112206. return;
  112207. }
  112208. // Early Exit per mesh
  112209. if (!this._shouldRenderMesh(mesh)) {
  112210. return;
  112211. }
  112212. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  112213. this._setEmissiveTextureAndColor(mesh, subMesh, material);
  112214. if (this._isReady(subMesh, hardwareInstancedRendering, this._emissiveTextureAndColor.texture)) {
  112215. engine.enableEffect(this._effectLayerMapGenerationEffect);
  112216. mesh._bind(subMesh, this._effectLayerMapGenerationEffect, BABYLON.Material.TriangleFillMode);
  112217. this._effectLayerMapGenerationEffect.setMatrix("viewProjection", scene.getTransformMatrix());
  112218. this._effectLayerMapGenerationEffect.setFloat4("color", this._emissiveTextureAndColor.color.r, this._emissiveTextureAndColor.color.g, this._emissiveTextureAndColor.color.b, this._emissiveTextureAndColor.color.a);
  112219. // Alpha test
  112220. if (material && material.needAlphaTesting()) {
  112221. var alphaTexture = material.getAlphaTestTexture();
  112222. if (alphaTexture) {
  112223. this._effectLayerMapGenerationEffect.setTexture("diffuseSampler", alphaTexture);
  112224. var textureMatrix = alphaTexture.getTextureMatrix();
  112225. if (textureMatrix) {
  112226. this._effectLayerMapGenerationEffect.setMatrix("diffuseMatrix", textureMatrix);
  112227. }
  112228. }
  112229. }
  112230. // Glow emissive only
  112231. if (this._emissiveTextureAndColor.texture) {
  112232. this._effectLayerMapGenerationEffect.setTexture("emissiveSampler", this._emissiveTextureAndColor.texture);
  112233. this._effectLayerMapGenerationEffect.setMatrix("emissiveMatrix", this._emissiveTextureAndColor.texture.getTextureMatrix());
  112234. }
  112235. // Bones
  112236. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  112237. this._effectLayerMapGenerationEffect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  112238. }
  112239. // Morph targets
  112240. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._effectLayerMapGenerationEffect);
  112241. // Draw
  112242. mesh._processRendering(subMesh, this._effectLayerMapGenerationEffect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effectLayerMapGenerationEffect.setMatrix("world", world); });
  112243. }
  112244. else {
  112245. // Need to reset refresh rate of the main map
  112246. this._mainTexture.resetRefreshCounter();
  112247. }
  112248. };
  112249. /**
  112250. * Rebuild the required buffers.
  112251. * @hidden Internal use only.
  112252. */
  112253. EffectLayer.prototype._rebuild = function () {
  112254. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  112255. if (vb) {
  112256. vb._rebuild();
  112257. }
  112258. this._generateIndexBuffer();
  112259. };
  112260. /**
  112261. * Dispose only the render target textures and post process.
  112262. */
  112263. EffectLayer.prototype._disposeTextureAndPostProcesses = function () {
  112264. this._mainTexture.dispose();
  112265. for (var i = 0; i < this._postProcesses.length; i++) {
  112266. if (this._postProcesses[i]) {
  112267. this._postProcesses[i].dispose();
  112268. }
  112269. }
  112270. this._postProcesses = [];
  112271. for (var i = 0; i < this._textures.length; i++) {
  112272. if (this._textures[i]) {
  112273. this._textures[i].dispose();
  112274. }
  112275. }
  112276. this._textures = [];
  112277. };
  112278. /**
  112279. * Dispose the highlight layer and free resources.
  112280. */
  112281. EffectLayer.prototype.dispose = function () {
  112282. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  112283. if (vertexBuffer) {
  112284. vertexBuffer.dispose();
  112285. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  112286. }
  112287. if (this._indexBuffer) {
  112288. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  112289. this._indexBuffer = null;
  112290. }
  112291. // Clean textures and post processes
  112292. this._disposeTextureAndPostProcesses();
  112293. // Remove from scene
  112294. var index = this._scene.effectLayers.indexOf(this, 0);
  112295. if (index > -1) {
  112296. this._scene.effectLayers.splice(index, 1);
  112297. }
  112298. // Callback
  112299. this.onDisposeObservable.notifyObservers(this);
  112300. this.onDisposeObservable.clear();
  112301. this.onBeforeRenderMainTextureObservable.clear();
  112302. this.onBeforeComposeObservable.clear();
  112303. this.onAfterComposeObservable.clear();
  112304. this.onSizeChangedObservable.clear();
  112305. };
  112306. /**
  112307. * Gets the class name of the effect layer
  112308. * @returns the string with the class name of the effect layer
  112309. */
  112310. EffectLayer.prototype.getClassName = function () {
  112311. return "EffectLayer";
  112312. };
  112313. /**
  112314. * Creates an effect layer from parsed effect layer data
  112315. * @param parsedEffectLayer defines effect layer data
  112316. * @param scene defines the current scene
  112317. * @param rootUrl defines the root URL containing the effect layer information
  112318. * @returns a parsed effect Layer
  112319. */
  112320. EffectLayer.Parse = function (parsedEffectLayer, scene, rootUrl) {
  112321. var effectLayerType = BABYLON.Tools.Instantiate(parsedEffectLayer.customType);
  112322. return effectLayerType.Parse(parsedEffectLayer, scene, rootUrl);
  112323. };
  112324. __decorate([
  112325. BABYLON.serialize()
  112326. ], EffectLayer.prototype, "name", void 0);
  112327. __decorate([
  112328. BABYLON.serializeAsColor4()
  112329. ], EffectLayer.prototype, "neutralColor", void 0);
  112330. __decorate([
  112331. BABYLON.serialize()
  112332. ], EffectLayer.prototype, "isEnabled", void 0);
  112333. __decorate([
  112334. BABYLON.serializeAsCameraReference()
  112335. ], EffectLayer.prototype, "camera", null);
  112336. __decorate([
  112337. BABYLON.serialize()
  112338. ], EffectLayer.prototype, "renderingGroupId", null);
  112339. return EffectLayer;
  112340. }());
  112341. BABYLON.EffectLayer = EffectLayer;
  112342. })(BABYLON || (BABYLON = {}));
  112343. //# sourceMappingURL=babylon.effectLayer.js.map
  112344. var BABYLON;
  112345. (function (BABYLON) {
  112346. BABYLON.AbstractScene.prototype.getHighlightLayerByName = function (name) {
  112347. for (var index = 0; index < this.effectLayers.length; index++) {
  112348. if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === HighlightLayer.EffectName) {
  112349. return this.effectLayers[index];
  112350. }
  112351. }
  112352. return null;
  112353. };
  112354. /**
  112355. * Special Glow Blur post process only blurring the alpha channel
  112356. * It enforces keeping the most luminous color in the color channel.
  112357. */
  112358. var GlowBlurPostProcess = /** @class */ (function (_super) {
  112359. __extends(GlowBlurPostProcess, _super);
  112360. function GlowBlurPostProcess(name, direction, kernel, options, camera, samplingMode, engine, reusable) {
  112361. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  112362. var _this = _super.call(this, name, "glowBlurPostProcess", ["screenSize", "direction", "blurWidth"], null, options, camera, samplingMode, engine, reusable) || this;
  112363. _this.direction = direction;
  112364. _this.kernel = kernel;
  112365. _this.onApplyObservable.add(function (effect) {
  112366. effect.setFloat2("screenSize", _this.width, _this.height);
  112367. effect.setVector2("direction", _this.direction);
  112368. effect.setFloat("blurWidth", _this.kernel);
  112369. });
  112370. return _this;
  112371. }
  112372. return GlowBlurPostProcess;
  112373. }(BABYLON.PostProcess));
  112374. /**
  112375. * The highlight layer Helps adding a glow effect around a mesh.
  112376. *
  112377. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  112378. * glowy meshes to your scene.
  112379. *
  112380. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  112381. */
  112382. var HighlightLayer = /** @class */ (function (_super) {
  112383. __extends(HighlightLayer, _super);
  112384. /**
  112385. * Instantiates a new highlight Layer and references it to the scene..
  112386. * @param name The name of the layer
  112387. * @param scene The scene to use the layer in
  112388. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  112389. */
  112390. function HighlightLayer(name, scene, options) {
  112391. var _this = _super.call(this, name, scene) || this;
  112392. _this.name = name;
  112393. /**
  112394. * Specifies whether or not the inner glow is ACTIVE in the layer.
  112395. */
  112396. _this.innerGlow = true;
  112397. /**
  112398. * Specifies whether or not the outer glow is ACTIVE in the layer.
  112399. */
  112400. _this.outerGlow = true;
  112401. /**
  112402. * An event triggered when the highlight layer is being blurred.
  112403. */
  112404. _this.onBeforeBlurObservable = new BABYLON.Observable();
  112405. /**
  112406. * An event triggered when the highlight layer has been blurred.
  112407. */
  112408. _this.onAfterBlurObservable = new BABYLON.Observable();
  112409. _this._instanceGlowingMeshStencilReference = HighlightLayer.GlowingMeshStencilReference++;
  112410. _this._meshes = {};
  112411. _this._excludedMeshes = {};
  112412. _this.neutralColor = HighlightLayer.NeutralColor;
  112413. // Warn on stencil
  112414. if (!_this._engine.isStencilEnable) {
  112415. BABYLON.Tools.Warn("Rendering the Highlight Layer requires the stencil to be active on the canvas. var engine = new BABYLON.Engine(canvas, antialias, { stencil: true }");
  112416. }
  112417. // Adapt options
  112418. _this._options = __assign({ mainTextureRatio: 0.5, blurTextureSizeRatio: 0.5, blurHorizontalSize: 1.0, blurVerticalSize: 1.0, alphaBlendingMode: BABYLON.Engine.ALPHA_COMBINE, camera: null, renderingGroupId: -1 }, options);
  112419. // Initialize the layer
  112420. _this._init({
  112421. alphaBlendingMode: _this._options.alphaBlendingMode,
  112422. camera: _this._options.camera,
  112423. mainTextureFixedSize: _this._options.mainTextureFixedSize,
  112424. mainTextureRatio: _this._options.mainTextureRatio,
  112425. renderingGroupId: _this._options.renderingGroupId
  112426. });
  112427. // Do not render as long as no meshes have been added
  112428. _this._shouldRender = false;
  112429. return _this;
  112430. }
  112431. Object.defineProperty(HighlightLayer.prototype, "blurHorizontalSize", {
  112432. /**
  112433. * Gets the horizontal size of the blur.
  112434. */
  112435. get: function () {
  112436. return this._horizontalBlurPostprocess.kernel;
  112437. },
  112438. /**
  112439. * Specifies the horizontal size of the blur.
  112440. */
  112441. set: function (value) {
  112442. this._horizontalBlurPostprocess.kernel = value;
  112443. },
  112444. enumerable: true,
  112445. configurable: true
  112446. });
  112447. Object.defineProperty(HighlightLayer.prototype, "blurVerticalSize", {
  112448. /**
  112449. * Gets the vertical size of the blur.
  112450. */
  112451. get: function () {
  112452. return this._verticalBlurPostprocess.kernel;
  112453. },
  112454. /**
  112455. * Specifies the vertical size of the blur.
  112456. */
  112457. set: function (value) {
  112458. this._verticalBlurPostprocess.kernel = value;
  112459. },
  112460. enumerable: true,
  112461. configurable: true
  112462. });
  112463. /**
  112464. * Get the effect name of the layer.
  112465. * @return The effect name
  112466. */
  112467. HighlightLayer.prototype.getEffectName = function () {
  112468. return HighlightLayer.EffectName;
  112469. };
  112470. /**
  112471. * Create the merge effect. This is the shader use to blit the information back
  112472. * to the main canvas at the end of the scene rendering.
  112473. */
  112474. HighlightLayer.prototype._createMergeEffect = function () {
  112475. // Effect
  112476. return this._engine.createEffect("glowMapMerge", [BABYLON.VertexBuffer.PositionKind], ["offset"], ["textureSampler"], this._options.isStroke ? "#define STROKE \n" : undefined);
  112477. };
  112478. /**
  112479. * Creates the render target textures and post processes used in the highlight layer.
  112480. */
  112481. HighlightLayer.prototype._createTextureAndPostProcesses = function () {
  112482. var _this = this;
  112483. var blurTextureWidth = this._mainTextureDesiredSize.width * this._options.blurTextureSizeRatio;
  112484. var blurTextureHeight = this._mainTextureDesiredSize.height * this._options.blurTextureSizeRatio;
  112485. blurTextureWidth = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureWidth, this._maxSize) : blurTextureWidth;
  112486. blurTextureHeight = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureHeight, this._maxSize) : blurTextureHeight;
  112487. var textureType = 0;
  112488. if (this._engine.getCaps().textureHalfFloatRender) {
  112489. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  112490. }
  112491. else {
  112492. textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  112493. }
  112494. this._blurTexture = new BABYLON.RenderTargetTexture("HighlightLayerBlurRTT", {
  112495. width: blurTextureWidth,
  112496. height: blurTextureHeight
  112497. }, this._scene, false, true, textureType);
  112498. this._blurTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  112499. this._blurTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  112500. this._blurTexture.anisotropicFilteringLevel = 16;
  112501. this._blurTexture.updateSamplingMode(BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  112502. this._blurTexture.renderParticles = false;
  112503. this._blurTexture.ignoreCameraViewport = true;
  112504. this._textures = [this._blurTexture];
  112505. if (this._options.alphaBlendingMode === BABYLON.Engine.ALPHA_COMBINE) {
  112506. this._downSamplePostprocess = new BABYLON.PassPostProcess("HighlightLayerPPP", this._options.blurTextureSizeRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  112507. this._downSamplePostprocess.onApplyObservable.add(function (effect) {
  112508. effect.setTexture("textureSampler", _this._mainTexture);
  112509. });
  112510. this._horizontalBlurPostprocess = new GlowBlurPostProcess("HighlightLayerHBP", new BABYLON.Vector2(1.0, 0), this._options.blurHorizontalSize, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  112511. this._horizontalBlurPostprocess.onApplyObservable.add(function (effect) {
  112512. effect.setFloat2("screenSize", blurTextureWidth, blurTextureHeight);
  112513. });
  112514. this._verticalBlurPostprocess = new GlowBlurPostProcess("HighlightLayerVBP", new BABYLON.Vector2(0, 1.0), this._options.blurVerticalSize, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  112515. this._verticalBlurPostprocess.onApplyObservable.add(function (effect) {
  112516. effect.setFloat2("screenSize", blurTextureWidth, blurTextureHeight);
  112517. });
  112518. this._postProcesses = [this._downSamplePostprocess, this._horizontalBlurPostprocess, this._verticalBlurPostprocess];
  112519. }
  112520. else {
  112521. this._horizontalBlurPostprocess = new BABYLON.BlurPostProcess("HighlightLayerHBP", new BABYLON.Vector2(1.0, 0), this._options.blurHorizontalSize / 2, {
  112522. width: blurTextureWidth,
  112523. height: blurTextureHeight
  112524. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  112525. this._horizontalBlurPostprocess.width = blurTextureWidth;
  112526. this._horizontalBlurPostprocess.height = blurTextureHeight;
  112527. this._horizontalBlurPostprocess.onApplyObservable.add(function (effect) {
  112528. effect.setTexture("textureSampler", _this._mainTexture);
  112529. });
  112530. this._verticalBlurPostprocess = new BABYLON.BlurPostProcess("HighlightLayerVBP", new BABYLON.Vector2(0, 1.0), this._options.blurVerticalSize / 2, {
  112531. width: blurTextureWidth,
  112532. height: blurTextureHeight
  112533. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  112534. this._postProcesses = [this._horizontalBlurPostprocess, this._verticalBlurPostprocess];
  112535. }
  112536. this._mainTexture.onAfterUnbindObservable.add(function () {
  112537. _this.onBeforeBlurObservable.notifyObservers(_this);
  112538. var internalTexture = _this._blurTexture.getInternalTexture();
  112539. if (internalTexture) {
  112540. _this._scene.postProcessManager.directRender(_this._postProcesses, internalTexture, true);
  112541. }
  112542. _this.onAfterBlurObservable.notifyObservers(_this);
  112543. });
  112544. // Prevent autoClear.
  112545. this._postProcesses.map(function (pp) { pp.autoClear = false; });
  112546. };
  112547. /**
  112548. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  112549. */
  112550. HighlightLayer.prototype.needStencil = function () {
  112551. return true;
  112552. };
  112553. /**
  112554. * Checks for the readiness of the element composing the layer.
  112555. * @param subMesh the mesh to check for
  112556. * @param useInstances specify wether or not to use instances to render the mesh
  112557. * @param emissiveTexture the associated emissive texture used to generate the glow
  112558. * @return true if ready otherwise, false
  112559. */
  112560. HighlightLayer.prototype.isReady = function (subMesh, useInstances) {
  112561. var material = subMesh.getMaterial();
  112562. var mesh = subMesh.getRenderingMesh();
  112563. if (!material || !mesh || !this._meshes) {
  112564. return false;
  112565. }
  112566. var emissiveTexture = null;
  112567. var highlightLayerMesh = this._meshes[mesh.uniqueId];
  112568. if (highlightLayerMesh && highlightLayerMesh.glowEmissiveOnly && material) {
  112569. emissiveTexture = material.emissiveTexture;
  112570. }
  112571. return _super.prototype._isReady.call(this, subMesh, useInstances, emissiveTexture);
  112572. };
  112573. /**
  112574. * Implementation specific of rendering the generating effect on the main canvas.
  112575. * @param effect The effect used to render through
  112576. */
  112577. HighlightLayer.prototype._internalRender = function (effect) {
  112578. // Texture
  112579. effect.setTexture("textureSampler", this._blurTexture);
  112580. // Cache
  112581. var engine = this._engine;
  112582. var previousStencilBuffer = engine.getStencilBuffer();
  112583. var previousStencilFunction = engine.getStencilFunction();
  112584. var previousStencilMask = engine.getStencilMask();
  112585. var previousStencilOperationPass = engine.getStencilOperationPass();
  112586. var previousStencilOperationFail = engine.getStencilOperationFail();
  112587. var previousStencilOperationDepthFail = engine.getStencilOperationDepthFail();
  112588. var previousStencilReference = engine.getStencilFunctionReference();
  112589. // Stencil operations
  112590. engine.setStencilOperationPass(BABYLON.Engine.REPLACE);
  112591. engine.setStencilOperationFail(BABYLON.Engine.KEEP);
  112592. engine.setStencilOperationDepthFail(BABYLON.Engine.KEEP);
  112593. // Draw order
  112594. engine.setStencilMask(0x00);
  112595. engine.setStencilBuffer(true);
  112596. engine.setStencilFunctionReference(this._instanceGlowingMeshStencilReference);
  112597. // 2 passes inner outer
  112598. if (this.outerGlow) {
  112599. effect.setFloat("offset", 0);
  112600. engine.setStencilFunction(BABYLON.Engine.NOTEQUAL);
  112601. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  112602. }
  112603. if (this.innerGlow) {
  112604. effect.setFloat("offset", 1);
  112605. engine.setStencilFunction(BABYLON.Engine.EQUAL);
  112606. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  112607. }
  112608. // Restore Cache
  112609. engine.setStencilFunction(previousStencilFunction);
  112610. engine.setStencilMask(previousStencilMask);
  112611. engine.setStencilBuffer(previousStencilBuffer);
  112612. engine.setStencilOperationPass(previousStencilOperationPass);
  112613. engine.setStencilOperationFail(previousStencilOperationFail);
  112614. engine.setStencilOperationDepthFail(previousStencilOperationDepthFail);
  112615. engine.setStencilFunctionReference(previousStencilReference);
  112616. };
  112617. /**
  112618. * Returns true if the layer contains information to display, otherwise false.
  112619. */
  112620. HighlightLayer.prototype.shouldRender = function () {
  112621. if (_super.prototype.shouldRender.call(this)) {
  112622. return this._meshes ? true : false;
  112623. }
  112624. return false;
  112625. };
  112626. /**
  112627. * Returns true if the mesh should render, otherwise false.
  112628. * @param mesh The mesh to render
  112629. * @returns true if it should render otherwise false
  112630. */
  112631. HighlightLayer.prototype._shouldRenderMesh = function (mesh) {
  112632. // Excluded Mesh
  112633. if (this._excludedMeshes && this._excludedMeshes[mesh.uniqueId]) {
  112634. return false;
  112635. }
  112636. if (!_super.prototype.hasMesh.call(this, mesh)) {
  112637. return false;
  112638. }
  112639. return true;
  112640. };
  112641. /**
  112642. * Sets the required values for both the emissive texture and and the main color.
  112643. */
  112644. HighlightLayer.prototype._setEmissiveTextureAndColor = function (mesh, subMesh, material) {
  112645. var highlightLayerMesh = this._meshes[mesh.uniqueId];
  112646. if (highlightLayerMesh) {
  112647. this._emissiveTextureAndColor.color.set(highlightLayerMesh.color.r, highlightLayerMesh.color.g, highlightLayerMesh.color.b, 1.0);
  112648. }
  112649. else {
  112650. this._emissiveTextureAndColor.color.set(this.neutralColor.r, this.neutralColor.g, this.neutralColor.b, this.neutralColor.a);
  112651. }
  112652. if (highlightLayerMesh && highlightLayerMesh.glowEmissiveOnly && material) {
  112653. this._emissiveTextureAndColor.texture = material.emissiveTexture;
  112654. this._emissiveTextureAndColor.color.set(1.0, 1.0, 1.0, 1.0);
  112655. }
  112656. else {
  112657. this._emissiveTextureAndColor.texture = null;
  112658. }
  112659. };
  112660. /**
  112661. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  112662. * @param mesh The mesh to exclude from the highlight layer
  112663. */
  112664. HighlightLayer.prototype.addExcludedMesh = function (mesh) {
  112665. if (!this._excludedMeshes) {
  112666. return;
  112667. }
  112668. var meshExcluded = this._excludedMeshes[mesh.uniqueId];
  112669. if (!meshExcluded) {
  112670. this._excludedMeshes[mesh.uniqueId] = {
  112671. mesh: mesh,
  112672. beforeRender: mesh.onBeforeRenderObservable.add(function (mesh) {
  112673. mesh.getEngine().setStencilBuffer(false);
  112674. }),
  112675. afterRender: mesh.onAfterRenderObservable.add(function (mesh) {
  112676. mesh.getEngine().setStencilBuffer(true);
  112677. }),
  112678. };
  112679. }
  112680. };
  112681. /**
  112682. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  112683. * @param mesh The mesh to highlight
  112684. */
  112685. HighlightLayer.prototype.removeExcludedMesh = function (mesh) {
  112686. if (!this._excludedMeshes) {
  112687. return;
  112688. }
  112689. var meshExcluded = this._excludedMeshes[mesh.uniqueId];
  112690. if (meshExcluded) {
  112691. if (meshExcluded.beforeRender) {
  112692. mesh.onBeforeRenderObservable.remove(meshExcluded.beforeRender);
  112693. }
  112694. if (meshExcluded.afterRender) {
  112695. mesh.onAfterRenderObservable.remove(meshExcluded.afterRender);
  112696. }
  112697. }
  112698. this._excludedMeshes[mesh.uniqueId] = null;
  112699. };
  112700. /**
  112701. * Determine if a given mesh will be highlighted by the current HighlightLayer
  112702. * @param mesh mesh to test
  112703. * @returns true if the mesh will be highlighted by the current HighlightLayer
  112704. */
  112705. HighlightLayer.prototype.hasMesh = function (mesh) {
  112706. if (!this._meshes) {
  112707. return false;
  112708. }
  112709. if (!_super.prototype.hasMesh.call(this, mesh)) {
  112710. return false;
  112711. }
  112712. return this._meshes[mesh.uniqueId] !== undefined && this._meshes[mesh.uniqueId] !== null;
  112713. };
  112714. /**
  112715. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  112716. * @param mesh The mesh to highlight
  112717. * @param color The color of the highlight
  112718. * @param glowEmissiveOnly Extract the glow from the emissive texture
  112719. */
  112720. HighlightLayer.prototype.addMesh = function (mesh, color, glowEmissiveOnly) {
  112721. var _this = this;
  112722. if (glowEmissiveOnly === void 0) { glowEmissiveOnly = false; }
  112723. if (!this._meshes) {
  112724. return;
  112725. }
  112726. var meshHighlight = this._meshes[mesh.uniqueId];
  112727. if (meshHighlight) {
  112728. meshHighlight.color = color;
  112729. }
  112730. else {
  112731. this._meshes[mesh.uniqueId] = {
  112732. mesh: mesh,
  112733. color: color,
  112734. // Lambda required for capture due to Observable this context
  112735. observerHighlight: mesh.onBeforeRenderObservable.add(function (mesh) {
  112736. if (_this._excludedMeshes && _this._excludedMeshes[mesh.uniqueId]) {
  112737. _this._defaultStencilReference(mesh);
  112738. }
  112739. else {
  112740. mesh.getScene().getEngine().setStencilFunctionReference(_this._instanceGlowingMeshStencilReference);
  112741. }
  112742. }),
  112743. observerDefault: mesh.onAfterRenderObservable.add(this._defaultStencilReference),
  112744. glowEmissiveOnly: glowEmissiveOnly
  112745. };
  112746. mesh.onDisposeObservable.add(function () {
  112747. _this._disposeMesh(mesh);
  112748. });
  112749. }
  112750. this._shouldRender = true;
  112751. };
  112752. /**
  112753. * Remove a mesh from the highlight layer in order to make it stop glowing.
  112754. * @param mesh The mesh to highlight
  112755. */
  112756. HighlightLayer.prototype.removeMesh = function (mesh) {
  112757. if (!this._meshes) {
  112758. return;
  112759. }
  112760. var meshHighlight = this._meshes[mesh.uniqueId];
  112761. if (meshHighlight) {
  112762. if (meshHighlight.observerHighlight) {
  112763. mesh.onBeforeRenderObservable.remove(meshHighlight.observerHighlight);
  112764. }
  112765. if (meshHighlight.observerDefault) {
  112766. mesh.onAfterRenderObservable.remove(meshHighlight.observerDefault);
  112767. }
  112768. delete this._meshes[mesh.uniqueId];
  112769. }
  112770. this._shouldRender = false;
  112771. for (var meshHighlightToCheck in this._meshes) {
  112772. if (this._meshes[meshHighlightToCheck]) {
  112773. this._shouldRender = true;
  112774. break;
  112775. }
  112776. }
  112777. };
  112778. /**
  112779. * Force the stencil to the normal expected value for none glowing parts
  112780. */
  112781. HighlightLayer.prototype._defaultStencilReference = function (mesh) {
  112782. mesh.getScene().getEngine().setStencilFunctionReference(HighlightLayer.NormalMeshStencilReference);
  112783. };
  112784. /**
  112785. * Free any resources and references associated to a mesh.
  112786. * Internal use
  112787. * @param mesh The mesh to free.
  112788. * @hidden
  112789. */
  112790. HighlightLayer.prototype._disposeMesh = function (mesh) {
  112791. this.removeMesh(mesh);
  112792. this.removeExcludedMesh(mesh);
  112793. };
  112794. /**
  112795. * Dispose the highlight layer and free resources.
  112796. */
  112797. HighlightLayer.prototype.dispose = function () {
  112798. if (this._meshes) {
  112799. // Clean mesh references
  112800. for (var id in this._meshes) {
  112801. var meshHighlight = this._meshes[id];
  112802. if (meshHighlight && meshHighlight.mesh) {
  112803. if (meshHighlight.observerHighlight) {
  112804. meshHighlight.mesh.onBeforeRenderObservable.remove(meshHighlight.observerHighlight);
  112805. }
  112806. if (meshHighlight.observerDefault) {
  112807. meshHighlight.mesh.onAfterRenderObservable.remove(meshHighlight.observerDefault);
  112808. }
  112809. }
  112810. }
  112811. this._meshes = null;
  112812. }
  112813. if (this._excludedMeshes) {
  112814. for (var id in this._excludedMeshes) {
  112815. var meshHighlight = this._excludedMeshes[id];
  112816. if (meshHighlight) {
  112817. if (meshHighlight.beforeRender) {
  112818. meshHighlight.mesh.onBeforeRenderObservable.remove(meshHighlight.beforeRender);
  112819. }
  112820. if (meshHighlight.afterRender) {
  112821. meshHighlight.mesh.onAfterRenderObservable.remove(meshHighlight.afterRender);
  112822. }
  112823. }
  112824. }
  112825. this._excludedMeshes = null;
  112826. }
  112827. _super.prototype.dispose.call(this);
  112828. };
  112829. /**
  112830. * Gets the class name of the effect layer
  112831. * @returns the string with the class name of the effect layer
  112832. */
  112833. HighlightLayer.prototype.getClassName = function () {
  112834. return "HighlightLayer";
  112835. };
  112836. /**
  112837. * Serializes this Highlight layer
  112838. * @returns a serialized Highlight layer object
  112839. */
  112840. HighlightLayer.prototype.serialize = function () {
  112841. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  112842. serializationObject.customType = "BABYLON.HighlightLayer";
  112843. // Highlighted meshes
  112844. serializationObject.meshes = [];
  112845. if (this._meshes) {
  112846. for (var m in this._meshes) {
  112847. var mesh = this._meshes[m];
  112848. if (mesh) {
  112849. serializationObject.meshes.push({
  112850. glowEmissiveOnly: mesh.glowEmissiveOnly,
  112851. color: mesh.color.asArray(),
  112852. meshId: mesh.mesh.id
  112853. });
  112854. }
  112855. }
  112856. }
  112857. // Excluded meshes
  112858. serializationObject.excludedMeshes = [];
  112859. if (this._excludedMeshes) {
  112860. for (var e in this._excludedMeshes) {
  112861. var excludedMesh = this._excludedMeshes[e];
  112862. if (excludedMesh) {
  112863. serializationObject.excludedMeshes.push(excludedMesh.mesh.id);
  112864. }
  112865. }
  112866. }
  112867. return serializationObject;
  112868. };
  112869. /**
  112870. * Creates a Highlight layer from parsed Highlight layer data
  112871. * @param parsedHightlightLayer defines the Highlight layer data
  112872. * @param scene defines the current scene
  112873. * @param rootUrl defines the root URL containing the Highlight layer information
  112874. * @returns a parsed Highlight layer
  112875. */
  112876. HighlightLayer.Parse = function (parsedHightlightLayer, scene, rootUrl) {
  112877. var hl = BABYLON.SerializationHelper.Parse(function () { return new HighlightLayer(parsedHightlightLayer.name, scene, parsedHightlightLayer.options); }, parsedHightlightLayer, scene, rootUrl);
  112878. var index;
  112879. // Excluded meshes
  112880. for (index = 0; index < parsedHightlightLayer.excludedMeshes.length; index++) {
  112881. var mesh = scene.getMeshByID(parsedHightlightLayer.excludedMeshes[index]);
  112882. if (mesh) {
  112883. hl.addExcludedMesh(mesh);
  112884. }
  112885. }
  112886. // Included meshes
  112887. for (index = 0; index < parsedHightlightLayer.meshes.length; index++) {
  112888. var highlightedMesh = parsedHightlightLayer.meshes[index];
  112889. var mesh = scene.getMeshByID(highlightedMesh.meshId);
  112890. if (mesh) {
  112891. hl.addMesh(mesh, BABYLON.Color3.FromArray(highlightedMesh.color), highlightedMesh.glowEmissiveOnly);
  112892. }
  112893. }
  112894. return hl;
  112895. };
  112896. /**
  112897. * Effect Name of the highlight layer.
  112898. */
  112899. HighlightLayer.EffectName = "HighlightLayer";
  112900. /**
  112901. * The neutral color used during the preparation of the glow effect.
  112902. * This is black by default as the blend operation is a blend operation.
  112903. */
  112904. HighlightLayer.NeutralColor = new BABYLON.Color4(0, 0, 0, 0);
  112905. /**
  112906. * Stencil value used for glowing meshes.
  112907. */
  112908. HighlightLayer.GlowingMeshStencilReference = 0x02;
  112909. /**
  112910. * Stencil value used for the other meshes in the scene.
  112911. */
  112912. HighlightLayer.NormalMeshStencilReference = 0x01;
  112913. __decorate([
  112914. BABYLON.serialize()
  112915. ], HighlightLayer.prototype, "innerGlow", void 0);
  112916. __decorate([
  112917. BABYLON.serialize()
  112918. ], HighlightLayer.prototype, "outerGlow", void 0);
  112919. __decorate([
  112920. BABYLON.serialize()
  112921. ], HighlightLayer.prototype, "blurHorizontalSize", null);
  112922. __decorate([
  112923. BABYLON.serialize()
  112924. ], HighlightLayer.prototype, "blurVerticalSize", null);
  112925. __decorate([
  112926. BABYLON.serialize("options")
  112927. ], HighlightLayer.prototype, "_options", void 0);
  112928. return HighlightLayer;
  112929. }(BABYLON.EffectLayer));
  112930. BABYLON.HighlightLayer = HighlightLayer;
  112931. })(BABYLON || (BABYLON = {}));
  112932. //# sourceMappingURL=babylon.highlightLayer.js.map
  112933. var BABYLON;
  112934. (function (BABYLON) {
  112935. BABYLON.AbstractScene.prototype.getGlowLayerByName = function (name) {
  112936. for (var index = 0; index < this.effectLayers.length; index++) {
  112937. if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === GlowLayer.EffectName) {
  112938. return this.effectLayers[index];
  112939. }
  112940. }
  112941. return null;
  112942. };
  112943. /**
  112944. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  112945. *
  112946. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  112947. * glowy meshes to your scene.
  112948. *
  112949. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  112950. */
  112951. var GlowLayer = /** @class */ (function (_super) {
  112952. __extends(GlowLayer, _super);
  112953. /**
  112954. * Instantiates a new glow Layer and references it to the scene.
  112955. * @param name The name of the layer
  112956. * @param scene The scene to use the layer in
  112957. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  112958. */
  112959. function GlowLayer(name, scene, options) {
  112960. var _this = _super.call(this, name, scene) || this;
  112961. _this._intensity = 1.0;
  112962. _this._includedOnlyMeshes = [];
  112963. _this._excludedMeshes = [];
  112964. _this.neutralColor = new BABYLON.Color4(0, 0, 0, 1);
  112965. // Adapt options
  112966. _this._options = __assign({ mainTextureRatio: GlowLayer.DefaultTextureRatio, blurKernelSize: 32, mainTextureFixedSize: undefined, camera: null, mainTextureSamples: 1, renderingGroupId: -1 }, options);
  112967. // Initialize the layer
  112968. _this._init({
  112969. alphaBlendingMode: BABYLON.Engine.ALPHA_ADD,
  112970. camera: _this._options.camera,
  112971. mainTextureFixedSize: _this._options.mainTextureFixedSize,
  112972. mainTextureRatio: _this._options.mainTextureRatio,
  112973. renderingGroupId: _this._options.renderingGroupId
  112974. });
  112975. return _this;
  112976. }
  112977. Object.defineProperty(GlowLayer.prototype, "blurKernelSize", {
  112978. /**
  112979. * Gets the kernel size of the blur.
  112980. */
  112981. get: function () {
  112982. return this._horizontalBlurPostprocess1.kernel;
  112983. },
  112984. /**
  112985. * Sets the kernel size of the blur.
  112986. */
  112987. set: function (value) {
  112988. this._horizontalBlurPostprocess1.kernel = value;
  112989. this._verticalBlurPostprocess1.kernel = value;
  112990. this._horizontalBlurPostprocess2.kernel = value;
  112991. this._verticalBlurPostprocess2.kernel = value;
  112992. },
  112993. enumerable: true,
  112994. configurable: true
  112995. });
  112996. Object.defineProperty(GlowLayer.prototype, "intensity", {
  112997. /**
  112998. * Gets the glow intensity.
  112999. */
  113000. get: function () {
  113001. return this._intensity;
  113002. },
  113003. /**
  113004. * Sets the glow intensity.
  113005. */
  113006. set: function (value) {
  113007. this._intensity = value;
  113008. },
  113009. enumerable: true,
  113010. configurable: true
  113011. });
  113012. /**
  113013. * Get the effect name of the layer.
  113014. * @return The effect name
  113015. */
  113016. GlowLayer.prototype.getEffectName = function () {
  113017. return GlowLayer.EffectName;
  113018. };
  113019. /**
  113020. * Create the merge effect. This is the shader use to blit the information back
  113021. * to the main canvas at the end of the scene rendering.
  113022. */
  113023. GlowLayer.prototype._createMergeEffect = function () {
  113024. // Effect
  113025. return this._engine.createEffect("glowMapMerge", [BABYLON.VertexBuffer.PositionKind], ["offset"], ["textureSampler", "textureSampler2"], "#define EMISSIVE \n");
  113026. };
  113027. /**
  113028. * Creates the render target textures and post processes used in the glow layer.
  113029. */
  113030. GlowLayer.prototype._createTextureAndPostProcesses = function () {
  113031. var _this = this;
  113032. var blurTextureWidth = this._mainTextureDesiredSize.width;
  113033. var blurTextureHeight = this._mainTextureDesiredSize.height;
  113034. blurTextureWidth = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureWidth, this._maxSize) : blurTextureWidth;
  113035. blurTextureHeight = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureHeight, this._maxSize) : blurTextureHeight;
  113036. var textureType = 0;
  113037. if (this._engine.getCaps().textureHalfFloatRender) {
  113038. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  113039. }
  113040. else {
  113041. textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  113042. }
  113043. this._blurTexture1 = new BABYLON.RenderTargetTexture("GlowLayerBlurRTT", {
  113044. width: blurTextureWidth,
  113045. height: blurTextureHeight
  113046. }, this._scene, false, true, textureType);
  113047. this._blurTexture1.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  113048. this._blurTexture1.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  113049. this._blurTexture1.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  113050. this._blurTexture1.renderParticles = false;
  113051. this._blurTexture1.ignoreCameraViewport = true;
  113052. var blurTextureWidth2 = Math.floor(blurTextureWidth / 2);
  113053. var blurTextureHeight2 = Math.floor(blurTextureHeight / 2);
  113054. this._blurTexture2 = new BABYLON.RenderTargetTexture("GlowLayerBlurRTT2", {
  113055. width: blurTextureWidth2,
  113056. height: blurTextureHeight2
  113057. }, this._scene, false, true, textureType);
  113058. this._blurTexture2.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  113059. this._blurTexture2.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  113060. this._blurTexture2.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  113061. this._blurTexture2.renderParticles = false;
  113062. this._blurTexture2.ignoreCameraViewport = true;
  113063. this._textures = [this._blurTexture1, this._blurTexture2];
  113064. this._horizontalBlurPostprocess1 = new BABYLON.BlurPostProcess("GlowLayerHBP1", new BABYLON.Vector2(1.0, 0), this._options.blurKernelSize / 2, {
  113065. width: blurTextureWidth,
  113066. height: blurTextureHeight
  113067. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  113068. this._horizontalBlurPostprocess1.width = blurTextureWidth;
  113069. this._horizontalBlurPostprocess1.height = blurTextureHeight;
  113070. this._horizontalBlurPostprocess1.onApplyObservable.add(function (effect) {
  113071. effect.setTexture("textureSampler", _this._mainTexture);
  113072. });
  113073. this._verticalBlurPostprocess1 = new BABYLON.BlurPostProcess("GlowLayerVBP1", new BABYLON.Vector2(0, 1.0), this._options.blurKernelSize / 2, {
  113074. width: blurTextureWidth,
  113075. height: blurTextureHeight
  113076. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  113077. this._horizontalBlurPostprocess2 = new BABYLON.BlurPostProcess("GlowLayerHBP2", new BABYLON.Vector2(1.0, 0), this._options.blurKernelSize / 2, {
  113078. width: blurTextureWidth2,
  113079. height: blurTextureHeight2
  113080. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  113081. this._horizontalBlurPostprocess2.width = blurTextureWidth2;
  113082. this._horizontalBlurPostprocess2.height = blurTextureHeight2;
  113083. this._horizontalBlurPostprocess2.onApplyObservable.add(function (effect) {
  113084. effect.setTexture("textureSampler", _this._blurTexture1);
  113085. });
  113086. this._verticalBlurPostprocess2 = new BABYLON.BlurPostProcess("GlowLayerVBP2", new BABYLON.Vector2(0, 1.0), this._options.blurKernelSize / 2, {
  113087. width: blurTextureWidth2,
  113088. height: blurTextureHeight2
  113089. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  113090. this._postProcesses = [this._horizontalBlurPostprocess1, this._verticalBlurPostprocess1, this._horizontalBlurPostprocess2, this._verticalBlurPostprocess2];
  113091. this._postProcesses1 = [this._horizontalBlurPostprocess1, this._verticalBlurPostprocess1];
  113092. this._postProcesses2 = [this._horizontalBlurPostprocess2, this._verticalBlurPostprocess2];
  113093. this._mainTexture.samples = this._options.mainTextureSamples;
  113094. this._mainTexture.onAfterUnbindObservable.add(function () {
  113095. var internalTexture = _this._blurTexture1.getInternalTexture();
  113096. if (internalTexture) {
  113097. _this._scene.postProcessManager.directRender(_this._postProcesses1, internalTexture, true);
  113098. internalTexture = _this._blurTexture2.getInternalTexture();
  113099. if (internalTexture) {
  113100. _this._scene.postProcessManager.directRender(_this._postProcesses2, internalTexture, true);
  113101. }
  113102. }
  113103. });
  113104. // Prevent autoClear.
  113105. this._postProcesses.map(function (pp) { pp.autoClear = false; });
  113106. };
  113107. /**
  113108. * Checks for the readiness of the element composing the layer.
  113109. * @param subMesh the mesh to check for
  113110. * @param useInstances specify wether or not to use instances to render the mesh
  113111. * @param emissiveTexture the associated emissive texture used to generate the glow
  113112. * @return true if ready otherwise, false
  113113. */
  113114. GlowLayer.prototype.isReady = function (subMesh, useInstances) {
  113115. var material = subMesh.getMaterial();
  113116. var mesh = subMesh.getRenderingMesh();
  113117. if (!material || !mesh) {
  113118. return false;
  113119. }
  113120. var emissiveTexture = material.emissiveTexture;
  113121. return _super.prototype._isReady.call(this, subMesh, useInstances, emissiveTexture);
  113122. };
  113123. /**
  113124. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  113125. */
  113126. GlowLayer.prototype.needStencil = function () {
  113127. return false;
  113128. };
  113129. /**
  113130. * Implementation specific of rendering the generating effect on the main canvas.
  113131. * @param effect The effect used to render through
  113132. */
  113133. GlowLayer.prototype._internalRender = function (effect) {
  113134. // Texture
  113135. effect.setTexture("textureSampler", this._blurTexture1);
  113136. effect.setTexture("textureSampler2", this._blurTexture2);
  113137. effect.setFloat("offset", this._intensity);
  113138. // Cache
  113139. var engine = this._engine;
  113140. var previousStencilBuffer = engine.getStencilBuffer();
  113141. // Draw order
  113142. engine.setStencilBuffer(false);
  113143. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  113144. // Draw order
  113145. engine.setStencilBuffer(previousStencilBuffer);
  113146. };
  113147. /**
  113148. * Sets the required values for both the emissive texture and and the main color.
  113149. */
  113150. GlowLayer.prototype._setEmissiveTextureAndColor = function (mesh, subMesh, material) {
  113151. var textureLevel = 1.0;
  113152. if (this.customEmissiveTextureSelector) {
  113153. this._emissiveTextureAndColor.texture = this.customEmissiveTextureSelector(mesh, subMesh, material);
  113154. }
  113155. else {
  113156. if (material) {
  113157. this._emissiveTextureAndColor.texture = material.emissiveTexture;
  113158. if (this._emissiveTextureAndColor.texture) {
  113159. textureLevel = this._emissiveTextureAndColor.texture.level;
  113160. }
  113161. }
  113162. else {
  113163. this._emissiveTextureAndColor.texture = null;
  113164. }
  113165. }
  113166. if (this.customEmissiveColorSelector) {
  113167. this.customEmissiveColorSelector(mesh, subMesh, material, this._emissiveTextureAndColor.color);
  113168. }
  113169. else {
  113170. if (material.emissiveColor) {
  113171. this._emissiveTextureAndColor.color.set(material.emissiveColor.r * textureLevel, material.emissiveColor.g * textureLevel, material.emissiveColor.b * textureLevel, 1.0);
  113172. }
  113173. else {
  113174. this._emissiveTextureAndColor.color.set(this.neutralColor.r, this.neutralColor.g, this.neutralColor.b, this.neutralColor.a);
  113175. }
  113176. }
  113177. };
  113178. /**
  113179. * Returns true if the mesh should render, otherwise false.
  113180. * @param mesh The mesh to render
  113181. * @returns true if it should render otherwise false
  113182. */
  113183. GlowLayer.prototype._shouldRenderMesh = function (mesh) {
  113184. return this.hasMesh(mesh);
  113185. };
  113186. /**
  113187. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  113188. * @param mesh The mesh to exclude from the glow layer
  113189. */
  113190. GlowLayer.prototype.addExcludedMesh = function (mesh) {
  113191. if (this._excludedMeshes.indexOf(mesh.uniqueId) === -1) {
  113192. this._excludedMeshes.push(mesh.uniqueId);
  113193. }
  113194. };
  113195. /**
  113196. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  113197. * @param mesh The mesh to remove
  113198. */
  113199. GlowLayer.prototype.removeExcludedMesh = function (mesh) {
  113200. var index = this._excludedMeshes.indexOf(mesh.uniqueId);
  113201. if (index !== -1) {
  113202. this._excludedMeshes.splice(index, 1);
  113203. }
  113204. };
  113205. /**
  113206. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  113207. * @param mesh The mesh to include in the glow layer
  113208. */
  113209. GlowLayer.prototype.addIncludedOnlyMesh = function (mesh) {
  113210. if (this._includedOnlyMeshes.indexOf(mesh.uniqueId) === -1) {
  113211. this._includedOnlyMeshes.push(mesh.uniqueId);
  113212. }
  113213. };
  113214. /**
  113215. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  113216. * @param mesh The mesh to remove
  113217. */
  113218. GlowLayer.prototype.removeIncludedOnlyMesh = function (mesh) {
  113219. var index = this._includedOnlyMeshes.indexOf(mesh.uniqueId);
  113220. if (index !== -1) {
  113221. this._includedOnlyMeshes.splice(index, 1);
  113222. }
  113223. };
  113224. /**
  113225. * Determine if a given mesh will be used in the glow layer
  113226. * @param mesh The mesh to test
  113227. * @returns true if the mesh will be highlighted by the current glow layer
  113228. */
  113229. GlowLayer.prototype.hasMesh = function (mesh) {
  113230. if (!_super.prototype.hasMesh.call(this, mesh)) {
  113231. return false;
  113232. }
  113233. // Included Mesh
  113234. if (this._includedOnlyMeshes.length) {
  113235. return this._includedOnlyMeshes.indexOf(mesh.uniqueId) !== -1;
  113236. }
  113237. // Excluded Mesh
  113238. if (this._excludedMeshes.length) {
  113239. return this._excludedMeshes.indexOf(mesh.uniqueId) === -1;
  113240. }
  113241. return true;
  113242. };
  113243. /**
  113244. * Free any resources and references associated to a mesh.
  113245. * Internal use
  113246. * @param mesh The mesh to free.
  113247. * @hidden
  113248. */
  113249. GlowLayer.prototype._disposeMesh = function (mesh) {
  113250. this.removeIncludedOnlyMesh(mesh);
  113251. this.removeExcludedMesh(mesh);
  113252. };
  113253. /**
  113254. * Gets the class name of the effect layer
  113255. * @returns the string with the class name of the effect layer
  113256. */
  113257. GlowLayer.prototype.getClassName = function () {
  113258. return "GlowLayer";
  113259. };
  113260. /**
  113261. * Serializes this glow layer
  113262. * @returns a serialized glow layer object
  113263. */
  113264. GlowLayer.prototype.serialize = function () {
  113265. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  113266. serializationObject.customType = "BABYLON.GlowLayer";
  113267. var index;
  113268. // Included meshes
  113269. serializationObject.includedMeshes = [];
  113270. if (this._includedOnlyMeshes.length) {
  113271. for (index = 0; index < this._includedOnlyMeshes.length; index++) {
  113272. var mesh = this._scene.getMeshByUniqueID(this._includedOnlyMeshes[index]);
  113273. if (mesh) {
  113274. serializationObject.includedMeshes.push(mesh.id);
  113275. }
  113276. }
  113277. }
  113278. // Excluded meshes
  113279. serializationObject.excludedMeshes = [];
  113280. if (this._excludedMeshes.length) {
  113281. for (index = 0; index < this._excludedMeshes.length; index++) {
  113282. var mesh = this._scene.getMeshByUniqueID(this._excludedMeshes[index]);
  113283. if (mesh) {
  113284. serializationObject.excludedMeshes.push(mesh.id);
  113285. }
  113286. }
  113287. }
  113288. return serializationObject;
  113289. };
  113290. /**
  113291. * Creates a Glow Layer from parsed glow layer data
  113292. * @param parsedGlowLayer defines glow layer data
  113293. * @param scene defines the current scene
  113294. * @param rootUrl defines the root URL containing the glow layer information
  113295. * @returns a parsed Glow Layer
  113296. */
  113297. GlowLayer.Parse = function (parsedGlowLayer, scene, rootUrl) {
  113298. var gl = BABYLON.SerializationHelper.Parse(function () { return new GlowLayer(parsedGlowLayer.name, scene, parsedGlowLayer.options); }, parsedGlowLayer, scene, rootUrl);
  113299. var index;
  113300. // Excluded meshes
  113301. for (index = 0; index < parsedGlowLayer.excludedMeshes.length; index++) {
  113302. var mesh = scene.getMeshByID(parsedGlowLayer.excludedMeshes[index]);
  113303. if (mesh) {
  113304. gl.addExcludedMesh(mesh);
  113305. }
  113306. }
  113307. // Included meshes
  113308. for (index = 0; index < parsedGlowLayer.includedMeshes.length; index++) {
  113309. var mesh = scene.getMeshByID(parsedGlowLayer.includedMeshes[index]);
  113310. if (mesh) {
  113311. gl.addIncludedOnlyMesh(mesh);
  113312. }
  113313. }
  113314. return gl;
  113315. };
  113316. /**
  113317. * Effect Name of the layer.
  113318. */
  113319. GlowLayer.EffectName = "GlowLayer";
  113320. /**
  113321. * The default blur kernel size used for the glow.
  113322. */
  113323. GlowLayer.DefaultBlurKernelSize = 32;
  113324. /**
  113325. * The default texture size ratio used for the glow.
  113326. */
  113327. GlowLayer.DefaultTextureRatio = 0.5;
  113328. __decorate([
  113329. BABYLON.serialize()
  113330. ], GlowLayer.prototype, "blurKernelSize", null);
  113331. __decorate([
  113332. BABYLON.serialize()
  113333. ], GlowLayer.prototype, "intensity", null);
  113334. __decorate([
  113335. BABYLON.serialize("options")
  113336. ], GlowLayer.prototype, "_options", void 0);
  113337. return GlowLayer;
  113338. }(BABYLON.EffectLayer));
  113339. BABYLON.GlowLayer = GlowLayer;
  113340. })(BABYLON || (BABYLON = {}));
  113341. //# sourceMappingURL=babylon.glowLayer.js.map
  113342. var BABYLON;
  113343. (function (BABYLON) {
  113344. /**
  113345. * Defines the list of states available for a task inside a AssetsManager
  113346. */
  113347. var AssetTaskState;
  113348. (function (AssetTaskState) {
  113349. /**
  113350. * Initialization
  113351. */
  113352. AssetTaskState[AssetTaskState["INIT"] = 0] = "INIT";
  113353. /**
  113354. * Running
  113355. */
  113356. AssetTaskState[AssetTaskState["RUNNING"] = 1] = "RUNNING";
  113357. /**
  113358. * Done
  113359. */
  113360. AssetTaskState[AssetTaskState["DONE"] = 2] = "DONE";
  113361. /**
  113362. * Error
  113363. */
  113364. AssetTaskState[AssetTaskState["ERROR"] = 3] = "ERROR";
  113365. })(AssetTaskState = BABYLON.AssetTaskState || (BABYLON.AssetTaskState = {}));
  113366. /**
  113367. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  113368. */
  113369. var AbstractAssetTask = /** @class */ (function () {
  113370. /**
  113371. * Creates a new AssetsManager
  113372. * @param name defines the name of the task
  113373. */
  113374. function AbstractAssetTask(
  113375. /**
  113376. * Task name
  113377. */ name) {
  113378. this.name = name;
  113379. this._isCompleted = false;
  113380. this._taskState = AssetTaskState.INIT;
  113381. }
  113382. Object.defineProperty(AbstractAssetTask.prototype, "isCompleted", {
  113383. /**
  113384. * Get if the task is completed
  113385. */
  113386. get: function () {
  113387. return this._isCompleted;
  113388. },
  113389. enumerable: true,
  113390. configurable: true
  113391. });
  113392. Object.defineProperty(AbstractAssetTask.prototype, "taskState", {
  113393. /**
  113394. * Gets the current state of the task
  113395. */
  113396. get: function () {
  113397. return this._taskState;
  113398. },
  113399. enumerable: true,
  113400. configurable: true
  113401. });
  113402. Object.defineProperty(AbstractAssetTask.prototype, "errorObject", {
  113403. /**
  113404. * Gets the current error object (if task is in error)
  113405. */
  113406. get: function () {
  113407. return this._errorObject;
  113408. },
  113409. enumerable: true,
  113410. configurable: true
  113411. });
  113412. /**
  113413. * Internal only
  113414. * @hidden
  113415. */
  113416. AbstractAssetTask.prototype._setErrorObject = function (message, exception) {
  113417. if (this._errorObject) {
  113418. return;
  113419. }
  113420. this._errorObject = {
  113421. message: message,
  113422. exception: exception
  113423. };
  113424. };
  113425. /**
  113426. * Execute the current task
  113427. * @param scene defines the scene where you want your assets to be loaded
  113428. * @param onSuccess is a callback called when the task is successfully executed
  113429. * @param onError is a callback called if an error occurs
  113430. */
  113431. AbstractAssetTask.prototype.run = function (scene, onSuccess, onError) {
  113432. var _this = this;
  113433. this._taskState = AssetTaskState.RUNNING;
  113434. this.runTask(scene, function () {
  113435. _this.onDoneCallback(onSuccess, onError);
  113436. }, function (msg, exception) {
  113437. _this.onErrorCallback(onError, msg, exception);
  113438. });
  113439. };
  113440. /**
  113441. * Execute the current task
  113442. * @param scene defines the scene where you want your assets to be loaded
  113443. * @param onSuccess is a callback called when the task is successfully executed
  113444. * @param onError is a callback called if an error occurs
  113445. */
  113446. AbstractAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  113447. throw new Error("runTask is not implemented");
  113448. };
  113449. /**
  113450. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  113451. * This can be used with failed tasks that have the reason for failure fixed.
  113452. */
  113453. AbstractAssetTask.prototype.reset = function () {
  113454. this._taskState = AssetTaskState.INIT;
  113455. };
  113456. AbstractAssetTask.prototype.onErrorCallback = function (onError, message, exception) {
  113457. this._taskState = AssetTaskState.ERROR;
  113458. this._errorObject = {
  113459. message: message,
  113460. exception: exception
  113461. };
  113462. if (this.onError) {
  113463. this.onError(this, message, exception);
  113464. }
  113465. onError();
  113466. };
  113467. AbstractAssetTask.prototype.onDoneCallback = function (onSuccess, onError) {
  113468. try {
  113469. this._taskState = AssetTaskState.DONE;
  113470. this._isCompleted = true;
  113471. if (this.onSuccess) {
  113472. this.onSuccess(this);
  113473. }
  113474. onSuccess();
  113475. }
  113476. catch (e) {
  113477. this.onErrorCallback(onError, "Task is done, error executing success callback(s)", e);
  113478. }
  113479. };
  113480. return AbstractAssetTask;
  113481. }());
  113482. BABYLON.AbstractAssetTask = AbstractAssetTask;
  113483. /**
  113484. * Class used to share progress information about assets loading
  113485. */
  113486. var AssetsProgressEvent = /** @class */ (function () {
  113487. /**
  113488. * Creates a AssetsProgressEvent
  113489. * @param remainingCount defines the number of remaining tasks to process
  113490. * @param totalCount defines the total number of tasks
  113491. * @param task defines the task that was just processed
  113492. */
  113493. function AssetsProgressEvent(remainingCount, totalCount, task) {
  113494. this.remainingCount = remainingCount;
  113495. this.totalCount = totalCount;
  113496. this.task = task;
  113497. }
  113498. return AssetsProgressEvent;
  113499. }());
  113500. BABYLON.AssetsProgressEvent = AssetsProgressEvent;
  113501. /**
  113502. * Define a task used by AssetsManager to load meshes
  113503. */
  113504. var MeshAssetTask = /** @class */ (function (_super) {
  113505. __extends(MeshAssetTask, _super);
  113506. /**
  113507. * Creates a new MeshAssetTask
  113508. * @param name defines the name of the task
  113509. * @param meshesNames defines the list of mesh's names you want to load
  113510. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  113511. * @param sceneFilename defines the filename of the scene to load from
  113512. */
  113513. function MeshAssetTask(
  113514. /**
  113515. * Defines the name of the task
  113516. */
  113517. name,
  113518. /**
  113519. * Defines the list of mesh's names you want to load
  113520. */
  113521. meshesNames,
  113522. /**
  113523. * Defines the root url to use as a base to load your meshes and associated resources
  113524. */
  113525. rootUrl,
  113526. /**
  113527. * Defines the filename of the scene to load from
  113528. */
  113529. sceneFilename) {
  113530. var _this = _super.call(this, name) || this;
  113531. _this.name = name;
  113532. _this.meshesNames = meshesNames;
  113533. _this.rootUrl = rootUrl;
  113534. _this.sceneFilename = sceneFilename;
  113535. return _this;
  113536. }
  113537. /**
  113538. * Execute the current task
  113539. * @param scene defines the scene where you want your assets to be loaded
  113540. * @param onSuccess is a callback called when the task is successfully executed
  113541. * @param onError is a callback called if an error occurs
  113542. */
  113543. MeshAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  113544. var _this = this;
  113545. BABYLON.SceneLoader.ImportMesh(this.meshesNames, this.rootUrl, this.sceneFilename, scene, function (meshes, particleSystems, skeletons) {
  113546. _this.loadedMeshes = meshes;
  113547. _this.loadedParticleSystems = particleSystems;
  113548. _this.loadedSkeletons = skeletons;
  113549. onSuccess();
  113550. }, null, function (scene, message, exception) {
  113551. onError(message, exception);
  113552. });
  113553. };
  113554. return MeshAssetTask;
  113555. }(AbstractAssetTask));
  113556. BABYLON.MeshAssetTask = MeshAssetTask;
  113557. /**
  113558. * Define a task used by AssetsManager to load text content
  113559. */
  113560. var TextFileAssetTask = /** @class */ (function (_super) {
  113561. __extends(TextFileAssetTask, _super);
  113562. /**
  113563. * Creates a new TextFileAssetTask object
  113564. * @param name defines the name of the task
  113565. * @param url defines the location of the file to load
  113566. */
  113567. function TextFileAssetTask(
  113568. /**
  113569. * Defines the name of the task
  113570. */
  113571. name,
  113572. /**
  113573. * Defines the location of the file to load
  113574. */
  113575. url) {
  113576. var _this = _super.call(this, name) || this;
  113577. _this.name = name;
  113578. _this.url = url;
  113579. return _this;
  113580. }
  113581. /**
  113582. * Execute the current task
  113583. * @param scene defines the scene where you want your assets to be loaded
  113584. * @param onSuccess is a callback called when the task is successfully executed
  113585. * @param onError is a callback called if an error occurs
  113586. */
  113587. TextFileAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  113588. var _this = this;
  113589. scene._loadFile(this.url, function (data) {
  113590. _this.text = data;
  113591. onSuccess();
  113592. }, undefined, false, false, function (request, exception) {
  113593. if (request) {
  113594. onError(request.status + " " + request.statusText, exception);
  113595. }
  113596. });
  113597. };
  113598. return TextFileAssetTask;
  113599. }(AbstractAssetTask));
  113600. BABYLON.TextFileAssetTask = TextFileAssetTask;
  113601. /**
  113602. * Define a task used by AssetsManager to load binary data
  113603. */
  113604. var BinaryFileAssetTask = /** @class */ (function (_super) {
  113605. __extends(BinaryFileAssetTask, _super);
  113606. /**
  113607. * Creates a new BinaryFileAssetTask object
  113608. * @param name defines the name of the new task
  113609. * @param url defines the location of the file to load
  113610. */
  113611. function BinaryFileAssetTask(
  113612. /**
  113613. * Defines the name of the task
  113614. */
  113615. name,
  113616. /**
  113617. * Defines the location of the file to load
  113618. */
  113619. url) {
  113620. var _this = _super.call(this, name) || this;
  113621. _this.name = name;
  113622. _this.url = url;
  113623. return _this;
  113624. }
  113625. /**
  113626. * Execute the current task
  113627. * @param scene defines the scene where you want your assets to be loaded
  113628. * @param onSuccess is a callback called when the task is successfully executed
  113629. * @param onError is a callback called if an error occurs
  113630. */
  113631. BinaryFileAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  113632. var _this = this;
  113633. scene._loadFile(this.url, function (data) {
  113634. _this.data = data;
  113635. onSuccess();
  113636. }, undefined, true, true, function (request, exception) {
  113637. if (request) {
  113638. onError(request.status + " " + request.statusText, exception);
  113639. }
  113640. });
  113641. };
  113642. return BinaryFileAssetTask;
  113643. }(AbstractAssetTask));
  113644. BABYLON.BinaryFileAssetTask = BinaryFileAssetTask;
  113645. /**
  113646. * Define a task used by AssetsManager to load images
  113647. */
  113648. var ImageAssetTask = /** @class */ (function (_super) {
  113649. __extends(ImageAssetTask, _super);
  113650. /**
  113651. * Creates a new ImageAssetTask
  113652. * @param name defines the name of the task
  113653. * @param url defines the location of the image to load
  113654. */
  113655. function ImageAssetTask(
  113656. /**
  113657. * Defines the name of the task
  113658. */
  113659. name,
  113660. /**
  113661. * Defines the location of the image to load
  113662. */
  113663. url) {
  113664. var _this = _super.call(this, name) || this;
  113665. _this.name = name;
  113666. _this.url = url;
  113667. return _this;
  113668. }
  113669. /**
  113670. * Execute the current task
  113671. * @param scene defines the scene where you want your assets to be loaded
  113672. * @param onSuccess is a callback called when the task is successfully executed
  113673. * @param onError is a callback called if an error occurs
  113674. */
  113675. ImageAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  113676. var _this = this;
  113677. var img = new Image();
  113678. BABYLON.Tools.SetCorsBehavior(this.url, img);
  113679. img.onload = function () {
  113680. _this.image = img;
  113681. onSuccess();
  113682. };
  113683. img.onerror = function (err) {
  113684. onError("Error loading image", err);
  113685. };
  113686. img.src = this.url;
  113687. };
  113688. return ImageAssetTask;
  113689. }(AbstractAssetTask));
  113690. BABYLON.ImageAssetTask = ImageAssetTask;
  113691. /**
  113692. * Define a task used by AssetsManager to load 2D textures
  113693. */
  113694. var TextureAssetTask = /** @class */ (function (_super) {
  113695. __extends(TextureAssetTask, _super);
  113696. /**
  113697. * Creates a new TextureAssetTask object
  113698. * @param name defines the name of the task
  113699. * @param url defines the location of the file to load
  113700. * @param noMipmap defines if mipmap should not be generated (default is false)
  113701. * @param invertY defines if texture must be inverted on Y axis (default is false)
  113702. * @param samplingMode defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  113703. */
  113704. function TextureAssetTask(
  113705. /**
  113706. * Defines the name of the task
  113707. */
  113708. name,
  113709. /**
  113710. * Defines the location of the file to load
  113711. */
  113712. url,
  113713. /**
  113714. * Defines if mipmap should not be generated (default is false)
  113715. */
  113716. noMipmap,
  113717. /**
  113718. * Defines if texture must be inverted on Y axis (default is false)
  113719. */
  113720. invertY,
  113721. /**
  113722. * Defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  113723. */
  113724. samplingMode) {
  113725. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  113726. var _this = _super.call(this, name) || this;
  113727. _this.name = name;
  113728. _this.url = url;
  113729. _this.noMipmap = noMipmap;
  113730. _this.invertY = invertY;
  113731. _this.samplingMode = samplingMode;
  113732. return _this;
  113733. }
  113734. /**
  113735. * Execute the current task
  113736. * @param scene defines the scene where you want your assets to be loaded
  113737. * @param onSuccess is a callback called when the task is successfully executed
  113738. * @param onError is a callback called if an error occurs
  113739. */
  113740. TextureAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  113741. var onload = function () {
  113742. onSuccess();
  113743. };
  113744. var onerror = function (message, exception) {
  113745. onError(message, exception);
  113746. };
  113747. this.texture = new BABYLON.Texture(this.url, scene, this.noMipmap, this.invertY, this.samplingMode, onload, onerror);
  113748. };
  113749. return TextureAssetTask;
  113750. }(AbstractAssetTask));
  113751. BABYLON.TextureAssetTask = TextureAssetTask;
  113752. /**
  113753. * Define a task used by AssetsManager to load cube textures
  113754. */
  113755. var CubeTextureAssetTask = /** @class */ (function (_super) {
  113756. __extends(CubeTextureAssetTask, _super);
  113757. /**
  113758. * Creates a new CubeTextureAssetTask
  113759. * @param name defines the name of the task
  113760. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  113761. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  113762. * @param noMipmap defines if mipmaps should not be generated (default is false)
  113763. * @param files defines the explicit list of files (undefined by default)
  113764. */
  113765. function CubeTextureAssetTask(
  113766. /**
  113767. * Defines the name of the task
  113768. */
  113769. name,
  113770. /**
  113771. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  113772. */
  113773. url,
  113774. /**
  113775. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  113776. */
  113777. extensions,
  113778. /**
  113779. * Defines if mipmaps should not be generated (default is false)
  113780. */
  113781. noMipmap,
  113782. /**
  113783. * Defines the explicit list of files (undefined by default)
  113784. */
  113785. files) {
  113786. var _this = _super.call(this, name) || this;
  113787. _this.name = name;
  113788. _this.url = url;
  113789. _this.extensions = extensions;
  113790. _this.noMipmap = noMipmap;
  113791. _this.files = files;
  113792. return _this;
  113793. }
  113794. /**
  113795. * Execute the current task
  113796. * @param scene defines the scene where you want your assets to be loaded
  113797. * @param onSuccess is a callback called when the task is successfully executed
  113798. * @param onError is a callback called if an error occurs
  113799. */
  113800. CubeTextureAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  113801. var onload = function () {
  113802. onSuccess();
  113803. };
  113804. var onerror = function (message, exception) {
  113805. onError(message, exception);
  113806. };
  113807. this.texture = new BABYLON.CubeTexture(this.url, scene, this.extensions, this.noMipmap, this.files, onload, onerror);
  113808. };
  113809. return CubeTextureAssetTask;
  113810. }(AbstractAssetTask));
  113811. BABYLON.CubeTextureAssetTask = CubeTextureAssetTask;
  113812. /**
  113813. * Define a task used by AssetsManager to load HDR cube textures
  113814. */
  113815. var HDRCubeTextureAssetTask = /** @class */ (function (_super) {
  113816. __extends(HDRCubeTextureAssetTask, _super);
  113817. /**
  113818. * Creates a new HDRCubeTextureAssetTask object
  113819. * @param name defines the name of the task
  113820. * @param url defines the location of the file to load
  113821. * @param size defines the desired size (the more it increases the longer the generation will be) If the size is omitted this implies you are using a preprocessed cubemap.
  113822. * @param noMipmap defines if mipmaps should not be generated (default is false)
  113823. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  113824. * @param gammaSpace specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  113825. * @param reserved Internal use only
  113826. */
  113827. function HDRCubeTextureAssetTask(
  113828. /**
  113829. * Defines the name of the task
  113830. */
  113831. name,
  113832. /**
  113833. * Defines the location of the file to load
  113834. */
  113835. url,
  113836. /**
  113837. * Defines the desired size (the more it increases the longer the generation will be)
  113838. */
  113839. size,
  113840. /**
  113841. * Defines if mipmaps should not be generated (default is false)
  113842. */
  113843. noMipmap,
  113844. /**
  113845. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  113846. */
  113847. generateHarmonics,
  113848. /**
  113849. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  113850. */
  113851. gammaSpace,
  113852. /**
  113853. * Internal Use Only
  113854. */
  113855. reserved) {
  113856. if (noMipmap === void 0) { noMipmap = false; }
  113857. if (generateHarmonics === void 0) { generateHarmonics = true; }
  113858. if (gammaSpace === void 0) { gammaSpace = false; }
  113859. if (reserved === void 0) { reserved = false; }
  113860. var _this = _super.call(this, name) || this;
  113861. _this.name = name;
  113862. _this.url = url;
  113863. _this.size = size;
  113864. _this.noMipmap = noMipmap;
  113865. _this.generateHarmonics = generateHarmonics;
  113866. _this.gammaSpace = gammaSpace;
  113867. _this.reserved = reserved;
  113868. return _this;
  113869. }
  113870. /**
  113871. * Execute the current task
  113872. * @param scene defines the scene where you want your assets to be loaded
  113873. * @param onSuccess is a callback called when the task is successfully executed
  113874. * @param onError is a callback called if an error occurs
  113875. */
  113876. HDRCubeTextureAssetTask.prototype.run = function (scene, onSuccess, onError) {
  113877. var onload = function () {
  113878. onSuccess();
  113879. };
  113880. var onerror = function (message, exception) {
  113881. onError(message, exception);
  113882. };
  113883. this.texture = new BABYLON.HDRCubeTexture(this.url, scene, this.size, this.noMipmap, this.generateHarmonics, this.gammaSpace, this.reserved, onload, onerror);
  113884. };
  113885. return HDRCubeTextureAssetTask;
  113886. }(AbstractAssetTask));
  113887. BABYLON.HDRCubeTextureAssetTask = HDRCubeTextureAssetTask;
  113888. /**
  113889. * This class can be used to easily import assets into a scene
  113890. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  113891. */
  113892. var AssetsManager = /** @class */ (function () {
  113893. /**
  113894. * Creates a new AssetsManager
  113895. * @param scene defines the scene to work on
  113896. */
  113897. function AssetsManager(scene) {
  113898. this._isLoading = false;
  113899. this._tasks = new Array();
  113900. this._waitingTasksCount = 0;
  113901. this._totalTasksCount = 0;
  113902. /**
  113903. * Observable called when all tasks are processed
  113904. */
  113905. this.onTaskSuccessObservable = new BABYLON.Observable();
  113906. /**
  113907. * Observable called when a task had an error
  113908. */
  113909. this.onTaskErrorObservable = new BABYLON.Observable();
  113910. /**
  113911. * Observable called when a task is successful
  113912. */
  113913. this.onTasksDoneObservable = new BABYLON.Observable();
  113914. /**
  113915. * Observable called when a task is done (whatever the result is)
  113916. */
  113917. this.onProgressObservable = new BABYLON.Observable();
  113918. /**
  113919. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  113920. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  113921. */
  113922. this.useDefaultLoadingScreen = true;
  113923. this._scene = scene;
  113924. }
  113925. /**
  113926. * Add a MeshAssetTask to the list of active tasks
  113927. * @param taskName defines the name of the new task
  113928. * @param meshesNames defines the name of meshes to load
  113929. * @param rootUrl defines the root url to use to locate files
  113930. * @param sceneFilename defines the filename of the scene file
  113931. * @returns a new MeshAssetTask object
  113932. */
  113933. AssetsManager.prototype.addMeshTask = function (taskName, meshesNames, rootUrl, sceneFilename) {
  113934. var task = new MeshAssetTask(taskName, meshesNames, rootUrl, sceneFilename);
  113935. this._tasks.push(task);
  113936. return task;
  113937. };
  113938. /**
  113939. * Add a TextFileAssetTask to the list of active tasks
  113940. * @param taskName defines the name of the new task
  113941. * @param url defines the url of the file to load
  113942. * @returns a new TextFileAssetTask object
  113943. */
  113944. AssetsManager.prototype.addTextFileTask = function (taskName, url) {
  113945. var task = new TextFileAssetTask(taskName, url);
  113946. this._tasks.push(task);
  113947. return task;
  113948. };
  113949. /**
  113950. * Add a BinaryFileAssetTask to the list of active tasks
  113951. * @param taskName defines the name of the new task
  113952. * @param url defines the url of the file to load
  113953. * @returns a new BinaryFileAssetTask object
  113954. */
  113955. AssetsManager.prototype.addBinaryFileTask = function (taskName, url) {
  113956. var task = new BinaryFileAssetTask(taskName, url);
  113957. this._tasks.push(task);
  113958. return task;
  113959. };
  113960. /**
  113961. * Add a ImageAssetTask to the list of active tasks
  113962. * @param taskName defines the name of the new task
  113963. * @param url defines the url of the file to load
  113964. * @returns a new ImageAssetTask object
  113965. */
  113966. AssetsManager.prototype.addImageTask = function (taskName, url) {
  113967. var task = new ImageAssetTask(taskName, url);
  113968. this._tasks.push(task);
  113969. return task;
  113970. };
  113971. /**
  113972. * Add a TextureAssetTask to the list of active tasks
  113973. * @param taskName defines the name of the new task
  113974. * @param url defines the url of the file to load
  113975. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  113976. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  113977. * @param samplingMode defines the sampling mode to use (BABYLON.Texture.TRILINEAR_SAMPLINGMODE by default)
  113978. * @returns a new TextureAssetTask object
  113979. */
  113980. AssetsManager.prototype.addTextureTask = function (taskName, url, noMipmap, invertY, samplingMode) {
  113981. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  113982. var task = new TextureAssetTask(taskName, url, noMipmap, invertY, samplingMode);
  113983. this._tasks.push(task);
  113984. return task;
  113985. };
  113986. /**
  113987. * Add a CubeTextureAssetTask to the list of active tasks
  113988. * @param taskName defines the name of the new task
  113989. * @param url defines the url of the file to load
  113990. * @param extensions defines the extension to use to load the cube map (can be null)
  113991. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  113992. * @param files defines the list of files to load (can be null)
  113993. * @returns a new CubeTextureAssetTask object
  113994. */
  113995. AssetsManager.prototype.addCubeTextureTask = function (taskName, url, extensions, noMipmap, files) {
  113996. var task = new CubeTextureAssetTask(taskName, url, extensions, noMipmap, files);
  113997. this._tasks.push(task);
  113998. return task;
  113999. };
  114000. /**
  114001. *
  114002. * Add a HDRCubeTextureAssetTask to the list of active tasks
  114003. * @param taskName defines the name of the new task
  114004. * @param url defines the url of the file to load
  114005. * @param size defines the size you want for the cubemap (can be null)
  114006. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  114007. * @param generateHarmonics defines if you want to automatically generate (true by default)
  114008. * @param gammaSpace specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  114009. * @param reserved Internal use only
  114010. * @returns a new HDRCubeTextureAssetTask object
  114011. */
  114012. AssetsManager.prototype.addHDRCubeTextureTask = function (taskName, url, size, noMipmap, generateHarmonics, gammaSpace, reserved) {
  114013. if (noMipmap === void 0) { noMipmap = false; }
  114014. if (generateHarmonics === void 0) { generateHarmonics = true; }
  114015. if (gammaSpace === void 0) { gammaSpace = false; }
  114016. if (reserved === void 0) { reserved = false; }
  114017. var task = new HDRCubeTextureAssetTask(taskName, url, size, noMipmap, generateHarmonics, gammaSpace, reserved);
  114018. this._tasks.push(task);
  114019. return task;
  114020. };
  114021. /**
  114022. * Remove a task from the assets manager.
  114023. * @param task the task to remove
  114024. */
  114025. AssetsManager.prototype.removeTask = function (task) {
  114026. var index = this._tasks.indexOf(task);
  114027. if (index > -1) {
  114028. this._tasks.splice(index, 1);
  114029. }
  114030. };
  114031. AssetsManager.prototype._decreaseWaitingTasksCount = function (task) {
  114032. this._waitingTasksCount--;
  114033. try {
  114034. if (this.onProgress) {
  114035. this.onProgress(this._waitingTasksCount, this._totalTasksCount, task);
  114036. }
  114037. this.onProgressObservable.notifyObservers(new AssetsProgressEvent(this._waitingTasksCount, this._totalTasksCount, task));
  114038. }
  114039. catch (e) {
  114040. BABYLON.Tools.Error("Error running progress callbacks.");
  114041. console.log(e);
  114042. }
  114043. if (this._waitingTasksCount === 0) {
  114044. try {
  114045. if (this.onFinish) {
  114046. this.onFinish(this._tasks);
  114047. }
  114048. // Let's remove successfull tasks
  114049. var currentTasks = this._tasks.slice();
  114050. for (var _i = 0, currentTasks_1 = currentTasks; _i < currentTasks_1.length; _i++) {
  114051. var task = currentTasks_1[_i];
  114052. if (task.taskState === AssetTaskState.DONE) {
  114053. var index = this._tasks.indexOf(task);
  114054. if (index > -1) {
  114055. this._tasks.splice(index, 1);
  114056. }
  114057. }
  114058. }
  114059. this.onTasksDoneObservable.notifyObservers(this._tasks);
  114060. }
  114061. catch (e) {
  114062. BABYLON.Tools.Error("Error running tasks-done callbacks.");
  114063. console.log(e);
  114064. }
  114065. this._isLoading = false;
  114066. this._scene.getEngine().hideLoadingUI();
  114067. }
  114068. };
  114069. AssetsManager.prototype._runTask = function (task) {
  114070. var _this = this;
  114071. var done = function () {
  114072. try {
  114073. if (_this.onTaskSuccess) {
  114074. _this.onTaskSuccess(task);
  114075. }
  114076. _this.onTaskSuccessObservable.notifyObservers(task);
  114077. _this._decreaseWaitingTasksCount(task);
  114078. }
  114079. catch (e) {
  114080. error("Error executing task success callbacks", e);
  114081. }
  114082. };
  114083. var error = function (message, exception) {
  114084. task._setErrorObject(message, exception);
  114085. if (_this.onTaskError) {
  114086. _this.onTaskError(task);
  114087. }
  114088. _this.onTaskErrorObservable.notifyObservers(task);
  114089. _this._decreaseWaitingTasksCount(task);
  114090. };
  114091. task.run(this._scene, done, error);
  114092. };
  114093. /**
  114094. * Reset the AssetsManager and remove all tasks
  114095. * @return the current instance of the AssetsManager
  114096. */
  114097. AssetsManager.prototype.reset = function () {
  114098. this._isLoading = false;
  114099. this._tasks = new Array();
  114100. return this;
  114101. };
  114102. /**
  114103. * Start the loading process
  114104. * @return the current instance of the AssetsManager
  114105. */
  114106. AssetsManager.prototype.load = function () {
  114107. if (this._isLoading) {
  114108. return this;
  114109. }
  114110. this._isLoading = true;
  114111. this._waitingTasksCount = this._tasks.length;
  114112. this._totalTasksCount = this._tasks.length;
  114113. if (this._waitingTasksCount === 0) {
  114114. this._isLoading = false;
  114115. if (this.onFinish) {
  114116. this.onFinish(this._tasks);
  114117. }
  114118. this.onTasksDoneObservable.notifyObservers(this._tasks);
  114119. return this;
  114120. }
  114121. if (this.useDefaultLoadingScreen) {
  114122. this._scene.getEngine().displayLoadingUI();
  114123. }
  114124. for (var index = 0; index < this._tasks.length; index++) {
  114125. var task = this._tasks[index];
  114126. if (task.taskState === AssetTaskState.INIT) {
  114127. this._runTask(task);
  114128. }
  114129. }
  114130. return this;
  114131. };
  114132. return AssetsManager;
  114133. }());
  114134. BABYLON.AssetsManager = AssetsManager;
  114135. })(BABYLON || (BABYLON = {}));
  114136. //# sourceMappingURL=babylon.assetsManager.js.map
  114137. var BABYLON;
  114138. (function (BABYLON) {
  114139. var serializedGeometries = [];
  114140. var serializeGeometry = function (geometry, serializationGeometries) {
  114141. if (serializedGeometries[geometry.id]) {
  114142. return;
  114143. }
  114144. if (geometry.doNotSerialize) {
  114145. return;
  114146. }
  114147. if (geometry instanceof BABYLON.BoxGeometry) {
  114148. serializationGeometries.boxes.push(geometry.serialize());
  114149. }
  114150. else if (geometry instanceof BABYLON.SphereGeometry) {
  114151. serializationGeometries.spheres.push(geometry.serialize());
  114152. }
  114153. else if (geometry instanceof BABYLON.CylinderGeometry) {
  114154. serializationGeometries.cylinders.push(geometry.serialize());
  114155. }
  114156. else if (geometry instanceof BABYLON.TorusGeometry) {
  114157. serializationGeometries.toruses.push(geometry.serialize());
  114158. }
  114159. else if (geometry instanceof BABYLON.GroundGeometry) {
  114160. serializationGeometries.grounds.push(geometry.serialize());
  114161. }
  114162. else if (geometry instanceof BABYLON.Plane) {
  114163. serializationGeometries.planes.push(geometry.serialize());
  114164. }
  114165. else if (geometry instanceof BABYLON.TorusKnotGeometry) {
  114166. serializationGeometries.torusKnots.push(geometry.serialize());
  114167. }
  114168. else if (geometry instanceof BABYLON._PrimitiveGeometry) {
  114169. throw new Error("Unknown primitive type");
  114170. }
  114171. else {
  114172. serializationGeometries.vertexData.push(geometry.serializeVerticeData());
  114173. }
  114174. serializedGeometries[geometry.id] = true;
  114175. };
  114176. var serializeMesh = function (mesh, serializationScene) {
  114177. var serializationObject = {};
  114178. // Geometry
  114179. var geometry = mesh._geometry;
  114180. if (geometry) {
  114181. if (!mesh.getScene().getGeometryByID(geometry.id)) {
  114182. // Geometry was in the memory but not added to the scene, nevertheless it's better to serialize to be able to reload the mesh with its geometry
  114183. serializeGeometry(geometry, serializationScene.geometries);
  114184. }
  114185. }
  114186. // Custom
  114187. if (mesh.serialize) {
  114188. mesh.serialize(serializationObject);
  114189. }
  114190. return serializationObject;
  114191. };
  114192. var finalizeSingleMesh = function (mesh, serializationObject) {
  114193. //only works if the mesh is already loaded
  114194. if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE) {
  114195. //serialize material
  114196. if (mesh.material) {
  114197. if (mesh.material instanceof BABYLON.MultiMaterial) {
  114198. serializationObject.multiMaterials = serializationObject.multiMaterials || [];
  114199. serializationObject.materials = serializationObject.materials || [];
  114200. if (!serializationObject.multiMaterials.some(function (mat) { return (mat.id === mesh.material.id); })) {
  114201. serializationObject.multiMaterials.push(mesh.material.serialize());
  114202. var _loop_1 = function (submaterial) {
  114203. if (submaterial) {
  114204. if (!serializationObject.materials.some(function (mat) { return (mat.id === submaterial.id); })) {
  114205. serializationObject.materials.push(submaterial.serialize());
  114206. }
  114207. }
  114208. };
  114209. for (var _i = 0, _a = mesh.material.subMaterials; _i < _a.length; _i++) {
  114210. var submaterial = _a[_i];
  114211. _loop_1(submaterial);
  114212. }
  114213. }
  114214. }
  114215. else {
  114216. serializationObject.materials = serializationObject.materials || [];
  114217. if (!serializationObject.materials.some(function (mat) { return (mat.id === mesh.material.id); })) {
  114218. serializationObject.materials.push(mesh.material.serialize());
  114219. }
  114220. }
  114221. }
  114222. //serialize geometry
  114223. var geometry = mesh._geometry;
  114224. if (geometry) {
  114225. if (!serializationObject.geometries) {
  114226. serializationObject.geometries = {};
  114227. serializationObject.geometries.boxes = [];
  114228. serializationObject.geometries.spheres = [];
  114229. serializationObject.geometries.cylinders = [];
  114230. serializationObject.geometries.toruses = [];
  114231. serializationObject.geometries.grounds = [];
  114232. serializationObject.geometries.planes = [];
  114233. serializationObject.geometries.torusKnots = [];
  114234. serializationObject.geometries.vertexData = [];
  114235. }
  114236. serializeGeometry(geometry, serializationObject.geometries);
  114237. }
  114238. // Skeletons
  114239. if (mesh.skeleton) {
  114240. serializationObject.skeletons = serializationObject.skeletons || [];
  114241. serializationObject.skeletons.push(mesh.skeleton.serialize());
  114242. }
  114243. //serialize the actual mesh
  114244. serializationObject.meshes = serializationObject.meshes || [];
  114245. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  114246. }
  114247. };
  114248. /**
  114249. * Class used to serialize a scene into a string
  114250. */
  114251. var SceneSerializer = /** @class */ (function () {
  114252. function SceneSerializer() {
  114253. }
  114254. /**
  114255. * Clear cache used by a previous serialization
  114256. */
  114257. SceneSerializer.ClearCache = function () {
  114258. serializedGeometries = [];
  114259. };
  114260. /**
  114261. * Serialize a scene into a JSON compatible object
  114262. * @param scene defines the scene to serialize
  114263. * @returns a JSON compatible object
  114264. */
  114265. SceneSerializer.Serialize = function (scene) {
  114266. var serializationObject = {};
  114267. SceneSerializer.ClearCache();
  114268. // Scene
  114269. serializationObject.useDelayedTextureLoading = scene.useDelayedTextureLoading;
  114270. serializationObject.autoClear = scene.autoClear;
  114271. serializationObject.clearColor = scene.clearColor.asArray();
  114272. serializationObject.ambientColor = scene.ambientColor.asArray();
  114273. serializationObject.gravity = scene.gravity.asArray();
  114274. serializationObject.collisionsEnabled = scene.collisionsEnabled;
  114275. serializationObject.workerCollisions = scene.workerCollisions;
  114276. // Fog
  114277. if (scene.fogMode && scene.fogMode !== 0) {
  114278. serializationObject.fogMode = scene.fogMode;
  114279. serializationObject.fogColor = scene.fogColor.asArray();
  114280. serializationObject.fogStart = scene.fogStart;
  114281. serializationObject.fogEnd = scene.fogEnd;
  114282. serializationObject.fogDensity = scene.fogDensity;
  114283. }
  114284. //Physics
  114285. if (scene.isPhysicsEnabled()) {
  114286. var physicEngine = scene.getPhysicsEngine();
  114287. if (physicEngine) {
  114288. serializationObject.physicsEnabled = true;
  114289. serializationObject.physicsGravity = physicEngine.gravity.asArray();
  114290. serializationObject.physicsEngine = physicEngine.getPhysicsPluginName();
  114291. }
  114292. }
  114293. // Metadata
  114294. if (scene.metadata) {
  114295. serializationObject.metadata = scene.metadata;
  114296. }
  114297. // Morph targets
  114298. serializationObject.morphTargetManagers = [];
  114299. for (var _i = 0, _a = scene.meshes; _i < _a.length; _i++) {
  114300. var abstractMesh = _a[_i];
  114301. var manager = abstractMesh.morphTargetManager;
  114302. if (manager) {
  114303. serializationObject.morphTargetManagers.push(manager.serialize());
  114304. }
  114305. }
  114306. // Lights
  114307. serializationObject.lights = [];
  114308. var index;
  114309. var light;
  114310. for (index = 0; index < scene.lights.length; index++) {
  114311. light = scene.lights[index];
  114312. if (!light.doNotSerialize) {
  114313. serializationObject.lights.push(light.serialize());
  114314. }
  114315. }
  114316. // Cameras
  114317. serializationObject.cameras = [];
  114318. for (index = 0; index < scene.cameras.length; index++) {
  114319. var camera = scene.cameras[index];
  114320. if (!camera.doNotSerialize) {
  114321. serializationObject.cameras.push(camera.serialize());
  114322. }
  114323. }
  114324. if (scene.activeCamera) {
  114325. serializationObject.activeCameraID = scene.activeCamera.id;
  114326. }
  114327. // Animations
  114328. BABYLON.Animation.AppendSerializedAnimations(scene, serializationObject);
  114329. // Materials
  114330. serializationObject.materials = [];
  114331. serializationObject.multiMaterials = [];
  114332. var material;
  114333. for (index = 0; index < scene.materials.length; index++) {
  114334. material = scene.materials[index];
  114335. if (!material.doNotSerialize) {
  114336. serializationObject.materials.push(material.serialize());
  114337. }
  114338. }
  114339. // MultiMaterials
  114340. serializationObject.multiMaterials = [];
  114341. for (index = 0; index < scene.multiMaterials.length; index++) {
  114342. var multiMaterial = scene.multiMaterials[index];
  114343. serializationObject.multiMaterials.push(multiMaterial.serialize());
  114344. }
  114345. // Environment texture
  114346. if (scene.environmentTexture) {
  114347. serializationObject.environmentTexture = scene.environmentTexture.name;
  114348. }
  114349. // Skeletons
  114350. serializationObject.skeletons = [];
  114351. for (index = 0; index < scene.skeletons.length; index++) {
  114352. var skeleton = scene.skeletons[index];
  114353. if (!skeleton.doNotSerialize) {
  114354. serializationObject.skeletons.push(skeleton.serialize());
  114355. }
  114356. }
  114357. // Transform nodes
  114358. serializationObject.transformNodes = [];
  114359. for (index = 0; index < scene.transformNodes.length; index++) {
  114360. serializationObject.transformNodes.push(scene.transformNodes[index].serialize());
  114361. }
  114362. // Geometries
  114363. serializationObject.geometries = {};
  114364. serializationObject.geometries.boxes = [];
  114365. serializationObject.geometries.spheres = [];
  114366. serializationObject.geometries.cylinders = [];
  114367. serializationObject.geometries.toruses = [];
  114368. serializationObject.geometries.grounds = [];
  114369. serializationObject.geometries.planes = [];
  114370. serializationObject.geometries.torusKnots = [];
  114371. serializationObject.geometries.vertexData = [];
  114372. serializedGeometries = [];
  114373. var geometries = scene.getGeometries();
  114374. for (index = 0; index < geometries.length; index++) {
  114375. var geometry = geometries[index];
  114376. if (geometry.isReady()) {
  114377. serializeGeometry(geometry, serializationObject.geometries);
  114378. }
  114379. }
  114380. // Meshes
  114381. serializationObject.meshes = [];
  114382. for (index = 0; index < scene.meshes.length; index++) {
  114383. var abstractMesh = scene.meshes[index];
  114384. if (abstractMesh instanceof BABYLON.Mesh) {
  114385. var mesh = abstractMesh;
  114386. if (!mesh.doNotSerialize) {
  114387. if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE) {
  114388. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  114389. }
  114390. }
  114391. }
  114392. }
  114393. // Particles Systems
  114394. serializationObject.particleSystems = [];
  114395. for (index = 0; index < scene.particleSystems.length; index++) {
  114396. serializationObject.particleSystems.push(scene.particleSystems[index].serialize());
  114397. }
  114398. // Action Manager
  114399. if (scene.actionManager) {
  114400. serializationObject.actions = scene.actionManager.serialize("scene");
  114401. }
  114402. // Components
  114403. for (var _b = 0, _c = scene._serializableComponents; _b < _c.length; _b++) {
  114404. var component = _c[_b];
  114405. component.serialize(serializationObject);
  114406. }
  114407. return serializationObject;
  114408. };
  114409. /**
  114410. * Serialize a mesh into a JSON compatible object
  114411. * @param toSerialize defines the mesh to serialize
  114412. * @param withParents defines if parents must be serialized as well
  114413. * @param withChildren defines if children must be serialized as well
  114414. * @returns a JSON compatible object
  114415. */
  114416. SceneSerializer.SerializeMesh = function (toSerialize /* Mesh || Mesh[] */, withParents, withChildren) {
  114417. if (withParents === void 0) { withParents = false; }
  114418. if (withChildren === void 0) { withChildren = false; }
  114419. var serializationObject = {};
  114420. SceneSerializer.ClearCache();
  114421. toSerialize = (toSerialize instanceof Array) ? toSerialize : [toSerialize];
  114422. if (withParents || withChildren) {
  114423. //deliberate for loop! not for each, appended should be processed as well.
  114424. for (var i = 0; i < toSerialize.length; ++i) {
  114425. if (withChildren) {
  114426. toSerialize[i].getDescendants().forEach(function (node) {
  114427. if (node instanceof BABYLON.Mesh && (toSerialize.indexOf(node) < 0)) {
  114428. toSerialize.push(node);
  114429. }
  114430. });
  114431. }
  114432. //make sure the array doesn't contain the object already
  114433. if (withParents && toSerialize[i].parent && (toSerialize.indexOf(toSerialize[i].parent) < 0)) {
  114434. toSerialize.push(toSerialize[i].parent);
  114435. }
  114436. }
  114437. }
  114438. toSerialize.forEach(function (mesh) {
  114439. finalizeSingleMesh(mesh, serializationObject);
  114440. });
  114441. return serializationObject;
  114442. };
  114443. return SceneSerializer;
  114444. }());
  114445. BABYLON.SceneSerializer = SceneSerializer;
  114446. })(BABYLON || (BABYLON = {}));
  114447. //# sourceMappingURL=babylon.sceneSerializer.js.map
  114448. var BABYLON;
  114449. (function (BABYLON) {
  114450. /**
  114451. * Class used to generate realtime reflection / refraction cube textures
  114452. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  114453. */
  114454. var ReflectionProbe = /** @class */ (function () {
  114455. /**
  114456. * Creates a new reflection probe
  114457. * @param name defines the name of the probe
  114458. * @param size defines the texture resolution (for each face)
  114459. * @param scene defines the hosting scene
  114460. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  114461. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  114462. */
  114463. function ReflectionProbe(
  114464. /** defines the name of the probe */
  114465. name, size, scene, generateMipMaps, useFloat) {
  114466. if (generateMipMaps === void 0) { generateMipMaps = true; }
  114467. if (useFloat === void 0) { useFloat = false; }
  114468. var _this = this;
  114469. this.name = name;
  114470. this._viewMatrix = BABYLON.Matrix.Identity();
  114471. this._target = BABYLON.Vector3.Zero();
  114472. this._add = BABYLON.Vector3.Zero();
  114473. this._invertYAxis = false;
  114474. /** Gets or sets probe position (center of the cube map) */
  114475. this.position = BABYLON.Vector3.Zero();
  114476. this._scene = scene;
  114477. // Create the scene field if not exist.
  114478. if (!this._scene.reflectionProbes) {
  114479. this._scene.reflectionProbes = new Array();
  114480. }
  114481. this._scene.reflectionProbes.push(this);
  114482. this._renderTargetTexture = new BABYLON.RenderTargetTexture(name, size, scene, generateMipMaps, true, useFloat ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT, true);
  114483. this._renderTargetTexture.onBeforeRenderObservable.add(function (faceIndex) {
  114484. switch (faceIndex) {
  114485. case 0:
  114486. _this._add.copyFromFloats(1, 0, 0);
  114487. break;
  114488. case 1:
  114489. _this._add.copyFromFloats(-1, 0, 0);
  114490. break;
  114491. case 2:
  114492. _this._add.copyFromFloats(0, _this._invertYAxis ? 1 : -1, 0);
  114493. break;
  114494. case 3:
  114495. _this._add.copyFromFloats(0, _this._invertYAxis ? -1 : 1, 0);
  114496. break;
  114497. case 4:
  114498. _this._add.copyFromFloats(0, 0, 1);
  114499. break;
  114500. case 5:
  114501. _this._add.copyFromFloats(0, 0, -1);
  114502. break;
  114503. }
  114504. if (_this._attachedMesh) {
  114505. _this.position.copyFrom(_this._attachedMesh.getAbsolutePosition());
  114506. }
  114507. _this.position.addToRef(_this._add, _this._target);
  114508. BABYLON.Matrix.LookAtLHToRef(_this.position, _this._target, BABYLON.Vector3.Up(), _this._viewMatrix);
  114509. scene.setTransformMatrix(_this._viewMatrix, _this._projectionMatrix);
  114510. scene._forcedViewPosition = _this.position;
  114511. });
  114512. this._renderTargetTexture.onAfterUnbindObservable.add(function () {
  114513. scene._forcedViewPosition = null;
  114514. scene.updateTransformMatrix(true);
  114515. });
  114516. if (scene.activeCamera) {
  114517. this._projectionMatrix = BABYLON.Matrix.PerspectiveFovLH(Math.PI / 2, 1, scene.activeCamera.minZ, scene.activeCamera.maxZ);
  114518. }
  114519. }
  114520. Object.defineProperty(ReflectionProbe.prototype, "samples", {
  114521. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  114522. get: function () {
  114523. return this._renderTargetTexture.samples;
  114524. },
  114525. set: function (value) {
  114526. this._renderTargetTexture.samples = value;
  114527. },
  114528. enumerable: true,
  114529. configurable: true
  114530. });
  114531. Object.defineProperty(ReflectionProbe.prototype, "refreshRate", {
  114532. /** Gets or sets the refresh rate to use (on every frame by default) */
  114533. get: function () {
  114534. return this._renderTargetTexture.refreshRate;
  114535. },
  114536. set: function (value) {
  114537. this._renderTargetTexture.refreshRate = value;
  114538. },
  114539. enumerable: true,
  114540. configurable: true
  114541. });
  114542. /**
  114543. * Gets the hosting scene
  114544. * @returns a Scene
  114545. */
  114546. ReflectionProbe.prototype.getScene = function () {
  114547. return this._scene;
  114548. };
  114549. Object.defineProperty(ReflectionProbe.prototype, "cubeTexture", {
  114550. /** Gets the internal CubeTexture used to render to */
  114551. get: function () {
  114552. return this._renderTargetTexture;
  114553. },
  114554. enumerable: true,
  114555. configurable: true
  114556. });
  114557. Object.defineProperty(ReflectionProbe.prototype, "renderList", {
  114558. /** Gets the list of meshes to render */
  114559. get: function () {
  114560. return this._renderTargetTexture.renderList;
  114561. },
  114562. enumerable: true,
  114563. configurable: true
  114564. });
  114565. /**
  114566. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  114567. * @param mesh defines the mesh to attach to
  114568. */
  114569. ReflectionProbe.prototype.attachToMesh = function (mesh) {
  114570. this._attachedMesh = mesh;
  114571. };
  114572. /**
  114573. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  114574. * @param renderingGroupId The rendering group id corresponding to its index
  114575. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  114576. */
  114577. ReflectionProbe.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil) {
  114578. this._renderTargetTexture.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil);
  114579. };
  114580. /**
  114581. * Clean all associated resources
  114582. */
  114583. ReflectionProbe.prototype.dispose = function () {
  114584. var index = this._scene.reflectionProbes.indexOf(this);
  114585. if (index !== -1) {
  114586. // Remove from the scene if found
  114587. this._scene.reflectionProbes.splice(index, 1);
  114588. }
  114589. if (this._renderTargetTexture) {
  114590. this._renderTargetTexture.dispose();
  114591. this._renderTargetTexture = null;
  114592. }
  114593. };
  114594. return ReflectionProbe;
  114595. }());
  114596. BABYLON.ReflectionProbe = ReflectionProbe;
  114597. })(BABYLON || (BABYLON = {}));
  114598. //# sourceMappingURL=babylon.reflectionProbe.js.map
  114599. var BABYLON;
  114600. (function (BABYLON) {
  114601. /**
  114602. * Defines the layer scene component responsible to manage any layers
  114603. * in a given scene.
  114604. */
  114605. var LayerSceneComponent = /** @class */ (function () {
  114606. /**
  114607. * Creates a new instance of the component for the given scene
  114608. * @param scene Defines the scene to register the component in
  114609. */
  114610. function LayerSceneComponent(scene) {
  114611. /**
  114612. * The component name helpfull to identify the component in the list of scene components.
  114613. */
  114614. this.name = BABYLON.SceneComponentConstants.NAME_LAYER;
  114615. this.scene = scene;
  114616. this._engine = scene.getEngine();
  114617. scene.layers = new Array();
  114618. }
  114619. /**
  114620. * Registers the component in a given scene
  114621. */
  114622. LayerSceneComponent.prototype.register = function () {
  114623. this.scene._beforeCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERADRAW_LAYER, this, this._drawCameraBackground);
  114624. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_LAYER, this, this._drawCameraForeground);
  114625. this.scene._beforeRenderTargetDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORERENDERTARGETDRAW_LAYER, this, this._drawRenderTargetBackground);
  114626. this.scene._afterRenderTargetDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERTARGETDRAW_LAYER, this, this._drawRenderTargetForeground);
  114627. };
  114628. /**
  114629. * Rebuilds the elements related to this component in case of
  114630. * context lost for instance.
  114631. */
  114632. LayerSceneComponent.prototype.rebuild = function () {
  114633. var layers = this.scene.layers;
  114634. for (var _i = 0, layers_1 = layers; _i < layers_1.length; _i++) {
  114635. var layer = layers_1[_i];
  114636. layer._rebuild();
  114637. }
  114638. };
  114639. /**
  114640. * Disposes the component and the associated ressources.
  114641. */
  114642. LayerSceneComponent.prototype.dispose = function () {
  114643. var layers = this.scene.layers;
  114644. while (layers.length) {
  114645. layers[0].dispose();
  114646. }
  114647. };
  114648. LayerSceneComponent.prototype._draw = function (predicate) {
  114649. var layers = this.scene.layers;
  114650. if (layers.length) {
  114651. this._engine.setDepthBuffer(false);
  114652. for (var _i = 0, layers_2 = layers; _i < layers_2.length; _i++) {
  114653. var layer = layers_2[_i];
  114654. if (predicate(layer)) {
  114655. layer.render();
  114656. }
  114657. }
  114658. this._engine.setDepthBuffer(true);
  114659. }
  114660. };
  114661. LayerSceneComponent.prototype._drawCameraPredicate = function (layer, isBackground, cameraLayerMask) {
  114662. return !layer.renderOnlyInRenderTargetTextures &&
  114663. layer.isBackground === isBackground &&
  114664. ((layer.layerMask & cameraLayerMask) !== 0);
  114665. };
  114666. LayerSceneComponent.prototype._drawCameraBackground = function (camera) {
  114667. var _this = this;
  114668. this._draw(function (layer) {
  114669. return _this._drawCameraPredicate(layer, true, camera.layerMask);
  114670. });
  114671. };
  114672. LayerSceneComponent.prototype._drawCameraForeground = function (camera) {
  114673. var _this = this;
  114674. this._draw(function (layer) {
  114675. return _this._drawCameraPredicate(layer, false, camera.layerMask);
  114676. });
  114677. };
  114678. LayerSceneComponent.prototype._drawRenderTargetPredicate = function (layer, isBackground, cameraLayerMask, renderTargetTexture) {
  114679. return (layer.renderTargetTextures.length > 0) &&
  114680. layer.isBackground === isBackground &&
  114681. (layer.renderTargetTextures.indexOf(renderTargetTexture) > -1) &&
  114682. ((layer.layerMask & cameraLayerMask) !== 0);
  114683. };
  114684. LayerSceneComponent.prototype._drawRenderTargetBackground = function (renderTarget) {
  114685. var _this = this;
  114686. this._draw(function (layer) {
  114687. return _this._drawRenderTargetPredicate(layer, true, _this.scene.activeCamera.layerMask, renderTarget);
  114688. });
  114689. };
  114690. LayerSceneComponent.prototype._drawRenderTargetForeground = function (renderTarget) {
  114691. var _this = this;
  114692. this._draw(function (layer) {
  114693. return _this._drawRenderTargetPredicate(layer, false, _this.scene.activeCamera.layerMask, renderTarget);
  114694. });
  114695. };
  114696. return LayerSceneComponent;
  114697. }());
  114698. BABYLON.LayerSceneComponent = LayerSceneComponent;
  114699. })(BABYLON || (BABYLON = {}));
  114700. //# sourceMappingURL=babylon.layerSceneComponent.js.map
  114701. var BABYLON;
  114702. (function (BABYLON) {
  114703. /**
  114704. * This represents a full screen 2d layer.
  114705. * This can be useful to display a picture in the background of your scene for instance.
  114706. * @see https://www.babylonjs-playground.com/#08A2BS#1
  114707. */
  114708. var Layer = /** @class */ (function () {
  114709. /**
  114710. * Instantiates a new layer.
  114711. * This represents a full screen 2d layer.
  114712. * This can be useful to display a picture in the background of your scene for instance.
  114713. * @see https://www.babylonjs-playground.com/#08A2BS#1
  114714. * @param name Define the name of the layer in the scene
  114715. * @param imgUrl Define the url of the texture to display in the layer
  114716. * @param scene Define the scene the layer belongs to
  114717. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  114718. * @param color Defines a color for the layer
  114719. */
  114720. function Layer(
  114721. /**
  114722. * Define the name of the layer.
  114723. */
  114724. name, imgUrl, scene, isBackground, color) {
  114725. this.name = name;
  114726. /**
  114727. * Define the scale of the layer in order to zoom in out of the texture.
  114728. */
  114729. this.scale = new BABYLON.Vector2(1, 1);
  114730. /**
  114731. * Define an offset for the layer in order to shift the texture.
  114732. */
  114733. this.offset = new BABYLON.Vector2(0, 0);
  114734. /**
  114735. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  114736. */
  114737. this.alphaBlendingMode = BABYLON.Engine.ALPHA_COMBINE;
  114738. /**
  114739. * Define a mask to restrict the layer to only some of the scene cameras.
  114740. */
  114741. this.layerMask = 0x0FFFFFFF;
  114742. /**
  114743. * Define the list of render target the layer is visible into.
  114744. */
  114745. this.renderTargetTextures = [];
  114746. /**
  114747. * Define if the layer is only used in renderTarget or if it also
  114748. * renders in the main frame buffer of the canvas.
  114749. */
  114750. this.renderOnlyInRenderTargetTextures = false;
  114751. this._vertexBuffers = {};
  114752. /**
  114753. * An event triggered when the layer is disposed.
  114754. */
  114755. this.onDisposeObservable = new BABYLON.Observable();
  114756. /**
  114757. * An event triggered before rendering the scene
  114758. */
  114759. this.onBeforeRenderObservable = new BABYLON.Observable();
  114760. /**
  114761. * An event triggered after rendering the scene
  114762. */
  114763. this.onAfterRenderObservable = new BABYLON.Observable();
  114764. this.texture = imgUrl ? new BABYLON.Texture(imgUrl, scene, true) : null;
  114765. this.isBackground = isBackground === undefined ? true : isBackground;
  114766. this.color = color === undefined ? new BABYLON.Color4(1, 1, 1, 1) : color;
  114767. this._scene = (scene || BABYLON.Engine.LastCreatedScene);
  114768. var layerComponent = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_LAYER);
  114769. if (!layerComponent) {
  114770. layerComponent = new BABYLON.LayerSceneComponent(this._scene);
  114771. this._scene._addComponent(layerComponent);
  114772. }
  114773. this._scene.layers.push(this);
  114774. var engine = this._scene.getEngine();
  114775. // VBO
  114776. var vertices = [];
  114777. vertices.push(1, 1);
  114778. vertices.push(-1, 1);
  114779. vertices.push(-1, -1);
  114780. vertices.push(1, -1);
  114781. var vertexBuffer = new BABYLON.VertexBuffer(engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  114782. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = vertexBuffer;
  114783. this._createIndexBuffer();
  114784. // Effects
  114785. this._effect = engine.createEffect("layer", [BABYLON.VertexBuffer.PositionKind], ["textureMatrix", "color", "scale", "offset"], ["textureSampler"], "");
  114786. this._alphaTestEffect = engine.createEffect("layer", [BABYLON.VertexBuffer.PositionKind], ["textureMatrix", "color", "scale", "offset"], ["textureSampler"], "#define ALPHATEST");
  114787. }
  114788. Object.defineProperty(Layer.prototype, "onDispose", {
  114789. /**
  114790. * Back compatibility with callback before the onDisposeObservable existed.
  114791. * The set callback will be triggered when the layer has been disposed.
  114792. */
  114793. set: function (callback) {
  114794. if (this._onDisposeObserver) {
  114795. this.onDisposeObservable.remove(this._onDisposeObserver);
  114796. }
  114797. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  114798. },
  114799. enumerable: true,
  114800. configurable: true
  114801. });
  114802. Object.defineProperty(Layer.prototype, "onBeforeRender", {
  114803. /**
  114804. * Back compatibility with callback before the onBeforeRenderObservable existed.
  114805. * The set callback will be triggered just before rendering the layer.
  114806. */
  114807. set: function (callback) {
  114808. if (this._onBeforeRenderObserver) {
  114809. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  114810. }
  114811. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  114812. },
  114813. enumerable: true,
  114814. configurable: true
  114815. });
  114816. Object.defineProperty(Layer.prototype, "onAfterRender", {
  114817. /**
  114818. * Back compatibility with callback before the onAfterRenderObservable existed.
  114819. * The set callback will be triggered just after rendering the layer.
  114820. */
  114821. set: function (callback) {
  114822. if (this._onAfterRenderObserver) {
  114823. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  114824. }
  114825. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  114826. },
  114827. enumerable: true,
  114828. configurable: true
  114829. });
  114830. Layer.prototype._createIndexBuffer = function () {
  114831. var engine = this._scene.getEngine();
  114832. // Indices
  114833. var indices = [];
  114834. indices.push(0);
  114835. indices.push(1);
  114836. indices.push(2);
  114837. indices.push(0);
  114838. indices.push(2);
  114839. indices.push(3);
  114840. this._indexBuffer = engine.createIndexBuffer(indices);
  114841. };
  114842. /** @hidden */
  114843. Layer.prototype._rebuild = function () {
  114844. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  114845. if (vb) {
  114846. vb._rebuild();
  114847. }
  114848. this._createIndexBuffer();
  114849. };
  114850. /**
  114851. * Renders the layer in the scene.
  114852. */
  114853. Layer.prototype.render = function () {
  114854. var currentEffect = this.alphaTest ? this._alphaTestEffect : this._effect;
  114855. // Check
  114856. if (!currentEffect.isReady() || !this.texture || !this.texture.isReady()) {
  114857. return;
  114858. }
  114859. var engine = this._scene.getEngine();
  114860. this.onBeforeRenderObservable.notifyObservers(this);
  114861. // Render
  114862. engine.enableEffect(currentEffect);
  114863. engine.setState(false);
  114864. // Texture
  114865. currentEffect.setTexture("textureSampler", this.texture);
  114866. currentEffect.setMatrix("textureMatrix", this.texture.getTextureMatrix());
  114867. // Color
  114868. currentEffect.setFloat4("color", this.color.r, this.color.g, this.color.b, this.color.a);
  114869. // Scale / offset
  114870. currentEffect.setVector2("offset", this.offset);
  114871. currentEffect.setVector2("scale", this.scale);
  114872. // VBOs
  114873. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, currentEffect);
  114874. // Draw order
  114875. if (!this.alphaTest) {
  114876. engine.setAlphaMode(this.alphaBlendingMode);
  114877. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  114878. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  114879. }
  114880. else {
  114881. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  114882. }
  114883. this.onAfterRenderObservable.notifyObservers(this);
  114884. };
  114885. /**
  114886. * Disposes and releases the associated ressources.
  114887. */
  114888. Layer.prototype.dispose = function () {
  114889. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  114890. if (vertexBuffer) {
  114891. vertexBuffer.dispose();
  114892. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  114893. }
  114894. if (this._indexBuffer) {
  114895. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  114896. this._indexBuffer = null;
  114897. }
  114898. if (this.texture) {
  114899. this.texture.dispose();
  114900. this.texture = null;
  114901. }
  114902. // Clean RTT list
  114903. this.renderTargetTextures = [];
  114904. // Remove from scene
  114905. var index = this._scene.layers.indexOf(this);
  114906. this._scene.layers.splice(index, 1);
  114907. // Callback
  114908. this.onDisposeObservable.notifyObservers(this);
  114909. this.onDisposeObservable.clear();
  114910. this.onAfterRenderObservable.clear();
  114911. this.onBeforeRenderObservable.clear();
  114912. };
  114913. return Layer;
  114914. }());
  114915. BABYLON.Layer = Layer;
  114916. })(BABYLON || (BABYLON = {}));
  114917. //# sourceMappingURL=babylon.layer.js.map
  114918. var BABYLON;
  114919. (function (BABYLON) {
  114920. /**
  114921. * Class used to host texture specific utilities
  114922. */
  114923. var TextureTools = /** @class */ (function () {
  114924. function TextureTools() {
  114925. }
  114926. /**
  114927. * Uses the GPU to create a copy texture rescaled at a given size
  114928. * @param texture Texture to copy from
  114929. * @param width defines the desired width
  114930. * @param height defines the desired height
  114931. * @param useBilinearMode defines if bilinear mode has to be used
  114932. * @return the generated texture
  114933. */
  114934. TextureTools.CreateResizedCopy = function (texture, width, height, useBilinearMode) {
  114935. if (useBilinearMode === void 0) { useBilinearMode = true; }
  114936. var scene = texture.getScene();
  114937. var engine = scene.getEngine();
  114938. var rtt = new BABYLON.RenderTargetTexture('resized' + texture.name, { width: width, height: height }, scene, !texture.noMipmap, true, texture._texture.type, false, texture._samplingMode, false);
  114939. rtt.wrapU = texture.wrapU;
  114940. rtt.wrapV = texture.wrapV;
  114941. rtt.uOffset = texture.uOffset;
  114942. rtt.vOffset = texture.vOffset;
  114943. rtt.uScale = texture.uScale;
  114944. rtt.vScale = texture.vScale;
  114945. rtt.uAng = texture.uAng;
  114946. rtt.vAng = texture.vAng;
  114947. rtt.wAng = texture.wAng;
  114948. rtt.coordinatesIndex = texture.coordinatesIndex;
  114949. rtt.level = texture.level;
  114950. rtt.anisotropicFilteringLevel = texture.anisotropicFilteringLevel;
  114951. rtt._texture.isReady = false;
  114952. texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  114953. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  114954. var passPostProcess = new BABYLON.PassPostProcess("pass", 1, null, useBilinearMode ? BABYLON.Texture.BILINEAR_SAMPLINGMODE : BABYLON.Texture.NEAREST_SAMPLINGMODE, engine, false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  114955. passPostProcess.getEffect().executeWhenCompiled(function () {
  114956. passPostProcess.onApply = function (effect) {
  114957. effect.setTexture("textureSampler", texture);
  114958. };
  114959. var internalTexture = rtt.getInternalTexture();
  114960. if (internalTexture) {
  114961. scene.postProcessManager.directRender([passPostProcess], internalTexture);
  114962. engine.unBindFramebuffer(internalTexture);
  114963. rtt.disposeFramebufferObjects();
  114964. passPostProcess.dispose();
  114965. internalTexture.isReady = true;
  114966. }
  114967. });
  114968. return rtt;
  114969. };
  114970. /**
  114971. * Gets an environment BRDF texture for a given scene
  114972. * @param scene defines the hosting scene
  114973. * @returns the environment BRDF texture
  114974. */
  114975. TextureTools.GetEnvironmentBRDFTexture = function (scene) {
  114976. if (!scene._environmentBRDFTexture) {
  114977. var texture = BABYLON.Texture.CreateFromBase64String(this._environmentBRDFBase64Texture, "EnvironmentBRDFTexture", scene, true, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  114978. texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  114979. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  114980. scene._environmentBRDFTexture = texture;
  114981. }
  114982. return scene._environmentBRDFTexture;
  114983. };
  114984. TextureTools._environmentBRDFBase64Texture = "data:image/png;base64,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";
  114985. return TextureTools;
  114986. }());
  114987. BABYLON.TextureTools = TextureTools;
  114988. })(BABYLON || (BABYLON = {}));
  114989. //# sourceMappingURL=babylon.textureTools.js.map
  114990. var BABYLON;
  114991. (function (BABYLON) {
  114992. /**
  114993. * The framing behavior (BABYLON.FramingBehavior) is designed to automatically position an ArcRotateCamera when its target is set to a mesh. It is also useful if you want to prevent the camera to go under a virtual horizontal plane.
  114994. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  114995. */
  114996. var FramingBehavior = /** @class */ (function () {
  114997. function FramingBehavior() {
  114998. this._mode = FramingBehavior.FitFrustumSidesMode;
  114999. this._radiusScale = 1.0;
  115000. this._positionScale = 0.5;
  115001. this._defaultElevation = 0.3;
  115002. this._elevationReturnTime = 1500;
  115003. this._elevationReturnWaitTime = 1000;
  115004. this._zoomStopsAnimation = false;
  115005. this._framingTime = 1500;
  115006. /**
  115007. * Define if the behavior should automatically change the configured
  115008. * camera limits and sensibilities.
  115009. */
  115010. this.autoCorrectCameraLimitsAndSensibility = true;
  115011. this._isPointerDown = false;
  115012. this._lastInteractionTime = -Infinity;
  115013. // Framing control
  115014. this._animatables = new Array();
  115015. this._betaIsAnimating = false;
  115016. }
  115017. Object.defineProperty(FramingBehavior.prototype, "name", {
  115018. /**
  115019. * Gets the name of the behavior.
  115020. */
  115021. get: function () {
  115022. return "Framing";
  115023. },
  115024. enumerable: true,
  115025. configurable: true
  115026. });
  115027. Object.defineProperty(FramingBehavior.prototype, "mode", {
  115028. /**
  115029. * Gets current mode used by the behavior.
  115030. */
  115031. get: function () {
  115032. return this._mode;
  115033. },
  115034. /**
  115035. * Sets the current mode used by the behavior
  115036. */
  115037. set: function (mode) {
  115038. this._mode = mode;
  115039. },
  115040. enumerable: true,
  115041. configurable: true
  115042. });
  115043. Object.defineProperty(FramingBehavior.prototype, "radiusScale", {
  115044. /**
  115045. * Gets the scale applied to the radius
  115046. */
  115047. get: function () {
  115048. return this._radiusScale;
  115049. },
  115050. /**
  115051. * Sets the scale applied to the radius (1 by default)
  115052. */
  115053. set: function (radius) {
  115054. this._radiusScale = radius;
  115055. },
  115056. enumerable: true,
  115057. configurable: true
  115058. });
  115059. Object.defineProperty(FramingBehavior.prototype, "positionScale", {
  115060. /**
  115061. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  115062. */
  115063. get: function () {
  115064. return this._positionScale;
  115065. },
  115066. /**
  115067. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  115068. */
  115069. set: function (scale) {
  115070. this._positionScale = scale;
  115071. },
  115072. enumerable: true,
  115073. configurable: true
  115074. });
  115075. Object.defineProperty(FramingBehavior.prototype, "defaultElevation", {
  115076. /**
  115077. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  115078. * behaviour is triggered, in radians.
  115079. */
  115080. get: function () {
  115081. return this._defaultElevation;
  115082. },
  115083. /**
  115084. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  115085. * behaviour is triggered, in radians.
  115086. */
  115087. set: function (elevation) {
  115088. this._defaultElevation = elevation;
  115089. },
  115090. enumerable: true,
  115091. configurable: true
  115092. });
  115093. Object.defineProperty(FramingBehavior.prototype, "elevationReturnTime", {
  115094. /**
  115095. * Gets the time (in milliseconds) taken to return to the default beta position.
  115096. * Negative value indicates camera should not return to default.
  115097. */
  115098. get: function () {
  115099. return this._elevationReturnTime;
  115100. },
  115101. /**
  115102. * Sets the time (in milliseconds) taken to return to the default beta position.
  115103. * Negative value indicates camera should not return to default.
  115104. */
  115105. set: function (speed) {
  115106. this._elevationReturnTime = speed;
  115107. },
  115108. enumerable: true,
  115109. configurable: true
  115110. });
  115111. Object.defineProperty(FramingBehavior.prototype, "elevationReturnWaitTime", {
  115112. /**
  115113. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  115114. */
  115115. get: function () {
  115116. return this._elevationReturnWaitTime;
  115117. },
  115118. /**
  115119. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  115120. */
  115121. set: function (time) {
  115122. this._elevationReturnWaitTime = time;
  115123. },
  115124. enumerable: true,
  115125. configurable: true
  115126. });
  115127. Object.defineProperty(FramingBehavior.prototype, "zoomStopsAnimation", {
  115128. /**
  115129. * Gets the flag that indicates if user zooming should stop animation.
  115130. */
  115131. get: function () {
  115132. return this._zoomStopsAnimation;
  115133. },
  115134. /**
  115135. * Sets the flag that indicates if user zooming should stop animation.
  115136. */
  115137. set: function (flag) {
  115138. this._zoomStopsAnimation = flag;
  115139. },
  115140. enumerable: true,
  115141. configurable: true
  115142. });
  115143. Object.defineProperty(FramingBehavior.prototype, "framingTime", {
  115144. /**
  115145. * Gets the transition time when framing the mesh, in milliseconds
  115146. */
  115147. get: function () {
  115148. return this._framingTime;
  115149. },
  115150. /**
  115151. * Sets the transition time when framing the mesh, in milliseconds
  115152. */
  115153. set: function (time) {
  115154. this._framingTime = time;
  115155. },
  115156. enumerable: true,
  115157. configurable: true
  115158. });
  115159. /**
  115160. * Initializes the behavior.
  115161. */
  115162. FramingBehavior.prototype.init = function () {
  115163. // Do notihng
  115164. };
  115165. /**
  115166. * Attaches the behavior to its arc rotate camera.
  115167. * @param camera Defines the camera to attach the behavior to
  115168. */
  115169. FramingBehavior.prototype.attach = function (camera) {
  115170. var _this = this;
  115171. this._attachedCamera = camera;
  115172. var scene = this._attachedCamera.getScene();
  115173. FramingBehavior.EasingFunction.setEasingMode(FramingBehavior.EasingMode);
  115174. this._onPrePointerObservableObserver = scene.onPrePointerObservable.add(function (pointerInfoPre) {
  115175. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  115176. _this._isPointerDown = true;
  115177. return;
  115178. }
  115179. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERUP) {
  115180. _this._isPointerDown = false;
  115181. }
  115182. });
  115183. this._onMeshTargetChangedObserver = camera.onMeshTargetChangedObservable.add(function (mesh) {
  115184. if (mesh) {
  115185. _this.zoomOnMesh(mesh);
  115186. }
  115187. });
  115188. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  115189. // Stop the animation if there is user interaction and the animation should stop for this interaction
  115190. _this._applyUserInteraction();
  115191. // Maintain the camera above the ground. If the user pulls the camera beneath the ground plane, lift it
  115192. // back to the default position after a given timeout
  115193. _this._maintainCameraAboveGround();
  115194. });
  115195. };
  115196. /**
  115197. * Detaches the behavior from its current arc rotate camera.
  115198. */
  115199. FramingBehavior.prototype.detach = function () {
  115200. if (!this._attachedCamera) {
  115201. return;
  115202. }
  115203. var scene = this._attachedCamera.getScene();
  115204. if (this._onPrePointerObservableObserver) {
  115205. scene.onPrePointerObservable.remove(this._onPrePointerObservableObserver);
  115206. }
  115207. if (this._onAfterCheckInputsObserver) {
  115208. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  115209. }
  115210. if (this._onMeshTargetChangedObserver) {
  115211. this._attachedCamera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  115212. }
  115213. this._attachedCamera = null;
  115214. };
  115215. /**
  115216. * Targets the given mesh and updates zoom level accordingly.
  115217. * @param mesh The mesh to target.
  115218. * @param radius Optional. If a cached radius position already exists, overrides default.
  115219. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  115220. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  115221. * @param onAnimationEnd Callback triggered at the end of the framing animation
  115222. */
  115223. FramingBehavior.prototype.zoomOnMesh = function (mesh, focusOnOriginXZ, onAnimationEnd) {
  115224. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  115225. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  115226. mesh.computeWorldMatrix(true);
  115227. var boundingBox = mesh.getBoundingInfo().boundingBox;
  115228. this.zoomOnBoundingInfo(boundingBox.minimumWorld, boundingBox.maximumWorld, focusOnOriginXZ, onAnimationEnd);
  115229. };
  115230. /**
  115231. * Targets the given mesh with its children and updates zoom level accordingly.
  115232. * @param mesh The mesh to target.
  115233. * @param radius Optional. If a cached radius position already exists, overrides default.
  115234. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  115235. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  115236. * @param onAnimationEnd Callback triggered at the end of the framing animation
  115237. */
  115238. FramingBehavior.prototype.zoomOnMeshHierarchy = function (mesh, focusOnOriginXZ, onAnimationEnd) {
  115239. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  115240. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  115241. mesh.computeWorldMatrix(true);
  115242. var boundingBox = mesh.getHierarchyBoundingVectors(true);
  115243. this.zoomOnBoundingInfo(boundingBox.min, boundingBox.max, focusOnOriginXZ, onAnimationEnd);
  115244. };
  115245. /**
  115246. * Targets the given meshes with their children and updates zoom level accordingly.
  115247. * @param meshes The mesh to target.
  115248. * @param radius Optional. If a cached radius position already exists, overrides default.
  115249. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  115250. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  115251. * @param onAnimationEnd Callback triggered at the end of the framing animation
  115252. */
  115253. FramingBehavior.prototype.zoomOnMeshesHierarchy = function (meshes, focusOnOriginXZ, onAnimationEnd) {
  115254. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  115255. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  115256. var min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  115257. var max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  115258. for (var i = 0; i < meshes.length; i++) {
  115259. var boundingInfo = meshes[i].getHierarchyBoundingVectors(true);
  115260. BABYLON.Tools.CheckExtends(boundingInfo.min, min, max);
  115261. BABYLON.Tools.CheckExtends(boundingInfo.max, min, max);
  115262. }
  115263. this.zoomOnBoundingInfo(min, max, focusOnOriginXZ, onAnimationEnd);
  115264. };
  115265. /**
  115266. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  115267. * @param minimumWorld Determines the smaller position of the bounding box extend
  115268. * @param maximumWorld Determines the bigger position of the bounding box extend
  115269. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  115270. * @param onAnimationEnd Callback triggered at the end of the framing animation
  115271. */
  115272. FramingBehavior.prototype.zoomOnBoundingInfo = function (minimumWorld, maximumWorld, focusOnOriginXZ, onAnimationEnd) {
  115273. var _this = this;
  115274. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  115275. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  115276. var zoomTarget;
  115277. if (!this._attachedCamera) {
  115278. return;
  115279. }
  115280. // Find target by interpolating from bottom of bounding box in world-space to top via framingPositionY
  115281. var bottom = minimumWorld.y;
  115282. var top = maximumWorld.y;
  115283. var zoomTargetY = bottom + (top - bottom) * this._positionScale;
  115284. var radiusWorld = maximumWorld.subtract(minimumWorld).scale(0.5);
  115285. if (focusOnOriginXZ) {
  115286. zoomTarget = new BABYLON.Vector3(0, zoomTargetY, 0);
  115287. }
  115288. else {
  115289. var centerWorld = minimumWorld.add(radiusWorld);
  115290. zoomTarget = new BABYLON.Vector3(centerWorld.x, zoomTargetY, centerWorld.z);
  115291. }
  115292. if (!this._vectorTransition) {
  115293. this._vectorTransition = BABYLON.Animation.CreateAnimation("target", BABYLON.Animation.ANIMATIONTYPE_VECTOR3, 60, FramingBehavior.EasingFunction);
  115294. }
  115295. this._betaIsAnimating = true;
  115296. var animatable = BABYLON.Animation.TransitionTo("target", zoomTarget, this._attachedCamera, this._attachedCamera.getScene(), 60, this._vectorTransition, this._framingTime);
  115297. if (animatable) {
  115298. this._animatables.push(animatable);
  115299. }
  115300. // sets the radius and lower radius bounds
  115301. // Small delta ensures camera is not always at lower zoom limit.
  115302. var radius = 0;
  115303. if (this._mode === FramingBehavior.FitFrustumSidesMode) {
  115304. var position = this._calculateLowerRadiusFromModelBoundingSphere(minimumWorld, maximumWorld);
  115305. if (this.autoCorrectCameraLimitsAndSensibility) {
  115306. this._attachedCamera.lowerRadiusLimit = radiusWorld.length() + this._attachedCamera.minZ;
  115307. }
  115308. radius = position;
  115309. }
  115310. else if (this._mode === FramingBehavior.IgnoreBoundsSizeMode) {
  115311. radius = this._calculateLowerRadiusFromModelBoundingSphere(minimumWorld, maximumWorld);
  115312. if (this.autoCorrectCameraLimitsAndSensibility && this._attachedCamera.lowerRadiusLimit === null) {
  115313. this._attachedCamera.lowerRadiusLimit = this._attachedCamera.minZ;
  115314. }
  115315. }
  115316. // Set sensibilities
  115317. if (this.autoCorrectCameraLimitsAndSensibility) {
  115318. var extend = maximumWorld.subtract(minimumWorld).length();
  115319. this._attachedCamera.panningSensibility = 5000 / extend;
  115320. this._attachedCamera.wheelPrecision = 100 / radius;
  115321. }
  115322. // transition to new radius
  115323. if (!this._radiusTransition) {
  115324. this._radiusTransition = BABYLON.Animation.CreateAnimation("radius", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, FramingBehavior.EasingFunction);
  115325. }
  115326. animatable = BABYLON.Animation.TransitionTo("radius", radius, this._attachedCamera, this._attachedCamera.getScene(), 60, this._radiusTransition, this._framingTime, function () {
  115327. _this.stopAllAnimations();
  115328. if (onAnimationEnd) {
  115329. onAnimationEnd();
  115330. }
  115331. if (_this._attachedCamera && _this._attachedCamera.useInputToRestoreState) {
  115332. _this._attachedCamera.storeState();
  115333. }
  115334. });
  115335. if (animatable) {
  115336. this._animatables.push(animatable);
  115337. }
  115338. };
  115339. /**
  115340. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  115341. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  115342. * frustum width.
  115343. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  115344. * to fully enclose the mesh in the viewing frustum.
  115345. */
  115346. FramingBehavior.prototype._calculateLowerRadiusFromModelBoundingSphere = function (minimumWorld, maximumWorld) {
  115347. var size = maximumWorld.subtract(minimumWorld);
  115348. var boxVectorGlobalDiagonal = size.length();
  115349. var frustumSlope = this._getFrustumSlope();
  115350. // Formula for setting distance
  115351. // (Good explanation: http://stackoverflow.com/questions/2866350/move-camera-to-fit-3d-scene)
  115352. var radiusWithoutFraming = boxVectorGlobalDiagonal * 0.5;
  115353. // Horizon distance
  115354. var radius = radiusWithoutFraming * this._radiusScale;
  115355. var distanceForHorizontalFrustum = radius * Math.sqrt(1.0 + 1.0 / (frustumSlope.x * frustumSlope.x));
  115356. var distanceForVerticalFrustum = radius * Math.sqrt(1.0 + 1.0 / (frustumSlope.y * frustumSlope.y));
  115357. var distance = Math.max(distanceForHorizontalFrustum, distanceForVerticalFrustum);
  115358. var camera = this._attachedCamera;
  115359. if (!camera) {
  115360. return 0;
  115361. }
  115362. if (camera.lowerRadiusLimit && this._mode === FramingBehavior.IgnoreBoundsSizeMode) {
  115363. // Don't exceed the requested limit
  115364. distance = distance < camera.lowerRadiusLimit ? camera.lowerRadiusLimit : distance;
  115365. }
  115366. // Don't exceed the upper radius limit
  115367. if (camera.upperRadiusLimit) {
  115368. distance = distance > camera.upperRadiusLimit ? camera.upperRadiusLimit : distance;
  115369. }
  115370. return distance;
  115371. };
  115372. /**
  115373. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  115374. * is automatically returned to its default position (expected to be above ground plane).
  115375. */
  115376. FramingBehavior.prototype._maintainCameraAboveGround = function () {
  115377. var _this = this;
  115378. if (this._elevationReturnTime < 0) {
  115379. return;
  115380. }
  115381. var timeSinceInteraction = BABYLON.Tools.Now - this._lastInteractionTime;
  115382. var defaultBeta = Math.PI * 0.5 - this._defaultElevation;
  115383. var limitBeta = Math.PI * 0.5;
  115384. // Bring the camera back up if below the ground plane
  115385. if (this._attachedCamera && !this._betaIsAnimating && this._attachedCamera.beta > limitBeta && timeSinceInteraction >= this._elevationReturnWaitTime) {
  115386. this._betaIsAnimating = true;
  115387. //Transition to new position
  115388. this.stopAllAnimations();
  115389. if (!this._betaTransition) {
  115390. this._betaTransition = BABYLON.Animation.CreateAnimation("beta", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, FramingBehavior.EasingFunction);
  115391. }
  115392. var animatabe = BABYLON.Animation.TransitionTo("beta", defaultBeta, this._attachedCamera, this._attachedCamera.getScene(), 60, this._betaTransition, this._elevationReturnTime, function () {
  115393. _this._clearAnimationLocks();
  115394. _this.stopAllAnimations();
  115395. });
  115396. if (animatabe) {
  115397. this._animatables.push(animatabe);
  115398. }
  115399. }
  115400. };
  115401. /**
  115402. * Returns the frustum slope based on the canvas ratio and camera FOV
  115403. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  115404. */
  115405. FramingBehavior.prototype._getFrustumSlope = function () {
  115406. // Calculate the viewport ratio
  115407. // Aspect Ratio is Height/Width.
  115408. var camera = this._attachedCamera;
  115409. if (!camera) {
  115410. return BABYLON.Vector2.Zero();
  115411. }
  115412. var engine = camera.getScene().getEngine();
  115413. var aspectRatio = engine.getAspectRatio(camera);
  115414. // Camera FOV is the vertical field of view (top-bottom) in radians.
  115415. // Slope of the frustum top/bottom planes in view space, relative to the forward vector.
  115416. var frustumSlopeY = Math.tan(camera.fov / 2);
  115417. // Slope of the frustum left/right planes in view space, relative to the forward vector.
  115418. // Provides the amount that one side (e.g. left) of the frustum gets wider for every unit
  115419. // along the forward vector.
  115420. var frustumSlopeX = frustumSlopeY * aspectRatio;
  115421. return new BABYLON.Vector2(frustumSlopeX, frustumSlopeY);
  115422. };
  115423. /**
  115424. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  115425. */
  115426. FramingBehavior.prototype._clearAnimationLocks = function () {
  115427. this._betaIsAnimating = false;
  115428. };
  115429. /**
  115430. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  115431. */
  115432. FramingBehavior.prototype._applyUserInteraction = function () {
  115433. if (this.isUserIsMoving) {
  115434. this._lastInteractionTime = BABYLON.Tools.Now;
  115435. this.stopAllAnimations();
  115436. this._clearAnimationLocks();
  115437. }
  115438. };
  115439. /**
  115440. * Stops and removes all animations that have been applied to the camera
  115441. */
  115442. FramingBehavior.prototype.stopAllAnimations = function () {
  115443. if (this._attachedCamera) {
  115444. this._attachedCamera.animations = [];
  115445. }
  115446. while (this._animatables.length) {
  115447. if (this._animatables[0]) {
  115448. this._animatables[0].onAnimationEnd = null;
  115449. this._animatables[0].stop();
  115450. }
  115451. this._animatables.shift();
  115452. }
  115453. };
  115454. Object.defineProperty(FramingBehavior.prototype, "isUserIsMoving", {
  115455. /**
  115456. * Gets a value indicating if the user is moving the camera
  115457. */
  115458. get: function () {
  115459. if (!this._attachedCamera) {
  115460. return false;
  115461. }
  115462. return this._attachedCamera.inertialAlphaOffset !== 0 ||
  115463. this._attachedCamera.inertialBetaOffset !== 0 ||
  115464. this._attachedCamera.inertialRadiusOffset !== 0 ||
  115465. this._attachedCamera.inertialPanningX !== 0 ||
  115466. this._attachedCamera.inertialPanningY !== 0 ||
  115467. this._isPointerDown;
  115468. },
  115469. enumerable: true,
  115470. configurable: true
  115471. });
  115472. /**
  115473. * The easing function used by animations
  115474. */
  115475. FramingBehavior.EasingFunction = new BABYLON.ExponentialEase();
  115476. /**
  115477. * The easing mode used by animations
  115478. */
  115479. FramingBehavior.EasingMode = BABYLON.EasingFunction.EASINGMODE_EASEINOUT;
  115480. // Statics
  115481. /**
  115482. * The camera can move all the way towards the mesh.
  115483. */
  115484. FramingBehavior.IgnoreBoundsSizeMode = 0;
  115485. /**
  115486. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  115487. */
  115488. FramingBehavior.FitFrustumSidesMode = 1;
  115489. return FramingBehavior;
  115490. }());
  115491. BABYLON.FramingBehavior = FramingBehavior;
  115492. })(BABYLON || (BABYLON = {}));
  115493. //# sourceMappingURL=babylon.framingBehavior.js.map
  115494. var BABYLON;
  115495. (function (BABYLON) {
  115496. /**
  115497. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  115498. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  115499. */
  115500. var BouncingBehavior = /** @class */ (function () {
  115501. function BouncingBehavior() {
  115502. /**
  115503. * The duration of the animation, in milliseconds
  115504. */
  115505. this.transitionDuration = 450;
  115506. /**
  115507. * Length of the distance animated by the transition when lower radius is reached
  115508. */
  115509. this.lowerRadiusTransitionRange = 2;
  115510. /**
  115511. * Length of the distance animated by the transition when upper radius is reached
  115512. */
  115513. this.upperRadiusTransitionRange = -2;
  115514. this._autoTransitionRange = false;
  115515. // Animations
  115516. this._radiusIsAnimating = false;
  115517. this._radiusBounceTransition = null;
  115518. this._animatables = new Array();
  115519. }
  115520. Object.defineProperty(BouncingBehavior.prototype, "name", {
  115521. /**
  115522. * Gets the name of the behavior.
  115523. */
  115524. get: function () {
  115525. return "Bouncing";
  115526. },
  115527. enumerable: true,
  115528. configurable: true
  115529. });
  115530. Object.defineProperty(BouncingBehavior.prototype, "autoTransitionRange", {
  115531. /**
  115532. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  115533. */
  115534. get: function () {
  115535. return this._autoTransitionRange;
  115536. },
  115537. /**
  115538. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  115539. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  115540. */
  115541. set: function (value) {
  115542. var _this = this;
  115543. if (this._autoTransitionRange === value) {
  115544. return;
  115545. }
  115546. this._autoTransitionRange = value;
  115547. var camera = this._attachedCamera;
  115548. if (!camera) {
  115549. return;
  115550. }
  115551. if (value) {
  115552. this._onMeshTargetChangedObserver = camera.onMeshTargetChangedObservable.add(function (mesh) {
  115553. if (!mesh) {
  115554. return;
  115555. }
  115556. mesh.computeWorldMatrix(true);
  115557. var diagonal = mesh.getBoundingInfo().diagonalLength;
  115558. _this.lowerRadiusTransitionRange = diagonal * 0.05;
  115559. _this.upperRadiusTransitionRange = diagonal * 0.05;
  115560. });
  115561. }
  115562. else if (this._onMeshTargetChangedObserver) {
  115563. camera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  115564. }
  115565. },
  115566. enumerable: true,
  115567. configurable: true
  115568. });
  115569. /**
  115570. * Initializes the behavior.
  115571. */
  115572. BouncingBehavior.prototype.init = function () {
  115573. // Do notihng
  115574. };
  115575. /**
  115576. * Attaches the behavior to its arc rotate camera.
  115577. * @param camera Defines the camera to attach the behavior to
  115578. */
  115579. BouncingBehavior.prototype.attach = function (camera) {
  115580. var _this = this;
  115581. this._attachedCamera = camera;
  115582. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  115583. if (!_this._attachedCamera) {
  115584. return;
  115585. }
  115586. // Add the bounce animation to the lower radius limit
  115587. if (_this._isRadiusAtLimit(_this._attachedCamera.lowerRadiusLimit)) {
  115588. _this._applyBoundRadiusAnimation(_this.lowerRadiusTransitionRange);
  115589. }
  115590. // Add the bounce animation to the upper radius limit
  115591. if (_this._isRadiusAtLimit(_this._attachedCamera.upperRadiusLimit)) {
  115592. _this._applyBoundRadiusAnimation(_this.upperRadiusTransitionRange);
  115593. }
  115594. });
  115595. };
  115596. /**
  115597. * Detaches the behavior from its current arc rotate camera.
  115598. */
  115599. BouncingBehavior.prototype.detach = function () {
  115600. if (!this._attachedCamera) {
  115601. return;
  115602. }
  115603. if (this._onAfterCheckInputsObserver) {
  115604. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  115605. }
  115606. if (this._onMeshTargetChangedObserver) {
  115607. this._attachedCamera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  115608. }
  115609. this._attachedCamera = null;
  115610. };
  115611. /**
  115612. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  115613. * @param radiusLimit The limit to check against.
  115614. * @return Bool to indicate if at limit.
  115615. */
  115616. BouncingBehavior.prototype._isRadiusAtLimit = function (radiusLimit) {
  115617. if (!this._attachedCamera) {
  115618. return false;
  115619. }
  115620. if (this._attachedCamera.radius === radiusLimit && !this._radiusIsAnimating) {
  115621. return true;
  115622. }
  115623. return false;
  115624. };
  115625. /**
  115626. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  115627. * @param radiusDelta The delta by which to animate to. Can be negative.
  115628. */
  115629. BouncingBehavior.prototype._applyBoundRadiusAnimation = function (radiusDelta) {
  115630. var _this = this;
  115631. if (!this._attachedCamera) {
  115632. return;
  115633. }
  115634. if (!this._radiusBounceTransition) {
  115635. BouncingBehavior.EasingFunction.setEasingMode(BouncingBehavior.EasingMode);
  115636. this._radiusBounceTransition = BABYLON.Animation.CreateAnimation("radius", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, BouncingBehavior.EasingFunction);
  115637. }
  115638. // Prevent zoom until bounce has completed
  115639. this._cachedWheelPrecision = this._attachedCamera.wheelPrecision;
  115640. this._attachedCamera.wheelPrecision = Infinity;
  115641. this._attachedCamera.inertialRadiusOffset = 0;
  115642. // Animate to the radius limit
  115643. this.stopAllAnimations();
  115644. this._radiusIsAnimating = true;
  115645. var animatable = BABYLON.Animation.TransitionTo("radius", this._attachedCamera.radius + radiusDelta, this._attachedCamera, this._attachedCamera.getScene(), 60, this._radiusBounceTransition, this.transitionDuration, function () { return _this._clearAnimationLocks(); });
  115646. if (animatable) {
  115647. this._animatables.push(animatable);
  115648. }
  115649. };
  115650. /**
  115651. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  115652. */
  115653. BouncingBehavior.prototype._clearAnimationLocks = function () {
  115654. this._radiusIsAnimating = false;
  115655. if (this._attachedCamera) {
  115656. this._attachedCamera.wheelPrecision = this._cachedWheelPrecision;
  115657. }
  115658. };
  115659. /**
  115660. * Stops and removes all animations that have been applied to the camera
  115661. */
  115662. BouncingBehavior.prototype.stopAllAnimations = function () {
  115663. if (this._attachedCamera) {
  115664. this._attachedCamera.animations = [];
  115665. }
  115666. while (this._animatables.length) {
  115667. this._animatables[0].onAnimationEnd = null;
  115668. this._animatables[0].stop();
  115669. this._animatables.shift();
  115670. }
  115671. };
  115672. /**
  115673. * The easing function used by animations
  115674. */
  115675. BouncingBehavior.EasingFunction = new BABYLON.BackEase(0.3);
  115676. /**
  115677. * The easing mode used by animations
  115678. */
  115679. BouncingBehavior.EasingMode = BABYLON.EasingFunction.EASINGMODE_EASEOUT;
  115680. return BouncingBehavior;
  115681. }());
  115682. BABYLON.BouncingBehavior = BouncingBehavior;
  115683. })(BABYLON || (BABYLON = {}));
  115684. //# sourceMappingURL=babylon.bouncingBehavior.js.map
  115685. var BABYLON;
  115686. (function (BABYLON) {
  115687. /**
  115688. * The autoRotation behavior (BABYLON.AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  115689. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  115690. */
  115691. var AutoRotationBehavior = /** @class */ (function () {
  115692. function AutoRotationBehavior() {
  115693. this._zoomStopsAnimation = false;
  115694. this._idleRotationSpeed = 0.05;
  115695. this._idleRotationWaitTime = 2000;
  115696. this._idleRotationSpinupTime = 2000;
  115697. this._isPointerDown = false;
  115698. this._lastFrameTime = null;
  115699. this._lastInteractionTime = -Infinity;
  115700. this._cameraRotationSpeed = 0;
  115701. this._lastFrameRadius = 0;
  115702. }
  115703. Object.defineProperty(AutoRotationBehavior.prototype, "name", {
  115704. /**
  115705. * Gets the name of the behavior.
  115706. */
  115707. get: function () {
  115708. return "AutoRotation";
  115709. },
  115710. enumerable: true,
  115711. configurable: true
  115712. });
  115713. Object.defineProperty(AutoRotationBehavior.prototype, "zoomStopsAnimation", {
  115714. /**
  115715. * Gets the flag that indicates if user zooming should stop animation.
  115716. */
  115717. get: function () {
  115718. return this._zoomStopsAnimation;
  115719. },
  115720. /**
  115721. * Sets the flag that indicates if user zooming should stop animation.
  115722. */
  115723. set: function (flag) {
  115724. this._zoomStopsAnimation = flag;
  115725. },
  115726. enumerable: true,
  115727. configurable: true
  115728. });
  115729. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationSpeed", {
  115730. /**
  115731. * Gets the default speed at which the camera rotates around the model.
  115732. */
  115733. get: function () {
  115734. return this._idleRotationSpeed;
  115735. },
  115736. /**
  115737. * Sets the default speed at which the camera rotates around the model.
  115738. */
  115739. set: function (speed) {
  115740. this._idleRotationSpeed = speed;
  115741. },
  115742. enumerable: true,
  115743. configurable: true
  115744. });
  115745. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationWaitTime", {
  115746. /**
  115747. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  115748. */
  115749. get: function () {
  115750. return this._idleRotationWaitTime;
  115751. },
  115752. /**
  115753. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  115754. */
  115755. set: function (time) {
  115756. this._idleRotationWaitTime = time;
  115757. },
  115758. enumerable: true,
  115759. configurable: true
  115760. });
  115761. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationSpinupTime", {
  115762. /**
  115763. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  115764. */
  115765. get: function () {
  115766. return this._idleRotationSpinupTime;
  115767. },
  115768. /**
  115769. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  115770. */
  115771. set: function (time) {
  115772. this._idleRotationSpinupTime = time;
  115773. },
  115774. enumerable: true,
  115775. configurable: true
  115776. });
  115777. Object.defineProperty(AutoRotationBehavior.prototype, "rotationInProgress", {
  115778. /**
  115779. * Gets a value indicating if the camera is currently rotating because of this behavior
  115780. */
  115781. get: function () {
  115782. return Math.abs(this._cameraRotationSpeed) > 0;
  115783. },
  115784. enumerable: true,
  115785. configurable: true
  115786. });
  115787. /**
  115788. * Initializes the behavior.
  115789. */
  115790. AutoRotationBehavior.prototype.init = function () {
  115791. // Do notihng
  115792. };
  115793. /**
  115794. * Attaches the behavior to its arc rotate camera.
  115795. * @param camera Defines the camera to attach the behavior to
  115796. */
  115797. AutoRotationBehavior.prototype.attach = function (camera) {
  115798. var _this = this;
  115799. this._attachedCamera = camera;
  115800. var scene = this._attachedCamera.getScene();
  115801. this._onPrePointerObservableObserver = scene.onPrePointerObservable.add(function (pointerInfoPre) {
  115802. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  115803. _this._isPointerDown = true;
  115804. return;
  115805. }
  115806. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERUP) {
  115807. _this._isPointerDown = false;
  115808. }
  115809. });
  115810. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  115811. var now = BABYLON.Tools.Now;
  115812. var dt = 0;
  115813. if (_this._lastFrameTime != null) {
  115814. dt = now - _this._lastFrameTime;
  115815. }
  115816. _this._lastFrameTime = now;
  115817. // Stop the animation if there is user interaction and the animation should stop for this interaction
  115818. _this._applyUserInteraction();
  115819. var timeToRotation = now - _this._lastInteractionTime - _this._idleRotationWaitTime;
  115820. var scale = Math.max(Math.min(timeToRotation / (_this._idleRotationSpinupTime), 1), 0);
  115821. _this._cameraRotationSpeed = _this._idleRotationSpeed * scale;
  115822. // Step camera rotation by rotation speed
  115823. if (_this._attachedCamera) {
  115824. _this._attachedCamera.alpha -= _this._cameraRotationSpeed * (dt / 1000);
  115825. }
  115826. });
  115827. };
  115828. /**
  115829. * Detaches the behavior from its current arc rotate camera.
  115830. */
  115831. AutoRotationBehavior.prototype.detach = function () {
  115832. if (!this._attachedCamera) {
  115833. return;
  115834. }
  115835. var scene = this._attachedCamera.getScene();
  115836. if (this._onPrePointerObservableObserver) {
  115837. scene.onPrePointerObservable.remove(this._onPrePointerObservableObserver);
  115838. }
  115839. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  115840. this._attachedCamera = null;
  115841. };
  115842. /**
  115843. * Returns true if user is scrolling.
  115844. * @return true if user is scrolling.
  115845. */
  115846. AutoRotationBehavior.prototype._userIsZooming = function () {
  115847. if (!this._attachedCamera) {
  115848. return false;
  115849. }
  115850. return this._attachedCamera.inertialRadiusOffset !== 0;
  115851. };
  115852. AutoRotationBehavior.prototype._shouldAnimationStopForInteraction = function () {
  115853. if (!this._attachedCamera) {
  115854. return false;
  115855. }
  115856. var zoomHasHitLimit = false;
  115857. if (this._lastFrameRadius === this._attachedCamera.radius && this._attachedCamera.inertialRadiusOffset !== 0) {
  115858. zoomHasHitLimit = true;
  115859. }
  115860. // Update the record of previous radius - works as an approx. indicator of hitting radius limits
  115861. this._lastFrameRadius = this._attachedCamera.radius;
  115862. return this._zoomStopsAnimation ? zoomHasHitLimit : this._userIsZooming();
  115863. };
  115864. /**
  115865. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  115866. */
  115867. AutoRotationBehavior.prototype._applyUserInteraction = function () {
  115868. if (this._userIsMoving() && !this._shouldAnimationStopForInteraction()) {
  115869. this._lastInteractionTime = BABYLON.Tools.Now;
  115870. }
  115871. };
  115872. // Tools
  115873. AutoRotationBehavior.prototype._userIsMoving = function () {
  115874. if (!this._attachedCamera) {
  115875. return false;
  115876. }
  115877. return this._attachedCamera.inertialAlphaOffset !== 0 ||
  115878. this._attachedCamera.inertialBetaOffset !== 0 ||
  115879. this._attachedCamera.inertialRadiusOffset !== 0 ||
  115880. this._attachedCamera.inertialPanningX !== 0 ||
  115881. this._attachedCamera.inertialPanningY !== 0 ||
  115882. this._isPointerDown;
  115883. };
  115884. return AutoRotationBehavior;
  115885. }());
  115886. BABYLON.AutoRotationBehavior = AutoRotationBehavior;
  115887. })(BABYLON || (BABYLON = {}));
  115888. //# sourceMappingURL=babylon.autoRotationBehavior.js.map
  115889. var BABYLON;
  115890. (function (BABYLON) {
  115891. /**
  115892. * Options to create the null engine
  115893. */
  115894. var NullEngineOptions = /** @class */ (function () {
  115895. function NullEngineOptions() {
  115896. /**
  115897. * Render width (Default: 512)
  115898. */
  115899. this.renderWidth = 512;
  115900. /**
  115901. * Render height (Default: 256)
  115902. */
  115903. this.renderHeight = 256;
  115904. /**
  115905. * Texture size (Default: 512)
  115906. */
  115907. this.textureSize = 512;
  115908. /**
  115909. * If delta time between frames should be constant
  115910. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  115911. */
  115912. this.deterministicLockstep = false;
  115913. /**
  115914. * Maximum about of steps between frames (Default: 4)
  115915. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  115916. */
  115917. this.lockstepMaxSteps = 4;
  115918. }
  115919. return NullEngineOptions;
  115920. }());
  115921. BABYLON.NullEngineOptions = NullEngineOptions;
  115922. /**
  115923. * The null engine class provides support for headless version of babylon.js.
  115924. * This can be used in server side scenario or for testing purposes
  115925. */
  115926. var NullEngine = /** @class */ (function (_super) {
  115927. __extends(NullEngine, _super);
  115928. function NullEngine(options) {
  115929. if (options === void 0) { options = new NullEngineOptions(); }
  115930. var _this = _super.call(this, null) || this;
  115931. if (options.deterministicLockstep === undefined) {
  115932. options.deterministicLockstep = false;
  115933. }
  115934. if (options.lockstepMaxSteps === undefined) {
  115935. options.lockstepMaxSteps = 4;
  115936. }
  115937. _this._options = options;
  115938. // Init caps
  115939. // We consider we are on a webgl1 capable device
  115940. _this._caps = new BABYLON.EngineCapabilities();
  115941. _this._caps.maxTexturesImageUnits = 16;
  115942. _this._caps.maxVertexTextureImageUnits = 16;
  115943. _this._caps.maxTextureSize = 512;
  115944. _this._caps.maxCubemapTextureSize = 512;
  115945. _this._caps.maxRenderTextureSize = 512;
  115946. _this._caps.maxVertexAttribs = 16;
  115947. _this._caps.maxVaryingVectors = 16;
  115948. _this._caps.maxFragmentUniformVectors = 16;
  115949. _this._caps.maxVertexUniformVectors = 16;
  115950. // Extensions
  115951. _this._caps.standardDerivatives = false;
  115952. _this._caps.astc = null;
  115953. _this._caps.s3tc = null;
  115954. _this._caps.pvrtc = null;
  115955. _this._caps.etc1 = null;
  115956. _this._caps.etc2 = null;
  115957. _this._caps.textureAnisotropicFilterExtension = null;
  115958. _this._caps.maxAnisotropy = 0;
  115959. _this._caps.uintIndices = false;
  115960. _this._caps.fragmentDepthSupported = false;
  115961. _this._caps.highPrecisionShaderSupported = true;
  115962. _this._caps.colorBufferFloat = false;
  115963. _this._caps.textureFloat = false;
  115964. _this._caps.textureFloatLinearFiltering = false;
  115965. _this._caps.textureFloatRender = false;
  115966. _this._caps.textureHalfFloat = false;
  115967. _this._caps.textureHalfFloatLinearFiltering = false;
  115968. _this._caps.textureHalfFloatRender = false;
  115969. _this._caps.textureLOD = false;
  115970. _this._caps.drawBuffersExtension = false;
  115971. _this._caps.depthTextureExtension = false;
  115972. _this._caps.vertexArrayObject = false;
  115973. _this._caps.instancedArrays = false;
  115974. BABYLON.Tools.Log("Babylon.js v" + BABYLON.Engine.Version + " - Null engine");
  115975. // Wrappers
  115976. if (typeof URL === "undefined") {
  115977. URL = {
  115978. createObjectURL: function () { },
  115979. revokeObjectURL: function () { }
  115980. };
  115981. }
  115982. if (typeof Blob === "undefined") {
  115983. Blob = function () { };
  115984. }
  115985. return _this;
  115986. }
  115987. /**
  115988. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  115989. */
  115990. NullEngine.prototype.isDeterministicLockStep = function () {
  115991. return this._options.deterministicLockstep;
  115992. };
  115993. /** @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep */
  115994. NullEngine.prototype.getLockstepMaxSteps = function () {
  115995. return this._options.lockstepMaxSteps;
  115996. };
  115997. /**
  115998. * Sets hardware scaling, used to save performance if needed
  115999. * @see https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  116000. */
  116001. NullEngine.prototype.getHardwareScalingLevel = function () {
  116002. return 1.0;
  116003. };
  116004. NullEngine.prototype.createVertexBuffer = function (vertices) {
  116005. return {
  116006. capacity: 0,
  116007. references: 1,
  116008. is32Bits: false
  116009. };
  116010. };
  116011. NullEngine.prototype.createIndexBuffer = function (indices) {
  116012. return {
  116013. capacity: 0,
  116014. references: 1,
  116015. is32Bits: false
  116016. };
  116017. };
  116018. NullEngine.prototype.clear = function (color, backBuffer, depth, stencil) {
  116019. if (stencil === void 0) { stencil = false; }
  116020. };
  116021. NullEngine.prototype.getRenderWidth = function (useScreen) {
  116022. if (useScreen === void 0) { useScreen = false; }
  116023. if (!useScreen && this._currentRenderTarget) {
  116024. return this._currentRenderTarget.width;
  116025. }
  116026. return this._options.renderWidth;
  116027. };
  116028. NullEngine.prototype.getRenderHeight = function (useScreen) {
  116029. if (useScreen === void 0) { useScreen = false; }
  116030. if (!useScreen && this._currentRenderTarget) {
  116031. return this._currentRenderTarget.height;
  116032. }
  116033. return this._options.renderHeight;
  116034. };
  116035. NullEngine.prototype.setViewport = function (viewport, requiredWidth, requiredHeight) {
  116036. this._cachedViewport = viewport;
  116037. };
  116038. NullEngine.prototype.createShaderProgram = function (vertexCode, fragmentCode, defines, context) {
  116039. return {
  116040. transformFeedback: null,
  116041. __SPECTOR_rebuildProgram: null,
  116042. isParallelCompiled: false
  116043. };
  116044. };
  116045. NullEngine.prototype.getUniforms = function (shaderProgram, uniformsNames) {
  116046. return [];
  116047. };
  116048. NullEngine.prototype.getAttributes = function (shaderProgram, attributesNames) {
  116049. return [];
  116050. };
  116051. NullEngine.prototype.bindSamplers = function (effect) {
  116052. this._currentEffect = null;
  116053. };
  116054. NullEngine.prototype.enableEffect = function (effect) {
  116055. this._currentEffect = effect;
  116056. if (effect.onBind) {
  116057. effect.onBind(effect);
  116058. }
  116059. if (effect._onBindObservable) {
  116060. effect._onBindObservable.notifyObservers(effect);
  116061. }
  116062. };
  116063. NullEngine.prototype.setState = function (culling, zOffset, force, reverseSide) {
  116064. if (zOffset === void 0) { zOffset = 0; }
  116065. if (reverseSide === void 0) { reverseSide = false; }
  116066. };
  116067. NullEngine.prototype.setIntArray = function (uniform, array) {
  116068. };
  116069. NullEngine.prototype.setIntArray2 = function (uniform, array) {
  116070. };
  116071. NullEngine.prototype.setIntArray3 = function (uniform, array) {
  116072. };
  116073. NullEngine.prototype.setIntArray4 = function (uniform, array) {
  116074. };
  116075. NullEngine.prototype.setFloatArray = function (uniform, array) {
  116076. };
  116077. NullEngine.prototype.setFloatArray2 = function (uniform, array) {
  116078. };
  116079. NullEngine.prototype.setFloatArray3 = function (uniform, array) {
  116080. };
  116081. NullEngine.prototype.setFloatArray4 = function (uniform, array) {
  116082. };
  116083. NullEngine.prototype.setArray = function (uniform, array) {
  116084. };
  116085. NullEngine.prototype.setArray2 = function (uniform, array) {
  116086. };
  116087. NullEngine.prototype.setArray3 = function (uniform, array) {
  116088. };
  116089. NullEngine.prototype.setArray4 = function (uniform, array) {
  116090. };
  116091. NullEngine.prototype.setMatrices = function (uniform, matrices) {
  116092. };
  116093. NullEngine.prototype.setMatrix = function (uniform, matrix) {
  116094. };
  116095. NullEngine.prototype.setMatrix3x3 = function (uniform, matrix) {
  116096. };
  116097. NullEngine.prototype.setMatrix2x2 = function (uniform, matrix) {
  116098. };
  116099. NullEngine.prototype.setFloat = function (uniform, value) {
  116100. };
  116101. NullEngine.prototype.setFloat2 = function (uniform, x, y) {
  116102. };
  116103. NullEngine.prototype.setFloat3 = function (uniform, x, y, z) {
  116104. };
  116105. NullEngine.prototype.setBool = function (uniform, bool) {
  116106. };
  116107. NullEngine.prototype.setFloat4 = function (uniform, x, y, z, w) {
  116108. };
  116109. NullEngine.prototype.setColor3 = function (uniform, color3) {
  116110. };
  116111. NullEngine.prototype.setColor4 = function (uniform, color3, alpha) {
  116112. };
  116113. NullEngine.prototype.setAlphaMode = function (mode, noDepthWriteChange) {
  116114. if (noDepthWriteChange === void 0) { noDepthWriteChange = false; }
  116115. if (this._alphaMode === mode) {
  116116. return;
  116117. }
  116118. this._alphaState.alphaBlend = (mode !== BABYLON.Engine.ALPHA_DISABLE);
  116119. if (!noDepthWriteChange) {
  116120. this.setDepthWrite(mode === BABYLON.Engine.ALPHA_DISABLE);
  116121. }
  116122. this._alphaMode = mode;
  116123. };
  116124. NullEngine.prototype.bindBuffers = function (vertexBuffers, indexBuffer, effect) {
  116125. };
  116126. NullEngine.prototype.wipeCaches = function (bruteForce) {
  116127. if (this.preventCacheWipeBetweenFrames) {
  116128. return;
  116129. }
  116130. this.resetTextureCache();
  116131. this._currentEffect = null;
  116132. if (bruteForce) {
  116133. this._currentProgram = null;
  116134. this._stencilState.reset();
  116135. this._depthCullingState.reset();
  116136. this._alphaState.reset();
  116137. }
  116138. this._cachedVertexBuffers = null;
  116139. this._cachedIndexBuffer = null;
  116140. this._cachedEffectForVertexBuffers = null;
  116141. };
  116142. NullEngine.prototype.draw = function (useTriangles, indexStart, indexCount, instancesCount) {
  116143. };
  116144. NullEngine.prototype.drawElementsType = function (fillMode, indexStart, indexCount, instancesCount) {
  116145. };
  116146. NullEngine.prototype.drawArraysType = function (fillMode, verticesStart, verticesCount, instancesCount) {
  116147. };
  116148. /** @hidden */
  116149. NullEngine.prototype._createTexture = function () {
  116150. return {};
  116151. };
  116152. /** @hidden */
  116153. NullEngine.prototype._releaseTexture = function (texture) {
  116154. };
  116155. NullEngine.prototype.createTexture = function (urlArg, noMipmap, invertY, scene, samplingMode, onLoad, onError, buffer, fallBack, format) {
  116156. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  116157. if (onLoad === void 0) { onLoad = null; }
  116158. if (onError === void 0) { onError = null; }
  116159. if (buffer === void 0) { buffer = null; }
  116160. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_URL);
  116161. var url = String(urlArg);
  116162. texture.url = url;
  116163. texture.generateMipMaps = !noMipmap;
  116164. texture.samplingMode = samplingMode;
  116165. texture.invertY = invertY;
  116166. texture.baseWidth = this._options.textureSize;
  116167. texture.baseHeight = this._options.textureSize;
  116168. texture.width = this._options.textureSize;
  116169. texture.height = this._options.textureSize;
  116170. if (format) {
  116171. texture.format = format;
  116172. }
  116173. texture.isReady = true;
  116174. if (onLoad) {
  116175. onLoad();
  116176. }
  116177. this._internalTexturesCache.push(texture);
  116178. return texture;
  116179. };
  116180. NullEngine.prototype.createRenderTargetTexture = function (size, options) {
  116181. var fullOptions = new BABYLON.RenderTargetCreationOptions();
  116182. if (options !== undefined && typeof options === "object") {
  116183. fullOptions.generateMipMaps = options.generateMipMaps;
  116184. fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  116185. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;
  116186. fullOptions.type = options.type === undefined ? BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT : options.type;
  116187. fullOptions.samplingMode = options.samplingMode === undefined ? BABYLON.Texture.TRILINEAR_SAMPLINGMODE : options.samplingMode;
  116188. }
  116189. else {
  116190. fullOptions.generateMipMaps = options;
  116191. fullOptions.generateDepthBuffer = true;
  116192. fullOptions.generateStencilBuffer = false;
  116193. fullOptions.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  116194. fullOptions.samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE;
  116195. }
  116196. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  116197. var width = size.width || size;
  116198. var height = size.height || size;
  116199. texture._depthStencilBuffer = {};
  116200. texture._framebuffer = {};
  116201. texture.baseWidth = width;
  116202. texture.baseHeight = height;
  116203. texture.width = width;
  116204. texture.height = height;
  116205. texture.isReady = true;
  116206. texture.samples = 1;
  116207. texture.generateMipMaps = fullOptions.generateMipMaps ? true : false;
  116208. texture.samplingMode = fullOptions.samplingMode;
  116209. texture.type = fullOptions.type;
  116210. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  116211. texture._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;
  116212. this._internalTexturesCache.push(texture);
  116213. return texture;
  116214. };
  116215. NullEngine.prototype.updateTextureSamplingMode = function (samplingMode, texture) {
  116216. texture.samplingMode = samplingMode;
  116217. };
  116218. NullEngine.prototype.bindFramebuffer = function (texture, faceIndex, requiredWidth, requiredHeight, forceFullscreenViewport) {
  116219. if (this._currentRenderTarget) {
  116220. this.unBindFramebuffer(this._currentRenderTarget);
  116221. }
  116222. this._currentRenderTarget = texture;
  116223. this._currentFramebuffer = texture._MSAAFramebuffer ? texture._MSAAFramebuffer : texture._framebuffer;
  116224. if (this._cachedViewport && !forceFullscreenViewport) {
  116225. this.setViewport(this._cachedViewport, requiredWidth, requiredHeight);
  116226. }
  116227. };
  116228. NullEngine.prototype.unBindFramebuffer = function (texture, disableGenerateMipMaps, onBeforeUnbind) {
  116229. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  116230. this._currentRenderTarget = null;
  116231. if (onBeforeUnbind) {
  116232. if (texture._MSAAFramebuffer) {
  116233. this._currentFramebuffer = texture._framebuffer;
  116234. }
  116235. onBeforeUnbind();
  116236. }
  116237. this._currentFramebuffer = null;
  116238. };
  116239. NullEngine.prototype.createDynamicVertexBuffer = function (vertices) {
  116240. var vbo = {
  116241. capacity: 1,
  116242. references: 1,
  116243. is32Bits: false
  116244. };
  116245. return vbo;
  116246. };
  116247. NullEngine.prototype.updateDynamicTexture = function (texture, canvas, invertY, premulAlpha, format) {
  116248. if (premulAlpha === void 0) { premulAlpha = false; }
  116249. };
  116250. NullEngine.prototype.areAllEffectsReady = function () {
  116251. return true;
  116252. };
  116253. /**
  116254. * @hidden
  116255. * Get the current error code of the webGL context
  116256. * @returns the error code
  116257. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  116258. */
  116259. NullEngine.prototype.getError = function () {
  116260. return 0;
  116261. };
  116262. /** @hidden */
  116263. NullEngine.prototype._getUnpackAlignement = function () {
  116264. return 1;
  116265. };
  116266. /** @hidden */
  116267. NullEngine.prototype._unpackFlipY = function (value) {
  116268. };
  116269. NullEngine.prototype.updateDynamicIndexBuffer = function (indexBuffer, indices, offset) {
  116270. if (offset === void 0) { offset = 0; }
  116271. };
  116272. /**
  116273. * Updates a dynamic vertex buffer.
  116274. * @param vertexBuffer the vertex buffer to update
  116275. * @param data the data used to update the vertex buffer
  116276. * @param byteOffset the byte offset of the data (optional)
  116277. * @param byteLength the byte length of the data (optional)
  116278. */
  116279. NullEngine.prototype.updateDynamicVertexBuffer = function (vertexBuffer, vertices, byteOffset, byteLength) {
  116280. };
  116281. NullEngine.prototype._bindTextureDirectly = function (target, texture) {
  116282. if (this._boundTexturesCache[this._activeChannel] !== texture) {
  116283. this._boundTexturesCache[this._activeChannel] = texture;
  116284. return true;
  116285. }
  116286. return false;
  116287. };
  116288. /** @hidden */
  116289. NullEngine.prototype._bindTexture = function (channel, texture) {
  116290. if (channel < 0) {
  116291. return;
  116292. }
  116293. this._bindTextureDirectly(0, texture);
  116294. };
  116295. /** @hidden */
  116296. NullEngine.prototype._releaseBuffer = function (buffer) {
  116297. buffer.references--;
  116298. if (buffer.references === 0) {
  116299. return true;
  116300. }
  116301. return false;
  116302. };
  116303. NullEngine.prototype.releaseEffects = function () {
  116304. };
  116305. NullEngine.prototype.displayLoadingUI = function () {
  116306. };
  116307. NullEngine.prototype.hideLoadingUI = function () {
  116308. };
  116309. /** @hidden */
  116310. NullEngine.prototype._uploadCompressedDataToTextureDirectly = function (texture, internalFormat, width, height, data, faceIndex, lod) {
  116311. if (faceIndex === void 0) { faceIndex = 0; }
  116312. if (lod === void 0) { lod = 0; }
  116313. };
  116314. /** @hidden */
  116315. NullEngine.prototype._uploadDataToTextureDirectly = function (texture, imageData, faceIndex, lod) {
  116316. if (faceIndex === void 0) { faceIndex = 0; }
  116317. if (lod === void 0) { lod = 0; }
  116318. };
  116319. /** @hidden */
  116320. NullEngine.prototype._uploadArrayBufferViewToTexture = function (texture, imageData, faceIndex, lod) {
  116321. if (faceIndex === void 0) { faceIndex = 0; }
  116322. if (lod === void 0) { lod = 0; }
  116323. };
  116324. /** @hidden */
  116325. NullEngine.prototype._uploadImageToTexture = function (texture, image, faceIndex, lod) {
  116326. if (faceIndex === void 0) { faceIndex = 0; }
  116327. if (lod === void 0) { lod = 0; }
  116328. };
  116329. return NullEngine;
  116330. }(BABYLON.Engine));
  116331. BABYLON.NullEngine = NullEngine;
  116332. })(BABYLON || (BABYLON = {}));
  116333. //# sourceMappingURL=babylon.nullEngine.js.map
  116334. var BABYLON;
  116335. (function (BABYLON) {
  116336. /**
  116337. * This class can be used to get instrumentation data from a Babylon engine
  116338. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  116339. */
  116340. var EngineInstrumentation = /** @class */ (function () {
  116341. /**
  116342. * Instantiates a new engine instrumentation.
  116343. * This class can be used to get instrumentation data from a Babylon engine
  116344. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  116345. * @param engine Defines the engine to instrument
  116346. */
  116347. function EngineInstrumentation(
  116348. /**
  116349. * Define the instrumented engine.
  116350. */
  116351. engine) {
  116352. this.engine = engine;
  116353. this._captureGPUFrameTime = false;
  116354. this._gpuFrameTime = new BABYLON.PerfCounter();
  116355. this._captureShaderCompilationTime = false;
  116356. this._shaderCompilationTime = new BABYLON.PerfCounter();
  116357. // Observers
  116358. this._onBeginFrameObserver = null;
  116359. this._onEndFrameObserver = null;
  116360. this._onBeforeShaderCompilationObserver = null;
  116361. this._onAfterShaderCompilationObserver = null;
  116362. }
  116363. Object.defineProperty(EngineInstrumentation.prototype, "gpuFrameTimeCounter", {
  116364. // Properties
  116365. /**
  116366. * Gets the perf counter used for GPU frame time
  116367. */
  116368. get: function () {
  116369. return this._gpuFrameTime;
  116370. },
  116371. enumerable: true,
  116372. configurable: true
  116373. });
  116374. Object.defineProperty(EngineInstrumentation.prototype, "captureGPUFrameTime", {
  116375. /**
  116376. * Gets the GPU frame time capture status
  116377. */
  116378. get: function () {
  116379. return this._captureGPUFrameTime;
  116380. },
  116381. /**
  116382. * Enable or disable the GPU frame time capture
  116383. */
  116384. set: function (value) {
  116385. var _this = this;
  116386. if (value === this._captureGPUFrameTime) {
  116387. return;
  116388. }
  116389. this._captureGPUFrameTime = value;
  116390. if (value) {
  116391. this._onBeginFrameObserver = this.engine.onBeginFrameObservable.add(function () {
  116392. if (!_this._gpuFrameTimeToken) {
  116393. _this._gpuFrameTimeToken = _this.engine.startTimeQuery();
  116394. }
  116395. });
  116396. this._onEndFrameObserver = this.engine.onEndFrameObservable.add(function () {
  116397. if (!_this._gpuFrameTimeToken) {
  116398. return;
  116399. }
  116400. var time = _this.engine.endTimeQuery(_this._gpuFrameTimeToken);
  116401. if (time > -1) {
  116402. _this._gpuFrameTimeToken = null;
  116403. _this._gpuFrameTime.fetchNewFrame();
  116404. _this._gpuFrameTime.addCount(time, true);
  116405. }
  116406. });
  116407. }
  116408. else {
  116409. this.engine.onBeginFrameObservable.remove(this._onBeginFrameObserver);
  116410. this._onBeginFrameObserver = null;
  116411. this.engine.onEndFrameObservable.remove(this._onEndFrameObserver);
  116412. this._onEndFrameObserver = null;
  116413. }
  116414. },
  116415. enumerable: true,
  116416. configurable: true
  116417. });
  116418. Object.defineProperty(EngineInstrumentation.prototype, "shaderCompilationTimeCounter", {
  116419. /**
  116420. * Gets the perf counter used for shader compilation time
  116421. */
  116422. get: function () {
  116423. return this._shaderCompilationTime;
  116424. },
  116425. enumerable: true,
  116426. configurable: true
  116427. });
  116428. Object.defineProperty(EngineInstrumentation.prototype, "captureShaderCompilationTime", {
  116429. /**
  116430. * Gets the shader compilation time capture status
  116431. */
  116432. get: function () {
  116433. return this._captureShaderCompilationTime;
  116434. },
  116435. /**
  116436. * Enable or disable the shader compilation time capture
  116437. */
  116438. set: function (value) {
  116439. var _this = this;
  116440. if (value === this._captureShaderCompilationTime) {
  116441. return;
  116442. }
  116443. this._captureShaderCompilationTime = value;
  116444. if (value) {
  116445. this._onBeforeShaderCompilationObserver = this.engine.onBeforeShaderCompilationObservable.add(function () {
  116446. _this._shaderCompilationTime.fetchNewFrame();
  116447. _this._shaderCompilationTime.beginMonitoring();
  116448. });
  116449. this._onAfterShaderCompilationObserver = this.engine.onAfterShaderCompilationObservable.add(function () {
  116450. _this._shaderCompilationTime.endMonitoring();
  116451. });
  116452. }
  116453. else {
  116454. this.engine.onBeforeShaderCompilationObservable.remove(this._onBeforeShaderCompilationObserver);
  116455. this._onBeforeShaderCompilationObserver = null;
  116456. this.engine.onAfterShaderCompilationObservable.remove(this._onAfterShaderCompilationObserver);
  116457. this._onAfterShaderCompilationObserver = null;
  116458. }
  116459. },
  116460. enumerable: true,
  116461. configurable: true
  116462. });
  116463. /**
  116464. * Dispose and release associated resources.
  116465. */
  116466. EngineInstrumentation.prototype.dispose = function () {
  116467. this.engine.onBeginFrameObservable.remove(this._onBeginFrameObserver);
  116468. this._onBeginFrameObserver = null;
  116469. this.engine.onEndFrameObservable.remove(this._onEndFrameObserver);
  116470. this._onEndFrameObserver = null;
  116471. this.engine.onBeforeShaderCompilationObservable.remove(this._onBeforeShaderCompilationObserver);
  116472. this._onBeforeShaderCompilationObserver = null;
  116473. this.engine.onAfterShaderCompilationObservable.remove(this._onAfterShaderCompilationObserver);
  116474. this._onAfterShaderCompilationObserver = null;
  116475. this.engine = null;
  116476. };
  116477. return EngineInstrumentation;
  116478. }());
  116479. BABYLON.EngineInstrumentation = EngineInstrumentation;
  116480. })(BABYLON || (BABYLON = {}));
  116481. //# sourceMappingURL=babylon.engineInstrumentation.js.map
  116482. var BABYLON;
  116483. (function (BABYLON) {
  116484. /**
  116485. * This class can be used to get instrumentation data from a Babylon engine
  116486. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  116487. */
  116488. var SceneInstrumentation = /** @class */ (function () {
  116489. /**
  116490. * Instantiates a new scene instrumentation.
  116491. * This class can be used to get instrumentation data from a Babylon engine
  116492. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  116493. * @param scene Defines the scene to instrument
  116494. */
  116495. function SceneInstrumentation(
  116496. /**
  116497. * Defines the scene to instrument
  116498. */
  116499. scene) {
  116500. var _this = this;
  116501. this.scene = scene;
  116502. this._captureActiveMeshesEvaluationTime = false;
  116503. this._activeMeshesEvaluationTime = new BABYLON.PerfCounter();
  116504. this._captureRenderTargetsRenderTime = false;
  116505. this._renderTargetsRenderTime = new BABYLON.PerfCounter();
  116506. this._captureFrameTime = false;
  116507. this._frameTime = new BABYLON.PerfCounter();
  116508. this._captureRenderTime = false;
  116509. this._renderTime = new BABYLON.PerfCounter();
  116510. this._captureInterFrameTime = false;
  116511. this._interFrameTime = new BABYLON.PerfCounter();
  116512. this._captureParticlesRenderTime = false;
  116513. this._particlesRenderTime = new BABYLON.PerfCounter();
  116514. this._captureSpritesRenderTime = false;
  116515. this._spritesRenderTime = new BABYLON.PerfCounter();
  116516. this._capturePhysicsTime = false;
  116517. this._physicsTime = new BABYLON.PerfCounter();
  116518. this._captureAnimationsTime = false;
  116519. this._animationsTime = new BABYLON.PerfCounter();
  116520. this._captureCameraRenderTime = false;
  116521. this._cameraRenderTime = new BABYLON.PerfCounter();
  116522. // Observers
  116523. this._onBeforeActiveMeshesEvaluationObserver = null;
  116524. this._onAfterActiveMeshesEvaluationObserver = null;
  116525. this._onBeforeRenderTargetsRenderObserver = null;
  116526. this._onAfterRenderTargetsRenderObserver = null;
  116527. this._onAfterRenderObserver = null;
  116528. this._onBeforeDrawPhaseObserver = null;
  116529. this._onAfterDrawPhaseObserver = null;
  116530. this._onBeforeAnimationsObserver = null;
  116531. this._onBeforeParticlesRenderingObserver = null;
  116532. this._onAfterParticlesRenderingObserver = null;
  116533. this._onBeforeSpritesRenderingObserver = null;
  116534. this._onAfterSpritesRenderingObserver = null;
  116535. this._onBeforePhysicsObserver = null;
  116536. this._onAfterPhysicsObserver = null;
  116537. this._onAfterAnimationsObserver = null;
  116538. this._onBeforeCameraRenderObserver = null;
  116539. this._onAfterCameraRenderObserver = null;
  116540. // Before render
  116541. this._onBeforeAnimationsObserver = scene.onBeforeAnimationsObservable.add(function () {
  116542. if (_this._captureActiveMeshesEvaluationTime) {
  116543. _this._activeMeshesEvaluationTime.fetchNewFrame();
  116544. }
  116545. if (_this._captureRenderTargetsRenderTime) {
  116546. _this._renderTargetsRenderTime.fetchNewFrame();
  116547. }
  116548. if (_this._captureFrameTime) {
  116549. BABYLON.Tools.StartPerformanceCounter("Scene rendering");
  116550. _this._frameTime.beginMonitoring();
  116551. }
  116552. if (_this._captureInterFrameTime) {
  116553. _this._interFrameTime.endMonitoring();
  116554. }
  116555. if (_this._captureParticlesRenderTime) {
  116556. _this._particlesRenderTime.fetchNewFrame();
  116557. }
  116558. if (_this._captureSpritesRenderTime) {
  116559. _this._spritesRenderTime.fetchNewFrame();
  116560. }
  116561. if (_this._captureAnimationsTime) {
  116562. _this._animationsTime.beginMonitoring();
  116563. }
  116564. _this.scene.getEngine()._drawCalls.fetchNewFrame();
  116565. _this.scene.getEngine()._textureCollisions.fetchNewFrame();
  116566. });
  116567. // After render
  116568. this._onAfterRenderObserver = scene.onAfterRenderObservable.add(function () {
  116569. if (_this._captureFrameTime) {
  116570. BABYLON.Tools.EndPerformanceCounter("Scene rendering");
  116571. _this._frameTime.endMonitoring();
  116572. }
  116573. if (_this._captureRenderTime) {
  116574. _this._renderTime.endMonitoring(false);
  116575. }
  116576. if (_this._captureInterFrameTime) {
  116577. _this._interFrameTime.beginMonitoring();
  116578. }
  116579. });
  116580. }
  116581. Object.defineProperty(SceneInstrumentation.prototype, "activeMeshesEvaluationTimeCounter", {
  116582. // Properties
  116583. /**
  116584. * Gets the perf counter used for active meshes evaluation time
  116585. */
  116586. get: function () {
  116587. return this._activeMeshesEvaluationTime;
  116588. },
  116589. enumerable: true,
  116590. configurable: true
  116591. });
  116592. Object.defineProperty(SceneInstrumentation.prototype, "captureActiveMeshesEvaluationTime", {
  116593. /**
  116594. * Gets the active meshes evaluation time capture status
  116595. */
  116596. get: function () {
  116597. return this._captureActiveMeshesEvaluationTime;
  116598. },
  116599. /**
  116600. * Enable or disable the active meshes evaluation time capture
  116601. */
  116602. set: function (value) {
  116603. var _this = this;
  116604. if (value === this._captureActiveMeshesEvaluationTime) {
  116605. return;
  116606. }
  116607. this._captureActiveMeshesEvaluationTime = value;
  116608. if (value) {
  116609. this._onBeforeActiveMeshesEvaluationObserver = this.scene.onBeforeActiveMeshesEvaluationObservable.add(function () {
  116610. BABYLON.Tools.StartPerformanceCounter("Active meshes evaluation");
  116611. _this._activeMeshesEvaluationTime.beginMonitoring();
  116612. });
  116613. this._onAfterActiveMeshesEvaluationObserver = this.scene.onAfterActiveMeshesEvaluationObservable.add(function () {
  116614. BABYLON.Tools.EndPerformanceCounter("Active meshes evaluation");
  116615. _this._activeMeshesEvaluationTime.endMonitoring();
  116616. });
  116617. }
  116618. else {
  116619. this.scene.onBeforeActiveMeshesEvaluationObservable.remove(this._onBeforeActiveMeshesEvaluationObserver);
  116620. this._onBeforeActiveMeshesEvaluationObserver = null;
  116621. this.scene.onAfterActiveMeshesEvaluationObservable.remove(this._onAfterActiveMeshesEvaluationObserver);
  116622. this._onAfterActiveMeshesEvaluationObserver = null;
  116623. }
  116624. },
  116625. enumerable: true,
  116626. configurable: true
  116627. });
  116628. Object.defineProperty(SceneInstrumentation.prototype, "renderTargetsRenderTimeCounter", {
  116629. /**
  116630. * Gets the perf counter used for render targets render time
  116631. */
  116632. get: function () {
  116633. return this._renderTargetsRenderTime;
  116634. },
  116635. enumerable: true,
  116636. configurable: true
  116637. });
  116638. Object.defineProperty(SceneInstrumentation.prototype, "captureRenderTargetsRenderTime", {
  116639. /**
  116640. * Gets the render targets render time capture status
  116641. */
  116642. get: function () {
  116643. return this._captureRenderTargetsRenderTime;
  116644. },
  116645. /**
  116646. * Enable or disable the render targets render time capture
  116647. */
  116648. set: function (value) {
  116649. var _this = this;
  116650. if (value === this._captureRenderTargetsRenderTime) {
  116651. return;
  116652. }
  116653. this._captureRenderTargetsRenderTime = value;
  116654. if (value) {
  116655. this._onBeforeRenderTargetsRenderObserver = this.scene.onBeforeRenderTargetsRenderObservable.add(function () {
  116656. BABYLON.Tools.StartPerformanceCounter("Render targets rendering");
  116657. _this._renderTargetsRenderTime.beginMonitoring();
  116658. });
  116659. this._onAfterRenderTargetsRenderObserver = this.scene.onAfterRenderTargetsRenderObservable.add(function () {
  116660. BABYLON.Tools.EndPerformanceCounter("Render targets rendering");
  116661. _this._renderTargetsRenderTime.endMonitoring(false);
  116662. });
  116663. }
  116664. else {
  116665. this.scene.onBeforeRenderTargetsRenderObservable.remove(this._onBeforeRenderTargetsRenderObserver);
  116666. this._onBeforeRenderTargetsRenderObserver = null;
  116667. this.scene.onAfterRenderTargetsRenderObservable.remove(this._onAfterRenderTargetsRenderObserver);
  116668. this._onAfterRenderTargetsRenderObserver = null;
  116669. }
  116670. },
  116671. enumerable: true,
  116672. configurable: true
  116673. });
  116674. Object.defineProperty(SceneInstrumentation.prototype, "particlesRenderTimeCounter", {
  116675. /**
  116676. * Gets the perf counter used for particles render time
  116677. */
  116678. get: function () {
  116679. return this._particlesRenderTime;
  116680. },
  116681. enumerable: true,
  116682. configurable: true
  116683. });
  116684. Object.defineProperty(SceneInstrumentation.prototype, "captureParticlesRenderTime", {
  116685. /**
  116686. * Gets the particles render time capture status
  116687. */
  116688. get: function () {
  116689. return this._captureParticlesRenderTime;
  116690. },
  116691. /**
  116692. * Enable or disable the particles render time capture
  116693. */
  116694. set: function (value) {
  116695. var _this = this;
  116696. if (value === this._captureParticlesRenderTime) {
  116697. return;
  116698. }
  116699. this._captureParticlesRenderTime = value;
  116700. if (value) {
  116701. this._onBeforeParticlesRenderingObserver = this.scene.onBeforeParticlesRenderingObservable.add(function () {
  116702. BABYLON.Tools.StartPerformanceCounter("Particles");
  116703. _this._particlesRenderTime.beginMonitoring();
  116704. });
  116705. this._onAfterParticlesRenderingObserver = this.scene.onAfterParticlesRenderingObservable.add(function () {
  116706. BABYLON.Tools.EndPerformanceCounter("Particles");
  116707. _this._particlesRenderTime.endMonitoring(false);
  116708. });
  116709. }
  116710. else {
  116711. this.scene.onBeforeParticlesRenderingObservable.remove(this._onBeforeParticlesRenderingObserver);
  116712. this._onBeforeParticlesRenderingObserver = null;
  116713. this.scene.onAfterParticlesRenderingObservable.remove(this._onAfterParticlesRenderingObserver);
  116714. this._onAfterParticlesRenderingObserver = null;
  116715. }
  116716. },
  116717. enumerable: true,
  116718. configurable: true
  116719. });
  116720. Object.defineProperty(SceneInstrumentation.prototype, "spritesRenderTimeCounter", {
  116721. /**
  116722. * Gets the perf counter used for sprites render time
  116723. */
  116724. get: function () {
  116725. return this._spritesRenderTime;
  116726. },
  116727. enumerable: true,
  116728. configurable: true
  116729. });
  116730. Object.defineProperty(SceneInstrumentation.prototype, "captureSpritesRenderTime", {
  116731. /**
  116732. * Gets the sprites render time capture status
  116733. */
  116734. get: function () {
  116735. return this._captureSpritesRenderTime;
  116736. },
  116737. /**
  116738. * Enable or disable the sprites render time capture
  116739. */
  116740. set: function (value) {
  116741. var _this = this;
  116742. if (value === this._captureSpritesRenderTime) {
  116743. return;
  116744. }
  116745. this._captureSpritesRenderTime = value;
  116746. if (!this.scene.spriteManagers) {
  116747. return;
  116748. }
  116749. if (value) {
  116750. this._onBeforeSpritesRenderingObserver = this.scene.onBeforeSpritesRenderingObservable.add(function () {
  116751. BABYLON.Tools.StartPerformanceCounter("Sprites");
  116752. _this._spritesRenderTime.beginMonitoring();
  116753. });
  116754. this._onAfterSpritesRenderingObserver = this.scene.onAfterSpritesRenderingObservable.add(function () {
  116755. BABYLON.Tools.EndPerformanceCounter("Sprites");
  116756. _this._spritesRenderTime.endMonitoring(false);
  116757. });
  116758. }
  116759. else {
  116760. this.scene.onBeforeSpritesRenderingObservable.remove(this._onBeforeSpritesRenderingObserver);
  116761. this._onBeforeSpritesRenderingObserver = null;
  116762. this.scene.onAfterSpritesRenderingObservable.remove(this._onAfterSpritesRenderingObserver);
  116763. this._onAfterSpritesRenderingObserver = null;
  116764. }
  116765. },
  116766. enumerable: true,
  116767. configurable: true
  116768. });
  116769. Object.defineProperty(SceneInstrumentation.prototype, "physicsTimeCounter", {
  116770. /**
  116771. * Gets the perf counter used for physics time
  116772. */
  116773. get: function () {
  116774. return this._physicsTime;
  116775. },
  116776. enumerable: true,
  116777. configurable: true
  116778. });
  116779. Object.defineProperty(SceneInstrumentation.prototype, "capturePhysicsTime", {
  116780. /**
  116781. * Gets the physics time capture status
  116782. */
  116783. get: function () {
  116784. return this._capturePhysicsTime;
  116785. },
  116786. /**
  116787. * Enable or disable the physics time capture
  116788. */
  116789. set: function (value) {
  116790. var _this = this;
  116791. if (value === this._capturePhysicsTime) {
  116792. return;
  116793. }
  116794. if (!this.scene.onBeforePhysicsObservable) {
  116795. return;
  116796. }
  116797. this._capturePhysicsTime = value;
  116798. if (value) {
  116799. this._onBeforePhysicsObserver = this.scene.onBeforePhysicsObservable.add(function () {
  116800. BABYLON.Tools.StartPerformanceCounter("Physics");
  116801. _this._physicsTime.beginMonitoring();
  116802. });
  116803. this._onAfterPhysicsObserver = this.scene.onAfterPhysicsObservable.add(function () {
  116804. BABYLON.Tools.EndPerformanceCounter("Physics");
  116805. _this._physicsTime.endMonitoring();
  116806. });
  116807. }
  116808. else {
  116809. this.scene.onBeforePhysicsObservable.remove(this._onBeforePhysicsObserver);
  116810. this._onBeforePhysicsObserver = null;
  116811. this.scene.onAfterPhysicsObservable.remove(this._onAfterPhysicsObserver);
  116812. this._onAfterPhysicsObserver = null;
  116813. }
  116814. },
  116815. enumerable: true,
  116816. configurable: true
  116817. });
  116818. Object.defineProperty(SceneInstrumentation.prototype, "animationsTimeCounter", {
  116819. /**
  116820. * Gets the perf counter used for animations time
  116821. */
  116822. get: function () {
  116823. return this._animationsTime;
  116824. },
  116825. enumerable: true,
  116826. configurable: true
  116827. });
  116828. Object.defineProperty(SceneInstrumentation.prototype, "captureAnimationsTime", {
  116829. /**
  116830. * Gets the animations time capture status
  116831. */
  116832. get: function () {
  116833. return this._captureAnimationsTime;
  116834. },
  116835. /**
  116836. * Enable or disable the animations time capture
  116837. */
  116838. set: function (value) {
  116839. var _this = this;
  116840. if (value === this._captureAnimationsTime) {
  116841. return;
  116842. }
  116843. this._captureAnimationsTime = value;
  116844. if (value) {
  116845. this._onAfterAnimationsObserver = this.scene.onAfterAnimationsObservable.add(function () {
  116846. _this._animationsTime.endMonitoring();
  116847. });
  116848. }
  116849. else {
  116850. this.scene.onAfterAnimationsObservable.remove(this._onAfterAnimationsObserver);
  116851. this._onAfterAnimationsObserver = null;
  116852. }
  116853. },
  116854. enumerable: true,
  116855. configurable: true
  116856. });
  116857. Object.defineProperty(SceneInstrumentation.prototype, "frameTimeCounter", {
  116858. /**
  116859. * Gets the perf counter used for frame time capture
  116860. */
  116861. get: function () {
  116862. return this._frameTime;
  116863. },
  116864. enumerable: true,
  116865. configurable: true
  116866. });
  116867. Object.defineProperty(SceneInstrumentation.prototype, "captureFrameTime", {
  116868. /**
  116869. * Gets the frame time capture status
  116870. */
  116871. get: function () {
  116872. return this._captureFrameTime;
  116873. },
  116874. /**
  116875. * Enable or disable the frame time capture
  116876. */
  116877. set: function (value) {
  116878. this._captureFrameTime = value;
  116879. },
  116880. enumerable: true,
  116881. configurable: true
  116882. });
  116883. Object.defineProperty(SceneInstrumentation.prototype, "interFrameTimeCounter", {
  116884. /**
  116885. * Gets the perf counter used for inter-frames time capture
  116886. */
  116887. get: function () {
  116888. return this._interFrameTime;
  116889. },
  116890. enumerable: true,
  116891. configurable: true
  116892. });
  116893. Object.defineProperty(SceneInstrumentation.prototype, "captureInterFrameTime", {
  116894. /**
  116895. * Gets the inter-frames time capture status
  116896. */
  116897. get: function () {
  116898. return this._captureInterFrameTime;
  116899. },
  116900. /**
  116901. * Enable or disable the inter-frames time capture
  116902. */
  116903. set: function (value) {
  116904. this._captureInterFrameTime = value;
  116905. },
  116906. enumerable: true,
  116907. configurable: true
  116908. });
  116909. Object.defineProperty(SceneInstrumentation.prototype, "renderTimeCounter", {
  116910. /**
  116911. * Gets the perf counter used for render time capture
  116912. */
  116913. get: function () {
  116914. return this._renderTime;
  116915. },
  116916. enumerable: true,
  116917. configurable: true
  116918. });
  116919. Object.defineProperty(SceneInstrumentation.prototype, "captureRenderTime", {
  116920. /**
  116921. * Gets the render time capture status
  116922. */
  116923. get: function () {
  116924. return this._captureRenderTime;
  116925. },
  116926. /**
  116927. * Enable or disable the render time capture
  116928. */
  116929. set: function (value) {
  116930. var _this = this;
  116931. if (value === this._captureRenderTime) {
  116932. return;
  116933. }
  116934. this._captureRenderTime = value;
  116935. if (value) {
  116936. this._onBeforeDrawPhaseObserver = this.scene.onBeforeDrawPhaseObservable.add(function () {
  116937. _this._renderTime.beginMonitoring();
  116938. BABYLON.Tools.StartPerformanceCounter("Main render");
  116939. });
  116940. this._onAfterDrawPhaseObserver = this.scene.onAfterDrawPhaseObservable.add(function () {
  116941. _this._renderTime.endMonitoring(false);
  116942. BABYLON.Tools.EndPerformanceCounter("Main render");
  116943. });
  116944. }
  116945. else {
  116946. this.scene.onBeforeDrawPhaseObservable.remove(this._onBeforeDrawPhaseObserver);
  116947. this._onBeforeDrawPhaseObserver = null;
  116948. this.scene.onAfterDrawPhaseObservable.remove(this._onAfterDrawPhaseObserver);
  116949. this._onAfterDrawPhaseObserver = null;
  116950. }
  116951. },
  116952. enumerable: true,
  116953. configurable: true
  116954. });
  116955. Object.defineProperty(SceneInstrumentation.prototype, "cameraRenderTimeCounter", {
  116956. /**
  116957. * Gets the perf counter used for camera render time capture
  116958. */
  116959. get: function () {
  116960. return this._cameraRenderTime;
  116961. },
  116962. enumerable: true,
  116963. configurable: true
  116964. });
  116965. Object.defineProperty(SceneInstrumentation.prototype, "captureCameraRenderTime", {
  116966. /**
  116967. * Gets the camera render time capture status
  116968. */
  116969. get: function () {
  116970. return this._captureCameraRenderTime;
  116971. },
  116972. /**
  116973. * Enable or disable the camera render time capture
  116974. */
  116975. set: function (value) {
  116976. var _this = this;
  116977. if (value === this._captureCameraRenderTime) {
  116978. return;
  116979. }
  116980. this._captureCameraRenderTime = value;
  116981. if (value) {
  116982. this._onBeforeCameraRenderObserver = this.scene.onBeforeCameraRenderObservable.add(function (camera) {
  116983. _this._cameraRenderTime.beginMonitoring();
  116984. BABYLON.Tools.StartPerformanceCounter("Rendering camera " + camera.name);
  116985. });
  116986. this._onAfterCameraRenderObserver = this.scene.onAfterCameraRenderObservable.add(function (camera) {
  116987. _this._cameraRenderTime.endMonitoring(false);
  116988. BABYLON.Tools.EndPerformanceCounter("Rendering camera " + camera.name);
  116989. });
  116990. }
  116991. else {
  116992. this.scene.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  116993. this._onBeforeCameraRenderObserver = null;
  116994. this.scene.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  116995. this._onAfterCameraRenderObserver = null;
  116996. }
  116997. },
  116998. enumerable: true,
  116999. configurable: true
  117000. });
  117001. Object.defineProperty(SceneInstrumentation.prototype, "drawCallsCounter", {
  117002. /**
  117003. * Gets the perf counter used for draw calls
  117004. */
  117005. get: function () {
  117006. return this.scene.getEngine()._drawCalls;
  117007. },
  117008. enumerable: true,
  117009. configurable: true
  117010. });
  117011. Object.defineProperty(SceneInstrumentation.prototype, "textureCollisionsCounter", {
  117012. /**
  117013. * Gets the perf counter used for texture collisions
  117014. */
  117015. get: function () {
  117016. return this.scene.getEngine()._textureCollisions;
  117017. },
  117018. enumerable: true,
  117019. configurable: true
  117020. });
  117021. /**
  117022. * Dispose and release associated resources.
  117023. */
  117024. SceneInstrumentation.prototype.dispose = function () {
  117025. this.scene.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  117026. this._onAfterRenderObserver = null;
  117027. this.scene.onBeforeActiveMeshesEvaluationObservable.remove(this._onBeforeActiveMeshesEvaluationObserver);
  117028. this._onBeforeActiveMeshesEvaluationObserver = null;
  117029. this.scene.onAfterActiveMeshesEvaluationObservable.remove(this._onAfterActiveMeshesEvaluationObserver);
  117030. this._onAfterActiveMeshesEvaluationObserver = null;
  117031. this.scene.onBeforeRenderTargetsRenderObservable.remove(this._onBeforeRenderTargetsRenderObserver);
  117032. this._onBeforeRenderTargetsRenderObserver = null;
  117033. this.scene.onAfterRenderTargetsRenderObservable.remove(this._onAfterRenderTargetsRenderObserver);
  117034. this._onAfterRenderTargetsRenderObserver = null;
  117035. this.scene.onBeforeAnimationsObservable.remove(this._onBeforeAnimationsObserver);
  117036. this._onBeforeAnimationsObserver = null;
  117037. this.scene.onBeforeParticlesRenderingObservable.remove(this._onBeforeParticlesRenderingObserver);
  117038. this._onBeforeParticlesRenderingObserver = null;
  117039. this.scene.onAfterParticlesRenderingObservable.remove(this._onAfterParticlesRenderingObserver);
  117040. this._onAfterParticlesRenderingObserver = null;
  117041. if (this._onBeforeSpritesRenderingObserver) {
  117042. this.scene.onBeforeSpritesRenderingObservable.remove(this._onBeforeSpritesRenderingObserver);
  117043. this._onBeforeSpritesRenderingObserver = null;
  117044. }
  117045. if (this._onAfterSpritesRenderingObserver) {
  117046. this.scene.onAfterSpritesRenderingObservable.remove(this._onAfterSpritesRenderingObserver);
  117047. this._onAfterSpritesRenderingObserver = null;
  117048. }
  117049. this.scene.onBeforeDrawPhaseObservable.remove(this._onBeforeDrawPhaseObserver);
  117050. this._onBeforeDrawPhaseObserver = null;
  117051. this.scene.onAfterDrawPhaseObservable.remove(this._onAfterDrawPhaseObserver);
  117052. this._onAfterDrawPhaseObserver = null;
  117053. if (this._onBeforePhysicsObserver) {
  117054. this.scene.onBeforePhysicsObservable.remove(this._onBeforePhysicsObserver);
  117055. this._onBeforePhysicsObserver = null;
  117056. }
  117057. if (this._onAfterPhysicsObserver) {
  117058. this.scene.onAfterPhysicsObservable.remove(this._onAfterPhysicsObserver);
  117059. this._onAfterPhysicsObserver = null;
  117060. }
  117061. this.scene.onAfterAnimationsObservable.remove(this._onAfterAnimationsObserver);
  117062. this._onAfterAnimationsObserver = null;
  117063. this.scene.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  117064. this._onBeforeCameraRenderObserver = null;
  117065. this.scene.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  117066. this._onAfterCameraRenderObserver = null;
  117067. this.scene = null;
  117068. };
  117069. return SceneInstrumentation;
  117070. }());
  117071. BABYLON.SceneInstrumentation = SceneInstrumentation;
  117072. })(BABYLON || (BABYLON = {}));
  117073. //# sourceMappingURL=babylon.sceneInstrumentation.js.map
  117074. var BABYLON;
  117075. (function (BABYLON) {
  117076. /**
  117077. * @hidden
  117078. **/
  117079. var _TimeToken = /** @class */ (function () {
  117080. function _TimeToken() {
  117081. this._timeElapsedQueryEnded = false;
  117082. }
  117083. return _TimeToken;
  117084. }());
  117085. BABYLON._TimeToken = _TimeToken;
  117086. })(BABYLON || (BABYLON = {}));
  117087. //# sourceMappingURL=babylon.timeToken.js.map
  117088. var BABYLON;
  117089. (function (BABYLON) {
  117090. /**
  117091. * Background material defines definition.
  117092. * @hidden Mainly internal Use
  117093. */
  117094. var BackgroundMaterialDefines = /** @class */ (function (_super) {
  117095. __extends(BackgroundMaterialDefines, _super);
  117096. /**
  117097. * Constructor of the defines.
  117098. */
  117099. function BackgroundMaterialDefines() {
  117100. var _this = _super.call(this) || this;
  117101. /**
  117102. * True if the diffuse texture is in use.
  117103. */
  117104. _this.DIFFUSE = false;
  117105. /**
  117106. * The direct UV channel to use.
  117107. */
  117108. _this.DIFFUSEDIRECTUV = 0;
  117109. /**
  117110. * True if the diffuse texture is in gamma space.
  117111. */
  117112. _this.GAMMADIFFUSE = false;
  117113. /**
  117114. * True if the diffuse texture has opacity in the alpha channel.
  117115. */
  117116. _this.DIFFUSEHASALPHA = false;
  117117. /**
  117118. * True if you want the material to fade to transparent at grazing angle.
  117119. */
  117120. _this.OPACITYFRESNEL = false;
  117121. /**
  117122. * True if an extra blur needs to be added in the reflection.
  117123. */
  117124. _this.REFLECTIONBLUR = false;
  117125. /**
  117126. * True if you want the material to fade to reflection at grazing angle.
  117127. */
  117128. _this.REFLECTIONFRESNEL = false;
  117129. /**
  117130. * True if you want the material to falloff as far as you move away from the scene center.
  117131. */
  117132. _this.REFLECTIONFALLOFF = false;
  117133. /**
  117134. * False if the current Webgl implementation does not support the texture lod extension.
  117135. */
  117136. _this.TEXTURELODSUPPORT = false;
  117137. /**
  117138. * True to ensure the data are premultiplied.
  117139. */
  117140. _this.PREMULTIPLYALPHA = false;
  117141. /**
  117142. * True if the texture contains cooked RGB values and not gray scaled multipliers.
  117143. */
  117144. _this.USERGBCOLOR = false;
  117145. /**
  117146. * True if highlight and shadow levels have been specified. It can help ensuring the main perceived color
  117147. * stays aligned with the desired configuration.
  117148. */
  117149. _this.USEHIGHLIGHTANDSHADOWCOLORS = false;
  117150. /**
  117151. * True to add noise in order to reduce the banding effect.
  117152. */
  117153. _this.NOISE = false;
  117154. /**
  117155. * is the reflection texture in BGR color scheme?
  117156. * Mainly used to solve a bug in ios10 video tag
  117157. */
  117158. _this.REFLECTIONBGR = false;
  117159. _this.IMAGEPROCESSING = false;
  117160. _this.VIGNETTE = false;
  117161. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  117162. _this.VIGNETTEBLENDMODEOPAQUE = false;
  117163. _this.TONEMAPPING = false;
  117164. _this.TONEMAPPING_ACES = false;
  117165. _this.CONTRAST = false;
  117166. _this.COLORCURVES = false;
  117167. _this.COLORGRADING = false;
  117168. _this.COLORGRADING3D = false;
  117169. _this.SAMPLER3DGREENDEPTH = false;
  117170. _this.SAMPLER3DBGRMAP = false;
  117171. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  117172. _this.EXPOSURE = false;
  117173. // Reflection.
  117174. _this.REFLECTION = false;
  117175. _this.REFLECTIONMAP_3D = false;
  117176. _this.REFLECTIONMAP_SPHERICAL = false;
  117177. _this.REFLECTIONMAP_PLANAR = false;
  117178. _this.REFLECTIONMAP_CUBIC = false;
  117179. _this.REFLECTIONMAP_PROJECTION = false;
  117180. _this.REFLECTIONMAP_SKYBOX = false;
  117181. _this.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  117182. _this.REFLECTIONMAP_EXPLICIT = false;
  117183. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  117184. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  117185. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  117186. _this.INVERTCUBICMAP = false;
  117187. _this.REFLECTIONMAP_OPPOSITEZ = false;
  117188. _this.LODINREFLECTIONALPHA = false;
  117189. _this.GAMMAREFLECTION = false;
  117190. _this.RGBDREFLECTION = false;
  117191. _this.EQUIRECTANGULAR_RELFECTION_FOV = false;
  117192. // Default BJS.
  117193. _this.MAINUV1 = false;
  117194. _this.MAINUV2 = false;
  117195. _this.UV1 = false;
  117196. _this.UV2 = false;
  117197. _this.CLIPPLANE = false;
  117198. _this.CLIPPLANE2 = false;
  117199. _this.CLIPPLANE3 = false;
  117200. _this.CLIPPLANE4 = false;
  117201. _this.POINTSIZE = false;
  117202. _this.FOG = false;
  117203. _this.NORMAL = false;
  117204. _this.NUM_BONE_INFLUENCERS = 0;
  117205. _this.BonesPerMesh = 0;
  117206. _this.INSTANCES = false;
  117207. _this.SHADOWFLOAT = false;
  117208. _this.rebuild();
  117209. return _this;
  117210. }
  117211. return BackgroundMaterialDefines;
  117212. }(BABYLON.MaterialDefines));
  117213. /**
  117214. * Background material used to create an efficient environement around your scene.
  117215. */
  117216. var BackgroundMaterial = /** @class */ (function (_super) {
  117217. __extends(BackgroundMaterial, _super);
  117218. /**
  117219. * Instantiates a Background Material in the given scene
  117220. * @param name The friendly name of the material
  117221. * @param scene The scene to add the material to
  117222. */
  117223. function BackgroundMaterial(name, scene) {
  117224. var _this = _super.call(this, name, scene) || this;
  117225. /**
  117226. * Key light Color (multiply against the environement texture)
  117227. */
  117228. _this.primaryColor = BABYLON.Color3.White();
  117229. _this._primaryColorShadowLevel = 0;
  117230. _this._primaryColorHighlightLevel = 0;
  117231. /**
  117232. * Reflection Texture used in the material.
  117233. * Should be author in a specific way for the best result (refer to the documentation).
  117234. */
  117235. _this.reflectionTexture = null;
  117236. /**
  117237. * Reflection Texture level of blur.
  117238. *
  117239. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  117240. * texture twice.
  117241. */
  117242. _this.reflectionBlur = 0;
  117243. /**
  117244. * Diffuse Texture used in the material.
  117245. * Should be author in a specific way for the best result (refer to the documentation).
  117246. */
  117247. _this.diffuseTexture = null;
  117248. _this._shadowLights = null;
  117249. /**
  117250. * Specify the list of lights casting shadow on the material.
  117251. * All scene shadow lights will be included if null.
  117252. */
  117253. _this.shadowLights = null;
  117254. /**
  117255. * Helps adjusting the shadow to a softer level if required.
  117256. * 0 means black shadows and 1 means no shadows.
  117257. */
  117258. _this.shadowLevel = 0;
  117259. /**
  117260. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  117261. * It is usually zero but might be interesting to modify according to your setup.
  117262. */
  117263. _this.sceneCenter = BABYLON.Vector3.Zero();
  117264. /**
  117265. * This helps specifying that the material is falling off to the sky box at grazing angle.
  117266. * This helps ensuring a nice transition when the camera goes under the ground.
  117267. */
  117268. _this.opacityFresnel = true;
  117269. /**
  117270. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  117271. * This helps adding a mirror texture on the ground.
  117272. */
  117273. _this.reflectionFresnel = false;
  117274. /**
  117275. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  117276. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  117277. */
  117278. _this.reflectionFalloffDistance = 0.0;
  117279. /**
  117280. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  117281. */
  117282. _this.reflectionAmount = 1.0;
  117283. /**
  117284. * This specifies the weight of the reflection at grazing angle.
  117285. */
  117286. _this.reflectionReflectance0 = 0.05;
  117287. /**
  117288. * This specifies the weight of the reflection at a perpendicular point of view.
  117289. */
  117290. _this.reflectionReflectance90 = 0.5;
  117291. /**
  117292. * Helps to directly use the maps channels instead of their level.
  117293. */
  117294. _this.useRGBColor = true;
  117295. /**
  117296. * This helps reducing the banding effect that could occur on the background.
  117297. */
  117298. _this.enableNoise = false;
  117299. _this._fovMultiplier = 1.0;
  117300. /**
  117301. * Enable the FOV adjustment feature controlled by fovMultiplier.
  117302. */
  117303. _this.useEquirectangularFOV = false;
  117304. _this._maxSimultaneousLights = 4;
  117305. /**
  117306. * Number of Simultaneous lights allowed on the material.
  117307. */
  117308. _this.maxSimultaneousLights = 4;
  117309. /**
  117310. * Keep track of the image processing observer to allow dispose and replace.
  117311. */
  117312. _this._imageProcessingObserver = null;
  117313. /**
  117314. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  117315. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  117316. */
  117317. _this.switchToBGR = false;
  117318. // Temp values kept as cache in the material.
  117319. _this._renderTargets = new BABYLON.SmartArray(16);
  117320. _this._reflectionControls = BABYLON.Vector4.Zero();
  117321. _this._white = BABYLON.Color3.White();
  117322. _this._primaryShadowColor = BABYLON.Color3.Black();
  117323. _this._primaryHighlightColor = BABYLON.Color3.Black();
  117324. // Setup the default processing configuration to the scene.
  117325. _this._attachImageProcessingConfiguration(null);
  117326. _this.getRenderTargetTextures = function () {
  117327. _this._renderTargets.reset();
  117328. if (_this._diffuseTexture && _this._diffuseTexture.isRenderTarget) {
  117329. _this._renderTargets.push(_this._diffuseTexture);
  117330. }
  117331. if (_this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  117332. _this._renderTargets.push(_this._reflectionTexture);
  117333. }
  117334. return _this._renderTargets;
  117335. };
  117336. return _this;
  117337. }
  117338. Object.defineProperty(BackgroundMaterial.prototype, "_perceptualColor", {
  117339. /**
  117340. * Experimental Internal Use Only.
  117341. *
  117342. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  117343. * This acts as a helper to set the primary color to a more "human friendly" value.
  117344. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  117345. * output color as close as possible from the chosen value.
  117346. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  117347. * part of lighting setup.)
  117348. */
  117349. get: function () {
  117350. return this.__perceptualColor;
  117351. },
  117352. set: function (value) {
  117353. this.__perceptualColor = value;
  117354. this._computePrimaryColorFromPerceptualColor();
  117355. this._markAllSubMeshesAsLightsDirty();
  117356. },
  117357. enumerable: true,
  117358. configurable: true
  117359. });
  117360. Object.defineProperty(BackgroundMaterial.prototype, "primaryColorShadowLevel", {
  117361. /**
  117362. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  117363. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  117364. */
  117365. get: function () {
  117366. return this._primaryColorShadowLevel;
  117367. },
  117368. set: function (value) {
  117369. this._primaryColorShadowLevel = value;
  117370. this._computePrimaryColors();
  117371. this._markAllSubMeshesAsLightsDirty();
  117372. },
  117373. enumerable: true,
  117374. configurable: true
  117375. });
  117376. Object.defineProperty(BackgroundMaterial.prototype, "primaryColorHighlightLevel", {
  117377. /**
  117378. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  117379. * The primary color is used at the level chosen to define what the white area would look.
  117380. */
  117381. get: function () {
  117382. return this._primaryColorHighlightLevel;
  117383. },
  117384. set: function (value) {
  117385. this._primaryColorHighlightLevel = value;
  117386. this._computePrimaryColors();
  117387. this._markAllSubMeshesAsLightsDirty();
  117388. },
  117389. enumerable: true,
  117390. configurable: true
  117391. });
  117392. Object.defineProperty(BackgroundMaterial.prototype, "reflectionStandardFresnelWeight", {
  117393. /**
  117394. * Sets the reflection reflectance fresnel values according to the default standard
  117395. * empirically know to work well :-)
  117396. */
  117397. set: function (value) {
  117398. var reflectionWeight = value;
  117399. if (reflectionWeight < 0.5) {
  117400. reflectionWeight = reflectionWeight * 2.0;
  117401. this.reflectionReflectance0 = BackgroundMaterial.StandardReflectance0 * reflectionWeight;
  117402. this.reflectionReflectance90 = BackgroundMaterial.StandardReflectance90 * reflectionWeight;
  117403. }
  117404. else {
  117405. reflectionWeight = reflectionWeight * 2.0 - 1.0;
  117406. this.reflectionReflectance0 = BackgroundMaterial.StandardReflectance0 + (1.0 - BackgroundMaterial.StandardReflectance0) * reflectionWeight;
  117407. this.reflectionReflectance90 = BackgroundMaterial.StandardReflectance90 + (1.0 - BackgroundMaterial.StandardReflectance90) * reflectionWeight;
  117408. }
  117409. },
  117410. enumerable: true,
  117411. configurable: true
  117412. });
  117413. Object.defineProperty(BackgroundMaterial.prototype, "fovMultiplier", {
  117414. /**
  117415. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  117416. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  117417. * Recommended to be keep at 1.0 except for special cases.
  117418. */
  117419. get: function () {
  117420. return this._fovMultiplier;
  117421. },
  117422. set: function (value) {
  117423. if (isNaN(value)) {
  117424. value = 1.0;
  117425. }
  117426. this._fovMultiplier = Math.max(0.0, Math.min(2.0, value));
  117427. },
  117428. enumerable: true,
  117429. configurable: true
  117430. });
  117431. /**
  117432. * Attaches a new image processing configuration to the PBR Material.
  117433. * @param configuration (if null the scene configuration will be use)
  117434. */
  117435. BackgroundMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  117436. var _this = this;
  117437. if (configuration === this._imageProcessingConfiguration) {
  117438. return;
  117439. }
  117440. // Detaches observer.
  117441. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  117442. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  117443. }
  117444. // Pick the scene configuration if needed.
  117445. if (!configuration) {
  117446. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  117447. }
  117448. else {
  117449. this._imageProcessingConfiguration = configuration;
  117450. }
  117451. // Attaches observer.
  117452. if (this._imageProcessingConfiguration) {
  117453. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  117454. _this._computePrimaryColorFromPerceptualColor();
  117455. _this._markAllSubMeshesAsImageProcessingDirty();
  117456. });
  117457. }
  117458. };
  117459. Object.defineProperty(BackgroundMaterial.prototype, "imageProcessingConfiguration", {
  117460. /**
  117461. * Gets the image processing configuration used either in this material.
  117462. */
  117463. get: function () {
  117464. return this._imageProcessingConfiguration;
  117465. },
  117466. /**
  117467. * Sets the Default image processing configuration used either in the this material.
  117468. *
  117469. * If sets to null, the scene one is in use.
  117470. */
  117471. set: function (value) {
  117472. this._attachImageProcessingConfiguration(value);
  117473. // Ensure the effect will be rebuilt.
  117474. this._markAllSubMeshesAsTexturesDirty();
  117475. },
  117476. enumerable: true,
  117477. configurable: true
  117478. });
  117479. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorCurvesEnabled", {
  117480. /**
  117481. * Gets wether the color curves effect is enabled.
  117482. */
  117483. get: function () {
  117484. return this.imageProcessingConfiguration.colorCurvesEnabled;
  117485. },
  117486. /**
  117487. * Sets wether the color curves effect is enabled.
  117488. */
  117489. set: function (value) {
  117490. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  117491. },
  117492. enumerable: true,
  117493. configurable: true
  117494. });
  117495. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorGradingEnabled", {
  117496. /**
  117497. * Gets wether the color grading effect is enabled.
  117498. */
  117499. get: function () {
  117500. return this.imageProcessingConfiguration.colorGradingEnabled;
  117501. },
  117502. /**
  117503. * Gets wether the color grading effect is enabled.
  117504. */
  117505. set: function (value) {
  117506. this.imageProcessingConfiguration.colorGradingEnabled = value;
  117507. },
  117508. enumerable: true,
  117509. configurable: true
  117510. });
  117511. Object.defineProperty(BackgroundMaterial.prototype, "cameraToneMappingEnabled", {
  117512. /**
  117513. * Gets wether tonemapping is enabled or not.
  117514. */
  117515. get: function () {
  117516. return this._imageProcessingConfiguration.toneMappingEnabled;
  117517. },
  117518. /**
  117519. * Sets wether tonemapping is enabled or not
  117520. */
  117521. set: function (value) {
  117522. this._imageProcessingConfiguration.toneMappingEnabled = value;
  117523. },
  117524. enumerable: true,
  117525. configurable: true
  117526. });
  117527. Object.defineProperty(BackgroundMaterial.prototype, "cameraExposure", {
  117528. /**
  117529. * The camera exposure used on this material.
  117530. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  117531. * This corresponds to a photographic exposure.
  117532. */
  117533. get: function () {
  117534. return this._imageProcessingConfiguration.exposure;
  117535. },
  117536. /**
  117537. * The camera exposure used on this material.
  117538. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  117539. * This corresponds to a photographic exposure.
  117540. */
  117541. set: function (value) {
  117542. this._imageProcessingConfiguration.exposure = value;
  117543. },
  117544. enumerable: true,
  117545. configurable: true
  117546. });
  117547. Object.defineProperty(BackgroundMaterial.prototype, "cameraContrast", {
  117548. /**
  117549. * Gets The camera contrast used on this material.
  117550. */
  117551. get: function () {
  117552. return this._imageProcessingConfiguration.contrast;
  117553. },
  117554. /**
  117555. * Sets The camera contrast used on this material.
  117556. */
  117557. set: function (value) {
  117558. this._imageProcessingConfiguration.contrast = value;
  117559. },
  117560. enumerable: true,
  117561. configurable: true
  117562. });
  117563. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorGradingTexture", {
  117564. /**
  117565. * Gets the Color Grading 2D Lookup Texture.
  117566. */
  117567. get: function () {
  117568. return this._imageProcessingConfiguration.colorGradingTexture;
  117569. },
  117570. /**
  117571. * Sets the Color Grading 2D Lookup Texture.
  117572. */
  117573. set: function (value) {
  117574. this.imageProcessingConfiguration.colorGradingTexture = value;
  117575. },
  117576. enumerable: true,
  117577. configurable: true
  117578. });
  117579. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorCurves", {
  117580. /**
  117581. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  117582. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  117583. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  117584. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  117585. */
  117586. get: function () {
  117587. return this.imageProcessingConfiguration.colorCurves;
  117588. },
  117589. /**
  117590. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  117591. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  117592. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  117593. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  117594. */
  117595. set: function (value) {
  117596. this.imageProcessingConfiguration.colorCurves = value;
  117597. },
  117598. enumerable: true,
  117599. configurable: true
  117600. });
  117601. Object.defineProperty(BackgroundMaterial.prototype, "hasRenderTargetTextures", {
  117602. /**
  117603. * Gets a boolean indicating that current material needs to register RTT
  117604. */
  117605. get: function () {
  117606. if (this._diffuseTexture && this._diffuseTexture.isRenderTarget) {
  117607. return true;
  117608. }
  117609. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  117610. return true;
  117611. }
  117612. return false;
  117613. },
  117614. enumerable: true,
  117615. configurable: true
  117616. });
  117617. /**
  117618. * The entire material has been created in order to prevent overdraw.
  117619. * @returns false
  117620. */
  117621. BackgroundMaterial.prototype.needAlphaTesting = function () {
  117622. return true;
  117623. };
  117624. /**
  117625. * The entire material has been created in order to prevent overdraw.
  117626. * @returns true if blending is enable
  117627. */
  117628. BackgroundMaterial.prototype.needAlphaBlending = function () {
  117629. return ((this.alpha < 0) || (this._diffuseTexture != null && this._diffuseTexture.hasAlpha));
  117630. };
  117631. /**
  117632. * Checks wether the material is ready to be rendered for a given mesh.
  117633. * @param mesh The mesh to render
  117634. * @param subMesh The submesh to check against
  117635. * @param useInstances Specify wether or not the material is used with instances
  117636. * @returns true if all the dependencies are ready (Textures, Effects...)
  117637. */
  117638. BackgroundMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  117639. var _this = this;
  117640. if (useInstances === void 0) { useInstances = false; }
  117641. if (subMesh.effect && this.isFrozen) {
  117642. if (this._wasPreviouslyReady) {
  117643. return true;
  117644. }
  117645. }
  117646. if (!subMesh._materialDefines) {
  117647. subMesh._materialDefines = new BackgroundMaterialDefines();
  117648. }
  117649. var scene = this.getScene();
  117650. var defines = subMesh._materialDefines;
  117651. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  117652. if (defines._renderId === scene.getRenderId()) {
  117653. return true;
  117654. }
  117655. }
  117656. var engine = scene.getEngine();
  117657. // Lights
  117658. BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights);
  117659. defines._needNormals = true;
  117660. // Textures
  117661. if (defines._areTexturesDirty) {
  117662. defines._needUVs = false;
  117663. if (scene.texturesEnabled) {
  117664. if (scene.getEngine().getCaps().textureLOD) {
  117665. defines.TEXTURELODSUPPORT = true;
  117666. }
  117667. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  117668. if (!this._diffuseTexture.isReadyOrNotBlocking()) {
  117669. return false;
  117670. }
  117671. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._diffuseTexture, defines, "DIFFUSE");
  117672. defines.DIFFUSEHASALPHA = this._diffuseTexture.hasAlpha;
  117673. defines.GAMMADIFFUSE = this._diffuseTexture.gammaSpace;
  117674. defines.OPACITYFRESNEL = this._opacityFresnel;
  117675. }
  117676. else {
  117677. defines.DIFFUSE = false;
  117678. defines.DIFFUSEHASALPHA = false;
  117679. defines.GAMMADIFFUSE = false;
  117680. defines.OPACITYFRESNEL = false;
  117681. }
  117682. var reflectionTexture = this._reflectionTexture;
  117683. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  117684. if (!reflectionTexture.isReadyOrNotBlocking()) {
  117685. return false;
  117686. }
  117687. defines.REFLECTION = true;
  117688. defines.GAMMAREFLECTION = reflectionTexture.gammaSpace;
  117689. defines.RGBDREFLECTION = reflectionTexture.isRGBD;
  117690. defines.REFLECTIONBLUR = this._reflectionBlur > 0;
  117691. defines.REFLECTIONMAP_OPPOSITEZ = this.getScene().useRightHandedSystem ? !reflectionTexture.invertZ : reflectionTexture.invertZ;
  117692. defines.LODINREFLECTIONALPHA = reflectionTexture.lodLevelInAlpha;
  117693. defines.EQUIRECTANGULAR_RELFECTION_FOV = this.useEquirectangularFOV;
  117694. defines.REFLECTIONBGR = this.switchToBGR;
  117695. if (reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE) {
  117696. defines.INVERTCUBICMAP = true;
  117697. }
  117698. defines.REFLECTIONMAP_3D = reflectionTexture.isCube;
  117699. switch (reflectionTexture.coordinatesMode) {
  117700. case BABYLON.Texture.EXPLICIT_MODE:
  117701. defines.REFLECTIONMAP_EXPLICIT = true;
  117702. break;
  117703. case BABYLON.Texture.PLANAR_MODE:
  117704. defines.REFLECTIONMAP_PLANAR = true;
  117705. break;
  117706. case BABYLON.Texture.PROJECTION_MODE:
  117707. defines.REFLECTIONMAP_PROJECTION = true;
  117708. break;
  117709. case BABYLON.Texture.SKYBOX_MODE:
  117710. defines.REFLECTIONMAP_SKYBOX = true;
  117711. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = !reflectionTexture.getReflectionTextureMatrix().isIdentity();
  117712. break;
  117713. case BABYLON.Texture.SPHERICAL_MODE:
  117714. defines.REFLECTIONMAP_SPHERICAL = true;
  117715. break;
  117716. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  117717. defines.REFLECTIONMAP_EQUIRECTANGULAR = true;
  117718. break;
  117719. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  117720. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = true;
  117721. break;
  117722. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  117723. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = true;
  117724. break;
  117725. case BABYLON.Texture.CUBIC_MODE:
  117726. case BABYLON.Texture.INVCUBIC_MODE:
  117727. default:
  117728. defines.REFLECTIONMAP_CUBIC = true;
  117729. break;
  117730. }
  117731. if (this.reflectionFresnel) {
  117732. defines.REFLECTIONFRESNEL = true;
  117733. defines.REFLECTIONFALLOFF = this.reflectionFalloffDistance > 0;
  117734. this._reflectionControls.x = this.reflectionAmount;
  117735. this._reflectionControls.y = this.reflectionReflectance0;
  117736. this._reflectionControls.z = this.reflectionReflectance90;
  117737. this._reflectionControls.w = 1 / this.reflectionFalloffDistance;
  117738. }
  117739. else {
  117740. defines.REFLECTIONFRESNEL = false;
  117741. defines.REFLECTIONFALLOFF = false;
  117742. }
  117743. }
  117744. else {
  117745. defines.REFLECTION = false;
  117746. defines.REFLECTIONFRESNEL = false;
  117747. defines.REFLECTIONFALLOFF = false;
  117748. defines.REFLECTIONBLUR = false;
  117749. defines.REFLECTIONMAP_3D = false;
  117750. defines.REFLECTIONMAP_SPHERICAL = false;
  117751. defines.REFLECTIONMAP_PLANAR = false;
  117752. defines.REFLECTIONMAP_CUBIC = false;
  117753. defines.REFLECTIONMAP_PROJECTION = false;
  117754. defines.REFLECTIONMAP_SKYBOX = false;
  117755. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  117756. defines.REFLECTIONMAP_EXPLICIT = false;
  117757. defines.REFLECTIONMAP_EQUIRECTANGULAR = false;
  117758. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  117759. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  117760. defines.INVERTCUBICMAP = false;
  117761. defines.REFLECTIONMAP_OPPOSITEZ = false;
  117762. defines.LODINREFLECTIONALPHA = false;
  117763. defines.GAMMAREFLECTION = false;
  117764. defines.RGBDREFLECTION = false;
  117765. }
  117766. }
  117767. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  117768. defines.USERGBCOLOR = this._useRGBColor;
  117769. defines.NOISE = this._enableNoise;
  117770. }
  117771. if (defines._areLightsDirty) {
  117772. defines.USEHIGHLIGHTANDSHADOWCOLORS = !this._useRGBColor && (this._primaryColorShadowLevel !== 0 || this._primaryColorHighlightLevel !== 0);
  117773. }
  117774. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  117775. if (!this._imageProcessingConfiguration.isReady()) {
  117776. return false;
  117777. }
  117778. this._imageProcessingConfiguration.prepareDefines(defines);
  117779. }
  117780. // Misc.
  117781. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);
  117782. // Values that need to be evaluated on every frame
  117783. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances);
  117784. // Attribs
  117785. if (BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, false, true, false)) {
  117786. if (mesh) {
  117787. if (!scene.getEngine().getCaps().standardDerivatives && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  117788. mesh.createNormals(true);
  117789. BABYLON.Tools.Warn("BackgroundMaterial: Normals have been created for the mesh: " + mesh.name);
  117790. }
  117791. }
  117792. }
  117793. // Get correct effect
  117794. if (defines.isDirty) {
  117795. defines.markAsProcessed();
  117796. scene.resetCachedMaterial();
  117797. // Fallbacks
  117798. var fallbacks = new BABYLON.EffectFallbacks();
  117799. if (defines.FOG) {
  117800. fallbacks.addFallback(0, "FOG");
  117801. }
  117802. if (defines.POINTSIZE) {
  117803. fallbacks.addFallback(1, "POINTSIZE");
  117804. }
  117805. BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights);
  117806. if (defines.NUM_BONE_INFLUENCERS > 0) {
  117807. fallbacks.addCPUSkinningFallback(0, mesh);
  117808. }
  117809. //Attributes
  117810. var attribs = [BABYLON.VertexBuffer.PositionKind];
  117811. if (defines.NORMAL) {
  117812. attribs.push(BABYLON.VertexBuffer.NormalKind);
  117813. }
  117814. if (defines.UV1) {
  117815. attribs.push(BABYLON.VertexBuffer.UVKind);
  117816. }
  117817. if (defines.UV2) {
  117818. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  117819. }
  117820. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  117821. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  117822. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType",
  117823. "vFogInfos", "vFogColor", "pointSize",
  117824. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "mBones",
  117825. "vPrimaryColor", "vPrimaryColorShadow",
  117826. "vReflectionInfos", "reflectionMatrix", "vReflectionMicrosurfaceInfos", "fFovMultiplier",
  117827. "shadowLevel", "alpha",
  117828. "vBackgroundCenter", "vReflectionControl",
  117829. "vDiffuseInfos", "diffuseMatrix",
  117830. ];
  117831. var samplers = ["diffuseSampler", "reflectionSampler", "reflectionSamplerLow", "reflectionSamplerHigh"];
  117832. var uniformBuffers = ["Material", "Scene"];
  117833. if (BABYLON.ImageProcessingConfiguration) {
  117834. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  117835. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  117836. }
  117837. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  117838. uniformsNames: uniforms,
  117839. uniformBuffersNames: uniformBuffers,
  117840. samplers: samplers,
  117841. defines: defines,
  117842. maxSimultaneousLights: this._maxSimultaneousLights
  117843. });
  117844. var onCompiled = function (effect) {
  117845. if (_this.onCompiled) {
  117846. _this.onCompiled(effect);
  117847. }
  117848. _this.bindSceneUniformBuffer(effect, scene.getSceneUniformBuffer());
  117849. };
  117850. var join = defines.toString();
  117851. subMesh.setEffect(scene.getEngine().createEffect("background", {
  117852. attributes: attribs,
  117853. uniformsNames: uniforms,
  117854. uniformBuffersNames: uniformBuffers,
  117855. samplers: samplers,
  117856. defines: join,
  117857. fallbacks: fallbacks,
  117858. onCompiled: onCompiled,
  117859. onError: this.onError,
  117860. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights }
  117861. }, engine), defines);
  117862. this.buildUniformLayout();
  117863. }
  117864. if (!subMesh.effect || !subMesh.effect.isReady()) {
  117865. return false;
  117866. }
  117867. defines._renderId = scene.getRenderId();
  117868. this._wasPreviouslyReady = true;
  117869. return true;
  117870. };
  117871. /**
  117872. * Compute the primary color according to the chosen perceptual color.
  117873. */
  117874. BackgroundMaterial.prototype._computePrimaryColorFromPerceptualColor = function () {
  117875. if (!this.__perceptualColor) {
  117876. return;
  117877. }
  117878. this._primaryColor.copyFrom(this.__perceptualColor);
  117879. // Revert gamma space.
  117880. this._primaryColor.toLinearSpaceToRef(this._primaryColor);
  117881. // Revert image processing configuration.
  117882. if (this._imageProcessingConfiguration) {
  117883. // Revert Exposure.
  117884. this._primaryColor.scaleToRef(1 / this._imageProcessingConfiguration.exposure, this._primaryColor);
  117885. }
  117886. this._computePrimaryColors();
  117887. };
  117888. /**
  117889. * Compute the highlights and shadow colors according to their chosen levels.
  117890. */
  117891. BackgroundMaterial.prototype._computePrimaryColors = function () {
  117892. if (this._primaryColorShadowLevel === 0 && this._primaryColorHighlightLevel === 0) {
  117893. return;
  117894. }
  117895. // Find the highlight color based on the configuration.
  117896. this._primaryColor.scaleToRef(this._primaryColorShadowLevel, this._primaryShadowColor);
  117897. this._primaryColor.subtractToRef(this._primaryShadowColor, this._primaryShadowColor);
  117898. // Find the shadow color based on the configuration.
  117899. this._white.subtractToRef(this._primaryColor, this._primaryHighlightColor);
  117900. this._primaryHighlightColor.scaleToRef(this._primaryColorHighlightLevel, this._primaryHighlightColor);
  117901. this._primaryColor.addToRef(this._primaryHighlightColor, this._primaryHighlightColor);
  117902. };
  117903. /**
  117904. * Build the uniform buffer used in the material.
  117905. */
  117906. BackgroundMaterial.prototype.buildUniformLayout = function () {
  117907. // Order is important !
  117908. this._uniformBuffer.addUniform("vPrimaryColor", 4);
  117909. this._uniformBuffer.addUniform("vPrimaryColorShadow", 4);
  117910. this._uniformBuffer.addUniform("vDiffuseInfos", 2);
  117911. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  117912. this._uniformBuffer.addUniform("diffuseMatrix", 16);
  117913. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  117914. this._uniformBuffer.addUniform("vReflectionMicrosurfaceInfos", 3);
  117915. this._uniformBuffer.addUniform("fFovMultiplier", 1);
  117916. this._uniformBuffer.addUniform("pointSize", 1);
  117917. this._uniformBuffer.addUniform("shadowLevel", 1);
  117918. this._uniformBuffer.addUniform("alpha", 1);
  117919. this._uniformBuffer.addUniform("vBackgroundCenter", 3);
  117920. this._uniformBuffer.addUniform("vReflectionControl", 4);
  117921. this._uniformBuffer.create();
  117922. };
  117923. /**
  117924. * Unbind the material.
  117925. */
  117926. BackgroundMaterial.prototype.unbind = function () {
  117927. if (this._diffuseTexture && this._diffuseTexture.isRenderTarget) {
  117928. this._uniformBuffer.setTexture("diffuseSampler", null);
  117929. }
  117930. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  117931. this._uniformBuffer.setTexture("reflectionSampler", null);
  117932. }
  117933. _super.prototype.unbind.call(this);
  117934. };
  117935. /**
  117936. * Bind only the world matrix to the material.
  117937. * @param world The world matrix to bind.
  117938. */
  117939. BackgroundMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  117940. this._activeEffect.setMatrix("world", world);
  117941. };
  117942. /**
  117943. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  117944. * @param world The world matrix to bind.
  117945. * @param subMesh The submesh to bind for.
  117946. */
  117947. BackgroundMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  117948. var scene = this.getScene();
  117949. var defines = subMesh._materialDefines;
  117950. if (!defines) {
  117951. return;
  117952. }
  117953. var effect = subMesh.effect;
  117954. if (!effect) {
  117955. return;
  117956. }
  117957. this._activeEffect = effect;
  117958. // Matrices
  117959. this.bindOnlyWorldMatrix(world);
  117960. // Bones
  117961. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._activeEffect);
  117962. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  117963. if (mustRebind) {
  117964. this._uniformBuffer.bindToEffect(effect, "Material");
  117965. this.bindViewProjection(effect);
  117966. var reflectionTexture = this._reflectionTexture;
  117967. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  117968. // Texture uniforms
  117969. if (scene.texturesEnabled) {
  117970. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  117971. this._uniformBuffer.updateFloat2("vDiffuseInfos", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);
  117972. BABYLON.MaterialHelper.BindTextureMatrix(this._diffuseTexture, this._uniformBuffer, "diffuse");
  117973. }
  117974. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  117975. this._uniformBuffer.updateMatrix("reflectionMatrix", reflectionTexture.getReflectionTextureMatrix());
  117976. this._uniformBuffer.updateFloat2("vReflectionInfos", reflectionTexture.level, this._reflectionBlur);
  117977. this._uniformBuffer.updateFloat3("vReflectionMicrosurfaceInfos", reflectionTexture.getSize().width, reflectionTexture.lodGenerationScale, reflectionTexture.lodGenerationOffset);
  117978. }
  117979. }
  117980. if (this.shadowLevel > 0) {
  117981. this._uniformBuffer.updateFloat("shadowLevel", this.shadowLevel);
  117982. }
  117983. this._uniformBuffer.updateFloat("alpha", this.alpha);
  117984. // Point size
  117985. if (this.pointsCloud) {
  117986. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  117987. }
  117988. if (defines.USEHIGHLIGHTANDSHADOWCOLORS) {
  117989. this._uniformBuffer.updateColor4("vPrimaryColor", this._primaryHighlightColor, 1.0);
  117990. this._uniformBuffer.updateColor4("vPrimaryColorShadow", this._primaryShadowColor, 1.0);
  117991. }
  117992. else {
  117993. this._uniformBuffer.updateColor4("vPrimaryColor", this._primaryColor, 1.0);
  117994. }
  117995. }
  117996. this._uniformBuffer.updateFloat("fFovMultiplier", this._fovMultiplier);
  117997. // Textures
  117998. if (scene.texturesEnabled) {
  117999. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  118000. this._uniformBuffer.setTexture("diffuseSampler", this._diffuseTexture);
  118001. }
  118002. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  118003. if (defines.REFLECTIONBLUR && defines.TEXTURELODSUPPORT) {
  118004. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  118005. }
  118006. else if (!defines.REFLECTIONBLUR) {
  118007. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  118008. }
  118009. else {
  118010. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture._lodTextureMid || reflectionTexture);
  118011. this._uniformBuffer.setTexture("reflectionSamplerLow", reflectionTexture._lodTextureLow || reflectionTexture);
  118012. this._uniformBuffer.setTexture("reflectionSamplerHigh", reflectionTexture._lodTextureHigh || reflectionTexture);
  118013. }
  118014. if (defines.REFLECTIONFRESNEL) {
  118015. this._uniformBuffer.updateFloat3("vBackgroundCenter", this.sceneCenter.x, this.sceneCenter.y, this.sceneCenter.z);
  118016. this._uniformBuffer.updateFloat4("vReflectionControl", this._reflectionControls.x, this._reflectionControls.y, this._reflectionControls.z, this._reflectionControls.w);
  118017. }
  118018. }
  118019. }
  118020. // Clip plane
  118021. BABYLON.MaterialHelper.BindClipPlane(this._activeEffect, scene);
  118022. BABYLON.MaterialHelper.BindEyePosition(effect, scene);
  118023. }
  118024. if (mustRebind || !this.isFrozen) {
  118025. if (scene.lightsEnabled) {
  118026. BABYLON.MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this._maxSimultaneousLights, false);
  118027. }
  118028. // View
  118029. this.bindView(effect);
  118030. // Fog
  118031. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect, true);
  118032. // image processing
  118033. if (this._imageProcessingConfiguration) {
  118034. this._imageProcessingConfiguration.bind(this._activeEffect);
  118035. }
  118036. }
  118037. this._uniformBuffer.update();
  118038. this._afterBind(mesh, this._activeEffect);
  118039. };
  118040. /**
  118041. * Dispose the material.
  118042. * @param forceDisposeEffect Force disposal of the associated effect.
  118043. * @param forceDisposeTextures Force disposal of the associated textures.
  118044. */
  118045. BackgroundMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  118046. if (forceDisposeEffect === void 0) { forceDisposeEffect = false; }
  118047. if (forceDisposeTextures === void 0) { forceDisposeTextures = false; }
  118048. if (forceDisposeTextures) {
  118049. if (this.diffuseTexture) {
  118050. this.diffuseTexture.dispose();
  118051. }
  118052. if (this.reflectionTexture) {
  118053. this.reflectionTexture.dispose();
  118054. }
  118055. }
  118056. this._renderTargets.dispose();
  118057. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  118058. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  118059. }
  118060. _super.prototype.dispose.call(this, forceDisposeEffect);
  118061. };
  118062. /**
  118063. * Clones the material.
  118064. * @param name The cloned name.
  118065. * @returns The cloned material.
  118066. */
  118067. BackgroundMaterial.prototype.clone = function (name) {
  118068. var _this = this;
  118069. return BABYLON.SerializationHelper.Clone(function () { return new BackgroundMaterial(name, _this.getScene()); }, this);
  118070. };
  118071. /**
  118072. * Serializes the current material to its JSON representation.
  118073. * @returns The JSON representation.
  118074. */
  118075. BackgroundMaterial.prototype.serialize = function () {
  118076. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  118077. serializationObject.customType = "BABYLON.BackgroundMaterial";
  118078. return serializationObject;
  118079. };
  118080. /**
  118081. * Gets the class name of the material
  118082. * @returns "BackgroundMaterial"
  118083. */
  118084. BackgroundMaterial.prototype.getClassName = function () {
  118085. return "BackgroundMaterial";
  118086. };
  118087. /**
  118088. * Parse a JSON input to create back a background material.
  118089. * @param source The JSON data to parse
  118090. * @param scene The scene to create the parsed material in
  118091. * @param rootUrl The root url of the assets the material depends upon
  118092. * @returns the instantiated BackgroundMaterial.
  118093. */
  118094. BackgroundMaterial.Parse = function (source, scene, rootUrl) {
  118095. return BABYLON.SerializationHelper.Parse(function () { return new BackgroundMaterial(source.name, scene); }, source, scene, rootUrl);
  118096. };
  118097. /**
  118098. * Standard reflectance value at parallel view angle.
  118099. */
  118100. BackgroundMaterial.StandardReflectance0 = 0.05;
  118101. /**
  118102. * Standard reflectance value at grazing angle.
  118103. */
  118104. BackgroundMaterial.StandardReflectance90 = 0.5;
  118105. __decorate([
  118106. BABYLON.serializeAsColor3()
  118107. ], BackgroundMaterial.prototype, "_primaryColor", void 0);
  118108. __decorate([
  118109. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  118110. ], BackgroundMaterial.prototype, "primaryColor", void 0);
  118111. __decorate([
  118112. BABYLON.serializeAsColor3()
  118113. ], BackgroundMaterial.prototype, "__perceptualColor", void 0);
  118114. __decorate([
  118115. BABYLON.serialize()
  118116. ], BackgroundMaterial.prototype, "_primaryColorShadowLevel", void 0);
  118117. __decorate([
  118118. BABYLON.serialize()
  118119. ], BackgroundMaterial.prototype, "_primaryColorHighlightLevel", void 0);
  118120. __decorate([
  118121. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  118122. ], BackgroundMaterial.prototype, "primaryColorHighlightLevel", null);
  118123. __decorate([
  118124. BABYLON.serializeAsTexture()
  118125. ], BackgroundMaterial.prototype, "_reflectionTexture", void 0);
  118126. __decorate([
  118127. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118128. ], BackgroundMaterial.prototype, "reflectionTexture", void 0);
  118129. __decorate([
  118130. BABYLON.serialize()
  118131. ], BackgroundMaterial.prototype, "_reflectionBlur", void 0);
  118132. __decorate([
  118133. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118134. ], BackgroundMaterial.prototype, "reflectionBlur", void 0);
  118135. __decorate([
  118136. BABYLON.serializeAsTexture()
  118137. ], BackgroundMaterial.prototype, "_diffuseTexture", void 0);
  118138. __decorate([
  118139. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118140. ], BackgroundMaterial.prototype, "diffuseTexture", void 0);
  118141. __decorate([
  118142. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118143. ], BackgroundMaterial.prototype, "shadowLights", void 0);
  118144. __decorate([
  118145. BABYLON.serialize()
  118146. ], BackgroundMaterial.prototype, "_shadowLevel", void 0);
  118147. __decorate([
  118148. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118149. ], BackgroundMaterial.prototype, "shadowLevel", void 0);
  118150. __decorate([
  118151. BABYLON.serializeAsVector3()
  118152. ], BackgroundMaterial.prototype, "_sceneCenter", void 0);
  118153. __decorate([
  118154. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118155. ], BackgroundMaterial.prototype, "sceneCenter", void 0);
  118156. __decorate([
  118157. BABYLON.serialize()
  118158. ], BackgroundMaterial.prototype, "_opacityFresnel", void 0);
  118159. __decorate([
  118160. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118161. ], BackgroundMaterial.prototype, "opacityFresnel", void 0);
  118162. __decorate([
  118163. BABYLON.serialize()
  118164. ], BackgroundMaterial.prototype, "_reflectionFresnel", void 0);
  118165. __decorate([
  118166. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118167. ], BackgroundMaterial.prototype, "reflectionFresnel", void 0);
  118168. __decorate([
  118169. BABYLON.serialize()
  118170. ], BackgroundMaterial.prototype, "_reflectionFalloffDistance", void 0);
  118171. __decorate([
  118172. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118173. ], BackgroundMaterial.prototype, "reflectionFalloffDistance", void 0);
  118174. __decorate([
  118175. BABYLON.serialize()
  118176. ], BackgroundMaterial.prototype, "_reflectionAmount", void 0);
  118177. __decorate([
  118178. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118179. ], BackgroundMaterial.prototype, "reflectionAmount", void 0);
  118180. __decorate([
  118181. BABYLON.serialize()
  118182. ], BackgroundMaterial.prototype, "_reflectionReflectance0", void 0);
  118183. __decorate([
  118184. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118185. ], BackgroundMaterial.prototype, "reflectionReflectance0", void 0);
  118186. __decorate([
  118187. BABYLON.serialize()
  118188. ], BackgroundMaterial.prototype, "_reflectionReflectance90", void 0);
  118189. __decorate([
  118190. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118191. ], BackgroundMaterial.prototype, "reflectionReflectance90", void 0);
  118192. __decorate([
  118193. BABYLON.serialize()
  118194. ], BackgroundMaterial.prototype, "_useRGBColor", void 0);
  118195. __decorate([
  118196. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118197. ], BackgroundMaterial.prototype, "useRGBColor", void 0);
  118198. __decorate([
  118199. BABYLON.serialize()
  118200. ], BackgroundMaterial.prototype, "_enableNoise", void 0);
  118201. __decorate([
  118202. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118203. ], BackgroundMaterial.prototype, "enableNoise", void 0);
  118204. __decorate([
  118205. BABYLON.serialize()
  118206. ], BackgroundMaterial.prototype, "_maxSimultaneousLights", void 0);
  118207. __decorate([
  118208. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  118209. ], BackgroundMaterial.prototype, "maxSimultaneousLights", void 0);
  118210. __decorate([
  118211. BABYLON.serializeAsImageProcessingConfiguration()
  118212. ], BackgroundMaterial.prototype, "_imageProcessingConfiguration", void 0);
  118213. return BackgroundMaterial;
  118214. }(BABYLON.PushMaterial));
  118215. BABYLON.BackgroundMaterial = BackgroundMaterial;
  118216. })(BABYLON || (BABYLON = {}));
  118217. //# sourceMappingURL=babylon.backgroundMaterial.js.map
  118218. var __assign = (this && this.__assign) || function () {
  118219. __assign = Object.assign || function(t) {
  118220. for (var s, i = 1, n = arguments.length; i < n; i++) {
  118221. s = arguments[i];
  118222. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  118223. t[p] = s[p];
  118224. }
  118225. return t;
  118226. };
  118227. return __assign.apply(this, arguments);
  118228. };
  118229. var BABYLON;
  118230. (function (BABYLON) {
  118231. /**
  118232. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  118233. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  118234. * It also helps with the default setup of your imageProcessing configuration.
  118235. */
  118236. var EnvironmentHelper = /** @class */ (function () {
  118237. /**
  118238. * constructor
  118239. * @param options
  118240. * @param scene The scene to add the material to
  118241. */
  118242. function EnvironmentHelper(options, scene) {
  118243. var _this = this;
  118244. this._errorHandler = function (message, exception) {
  118245. _this.onErrorObservable.notifyObservers({ message: message, exception: exception });
  118246. };
  118247. this._options = __assign({}, EnvironmentHelper._getDefaultOptions(), options);
  118248. this._scene = scene;
  118249. this.onErrorObservable = new BABYLON.Observable();
  118250. this._setupBackground();
  118251. this._setupImageProcessing();
  118252. }
  118253. /**
  118254. * Creates the default options for the helper.
  118255. */
  118256. EnvironmentHelper._getDefaultOptions = function () {
  118257. return {
  118258. createGround: true,
  118259. groundSize: 15,
  118260. groundTexture: this._groundTextureCDNUrl,
  118261. groundColor: new BABYLON.Color3(0.2, 0.2, 0.3).toLinearSpace().scale(3),
  118262. groundOpacity: 0.9,
  118263. enableGroundShadow: true,
  118264. groundShadowLevel: 0.5,
  118265. enableGroundMirror: false,
  118266. groundMirrorSizeRatio: 0.3,
  118267. groundMirrorBlurKernel: 64,
  118268. groundMirrorAmount: 1,
  118269. groundMirrorFresnelWeight: 1,
  118270. groundMirrorFallOffDistance: 0,
  118271. groundMirrorTextureType: BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT,
  118272. groundYBias: 0.00001,
  118273. createSkybox: true,
  118274. skyboxSize: 20,
  118275. skyboxTexture: this._skyboxTextureCDNUrl,
  118276. skyboxColor: new BABYLON.Color3(0.2, 0.2, 0.3).toLinearSpace().scale(3),
  118277. backgroundYRotation: 0,
  118278. sizeAuto: true,
  118279. rootPosition: BABYLON.Vector3.Zero(),
  118280. setupImageProcessing: true,
  118281. environmentTexture: this._environmentTextureCDNUrl,
  118282. cameraExposure: 0.8,
  118283. cameraContrast: 1.2,
  118284. toneMappingEnabled: true,
  118285. };
  118286. };
  118287. Object.defineProperty(EnvironmentHelper.prototype, "rootMesh", {
  118288. /**
  118289. * Gets the root mesh created by the helper.
  118290. */
  118291. get: function () {
  118292. return this._rootMesh;
  118293. },
  118294. enumerable: true,
  118295. configurable: true
  118296. });
  118297. Object.defineProperty(EnvironmentHelper.prototype, "skybox", {
  118298. /**
  118299. * Gets the skybox created by the helper.
  118300. */
  118301. get: function () {
  118302. return this._skybox;
  118303. },
  118304. enumerable: true,
  118305. configurable: true
  118306. });
  118307. Object.defineProperty(EnvironmentHelper.prototype, "skyboxTexture", {
  118308. /**
  118309. * Gets the skybox texture created by the helper.
  118310. */
  118311. get: function () {
  118312. return this._skyboxTexture;
  118313. },
  118314. enumerable: true,
  118315. configurable: true
  118316. });
  118317. Object.defineProperty(EnvironmentHelper.prototype, "skyboxMaterial", {
  118318. /**
  118319. * Gets the skybox material created by the helper.
  118320. */
  118321. get: function () {
  118322. return this._skyboxMaterial;
  118323. },
  118324. enumerable: true,
  118325. configurable: true
  118326. });
  118327. Object.defineProperty(EnvironmentHelper.prototype, "ground", {
  118328. /**
  118329. * Gets the ground mesh created by the helper.
  118330. */
  118331. get: function () {
  118332. return this._ground;
  118333. },
  118334. enumerable: true,
  118335. configurable: true
  118336. });
  118337. Object.defineProperty(EnvironmentHelper.prototype, "groundTexture", {
  118338. /**
  118339. * Gets the ground texture created by the helper.
  118340. */
  118341. get: function () {
  118342. return this._groundTexture;
  118343. },
  118344. enumerable: true,
  118345. configurable: true
  118346. });
  118347. Object.defineProperty(EnvironmentHelper.prototype, "groundMirror", {
  118348. /**
  118349. * Gets the ground mirror created by the helper.
  118350. */
  118351. get: function () {
  118352. return this._groundMirror;
  118353. },
  118354. enumerable: true,
  118355. configurable: true
  118356. });
  118357. Object.defineProperty(EnvironmentHelper.prototype, "groundMirrorRenderList", {
  118358. /**
  118359. * Gets the ground mirror render list to helps pushing the meshes
  118360. * you wish in the ground reflection.
  118361. */
  118362. get: function () {
  118363. if (this._groundMirror) {
  118364. return this._groundMirror.renderList;
  118365. }
  118366. return null;
  118367. },
  118368. enumerable: true,
  118369. configurable: true
  118370. });
  118371. Object.defineProperty(EnvironmentHelper.prototype, "groundMaterial", {
  118372. /**
  118373. * Gets the ground material created by the helper.
  118374. */
  118375. get: function () {
  118376. return this._groundMaterial;
  118377. },
  118378. enumerable: true,
  118379. configurable: true
  118380. });
  118381. /**
  118382. * Updates the background according to the new options
  118383. * @param options
  118384. */
  118385. EnvironmentHelper.prototype.updateOptions = function (options) {
  118386. var newOptions = __assign({}, this._options, options);
  118387. if (this._ground && !newOptions.createGround) {
  118388. this._ground.dispose();
  118389. this._ground = null;
  118390. }
  118391. if (this._groundMaterial && !newOptions.createGround) {
  118392. this._groundMaterial.dispose();
  118393. this._groundMaterial = null;
  118394. }
  118395. if (this._groundTexture) {
  118396. if (this._options.groundTexture != newOptions.groundTexture) {
  118397. this._groundTexture.dispose();
  118398. this._groundTexture = null;
  118399. }
  118400. }
  118401. if (this._skybox && !newOptions.createSkybox) {
  118402. this._skybox.dispose();
  118403. this._skybox = null;
  118404. }
  118405. if (this._skyboxMaterial && !newOptions.createSkybox) {
  118406. this._skyboxMaterial.dispose();
  118407. this._skyboxMaterial = null;
  118408. }
  118409. if (this._skyboxTexture) {
  118410. if (this._options.skyboxTexture != newOptions.skyboxTexture) {
  118411. this._skyboxTexture.dispose();
  118412. this._skyboxTexture = null;
  118413. }
  118414. }
  118415. if (this._groundMirror && !newOptions.enableGroundMirror) {
  118416. this._groundMirror.dispose();
  118417. this._groundMirror = null;
  118418. }
  118419. if (this._scene.environmentTexture) {
  118420. if (this._options.environmentTexture != newOptions.environmentTexture) {
  118421. this._scene.environmentTexture.dispose();
  118422. }
  118423. }
  118424. this._options = newOptions;
  118425. this._setupBackground();
  118426. this._setupImageProcessing();
  118427. };
  118428. /**
  118429. * Sets the primary color of all the available elements.
  118430. * @param color the main color to affect to the ground and the background
  118431. */
  118432. EnvironmentHelper.prototype.setMainColor = function (color) {
  118433. if (this.groundMaterial) {
  118434. this.groundMaterial.primaryColor = color;
  118435. }
  118436. if (this.skyboxMaterial) {
  118437. this.skyboxMaterial.primaryColor = color;
  118438. }
  118439. if (this.groundMirror) {
  118440. this.groundMirror.clearColor = new BABYLON.Color4(color.r, color.g, color.b, 1.0);
  118441. }
  118442. };
  118443. /**
  118444. * Setup the image processing according to the specified options.
  118445. */
  118446. EnvironmentHelper.prototype._setupImageProcessing = function () {
  118447. if (this._options.setupImageProcessing) {
  118448. this._scene.imageProcessingConfiguration.contrast = this._options.cameraContrast;
  118449. this._scene.imageProcessingConfiguration.exposure = this._options.cameraExposure;
  118450. this._scene.imageProcessingConfiguration.toneMappingEnabled = this._options.toneMappingEnabled;
  118451. this._setupEnvironmentTexture();
  118452. }
  118453. };
  118454. /**
  118455. * Setup the environment texture according to the specified options.
  118456. */
  118457. EnvironmentHelper.prototype._setupEnvironmentTexture = function () {
  118458. if (this._scene.environmentTexture) {
  118459. return;
  118460. }
  118461. if (this._options.environmentTexture instanceof BABYLON.BaseTexture) {
  118462. this._scene.environmentTexture = this._options.environmentTexture;
  118463. return;
  118464. }
  118465. var environmentTexture = BABYLON.CubeTexture.CreateFromPrefilteredData(this._options.environmentTexture, this._scene);
  118466. this._scene.environmentTexture = environmentTexture;
  118467. };
  118468. /**
  118469. * Setup the background according to the specified options.
  118470. */
  118471. EnvironmentHelper.prototype._setupBackground = function () {
  118472. if (!this._rootMesh) {
  118473. this._rootMesh = new BABYLON.Mesh("BackgroundHelper", this._scene);
  118474. }
  118475. this._rootMesh.rotation.y = this._options.backgroundYRotation;
  118476. var sceneSize = this._getSceneSize();
  118477. if (this._options.createGround) {
  118478. this._setupGround(sceneSize);
  118479. this._setupGroundMaterial();
  118480. this._setupGroundDiffuseTexture();
  118481. if (this._options.enableGroundMirror) {
  118482. this._setupGroundMirrorTexture(sceneSize);
  118483. }
  118484. this._setupMirrorInGroundMaterial();
  118485. }
  118486. if (this._options.createSkybox) {
  118487. this._setupSkybox(sceneSize);
  118488. this._setupSkyboxMaterial();
  118489. this._setupSkyboxReflectionTexture();
  118490. }
  118491. this._rootMesh.position.x = sceneSize.rootPosition.x;
  118492. this._rootMesh.position.z = sceneSize.rootPosition.z;
  118493. this._rootMesh.position.y = sceneSize.rootPosition.y;
  118494. };
  118495. /**
  118496. * Get the scene sizes according to the setup.
  118497. */
  118498. EnvironmentHelper.prototype._getSceneSize = function () {
  118499. var _this = this;
  118500. var groundSize = this._options.groundSize;
  118501. var skyboxSize = this._options.skyboxSize;
  118502. var rootPosition = this._options.rootPosition;
  118503. if (!this._scene.meshes || this._scene.meshes.length === 1) { // 1 only means the root of the helper.
  118504. return { groundSize: groundSize, skyboxSize: skyboxSize, rootPosition: rootPosition };
  118505. }
  118506. var sceneExtends = this._scene.getWorldExtends(function (mesh) {
  118507. return (mesh !== _this._ground && mesh !== _this._rootMesh && mesh !== _this._skybox);
  118508. });
  118509. var sceneDiagonal = sceneExtends.max.subtract(sceneExtends.min);
  118510. if (this._options.sizeAuto) {
  118511. if (this._scene.activeCamera instanceof BABYLON.ArcRotateCamera &&
  118512. this._scene.activeCamera.upperRadiusLimit) {
  118513. groundSize = this._scene.activeCamera.upperRadiusLimit * 2;
  118514. skyboxSize = groundSize;
  118515. }
  118516. var sceneDiagonalLenght = sceneDiagonal.length();
  118517. if (sceneDiagonalLenght > groundSize) {
  118518. groundSize = sceneDiagonalLenght * 2;
  118519. skyboxSize = groundSize;
  118520. }
  118521. // 10 % bigger.
  118522. groundSize *= 1.1;
  118523. skyboxSize *= 1.5;
  118524. rootPosition = sceneExtends.min.add(sceneDiagonal.scale(0.5));
  118525. rootPosition.y = sceneExtends.min.y - this._options.groundYBias;
  118526. }
  118527. return { groundSize: groundSize, skyboxSize: skyboxSize, rootPosition: rootPosition };
  118528. };
  118529. /**
  118530. * Setup the ground according to the specified options.
  118531. */
  118532. EnvironmentHelper.prototype._setupGround = function (sceneSize) {
  118533. var _this = this;
  118534. if (!this._ground || this._ground.isDisposed()) {
  118535. this._ground = BABYLON.Mesh.CreatePlane("BackgroundPlane", sceneSize.groundSize, this._scene);
  118536. this._ground.rotation.x = Math.PI / 2; // Face up by default.
  118537. this._ground.parent = this._rootMesh;
  118538. this._ground.onDisposeObservable.add(function () { _this._ground = null; });
  118539. }
  118540. this._ground.receiveShadows = this._options.enableGroundShadow;
  118541. };
  118542. /**
  118543. * Setup the ground material according to the specified options.
  118544. */
  118545. EnvironmentHelper.prototype._setupGroundMaterial = function () {
  118546. if (!this._groundMaterial) {
  118547. this._groundMaterial = new BABYLON.BackgroundMaterial("BackgroundPlaneMaterial", this._scene);
  118548. }
  118549. this._groundMaterial.alpha = this._options.groundOpacity;
  118550. this._groundMaterial.alphaMode = BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF;
  118551. this._groundMaterial.shadowLevel = this._options.groundShadowLevel;
  118552. this._groundMaterial.primaryColor = this._options.groundColor;
  118553. this._groundMaterial.useRGBColor = false;
  118554. this._groundMaterial.enableNoise = true;
  118555. if (this._ground) {
  118556. this._ground.material = this._groundMaterial;
  118557. }
  118558. };
  118559. /**
  118560. * Setup the ground diffuse texture according to the specified options.
  118561. */
  118562. EnvironmentHelper.prototype._setupGroundDiffuseTexture = function () {
  118563. if (!this._groundMaterial) {
  118564. return;
  118565. }
  118566. if (this._groundTexture) {
  118567. return;
  118568. }
  118569. if (this._options.groundTexture instanceof BABYLON.BaseTexture) {
  118570. this._groundMaterial.diffuseTexture = this._options.groundTexture;
  118571. return;
  118572. }
  118573. var diffuseTexture = new BABYLON.Texture(this._options.groundTexture, this._scene, undefined, undefined, undefined, undefined, this._errorHandler);
  118574. diffuseTexture.gammaSpace = false;
  118575. diffuseTexture.hasAlpha = true;
  118576. this._groundMaterial.diffuseTexture = diffuseTexture;
  118577. };
  118578. /**
  118579. * Setup the ground mirror texture according to the specified options.
  118580. */
  118581. EnvironmentHelper.prototype._setupGroundMirrorTexture = function (sceneSize) {
  118582. var wrapping = BABYLON.Texture.CLAMP_ADDRESSMODE;
  118583. if (!this._groundMirror) {
  118584. this._groundMirror = new BABYLON.MirrorTexture("BackgroundPlaneMirrorTexture", { ratio: this._options.groundMirrorSizeRatio }, this._scene, false, this._options.groundMirrorTextureType, BABYLON.Texture.BILINEAR_SAMPLINGMODE, true);
  118585. this._groundMirror.mirrorPlane = new BABYLON.Plane(0, -1, 0, sceneSize.rootPosition.y);
  118586. this._groundMirror.anisotropicFilteringLevel = 1;
  118587. this._groundMirror.wrapU = wrapping;
  118588. this._groundMirror.wrapV = wrapping;
  118589. this._groundMirror.gammaSpace = false;
  118590. if (this._groundMirror.renderList) {
  118591. for (var i = 0; i < this._scene.meshes.length; i++) {
  118592. var mesh = this._scene.meshes[i];
  118593. if (mesh !== this._ground &&
  118594. mesh !== this._skybox &&
  118595. mesh !== this._rootMesh) {
  118596. this._groundMirror.renderList.push(mesh);
  118597. }
  118598. }
  118599. }
  118600. }
  118601. this._groundMirror.clearColor = new BABYLON.Color4(this._options.groundColor.r, this._options.groundColor.g, this._options.groundColor.b, 1);
  118602. this._groundMirror.adaptiveBlurKernel = this._options.groundMirrorBlurKernel;
  118603. };
  118604. /**
  118605. * Setup the ground to receive the mirror texture.
  118606. */
  118607. EnvironmentHelper.prototype._setupMirrorInGroundMaterial = function () {
  118608. if (this._groundMaterial) {
  118609. this._groundMaterial.reflectionTexture = this._groundMirror;
  118610. this._groundMaterial.reflectionFresnel = true;
  118611. this._groundMaterial.reflectionAmount = this._options.groundMirrorAmount;
  118612. this._groundMaterial.reflectionStandardFresnelWeight = this._options.groundMirrorFresnelWeight;
  118613. this._groundMaterial.reflectionFalloffDistance = this._options.groundMirrorFallOffDistance;
  118614. }
  118615. };
  118616. /**
  118617. * Setup the skybox according to the specified options.
  118618. */
  118619. EnvironmentHelper.prototype._setupSkybox = function (sceneSize) {
  118620. var _this = this;
  118621. if (!this._skybox || this._skybox.isDisposed()) {
  118622. this._skybox = BABYLON.Mesh.CreateBox("BackgroundSkybox", sceneSize.skyboxSize, this._scene, undefined, BABYLON.Mesh.BACKSIDE);
  118623. this._skybox.onDisposeObservable.add(function () { _this._skybox = null; });
  118624. }
  118625. this._skybox.parent = this._rootMesh;
  118626. };
  118627. /**
  118628. * Setup the skybox material according to the specified options.
  118629. */
  118630. EnvironmentHelper.prototype._setupSkyboxMaterial = function () {
  118631. if (!this._skybox) {
  118632. return;
  118633. }
  118634. if (!this._skyboxMaterial) {
  118635. this._skyboxMaterial = new BABYLON.BackgroundMaterial("BackgroundSkyboxMaterial", this._scene);
  118636. }
  118637. this._skyboxMaterial.useRGBColor = false;
  118638. this._skyboxMaterial.primaryColor = this._options.skyboxColor;
  118639. this._skyboxMaterial.enableNoise = true;
  118640. this._skybox.material = this._skyboxMaterial;
  118641. };
  118642. /**
  118643. * Setup the skybox reflection texture according to the specified options.
  118644. */
  118645. EnvironmentHelper.prototype._setupSkyboxReflectionTexture = function () {
  118646. if (!this._skyboxMaterial) {
  118647. return;
  118648. }
  118649. if (this._skyboxTexture) {
  118650. return;
  118651. }
  118652. if (this._options.skyboxTexture instanceof BABYLON.BaseTexture) {
  118653. this._skyboxMaterial.reflectionTexture = this._options.skyboxTexture;
  118654. return;
  118655. }
  118656. this._skyboxTexture = new BABYLON.CubeTexture(this._options.skyboxTexture, this._scene, undefined, undefined, undefined, undefined, this._errorHandler);
  118657. this._skyboxTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  118658. this._skyboxTexture.gammaSpace = false;
  118659. this._skyboxMaterial.reflectionTexture = this._skyboxTexture;
  118660. };
  118661. /**
  118662. * Dispose all the elements created by the Helper.
  118663. */
  118664. EnvironmentHelper.prototype.dispose = function () {
  118665. if (this._groundMaterial) {
  118666. this._groundMaterial.dispose(true, true);
  118667. }
  118668. if (this._skyboxMaterial) {
  118669. this._skyboxMaterial.dispose(true, true);
  118670. }
  118671. this._rootMesh.dispose(false);
  118672. };
  118673. /**
  118674. * Default ground texture URL.
  118675. */
  118676. EnvironmentHelper._groundTextureCDNUrl = "https://assets.babylonjs.com/environments/backgroundGround.png";
  118677. /**
  118678. * Default skybox texture URL.
  118679. */
  118680. EnvironmentHelper._skyboxTextureCDNUrl = "https://assets.babylonjs.com/environments/backgroundSkybox.dds";
  118681. /**
  118682. * Default environment texture URL.
  118683. */
  118684. EnvironmentHelper._environmentTextureCDNUrl = "https://assets.babylonjs.com/environments/environmentSpecular.env";
  118685. return EnvironmentHelper;
  118686. }());
  118687. BABYLON.EnvironmentHelper = EnvironmentHelper;
  118688. })(BABYLON || (BABYLON = {}));
  118689. //# sourceMappingURL=babylon.environmentHelper.js.map
  118690. var BABYLON;
  118691. (function (BABYLON) {
  118692. /** Internal class used to store shapes for emitters */
  118693. var ParticleSystemSetEmitterCreationOptions = /** @class */ (function () {
  118694. function ParticleSystemSetEmitterCreationOptions() {
  118695. }
  118696. return ParticleSystemSetEmitterCreationOptions;
  118697. }());
  118698. /**
  118699. * Represents a set of particle systems working together to create a specific effect
  118700. */
  118701. var ParticleSystemSet = /** @class */ (function () {
  118702. function ParticleSystemSet() {
  118703. /**
  118704. * Gets the particle system list
  118705. */
  118706. this.systems = new Array();
  118707. }
  118708. Object.defineProperty(ParticleSystemSet.prototype, "emitterNode", {
  118709. /**
  118710. * Gets the emitter node used with this set
  118711. */
  118712. get: function () {
  118713. return this._emitterNode;
  118714. },
  118715. enumerable: true,
  118716. configurable: true
  118717. });
  118718. /**
  118719. * Creates a new emitter mesh as a sphere
  118720. * @param options defines the options used to create the sphere
  118721. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  118722. * @param scene defines the hosting scene
  118723. */
  118724. ParticleSystemSet.prototype.setEmitterAsSphere = function (options, renderingGroupId, scene) {
  118725. if (this._emitterNode) {
  118726. this._emitterNode.dispose();
  118727. }
  118728. this._emitterCreationOptions = {
  118729. kind: "Sphere",
  118730. options: options,
  118731. renderingGroupId: renderingGroupId
  118732. };
  118733. var emitterMesh = BABYLON.MeshBuilder.CreateSphere("emitterSphere", { diameter: options.diameter, segments: options.segments }, scene);
  118734. emitterMesh.renderingGroupId = renderingGroupId;
  118735. var material = new BABYLON.StandardMaterial("emitterSphereMaterial", scene);
  118736. material.emissiveColor = options.color;
  118737. emitterMesh.material = material;
  118738. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  118739. var system = _a[_i];
  118740. system.emitter = emitterMesh;
  118741. }
  118742. this._emitterNode = emitterMesh;
  118743. };
  118744. /**
  118745. * Starts all particle systems of the set
  118746. * @param emitter defines an optional mesh to use as emitter for the particle systems
  118747. */
  118748. ParticleSystemSet.prototype.start = function (emitter) {
  118749. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  118750. var system = _a[_i];
  118751. if (emitter) {
  118752. system.emitter = emitter;
  118753. }
  118754. system.start();
  118755. }
  118756. };
  118757. /**
  118758. * Release all associated resources
  118759. */
  118760. ParticleSystemSet.prototype.dispose = function () {
  118761. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  118762. var system = _a[_i];
  118763. system.dispose();
  118764. }
  118765. this.systems = [];
  118766. if (this._emitterNode) {
  118767. this._emitterNode.dispose();
  118768. this._emitterNode = null;
  118769. }
  118770. };
  118771. /**
  118772. * Serialize the set into a JSON compatible object
  118773. * @returns a JSON compatible representation of the set
  118774. */
  118775. ParticleSystemSet.prototype.serialize = function () {
  118776. var result = {};
  118777. result.systems = [];
  118778. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  118779. var system = _a[_i];
  118780. result.systems.push(system.serialize());
  118781. }
  118782. if (this._emitterNode) {
  118783. result.emitter = this._emitterCreationOptions;
  118784. }
  118785. return result;
  118786. };
  118787. /**
  118788. * Parse a new ParticleSystemSet from a serialized source
  118789. * @param data defines a JSON compatible representation of the set
  118790. * @param scene defines the hosting scene
  118791. * @param gpu defines if we want GPU particles or CPU particles
  118792. * @returns a new ParticleSystemSet
  118793. */
  118794. ParticleSystemSet.Parse = function (data, scene, gpu) {
  118795. if (gpu === void 0) { gpu = false; }
  118796. var result = new ParticleSystemSet();
  118797. var rootUrl = BABYLON.ParticleHelper.BaseAssetsUrl + "/textures/";
  118798. scene = scene || BABYLON.Engine.LastCreatedScene;
  118799. for (var _i = 0, _a = data.systems; _i < _a.length; _i++) {
  118800. var system = _a[_i];
  118801. result.systems.push(gpu ? BABYLON.GPUParticleSystem.Parse(system, scene, rootUrl, true) : BABYLON.ParticleSystem.Parse(system, scene, rootUrl, true));
  118802. }
  118803. if (data.emitter) {
  118804. var options = data.emitter.options;
  118805. switch (data.emitter.kind) {
  118806. case "Sphere":
  118807. result.setEmitterAsSphere({
  118808. diameter: options.diameter,
  118809. segments: options.segments,
  118810. color: BABYLON.Color3.FromArray(options.color)
  118811. }, data.emitter.renderingGroupId, scene);
  118812. break;
  118813. }
  118814. }
  118815. return result;
  118816. };
  118817. return ParticleSystemSet;
  118818. }());
  118819. BABYLON.ParticleSystemSet = ParticleSystemSet;
  118820. })(BABYLON || (BABYLON = {}));
  118821. //# sourceMappingURL=babylon.particleSystemSet.js.map
  118822. var BABYLON;
  118823. (function (BABYLON) {
  118824. /**
  118825. * This class is made for on one-liner static method to help creating particle system set.
  118826. */
  118827. var ParticleHelper = /** @class */ (function () {
  118828. function ParticleHelper() {
  118829. }
  118830. /**
  118831. * Create a default particle system that you can tweak
  118832. * @param emitter defines the emitter to use
  118833. * @param capacity defines the system capacity (default is 500 particles)
  118834. * @param scene defines the hosting scene
  118835. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  118836. * @returns the new Particle system
  118837. */
  118838. ParticleHelper.CreateDefault = function (emitter, capacity, scene, useGPU) {
  118839. if (capacity === void 0) { capacity = 500; }
  118840. if (useGPU === void 0) { useGPU = false; }
  118841. var system;
  118842. if (useGPU) {
  118843. system = new BABYLON.GPUParticleSystem("default system", { capacity: capacity }, scene);
  118844. }
  118845. else {
  118846. system = new BABYLON.ParticleSystem("default system", capacity, scene);
  118847. }
  118848. system.emitter = emitter;
  118849. system.particleTexture = new BABYLON.Texture("https://www.babylonjs.com/assets/Flare.png", system.getScene());
  118850. system.createConeEmitter(0.1, Math.PI / 4);
  118851. // Particle color
  118852. system.color1 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  118853. system.color2 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  118854. system.colorDead = new BABYLON.Color4(1.0, 1.0, 1.0, 0.0);
  118855. // Particle Size
  118856. system.minSize = 0.1;
  118857. system.maxSize = 0.1;
  118858. // Emission speed
  118859. system.minEmitPower = 2;
  118860. system.maxEmitPower = 2;
  118861. // Update speed
  118862. system.updateSpeed = 1 / 60;
  118863. system.emitRate = 30;
  118864. return system;
  118865. };
  118866. /**
  118867. * This is the main static method (one-liner) of this helper to create different particle systems
  118868. * @param type This string represents the type to the particle system to create
  118869. * @param scene The scene where the particle system should live
  118870. * @param gpu If the system will use gpu
  118871. * @returns the ParticleSystemSet created
  118872. */
  118873. ParticleHelper.CreateAsync = function (type, scene, gpu) {
  118874. if (gpu === void 0) { gpu = false; }
  118875. if (!scene) {
  118876. scene = BABYLON.Engine.LastCreatedScene;
  118877. }
  118878. var token = {};
  118879. scene._addPendingData(token);
  118880. return new Promise(function (resolve, reject) {
  118881. if (gpu && !BABYLON.GPUParticleSystem.IsSupported) {
  118882. scene._removePendingData(token);
  118883. return reject("Particle system with GPU is not supported.");
  118884. }
  118885. BABYLON.Tools.LoadFile(ParticleHelper.BaseAssetsUrl + "/systems/" + type + ".json", function (data, response) {
  118886. scene._removePendingData(token);
  118887. var newData = JSON.parse(data.toString());
  118888. return resolve(BABYLON.ParticleSystemSet.Parse(newData, scene, gpu));
  118889. }, undefined, undefined, undefined, function (req, exception) {
  118890. scene._removePendingData(token);
  118891. return reject("An error occured while the creation of your particle system. Check if your type '" + type + "' exists.");
  118892. });
  118893. });
  118894. };
  118895. /**
  118896. * Static function used to export a particle system to a ParticleSystemSet variable.
  118897. * Please note that the emitter shape is not exported
  118898. * @param systems defines the particle systems to export
  118899. * @returns the created particle system set
  118900. */
  118901. ParticleHelper.ExportSet = function (systems) {
  118902. var set = new BABYLON.ParticleSystemSet();
  118903. for (var _i = 0, systems_1 = systems; _i < systems_1.length; _i++) {
  118904. var system = systems_1[_i];
  118905. set.systems.push(system);
  118906. }
  118907. return set;
  118908. };
  118909. /**
  118910. * Gets or sets base Assets URL
  118911. */
  118912. ParticleHelper.BaseAssetsUrl = "https://assets.babylonjs.com/particles";
  118913. return ParticleHelper;
  118914. }());
  118915. BABYLON.ParticleHelper = ParticleHelper;
  118916. })(BABYLON || (BABYLON = {}));
  118917. //# sourceMappingURL=babylon.particleHelper.js.map
  118918. var BABYLON;
  118919. (function (BABYLON) {
  118920. /**
  118921. * Display a 360 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  118922. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  118923. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  118924. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  118925. */
  118926. var VideoDome = /** @class */ (function (_super) {
  118927. __extends(VideoDome, _super);
  118928. /**
  118929. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  118930. * @param name Element's name, child elements will append suffixes for their own names.
  118931. * @param urlsOrVideo defines the url(s) or the video element to use
  118932. * @param options An object containing optional or exposed sub element properties
  118933. */
  118934. function VideoDome(name, urlsOrVideo, options, scene) {
  118935. var _this = _super.call(this, name, scene) || this;
  118936. _this._useDirectMapping = false;
  118937. // set defaults and manage values
  118938. name = name || "videoDome";
  118939. options.resolution = (Math.abs(options.resolution) | 0) || 32;
  118940. options.clickToPlay = Boolean(options.clickToPlay);
  118941. options.autoPlay = options.autoPlay === undefined ? true : Boolean(options.autoPlay);
  118942. options.loop = options.loop === undefined ? true : Boolean(options.loop);
  118943. options.size = Math.abs(options.size) || (scene.activeCamera ? scene.activeCamera.maxZ * 0.48 : 1000);
  118944. if (options.useDirectMapping === undefined) {
  118945. _this._useDirectMapping = true;
  118946. }
  118947. else {
  118948. _this._useDirectMapping = options.useDirectMapping;
  118949. }
  118950. _this._setReady(false);
  118951. // create
  118952. var tempOptions = { loop: options.loop, autoPlay: options.autoPlay, autoUpdateTexture: true, poster: options.poster };
  118953. var material = _this._material = new BABYLON.BackgroundMaterial(name + "_material", scene);
  118954. var texture = _this._videoTexture = new BABYLON.VideoTexture(name + "_texture", urlsOrVideo, scene, false, _this._useDirectMapping, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, tempOptions);
  118955. _this._mesh = BABYLON.Mesh.CreateSphere(name + "_mesh", options.resolution, options.size, scene, false, BABYLON.Mesh.BACKSIDE);
  118956. texture.onLoadObservable.addOnce(function () {
  118957. _this._setReady(true);
  118958. });
  118959. // configure material
  118960. material.useEquirectangularFOV = true;
  118961. material.fovMultiplier = 1.0;
  118962. material.opacityFresnel = false;
  118963. if (_this._useDirectMapping) {
  118964. texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  118965. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  118966. material.diffuseTexture = texture;
  118967. }
  118968. else {
  118969. texture.coordinatesMode = BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE; // matches orientation
  118970. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  118971. material.reflectionTexture = texture;
  118972. }
  118973. // configure mesh
  118974. _this._mesh.material = material;
  118975. _this._mesh.parent = _this;
  118976. // optional configuration
  118977. if (options.clickToPlay) {
  118978. scene.onPointerUp = function () {
  118979. _this._videoTexture.video.play();
  118980. };
  118981. }
  118982. return _this;
  118983. }
  118984. Object.defineProperty(VideoDome.prototype, "videoTexture", {
  118985. /**
  118986. * Gets the video texture being displayed on the sphere
  118987. */
  118988. get: function () {
  118989. return this._videoTexture;
  118990. },
  118991. enumerable: true,
  118992. configurable: true
  118993. });
  118994. Object.defineProperty(VideoDome.prototype, "fovMultiplier", {
  118995. /**
  118996. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  118997. * Also see the options.resolution property.
  118998. */
  118999. get: function () {
  119000. return this._material.fovMultiplier;
  119001. },
  119002. set: function (value) {
  119003. this._material.fovMultiplier = value;
  119004. },
  119005. enumerable: true,
  119006. configurable: true
  119007. });
  119008. /**
  119009. * Releases resources associated with this node.
  119010. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  119011. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  119012. */
  119013. VideoDome.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  119014. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  119015. this._videoTexture.dispose();
  119016. this._mesh.dispose();
  119017. this._material.dispose();
  119018. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  119019. };
  119020. return VideoDome;
  119021. }(BABYLON.TransformNode));
  119022. BABYLON.VideoDome = VideoDome;
  119023. })(BABYLON || (BABYLON = {}));
  119024. //# sourceMappingURL=babylon.videoDome.js.map
  119025. var BABYLON;
  119026. (function (BABYLON) {
  119027. /**
  119028. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  119029. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  119030. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  119031. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  119032. */
  119033. var PhotoDome = /** @class */ (function (_super) {
  119034. __extends(PhotoDome, _super);
  119035. /**
  119036. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  119037. * @param name Element's name, child elements will append suffixes for their own names.
  119038. * @param urlsOfPhoto defines the url of the photo to display
  119039. * @param options defines an object containing optional or exposed sub element properties
  119040. * @param onError defines a callback called when an error occured while loading the texture
  119041. */
  119042. function PhotoDome(name, urlOfPhoto, options, scene, onError) {
  119043. if (onError === void 0) { onError = null; }
  119044. var _this = _super.call(this, name, scene) || this;
  119045. _this._useDirectMapping = false;
  119046. /**
  119047. * Observable raised when an error occured while loading the 360 image
  119048. */
  119049. _this.onLoadErrorObservable = new BABYLON.Observable();
  119050. // set defaults and manage values
  119051. name = name || "photoDome";
  119052. options.resolution = (Math.abs(options.resolution) | 0) || 32;
  119053. options.size = Math.abs(options.size) || (scene.activeCamera ? scene.activeCamera.maxZ * 0.48 : 1000);
  119054. if (options.useDirectMapping === undefined) {
  119055. _this._useDirectMapping = true;
  119056. }
  119057. else {
  119058. _this._useDirectMapping = options.useDirectMapping;
  119059. }
  119060. _this._setReady(false);
  119061. // create
  119062. var material = _this._material = new BABYLON.BackgroundMaterial(name + "_material", scene);
  119063. _this._mesh = BABYLON.Mesh.CreateSphere(name + "_mesh", options.resolution, options.size, scene, false, BABYLON.Mesh.BACKSIDE);
  119064. // configure material
  119065. material.opacityFresnel = false;
  119066. material.useEquirectangularFOV = true;
  119067. material.fovMultiplier = 1.0;
  119068. _this.photoTexture = new BABYLON.Texture(urlOfPhoto, scene, true, !_this._useDirectMapping, undefined, undefined, function (message, exception) {
  119069. _this.onLoadErrorObservable.notifyObservers(message || "Unknown error occured");
  119070. if (onError) {
  119071. onError(message, exception);
  119072. }
  119073. });
  119074. _this.photoTexture.onLoadObservable.addOnce(function () {
  119075. _this._setReady(true);
  119076. });
  119077. // configure mesh
  119078. _this._mesh.material = material;
  119079. _this._mesh.parent = _this;
  119080. return _this;
  119081. }
  119082. Object.defineProperty(PhotoDome.prototype, "photoTexture", {
  119083. /**
  119084. * Gets or sets the texture being displayed on the sphere
  119085. */
  119086. get: function () {
  119087. return this._photoTexture;
  119088. },
  119089. set: function (value) {
  119090. if (this._photoTexture === value) {
  119091. return;
  119092. }
  119093. this._photoTexture = value;
  119094. if (this._useDirectMapping) {
  119095. this._photoTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  119096. this._photoTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  119097. this._material.diffuseTexture = this._photoTexture;
  119098. }
  119099. else {
  119100. this._photoTexture.coordinatesMode = BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE; // matches orientation
  119101. this._photoTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  119102. this._material.reflectionTexture = this._photoTexture;
  119103. }
  119104. },
  119105. enumerable: true,
  119106. configurable: true
  119107. });
  119108. Object.defineProperty(PhotoDome.prototype, "fovMultiplier", {
  119109. /**
  119110. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  119111. * Also see the options.resolution property.
  119112. */
  119113. get: function () {
  119114. return this._material.fovMultiplier;
  119115. },
  119116. set: function (value) {
  119117. this._material.fovMultiplier = value;
  119118. },
  119119. enumerable: true,
  119120. configurable: true
  119121. });
  119122. /**
  119123. * Releases resources associated with this node.
  119124. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  119125. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  119126. */
  119127. PhotoDome.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  119128. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  119129. this._photoTexture.dispose();
  119130. this._mesh.dispose();
  119131. this._material.dispose();
  119132. this.onLoadErrorObservable.clear();
  119133. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  119134. };
  119135. return PhotoDome;
  119136. }(BABYLON.TransformNode));
  119137. BABYLON.PhotoDome = PhotoDome;
  119138. })(BABYLON || (BABYLON = {}));
  119139. //# sourceMappingURL=babylon.photoDome.js.map
  119140. var BABYLON;
  119141. (function (BABYLON) {
  119142. /** @hidden */
  119143. var _OcclusionDataStorage = /** @class */ (function () {
  119144. function _OcclusionDataStorage() {
  119145. /** @hidden */
  119146. this.occlusionInternalRetryCounter = 0;
  119147. /** @hidden */
  119148. this.isOcclusionQueryInProgress = false;
  119149. /** @hidden */
  119150. this.isOccluded = false;
  119151. /** @hidden */
  119152. this.occlusionRetryCount = -1;
  119153. /** @hidden */
  119154. this.occlusionType = BABYLON.AbstractMesh.OCCLUSION_TYPE_NONE;
  119155. /** @hidden */
  119156. this.occlusionQueryAlgorithmType = BABYLON.AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE;
  119157. }
  119158. return _OcclusionDataStorage;
  119159. }());
  119160. BABYLON.Engine.prototype.createQuery = function () {
  119161. return this._gl.createQuery();
  119162. };
  119163. BABYLON.Engine.prototype.deleteQuery = function (query) {
  119164. this._gl.deleteQuery(query);
  119165. return this;
  119166. };
  119167. BABYLON.Engine.prototype.isQueryResultAvailable = function (query) {
  119168. return this._gl.getQueryParameter(query, this._gl.QUERY_RESULT_AVAILABLE);
  119169. };
  119170. BABYLON.Engine.prototype.getQueryResult = function (query) {
  119171. return this._gl.getQueryParameter(query, this._gl.QUERY_RESULT);
  119172. };
  119173. BABYLON.Engine.prototype.beginOcclusionQuery = function (algorithmType, query) {
  119174. var glAlgorithm = this._getGlAlgorithmType(algorithmType);
  119175. this._gl.beginQuery(glAlgorithm, query);
  119176. return this;
  119177. };
  119178. BABYLON.Engine.prototype.endOcclusionQuery = function (algorithmType) {
  119179. var glAlgorithm = this._getGlAlgorithmType(algorithmType);
  119180. this._gl.endQuery(glAlgorithm);
  119181. return this;
  119182. };
  119183. BABYLON.Engine.prototype._createTimeQuery = function () {
  119184. var timerQuery = this.getCaps().timerQuery;
  119185. if (timerQuery.createQueryEXT) {
  119186. return timerQuery.createQueryEXT();
  119187. }
  119188. return this.createQuery();
  119189. };
  119190. BABYLON.Engine.prototype._deleteTimeQuery = function (query) {
  119191. var timerQuery = this.getCaps().timerQuery;
  119192. if (timerQuery.deleteQueryEXT) {
  119193. timerQuery.deleteQueryEXT(query);
  119194. return;
  119195. }
  119196. this.deleteQuery(query);
  119197. };
  119198. BABYLON.Engine.prototype._getTimeQueryResult = function (query) {
  119199. var timerQuery = this.getCaps().timerQuery;
  119200. if (timerQuery.getQueryObjectEXT) {
  119201. return timerQuery.getQueryObjectEXT(query, timerQuery.QUERY_RESULT_EXT);
  119202. }
  119203. return this.getQueryResult(query);
  119204. };
  119205. BABYLON.Engine.prototype._getTimeQueryAvailability = function (query) {
  119206. var timerQuery = this.getCaps().timerQuery;
  119207. if (timerQuery.getQueryObjectEXT) {
  119208. return timerQuery.getQueryObjectEXT(query, timerQuery.QUERY_RESULT_AVAILABLE_EXT);
  119209. }
  119210. return this.isQueryResultAvailable(query);
  119211. };
  119212. BABYLON.Engine.prototype.startTimeQuery = function () {
  119213. var caps = this.getCaps();
  119214. var timerQuery = caps.timerQuery;
  119215. if (!timerQuery) {
  119216. return null;
  119217. }
  119218. var token = new BABYLON._TimeToken();
  119219. this._gl.getParameter(timerQuery.GPU_DISJOINT_EXT);
  119220. if (caps.canUseTimestampForTimerQuery) {
  119221. token._startTimeQuery = this._createTimeQuery();
  119222. timerQuery.queryCounterEXT(token._startTimeQuery, timerQuery.TIMESTAMP_EXT);
  119223. }
  119224. else {
  119225. if (this._currentNonTimestampToken) {
  119226. return this._currentNonTimestampToken;
  119227. }
  119228. token._timeElapsedQuery = this._createTimeQuery();
  119229. if (timerQuery.beginQueryEXT) {
  119230. timerQuery.beginQueryEXT(timerQuery.TIME_ELAPSED_EXT, token._timeElapsedQuery);
  119231. }
  119232. else {
  119233. this._gl.beginQuery(timerQuery.TIME_ELAPSED_EXT, token._timeElapsedQuery);
  119234. }
  119235. this._currentNonTimestampToken = token;
  119236. }
  119237. return token;
  119238. };
  119239. BABYLON.Engine.prototype.endTimeQuery = function (token) {
  119240. var caps = this.getCaps();
  119241. var timerQuery = caps.timerQuery;
  119242. if (!timerQuery || !token) {
  119243. return -1;
  119244. }
  119245. if (caps.canUseTimestampForTimerQuery) {
  119246. if (!token._startTimeQuery) {
  119247. return -1;
  119248. }
  119249. if (!token._endTimeQuery) {
  119250. token._endTimeQuery = this._createTimeQuery();
  119251. timerQuery.queryCounterEXT(token._endTimeQuery, timerQuery.TIMESTAMP_EXT);
  119252. }
  119253. }
  119254. else if (!token._timeElapsedQueryEnded) {
  119255. if (!token._timeElapsedQuery) {
  119256. return -1;
  119257. }
  119258. if (timerQuery.endQueryEXT) {
  119259. timerQuery.endQueryEXT(timerQuery.TIME_ELAPSED_EXT);
  119260. }
  119261. else {
  119262. this._gl.endQuery(timerQuery.TIME_ELAPSED_EXT);
  119263. }
  119264. token._timeElapsedQueryEnded = true;
  119265. }
  119266. var disjoint = this._gl.getParameter(timerQuery.GPU_DISJOINT_EXT);
  119267. var available = false;
  119268. if (token._endTimeQuery) {
  119269. available = this._getTimeQueryAvailability(token._endTimeQuery);
  119270. }
  119271. else if (token._timeElapsedQuery) {
  119272. available = this._getTimeQueryAvailability(token._timeElapsedQuery);
  119273. }
  119274. if (available && !disjoint) {
  119275. var result = 0;
  119276. if (caps.canUseTimestampForTimerQuery) {
  119277. if (!token._startTimeQuery || !token._endTimeQuery) {
  119278. return -1;
  119279. }
  119280. var timeStart = this._getTimeQueryResult(token._startTimeQuery);
  119281. var timeEnd = this._getTimeQueryResult(token._endTimeQuery);
  119282. result = timeEnd - timeStart;
  119283. this._deleteTimeQuery(token._startTimeQuery);
  119284. this._deleteTimeQuery(token._endTimeQuery);
  119285. token._startTimeQuery = null;
  119286. token._endTimeQuery = null;
  119287. }
  119288. else {
  119289. if (!token._timeElapsedQuery) {
  119290. return -1;
  119291. }
  119292. result = this._getTimeQueryResult(token._timeElapsedQuery);
  119293. this._deleteTimeQuery(token._timeElapsedQuery);
  119294. token._timeElapsedQuery = null;
  119295. token._timeElapsedQueryEnded = false;
  119296. this._currentNonTimestampToken = null;
  119297. }
  119298. return result;
  119299. }
  119300. return -1;
  119301. };
  119302. BABYLON.Engine.prototype._getGlAlgorithmType = function (algorithmType) {
  119303. return algorithmType === BABYLON.AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE ? this._gl.ANY_SAMPLES_PASSED_CONSERVATIVE : this._gl.ANY_SAMPLES_PASSED;
  119304. };
  119305. Object.defineProperty(BABYLON.AbstractMesh.prototype, "isOcclusionQueryInProgress", {
  119306. get: function () {
  119307. return this._occlusionDataStorage.isOcclusionQueryInProgress;
  119308. },
  119309. enumerable: false,
  119310. configurable: true
  119311. });
  119312. Object.defineProperty(BABYLON.AbstractMesh.prototype, "_occlusionDataStorage", {
  119313. get: function () {
  119314. if (!this.__occlusionDataStorage) {
  119315. this.__occlusionDataStorage = new _OcclusionDataStorage();
  119316. }
  119317. return this.__occlusionDataStorage;
  119318. },
  119319. enumerable: false,
  119320. configurable: true
  119321. });
  119322. Object.defineProperty(BABYLON.AbstractMesh.prototype, "isOccluded", {
  119323. get: function () {
  119324. return this._occlusionDataStorage.isOccluded;
  119325. },
  119326. set: function (value) {
  119327. this._occlusionDataStorage.isOccluded = value;
  119328. },
  119329. enumerable: true,
  119330. configurable: true
  119331. });
  119332. Object.defineProperty(BABYLON.AbstractMesh.prototype, "occlusionQueryAlgorithmType", {
  119333. get: function () {
  119334. return this._occlusionDataStorage.occlusionQueryAlgorithmType;
  119335. },
  119336. set: function (value) {
  119337. this._occlusionDataStorage.occlusionQueryAlgorithmType = value;
  119338. },
  119339. enumerable: true,
  119340. configurable: true
  119341. });
  119342. Object.defineProperty(BABYLON.AbstractMesh.prototype, "occlusionType", {
  119343. get: function () {
  119344. return this._occlusionDataStorage.occlusionType;
  119345. },
  119346. set: function (value) {
  119347. this._occlusionDataStorage.occlusionType = value;
  119348. },
  119349. enumerable: true,
  119350. configurable: true
  119351. });
  119352. Object.defineProperty(BABYLON.AbstractMesh.prototype, "occlusionRetryCount", {
  119353. get: function () {
  119354. return this._occlusionDataStorage.occlusionRetryCount;
  119355. },
  119356. set: function (value) {
  119357. this._occlusionDataStorage.occlusionRetryCount = value;
  119358. },
  119359. enumerable: true,
  119360. configurable: true
  119361. });
  119362. // We also need to update AbstractMesh as there is a portion of the code there
  119363. BABYLON.AbstractMesh.prototype._checkOcclusionQuery = function () {
  119364. var dataStorage = this._occlusionDataStorage;
  119365. if (dataStorage.occlusionType === BABYLON.AbstractMesh.OCCLUSION_TYPE_NONE) {
  119366. dataStorage.isOccluded = false;
  119367. return false;
  119368. }
  119369. var engine = this.getEngine();
  119370. if (engine.webGLVersion < 2) {
  119371. dataStorage.isOccluded = false;
  119372. return false;
  119373. }
  119374. if (!engine.isQueryResultAvailable) { // Occlusion query where not referenced
  119375. dataStorage.isOccluded = false;
  119376. return false;
  119377. }
  119378. if (this.isOcclusionQueryInProgress && this._occlusionQuery) {
  119379. var isOcclusionQueryAvailable = engine.isQueryResultAvailable(this._occlusionQuery);
  119380. if (isOcclusionQueryAvailable) {
  119381. var occlusionQueryResult = engine.getQueryResult(this._occlusionQuery);
  119382. dataStorage.isOcclusionQueryInProgress = false;
  119383. dataStorage.occlusionInternalRetryCounter = 0;
  119384. dataStorage.isOccluded = occlusionQueryResult === 1 ? false : true;
  119385. }
  119386. else {
  119387. dataStorage.occlusionInternalRetryCounter++;
  119388. if (dataStorage.occlusionRetryCount !== -1 && dataStorage.occlusionInternalRetryCounter > dataStorage.occlusionRetryCount) {
  119389. dataStorage.isOcclusionQueryInProgress = false;
  119390. dataStorage.occlusionInternalRetryCounter = 0;
  119391. // if optimistic set isOccluded to false regardless of the status of isOccluded. (Render in the current render loop)
  119392. // if strict continue the last state of the object.
  119393. dataStorage.isOccluded = dataStorage.occlusionType === BABYLON.AbstractMesh.OCCLUSION_TYPE_OPTIMISTIC ? false : dataStorage.isOccluded;
  119394. }
  119395. else {
  119396. return false;
  119397. }
  119398. }
  119399. }
  119400. var scene = this.getScene();
  119401. if (scene.getBoundingBoxRenderer) {
  119402. var occlusionBoundingBoxRenderer = scene.getBoundingBoxRenderer();
  119403. if (!this._occlusionQuery) {
  119404. this._occlusionQuery = engine.createQuery();
  119405. }
  119406. engine.beginOcclusionQuery(dataStorage.occlusionQueryAlgorithmType, this._occlusionQuery);
  119407. occlusionBoundingBoxRenderer.renderOcclusionBoundingBox(this);
  119408. engine.endOcclusionQuery(dataStorage.occlusionQueryAlgorithmType);
  119409. this._occlusionDataStorage.isOcclusionQueryInProgress = true;
  119410. }
  119411. return dataStorage.isOccluded;
  119412. };
  119413. })(BABYLON || (BABYLON = {}));
  119414. //# sourceMappingURL=babylon.engine.occlusionQuery.js.map
  119415. var BABYLON;
  119416. (function (BABYLON) {
  119417. /**
  119418. * Class used to generate noise procedural textures
  119419. */
  119420. var NoiseProceduralTexture = /** @class */ (function (_super) {
  119421. __extends(NoiseProceduralTexture, _super);
  119422. /**
  119423. * Creates a new NoiseProceduralTexture
  119424. * @param name defines the name fo the texture
  119425. * @param size defines the size of the texture (default is 256)
  119426. * @param scene defines the hosting scene
  119427. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  119428. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  119429. */
  119430. function NoiseProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  119431. if (size === void 0) { size = 256; }
  119432. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  119433. var _this = _super.call(this, name, size, "noise", scene, fallbackTexture, generateMipMaps) || this;
  119434. _this._time = 0;
  119435. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  119436. _this.brightness = 0.2;
  119437. /** Defines the number of octaves to process */
  119438. _this.octaves = 3;
  119439. /** Defines the level of persistence (0.8 by default) */
  119440. _this.persistence = 0.8;
  119441. /** Gets or sets animation speed factor (default is 1) */
  119442. _this.animationSpeedFactor = 1;
  119443. _this.autoClear = false;
  119444. _this._updateShaderUniforms();
  119445. return _this;
  119446. }
  119447. NoiseProceduralTexture.prototype._updateShaderUniforms = function () {
  119448. var scene = this.getScene();
  119449. if (!scene) {
  119450. return;
  119451. }
  119452. this._time += scene.getAnimationRatio() * this.animationSpeedFactor * 0.01;
  119453. this.setFloat("brightness", this.brightness);
  119454. this.setFloat("persistence", this.persistence);
  119455. this.setFloat("timeScale", this._time);
  119456. };
  119457. NoiseProceduralTexture.prototype._getDefines = function () {
  119458. return "#define OCTAVES " + (this.octaves | 0);
  119459. };
  119460. /** Generate the current state of the procedural texture */
  119461. NoiseProceduralTexture.prototype.render = function (useCameraPostProcess) {
  119462. this._updateShaderUniforms();
  119463. _super.prototype.render.call(this, useCameraPostProcess);
  119464. };
  119465. /**
  119466. * Serializes this noise procedural texture
  119467. * @returns a serialized noise procedural texture object
  119468. */
  119469. NoiseProceduralTexture.prototype.serialize = function () {
  119470. var serializationObject = {};
  119471. serializationObject.customType = "BABYLON.NoiseProceduralTexture";
  119472. serializationObject.brightness = this.brightness;
  119473. serializationObject.octaves = this.octaves;
  119474. serializationObject.persistence = this.persistence;
  119475. serializationObject.animationSpeedFactor = this.animationSpeedFactor;
  119476. serializationObject.size = this.getSize().width;
  119477. serializationObject.generateMipMaps = this._generateMipMaps;
  119478. return serializationObject;
  119479. };
  119480. /**
  119481. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  119482. * @param parsedTexture defines parsed texture data
  119483. * @param scene defines the current scene
  119484. * @param rootUrl defines the root URL containing noise procedural texture information
  119485. * @returns a parsed NoiseProceduralTexture
  119486. */
  119487. NoiseProceduralTexture.Parse = function (parsedTexture, scene, rootUrl) {
  119488. var texture = new NoiseProceduralTexture(parsedTexture.name, parsedTexture.size, scene, undefined, parsedTexture.generateMipMaps);
  119489. texture.brightness = parsedTexture.brightness;
  119490. texture.octaves = parsedTexture.octaves;
  119491. texture.persistence = parsedTexture.persistence;
  119492. texture.animationSpeedFactor = parsedTexture.animationSpeedFactor;
  119493. return texture;
  119494. };
  119495. return NoiseProceduralTexture;
  119496. }(BABYLON.ProceduralTexture));
  119497. BABYLON.NoiseProceduralTexture = NoiseProceduralTexture;
  119498. })(BABYLON || (BABYLON = {}));
  119499. //# sourceMappingURL=babylon.noiseProceduralTexture.js.map
  119500. var __assign = (this && this.__assign) || function () {
  119501. __assign = Object.assign || function(t) {
  119502. for (var s, i = 1, n = arguments.length; i < n; i++) {
  119503. s = arguments[i];
  119504. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  119505. t[p] = s[p];
  119506. }
  119507. return t;
  119508. };
  119509. return __assign.apply(this, arguments);
  119510. };
  119511. var BABYLON;
  119512. (function (BABYLON) {
  119513. /**
  119514. * This can helps recording videos from BabylonJS.
  119515. * This is based on the available WebRTC functionalities of the browser.
  119516. *
  119517. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  119518. */
  119519. var VideoRecorder = /** @class */ (function () {
  119520. /**
  119521. * Create a new VideoCapture object which can help converting what you see in Babylon to
  119522. * a video file.
  119523. * @param engine Defines the BabylonJS Engine you wish to record
  119524. * @param options Defines options that can be used to customized the capture
  119525. */
  119526. function VideoRecorder(engine, options) {
  119527. if (options === void 0) { options = null; }
  119528. if (!VideoRecorder.IsSupported(engine)) {
  119529. throw "Your browser does not support recording so far.";
  119530. }
  119531. var canvas = engine.getRenderingCanvas();
  119532. if (!canvas) {
  119533. throw "The babylon engine must have a canvas to be recorded";
  119534. }
  119535. this._canvas = canvas;
  119536. this._canvas.isRecording = false;
  119537. this._options = __assign({}, VideoRecorder._defaultOptions, options);
  119538. var stream = this._canvas.captureStream(this._options.fps);
  119539. this._mediaRecorder = new MediaRecorder(stream, { mimeType: this._options.mimeType });
  119540. this._mediaRecorder.ondataavailable = this._handleDataAvailable.bind(this);
  119541. this._mediaRecorder.onerror = this._handleError.bind(this);
  119542. this._mediaRecorder.onstop = this._handleStop.bind(this);
  119543. }
  119544. /**
  119545. * Returns wehther or not the VideoRecorder is available in your browser.
  119546. * @param engine Defines the Babylon Engine to check the support for
  119547. * @returns true if supported otherwise false
  119548. */
  119549. VideoRecorder.IsSupported = function (engine) {
  119550. var canvas = engine.getRenderingCanvas();
  119551. return (!!canvas && typeof canvas.captureStream === "function");
  119552. };
  119553. Object.defineProperty(VideoRecorder.prototype, "isRecording", {
  119554. /**
  119555. * True wether a recording is already in progress.
  119556. */
  119557. get: function () {
  119558. return !!this._canvas && this._canvas.isRecording;
  119559. },
  119560. enumerable: true,
  119561. configurable: true
  119562. });
  119563. /**
  119564. * Stops the current recording before the default capture timeout passed in the startRecording
  119565. * functions.
  119566. */
  119567. VideoRecorder.prototype.stopRecording = function () {
  119568. if (!this._canvas || !this._mediaRecorder) {
  119569. return;
  119570. }
  119571. if (!this.isRecording) {
  119572. return;
  119573. }
  119574. this._canvas.isRecording = false;
  119575. this._mediaRecorder.stop();
  119576. };
  119577. /**
  119578. * Starts recording the canvas for a max duration specified in parameters.
  119579. * @param fileName Defines the name of the file to be downloaded when the recording stop. If null no automatic download will start and you can rely on the promise to get the data back.
  119580. * @param maxDuration Defines the maximum recording time in seconds.
  119581. * It default to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  119582. * @return a promise callback at the end of the recording with the video data in Blob.
  119583. */
  119584. VideoRecorder.prototype.startRecording = function (fileName, maxDuration) {
  119585. var _this = this;
  119586. if (fileName === void 0) { fileName = "babylonjs.webm"; }
  119587. if (maxDuration === void 0) { maxDuration = 7; }
  119588. if (!this._canvas || !this._mediaRecorder) {
  119589. throw "Recorder has already been disposed";
  119590. }
  119591. if (this.isRecording) {
  119592. throw "Recording already in progress";
  119593. }
  119594. if (maxDuration > 0) {
  119595. setTimeout(function () {
  119596. _this.stopRecording();
  119597. }, maxDuration * 1000);
  119598. }
  119599. this._fileName = fileName;
  119600. this._recordedChunks = [];
  119601. this._resolve = null;
  119602. this._reject = null;
  119603. this._canvas.isRecording = true;
  119604. this._mediaRecorder.start(this._options.recordChunckSize);
  119605. return new Promise(function (resolve, reject) {
  119606. _this._resolve = resolve;
  119607. _this._reject = reject;
  119608. });
  119609. };
  119610. /**
  119611. * Releases internal resources used during the recording.
  119612. */
  119613. VideoRecorder.prototype.dispose = function () {
  119614. this._canvas = null;
  119615. this._mediaRecorder = null;
  119616. this._recordedChunks = [];
  119617. this._fileName = null;
  119618. this._resolve = null;
  119619. this._reject = null;
  119620. };
  119621. VideoRecorder.prototype._handleDataAvailable = function (event) {
  119622. if (event.data.size > 0) {
  119623. this._recordedChunks.push(event.data);
  119624. }
  119625. };
  119626. VideoRecorder.prototype._handleError = function (event) {
  119627. this.stopRecording();
  119628. if (this._reject) {
  119629. this._reject(event.error);
  119630. }
  119631. else {
  119632. throw new event.error();
  119633. }
  119634. };
  119635. VideoRecorder.prototype._handleStop = function () {
  119636. this.stopRecording();
  119637. var superBuffer = new Blob(this._recordedChunks);
  119638. if (this._resolve) {
  119639. this._resolve(superBuffer);
  119640. }
  119641. window.URL.createObjectURL(superBuffer);
  119642. if (this._fileName) {
  119643. BABYLON.Tools.Download(superBuffer, this._fileName);
  119644. }
  119645. };
  119646. VideoRecorder._defaultOptions = {
  119647. mimeType: "video/webm",
  119648. fps: 25,
  119649. recordChunckSize: 3000
  119650. };
  119651. return VideoRecorder;
  119652. }());
  119653. BABYLON.VideoRecorder = VideoRecorder;
  119654. })(BABYLON || (BABYLON = {}));
  119655. //# sourceMappingURL=babylon.videoRecorder.js.map
  119656. var BABYLON;
  119657. (function (BABYLON) {
  119658. BABYLON.Scene.prototype.createDefaultLight = function (replace) {
  119659. if (replace === void 0) { replace = false; }
  119660. // Dispose existing light in replace mode.
  119661. if (replace) {
  119662. if (this.lights) {
  119663. for (var i = 0; i < this.lights.length; i++) {
  119664. this.lights[i].dispose();
  119665. }
  119666. }
  119667. }
  119668. // Light
  119669. if (this.lights.length === 0) {
  119670. new BABYLON.HemisphericLight("default light", BABYLON.Vector3.Up(), this);
  119671. }
  119672. };
  119673. BABYLON.Scene.prototype.createDefaultCamera = function (createArcRotateCamera, replace, attachCameraControls) {
  119674. if (createArcRotateCamera === void 0) { createArcRotateCamera = false; }
  119675. if (replace === void 0) { replace = false; }
  119676. if (attachCameraControls === void 0) { attachCameraControls = false; }
  119677. // Dispose existing camera in replace mode.
  119678. if (replace) {
  119679. if (this.activeCamera) {
  119680. this.activeCamera.dispose();
  119681. this.activeCamera = null;
  119682. }
  119683. }
  119684. // Camera
  119685. if (!this.activeCamera) {
  119686. var worldExtends = this.getWorldExtends();
  119687. var worldSize = worldExtends.max.subtract(worldExtends.min);
  119688. var worldCenter = worldExtends.min.add(worldSize.scale(0.5));
  119689. var camera;
  119690. var radius = worldSize.length() * 1.5;
  119691. // empty scene scenario!
  119692. if (!isFinite(radius)) {
  119693. radius = 1;
  119694. worldCenter.copyFromFloats(0, 0, 0);
  119695. }
  119696. if (createArcRotateCamera) {
  119697. var arcRotateCamera = new BABYLON.ArcRotateCamera("default camera", -(Math.PI / 2), Math.PI / 2, radius, worldCenter, this);
  119698. arcRotateCamera.lowerRadiusLimit = radius * 0.01;
  119699. arcRotateCamera.wheelPrecision = 100 / radius;
  119700. camera = arcRotateCamera;
  119701. }
  119702. else {
  119703. var freeCamera = new BABYLON.FreeCamera("default camera", new BABYLON.Vector3(worldCenter.x, worldCenter.y, -radius), this);
  119704. freeCamera.setTarget(worldCenter);
  119705. camera = freeCamera;
  119706. }
  119707. camera.minZ = radius * 0.01;
  119708. camera.maxZ = radius * 1000;
  119709. camera.speed = radius * 0.2;
  119710. this.activeCamera = camera;
  119711. var canvas = this.getEngine().getRenderingCanvas();
  119712. if (attachCameraControls && canvas) {
  119713. camera.attachControl(canvas);
  119714. }
  119715. }
  119716. };
  119717. BABYLON.Scene.prototype.createDefaultCameraOrLight = function (createArcRotateCamera, replace, attachCameraControls) {
  119718. if (createArcRotateCamera === void 0) { createArcRotateCamera = false; }
  119719. if (replace === void 0) { replace = false; }
  119720. if (attachCameraControls === void 0) { attachCameraControls = false; }
  119721. this.createDefaultLight(replace);
  119722. this.createDefaultCamera(createArcRotateCamera, replace, attachCameraControls);
  119723. };
  119724. BABYLON.Scene.prototype.createDefaultSkybox = function (environmentTexture, pbr, scale, blur, setGlobalEnvTexture) {
  119725. if (pbr === void 0) { pbr = false; }
  119726. if (scale === void 0) { scale = 1000; }
  119727. if (blur === void 0) { blur = 0; }
  119728. if (setGlobalEnvTexture === void 0) { setGlobalEnvTexture = true; }
  119729. if (!environmentTexture) {
  119730. BABYLON.Tools.Warn("Can not create default skybox without environment texture.");
  119731. return null;
  119732. }
  119733. if (setGlobalEnvTexture) {
  119734. if (environmentTexture) {
  119735. this.environmentTexture = environmentTexture;
  119736. }
  119737. }
  119738. // Skybox
  119739. var hdrSkybox = BABYLON.Mesh.CreateBox("hdrSkyBox", scale, this);
  119740. if (pbr) {
  119741. var hdrSkyboxMaterial = new BABYLON.PBRMaterial("skyBox", this);
  119742. hdrSkyboxMaterial.backFaceCulling = false;
  119743. hdrSkyboxMaterial.reflectionTexture = environmentTexture.clone();
  119744. if (hdrSkyboxMaterial.reflectionTexture) {
  119745. hdrSkyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  119746. }
  119747. hdrSkyboxMaterial.microSurface = 1.0 - blur;
  119748. hdrSkyboxMaterial.disableLighting = true;
  119749. hdrSkyboxMaterial.twoSidedLighting = true;
  119750. hdrSkybox.infiniteDistance = true;
  119751. hdrSkybox.material = hdrSkyboxMaterial;
  119752. }
  119753. else {
  119754. var skyboxMaterial = new BABYLON.StandardMaterial("skyBox", this);
  119755. skyboxMaterial.backFaceCulling = false;
  119756. skyboxMaterial.reflectionTexture = environmentTexture.clone();
  119757. if (skyboxMaterial.reflectionTexture) {
  119758. skyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  119759. }
  119760. skyboxMaterial.disableLighting = true;
  119761. hdrSkybox.infiniteDistance = true;
  119762. hdrSkybox.material = skyboxMaterial;
  119763. }
  119764. return hdrSkybox;
  119765. };
  119766. BABYLON.Scene.prototype.createDefaultEnvironment = function (options) {
  119767. if (BABYLON.EnvironmentHelper) {
  119768. return new BABYLON.EnvironmentHelper(options, this);
  119769. }
  119770. return null;
  119771. };
  119772. BABYLON.Scene.prototype.createDefaultVRExperience = function (webVROptions) {
  119773. if (webVROptions === void 0) { webVROptions = {}; }
  119774. return new BABYLON.VRExperienceHelper(this, webVROptions);
  119775. };
  119776. BABYLON.Scene.prototype.createDefaultXRExperienceAsync = function () {
  119777. var _this = this;
  119778. return BABYLON.WebXRExperienceHelper.CreateAsync(this).then(function (helper) {
  119779. var outputCanvas = new BABYLON.WebXRManagedOutputCanvas(helper);
  119780. return BABYLON.WebXREnterExitUI.CreateAsync(_this, helper, { outputCanvasContext: outputCanvas.canvasContext })
  119781. .then(function (ui) {
  119782. new BABYLON.WebXRInput(helper);
  119783. return helper;
  119784. });
  119785. });
  119786. };
  119787. })(BABYLON || (BABYLON = {}));
  119788. //# sourceMappingURL=babylon.sceneHelpers.js.map
  119789. BABYLON.Effect.ShadersStore={"defaultVertexShader":"#include<__decl__defaultVertex>\n\n#define CUSTOM_VERTEX_BEGIN\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef TANGENT\nattribute vec4 tangent;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<helperFunctions>\n#include<bonesDeclaration>\n\n#include<instancesDeclaration>\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif\n#ifdef MAINUV2\nvarying vec2 vMainUV2;\n#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV == 0\nvarying vec2 vDiffuseUV;\n#endif\n#if defined(AMBIENT) && AMBIENTDIRECTUV == 0\nvarying vec2 vAmbientUV;\n#endif\n#if defined(OPACITY) && OPACITYDIRECTUV == 0\nvarying vec2 vOpacityUV;\n#endif\n#if defined(EMISSIVE) && EMISSIVEDIRECTUV == 0\nvarying vec2 vEmissiveUV;\n#endif\n#if defined(LIGHTMAP) && LIGHTMAPDIRECTUV == 0\nvarying vec2 vLightmapUV;\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM) && SPECULARDIRECTUV == 0\nvarying vec2 vSpecularUV;\n#endif\n#if defined(BUMP) && BUMPDIRECTUV == 0\nvarying vec2 vBumpUV;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<bumpVertexDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvec3 positionUpdated=position;\n#ifdef NORMAL \nvec3 normalUpdated=normal;\n#endif\n#ifdef TANGENT\nvec4 tangentUpdated=tangent;\n#endif\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\n#ifdef REFLECTIONMAP_SKYBOX_TRANSFORMED\nvPositionUVW=(reflectionMatrix*vec4(position,1.0)).xyz;\n#else\nvPositionUVW=position;\n#endif\n#endif \n#define CUSTOM_VERTEX_UPDATE_POSITION\n#define CUSTOM_VERTEX_UPDATE_NORMAL\n#include<instancesVertex>\n#include<bonesVertex>\ngl_Position=viewProjection*finalWorld*vec4(positionUpdated,1.0);\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\nvPositionW=vec3(worldPos);\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvNormalW=normalize(normalWorld*normalUpdated);\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));\n#endif\n\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef MAINUV1\nvMainUV1=uv;\n#endif\n#ifdef MAINUV2\nvMainUV2=uv2;\n#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV == 0\nif (vDiffuseInfos.x == 0.)\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(AMBIENT) && AMBIENTDIRECTUV == 0\nif (vAmbientInfos.x == 0.)\n{\nvAmbientUV=vec2(ambientMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvAmbientUV=vec2(ambientMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(OPACITY) && OPACITYDIRECTUV == 0\nif (vOpacityInfos.x == 0.)\n{\nvOpacityUV=vec2(opacityMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvOpacityUV=vec2(opacityMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(EMISSIVE) && EMISSIVEDIRECTUV == 0\nif (vEmissiveInfos.x == 0.)\n{\nvEmissiveUV=vec2(emissiveMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvEmissiveUV=vec2(emissiveMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(LIGHTMAP) && LIGHTMAPDIRECTUV == 0\nif (vLightmapInfos.x == 0.)\n{\nvLightmapUV=vec2(lightmapMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvLightmapUV=vec2(lightmapMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM) && SPECULARDIRECTUV == 0\nif (vSpecularInfos.x == 0.)\n{\nvSpecularUV=vec2(specularMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvSpecularUV=vec2(specularMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(BUMP) && BUMPDIRECTUV == 0\nif (vBumpInfos.x == 0.)\n{\nvBumpUV=vec2(bumpMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvBumpUV=vec2(bumpMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#include<bumpVertex>\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#ifdef VERTEXCOLOR\n\nvColor=color;\n#endif\n#include<pointCloudVertex>\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\n","defaultPixelShader":"#include<__decl__defaultFragment>\n#if defined(BUMP) || !defined(NORMAL)\n#extension GL_OES_standard_derivatives : enable\n#endif\n#define CUSTOM_FRAGMENT_BEGIN\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n\n#define RECIPROCAL_PI2 0.15915494\nuniform vec3 vEyePosition;\nuniform vec3 vAmbientColor;\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif\n#ifdef MAINUV2\nvarying vec2 vMainUV2;\n#endif\n\n#include<helperFunctions>\n\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n\n#ifdef DIFFUSE\n#if DIFFUSEDIRECTUV == 1\n#define vDiffuseUV vMainUV1\n#elif DIFFUSEDIRECTUV == 2\n#define vDiffuseUV vMainUV2\n#else\nvarying vec2 vDiffuseUV;\n#endif\nuniform sampler2D diffuseSampler;\n#endif\n#ifdef AMBIENT\n#if AMBIENTDIRECTUV == 1\n#define vAmbientUV vMainUV1\n#elif AMBIENTDIRECTUV == 2\n#define vAmbientUV vMainUV2\n#else\nvarying vec2 vAmbientUV;\n#endif\nuniform sampler2D ambientSampler;\n#endif\n#ifdef OPACITY \n#if OPACITYDIRECTUV == 1\n#define vOpacityUV vMainUV1\n#elif OPACITYDIRECTUV == 2\n#define vOpacityUV vMainUV2\n#else\nvarying vec2 vOpacityUV;\n#endif\nuniform sampler2D opacitySampler;\n#endif\n#ifdef EMISSIVE\n#if EMISSIVEDIRECTUV == 1\n#define vEmissiveUV vMainUV1\n#elif EMISSIVEDIRECTUV == 2\n#define vEmissiveUV vMainUV2\n#else\nvarying vec2 vEmissiveUV;\n#endif\nuniform sampler2D emissiveSampler;\n#endif\n#ifdef LIGHTMAP\n#if LIGHTMAPDIRECTUV == 1\n#define vLightmapUV vMainUV1\n#elif LIGHTMAPDIRECTUV == 2\n#define vLightmapUV vMainUV2\n#else\nvarying vec2 vLightmapUV;\n#endif\nuniform sampler2D lightmapSampler;\n#endif\n#ifdef REFRACTION\n#ifdef REFRACTIONMAP_3D\nuniform samplerCube refractionCubeSampler;\n#else\nuniform sampler2D refraction2DSampler;\n#endif\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM)\n#if SPECULARDIRECTUV == 1\n#define vSpecularUV vMainUV1\n#elif SPECULARDIRECTUV == 2\n#define vSpecularUV vMainUV2\n#else\nvarying vec2 vSpecularUV;\n#endif\nuniform sampler2D specularSampler;\n#endif\n#ifdef ALPHATEST\nuniform float alphaCutOff;\n#endif\n\n#include<fresnelFunction>\n\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\nuniform samplerCube reflectionCubeSampler;\n#else\nuniform sampler2D reflection2DSampler;\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#endif\n#include<reflectionFunction>\n#endif\n#include<imageProcessingDeclaration>\n#include<imageProcessingFunctions>\n#include<bumpFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition-vPositionW);\n\nvec4 baseColor=vec4(1.,1.,1.,1.);\nvec3 diffuseColor=vDiffuseColor.rgb;\n\nfloat alpha=vDiffuseColor.a;\n\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=normalize(-cross(dFdx(vPositionW),dFdy(vPositionW)));\n#endif\n#include<bumpFragment>\n#ifdef TWOSIDEDLIGHTING\nnormalW=gl_FrontFacing ? normalW : -normalW;\n#endif\n#ifdef DIFFUSE\nbaseColor=texture2D(diffuseSampler,vDiffuseUV+uvOffset);\n#ifdef ALPHATEST\nif (baseColor.a<alphaCutOff)\ndiscard;\n#endif\n#ifdef ALPHAFROMDIFFUSE\nalpha*=baseColor.a;\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_ALPHA\nbaseColor.rgb*=vDiffuseInfos.y;\n#endif\n#include<depthPrePass>\n#ifdef VERTEXCOLOR\nbaseColor.rgb*=vColor.rgb;\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_DIFFUSE\n\nvec3 baseAmbientColor=vec3(1.,1.,1.);\n#ifdef AMBIENT\nbaseAmbientColor=texture2D(ambientSampler,vAmbientUV+uvOffset).rgb*vAmbientInfos.y;\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\n\n#ifdef SPECULARTERM\nfloat glossiness=vSpecularColor.a;\nvec3 specularColor=vSpecularColor.rgb;\n#ifdef SPECULAR\nvec4 specularMapColor=texture2D(specularSampler,vSpecularUV+uvOffset);\nspecularColor=specularMapColor.rgb;\n#ifdef GLOSSINESS\nglossiness=glossiness*specularMapColor.a;\n#endif\n#endif\n#else\nfloat glossiness=0.;\n#endif\n\nvec3 diffuseBase=vec3(0.,0.,0.);\nlightingInfo info;\n#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\n#endif\nfloat shadow=1.;\n#ifdef LIGHTMAP\nvec3 lightmapColor=texture2D(lightmapSampler,vLightmapUV+uvOffset).rgb*vLightmapInfos.y;\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\n\nvec3 refractionColor=vec3(0.,0.,0.);\n#ifdef REFRACTION\nvec3 refractionVector=normalize(refract(-viewDirectionW,normalW,vRefractionInfos.y));\n#ifdef REFRACTIONMAP_3D\nrefractionVector.y=refractionVector.y*vRefractionInfos.w;\nif (dot(refractionVector,viewDirectionW)<1.0) {\nrefractionColor=textureCube(refractionCubeSampler,refractionVector).rgb;\n}\n#else\nvec3 vRefractionUVW=vec3(refractionMatrix*(view*vec4(vPositionW+refractionVector*vRefractionInfos.z,1.0)));\nvec2 refractionCoords=vRefractionUVW.xy/vRefractionUVW.z;\nrefractionCoords.y=1.0-refractionCoords.y;\nrefractionColor=texture2D(refraction2DSampler,refractionCoords).rgb;\n#endif\n#ifdef IS_REFRACTION_LINEAR\nrefractionColor=toGammaSpace(refractionColor);\n#endif\nrefractionColor*=vRefractionInfos.x;\n#endif\n\nvec3 reflectionColor=vec3(0.,0.,0.);\n#ifdef REFLECTION\nvec3 vReflectionUVW=computeReflectionCoords(vec4(vPositionW,1.0),normalW);\n#ifdef REFLECTIONMAP_3D\n#ifdef ROUGHNESS\nfloat bias=vReflectionInfos.y;\n#ifdef SPECULARTERM\n#ifdef SPECULAR\n#ifdef GLOSSINESS\nbias*=(1.0-specularMapColor.a);\n#endif\n#endif\n#endif\nreflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW,bias).rgb;\n#else\nreflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW).rgb;\n#endif\n#else\nvec2 coords=vReflectionUVW.xy;\n#ifdef REFLECTIONMAP_PROJECTION\ncoords/=vReflectionUVW.z;\n#endif\ncoords.y=1.0-coords.y;\nreflectionColor=texture2D(reflection2DSampler,coords).rgb;\n#endif\n#ifdef IS_REFLECTION_LINEAR\nreflectionColor=toGammaSpace(reflectionColor);\n#endif\nreflectionColor*=vReflectionInfos.x;\n#ifdef REFLECTIONFRESNEL\nfloat reflectionFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,reflectionRightColor.a,reflectionLeftColor.a);\n#ifdef REFLECTIONFRESNELFROMSPECULAR\n#ifdef SPECULARTERM\nreflectionColor*=specularColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n#else\nreflectionColor*=reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n#endif\n#else\nreflectionColor*=reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n#endif\n#endif\n#endif\n#ifdef REFRACTIONFRESNEL\nfloat refractionFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,refractionRightColor.a,refractionLeftColor.a);\nrefractionColor*=refractionLeftColor.rgb*(1.0-refractionFresnelTerm)+refractionFresnelTerm*refractionRightColor.rgb;\n#endif\n#ifdef OPACITY\nvec4 opacityMap=texture2D(opacitySampler,vOpacityUV+uvOffset);\n#ifdef OPACITYRGB\nopacityMap.rgb=opacityMap.rgb*vec3(0.3,0.59,0.11);\nalpha*=(opacityMap.x+opacityMap.y+opacityMap.z)* vOpacityInfos.y;\n#else\nalpha*=opacityMap.a*vOpacityInfos.y;\n#endif\n#endif\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\n#endif\n#ifdef OPACITYFRESNEL\nfloat opacityFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,opacityParts.z,opacityParts.w);\nalpha+=opacityParts.x*(1.0-opacityFresnelTerm)+opacityFresnelTerm*opacityParts.y;\n#endif\n\nvec3 emissiveColor=vEmissiveColor;\n#ifdef EMISSIVE\nemissiveColor+=texture2D(emissiveSampler,vEmissiveUV+uvOffset).rgb*vEmissiveInfos.y;\n#endif\n#ifdef EMISSIVEFRESNEL\nfloat emissiveFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,emissiveRightColor.a,emissiveLeftColor.a);\nemissiveColor*=emissiveLeftColor.rgb*(1.0-emissiveFresnelTerm)+emissiveFresnelTerm*emissiveRightColor.rgb;\n#endif\n\n#ifdef DIFFUSEFRESNEL\nfloat diffuseFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,diffuseRightColor.a,diffuseLeftColor.a);\ndiffuseBase*=diffuseLeftColor.rgb*(1.0-diffuseFresnelTerm)+diffuseFresnelTerm*diffuseRightColor.rgb;\n#endif\n\n#ifdef EMISSIVEASILLUMINATION\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\n#else\n#ifdef LINKEMISSIVEWITHDIFFUSE\nvec3 finalDiffuse=clamp((diffuseBase+emissiveColor)*diffuseColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\n#else\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor+emissiveColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\n#endif\n#endif\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase*specularColor;\n#ifdef SPECULAROVERALPHA\nalpha=clamp(alpha+dot(finalSpecular,vec3(0.3,0.59,0.11)),0.,1.);\n#endif\n#else\nvec3 finalSpecular=vec3(0.0);\n#endif\n#ifdef REFLECTIONOVERALPHA\nalpha=clamp(alpha+dot(reflectionColor,vec3(0.3,0.59,0.11)),0.,1.);\n#endif\n\n#ifdef EMISSIVEASILLUMINATION\nvec4 color=vec4(clamp(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor+emissiveColor+refractionColor,0.0,1.0),alpha);\n#else\nvec4 color=vec4(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor+refractionColor,alpha);\n#endif\n\n#ifdef LIGHTMAP\n#ifndef LIGHTMAPEXCLUDED\n#ifdef USELIGHTMAPASSHADOWMAP\ncolor.rgb*=lightmapColor;\n#else\ncolor.rgb+=lightmapColor;\n#endif\n#endif\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_FOG\ncolor.rgb=max(color.rgb,0.);\n#include<logDepthFragment>\n#include<fogFragment>\n\n\n#ifdef IMAGEPROCESSINGPOSTPROCESS\ncolor.rgb=toLinearSpace(color.rgb);\n#else\n#ifdef IMAGEPROCESSING\ncolor.rgb=toLinearSpace(color.rgb);\ncolor=applyImageProcessing(color);\n#endif\n#endif\n#ifdef PREMULTIPLYALPHA\n\ncolor.rgb*=color.a;\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\ngl_FragColor=color;\n}\n","pbrVertexShader":"precision highp float;\n#include<__decl__pbrVertex>\n\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef TANGENT\nattribute vec4 tangent;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif\n#ifdef MAINUV2\nvarying vec2 vMainUV2; \n#endif \n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<helperFunctions>\n#include<bonesDeclaration>\n\n#include<instancesDeclaration>\n#if defined(ALBEDO) && ALBEDODIRECTUV == 0\nvarying vec2 vAlbedoUV;\n#endif\n#if defined(AMBIENT) && AMBIENTDIRECTUV == 0\nvarying vec2 vAmbientUV;\n#endif\n#if defined(OPACITY) && OPACITYDIRECTUV == 0\nvarying vec2 vOpacityUV;\n#endif\n#if defined(EMISSIVE) && EMISSIVEDIRECTUV == 0\nvarying vec2 vEmissiveUV;\n#endif\n#if defined(LIGHTMAP) && LIGHTMAPDIRECTUV == 0\nvarying vec2 vLightmapUV;\n#endif\n#if defined(REFLECTIVITY) && REFLECTIVITYDIRECTUV == 0\nvarying vec2 vReflectivityUV;\n#endif\n#if defined(MICROSURFACEMAP) && MICROSURFACEMAPDIRECTUV == 0\nvarying vec2 vMicroSurfaceSamplerUV;\n#endif\n#if defined(BUMP) && BUMPDIRECTUV == 0\nvarying vec2 vBumpUV;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvarying vec3 vEnvironmentIrradiance;\n#include<harmonicsFunctions>\n#endif\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<bumpVertexDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#include<logDepthDeclaration>\nvoid main(void) {\nvec3 positionUpdated=position;\n#ifdef NORMAL\nvec3 normalUpdated=normal;\n#endif\n#ifdef TANGENT\nvec4 tangentUpdated=tangent;\n#endif\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\n#ifdef REFLECTIONMAP_SKYBOX_TRANSFORMED\nvPositionUVW=(reflectionMatrix*vec4(positionUpdated,1.0)).xyz;\n#else\nvPositionUVW=positionUpdated;\n#endif\n#endif \n#include<instancesVertex>\n#include<bonesVertex>\ngl_Position=viewProjection*finalWorld*vec4(positionUpdated,1.0);\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\nvPositionW=vec3(worldPos);\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvNormalW=normalize(normalWorld*normalUpdated);\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvec3 reflectionVector=vec3(reflectionMatrix*vec4(vNormalW,0)).xyz;\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\nvEnvironmentIrradiance=environmentIrradianceJones(reflectionVector);\n#endif\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));\n#endif\n\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef MAINUV1\nvMainUV1=uv;\n#endif \n#ifdef MAINUV2\nvMainUV2=uv2;\n#endif \n#if defined(ALBEDO) && ALBEDODIRECTUV == 0 \nif (vAlbedoInfos.x == 0.)\n{\nvAlbedoUV=vec2(albedoMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvAlbedoUV=vec2(albedoMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(AMBIENT) && AMBIENTDIRECTUV == 0 \nif (vAmbientInfos.x == 0.)\n{\nvAmbientUV=vec2(ambientMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvAmbientUV=vec2(ambientMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(OPACITY) && OPACITYDIRECTUV == 0 \nif (vOpacityInfos.x == 0.)\n{\nvOpacityUV=vec2(opacityMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvOpacityUV=vec2(opacityMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(EMISSIVE) && EMISSIVEDIRECTUV == 0 \nif (vEmissiveInfos.x == 0.)\n{\nvEmissiveUV=vec2(emissiveMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvEmissiveUV=vec2(emissiveMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(LIGHTMAP) && LIGHTMAPDIRECTUV == 0 \nif (vLightmapInfos.x == 0.)\n{\nvLightmapUV=vec2(lightmapMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvLightmapUV=vec2(lightmapMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(REFLECTIVITY) && REFLECTIVITYDIRECTUV == 0 \nif (vReflectivityInfos.x == 0.)\n{\nvReflectivityUV=vec2(reflectivityMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvReflectivityUV=vec2(reflectivityMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(MICROSURFACEMAP) && MICROSURFACEMAPDIRECTUV == 0 \nif (vMicroSurfaceSamplerInfos.x == 0.)\n{\nvMicroSurfaceSamplerUV=vec2(microSurfaceSamplerMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvMicroSurfaceSamplerUV=vec2(microSurfaceSamplerMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(BUMP) && BUMPDIRECTUV == 0 \nif (vBumpInfos.x == 0.)\n{\nvBumpUV=vec2(bumpMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvBumpUV=vec2(bumpMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n\n#include<bumpVertex>\n\n#include<clipPlaneVertex>\n\n#include<fogVertex>\n\n#include<shadowsVertex>[0..maxSimultaneousLights]\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#endif\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n\n#include<logDepthVertex>\n}","pbrPixelShader":"#if defined(BUMP) || !defined(NORMAL) || defined(FORCENORMALFORWARD) || defined(SPECULARAA)\n#extension GL_OES_standard_derivatives : enable\n#endif\n#ifdef LODBASEDMICROSFURACE\n#extension GL_EXT_shader_texture_lod : enable\n#endif\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\nprecision highp float;\n#include<__decl__pbrFragment>\nuniform vec4 vEyePosition;\nuniform vec3 vAmbientColor;\nuniform vec4 vCameraInfos;\n\nvarying vec3 vPositionW;\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif \n#ifdef MAINUV2 \nvarying vec2 vMainUV2;\n#endif \n#ifdef NORMAL\nvarying vec3 vNormalW;\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvarying vec3 vEnvironmentIrradiance;\n#endif\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n\n#ifdef ALBEDO\n#if ALBEDODIRECTUV == 1\n#define vAlbedoUV vMainUV1\n#elif ALBEDODIRECTUV == 2\n#define vAlbedoUV vMainUV2\n#else\nvarying vec2 vAlbedoUV;\n#endif\nuniform sampler2D albedoSampler;\n#endif\n#ifdef AMBIENT\n#if AMBIENTDIRECTUV == 1\n#define vAmbientUV vMainUV1\n#elif AMBIENTDIRECTUV == 2\n#define vAmbientUV vMainUV2\n#else\nvarying vec2 vAmbientUV;\n#endif\nuniform sampler2D ambientSampler;\n#endif\n#ifdef OPACITY\n#if OPACITYDIRECTUV == 1\n#define vOpacityUV vMainUV1\n#elif OPACITYDIRECTUV == 2\n#define vOpacityUV vMainUV2\n#else\nvarying vec2 vOpacityUV;\n#endif\nuniform sampler2D opacitySampler;\n#endif\n#ifdef EMISSIVE\n#if EMISSIVEDIRECTUV == 1\n#define vEmissiveUV vMainUV1\n#elif EMISSIVEDIRECTUV == 2\n#define vEmissiveUV vMainUV2\n#else\nvarying vec2 vEmissiveUV;\n#endif\nuniform sampler2D emissiveSampler;\n#endif\n#ifdef LIGHTMAP\n#if LIGHTMAPDIRECTUV == 1\n#define vLightmapUV vMainUV1\n#elif LIGHTMAPDIRECTUV == 2\n#define vLightmapUV vMainUV2\n#else\nvarying vec2 vLightmapUV;\n#endif\nuniform sampler2D lightmapSampler;\n#endif\n#ifdef REFLECTIVITY\n#if REFLECTIVITYDIRECTUV == 1\n#define vReflectivityUV vMainUV1\n#elif REFLECTIVITYDIRECTUV == 2\n#define vReflectivityUV vMainUV2\n#else\nvarying vec2 vReflectivityUV;\n#endif\nuniform sampler2D reflectivitySampler;\n#endif\n#ifdef MICROSURFACEMAP\n#if MICROSURFACEMAPDIRECTUV == 1\n#define vMicroSurfaceSamplerUV vMainUV1\n#elif MICROSURFACEMAPDIRECTUV == 2\n#define vMicroSurfaceSamplerUV vMainUV2\n#else\nvarying vec2 vMicroSurfaceSamplerUV;\n#endif\nuniform sampler2D microSurfaceSampler;\n#endif\n\n#ifdef REFRACTION\n#ifdef REFRACTIONMAP_3D\n#define sampleRefraction(s,c) textureCube(s,c)\nuniform samplerCube refractionSampler;\n#ifdef LODBASEDMICROSFURACE\n#define sampleRefractionLod(s,c,l) textureCubeLodEXT(s,c,l)\n#else\nuniform samplerCube refractionSamplerLow;\nuniform samplerCube refractionSamplerHigh;\n#endif\n#else\n#define sampleRefraction(s,c) texture2D(s,c)\nuniform sampler2D refractionSampler;\n#ifdef LODBASEDMICROSFURACE\n#define sampleRefractionLod(s,c,l) texture2DLodEXT(s,c,l)\n#else\nuniform samplerCube refractionSamplerLow;\nuniform samplerCube refractionSamplerHigh;\n#endif\n#endif\n#endif\n\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\n#define sampleReflection(s,c) textureCube(s,c)\nuniform samplerCube reflectionSampler;\n#ifdef LODBASEDMICROSFURACE\n#define sampleReflectionLod(s,c,l) textureCubeLodEXT(s,c,l)\n#else\nuniform samplerCube reflectionSamplerLow;\nuniform samplerCube reflectionSamplerHigh;\n#endif\n#else\n#define sampleReflection(s,c) texture2D(s,c)\nuniform sampler2D reflectionSampler;\n#ifdef LODBASEDMICROSFURACE\n#define sampleReflectionLod(s,c,l) texture2DLodEXT(s,c,l)\n#else\nuniform samplerCube reflectionSamplerLow;\nuniform samplerCube reflectionSamplerHigh;\n#endif\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#endif\n#include<reflectionFunction>\n#endif\n#ifdef ENVIRONMENTBRDF\nuniform sampler2D environmentBrdfSampler;\n#endif\n\n#ifndef FROMLINEARSPACE\n#define FROMLINEARSPACE;\n#endif\n#include<imageProcessingDeclaration>\n#include<helperFunctions>\n#include<imageProcessingFunctions>\n\n#include<shadowsFragmentFunctions>\n#include<pbrFunctions>\n#include<harmonicsFunctions>\n#include<pbrLightFunctions>\n#include<bumpFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n\n#include<fogFragmentDeclaration>\nvoid main(void) {\n#include<clipPlaneFragment>\n\n\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=normalize(cross(dFdx(vPositionW),dFdy(vPositionW)))*vEyePosition.w;\n#endif\n#include<bumpFragment>\n#ifdef SPECULARAA\nvec3 nDfdx=dFdx(normalW.xyz);\nvec3 nDfdy=dFdy(normalW.xyz);\nfloat slopeSquare=max(dot(nDfdx,nDfdx),dot(nDfdy,nDfdy));\n\nfloat geometricRoughnessFactor=pow(clamp(slopeSquare ,0.,1.),0.333);\n\nfloat geometricAlphaGFactor=sqrt(slopeSquare);\n#else\nfloat geometricRoughnessFactor=0.;\n#endif\n#if defined(FORCENORMALFORWARD) && defined(NORMAL)\nvec3 faceNormal=normalize(cross(dFdx(vPositionW),dFdy(vPositionW)))*vEyePosition.w;\n#if defined(TWOSIDEDLIGHTING)\nfaceNormal=gl_FrontFacing ? faceNormal : -faceNormal;\n#endif\nnormalW*=sign(dot(normalW,faceNormal));\n#endif\n#if defined(TWOSIDEDLIGHTING) && defined(NORMAL)\nnormalW=gl_FrontFacing ? normalW : -normalW;\n#endif\n\n\nvec3 surfaceAlbedo=vAlbedoColor.rgb;\n\nfloat alpha=vAlbedoColor.a;\n#ifdef ALBEDO\nvec4 albedoTexture=texture2D(albedoSampler,vAlbedoUV+uvOffset);\n#if defined(ALPHAFROMALBEDO) || defined(ALPHATEST)\nalpha*=albedoTexture.a;\n#endif\nsurfaceAlbedo*=toLinearSpace(albedoTexture.rgb);\nsurfaceAlbedo*=vAlbedoInfos.y;\n#endif\n\n#ifdef OPACITY\nvec4 opacityMap=texture2D(opacitySampler,vOpacityUV+uvOffset);\n#ifdef OPACITYRGB\nalpha=getLuminance(opacityMap.rgb);\n#else\nalpha*=opacityMap.a;\n#endif\nalpha*=vOpacityInfos.y;\n#endif\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\n#endif\n#if !defined(LINKREFRACTIONTOTRANSPARENCY) && !defined(ALPHAFRESNEL)\n#ifdef ALPHATEST\nif (alpha<ALPHATESTVALUE)\ndiscard;\n#ifndef ALPHABLEND\n\nalpha=1.0;\n#endif\n#endif\n#endif\n#include<depthPrePass>\n#ifdef VERTEXCOLOR\nsurfaceAlbedo*=vColor.rgb;\n#endif\n\nvec3 ambientOcclusionColor=vec3(1.,1.,1.);\n#ifdef AMBIENT\nvec3 ambientOcclusionColorMap=texture2D(ambientSampler,vAmbientUV+uvOffset).rgb*vAmbientInfos.y;\n#ifdef AMBIENTINGRAYSCALE\nambientOcclusionColorMap=vec3(ambientOcclusionColorMap.r,ambientOcclusionColorMap.r,ambientOcclusionColorMap.r);\n#endif\nambientOcclusionColor=mix(ambientOcclusionColor,ambientOcclusionColorMap,vAmbientInfos.z);\n#endif\n#ifdef UNLIT\nvec3 diffuseBase=vec3(1.,1.,1.);\n#else\n\nfloat microSurface=vReflectivityColor.a;\nvec3 surfaceReflectivityColor=vReflectivityColor.rgb;\n#ifdef METALLICWORKFLOW\nvec2 metallicRoughness=surfaceReflectivityColor.rg;\n#ifdef REFLECTIVITY\nvec4 surfaceMetallicColorMap=texture2D(reflectivitySampler,vReflectivityUV+uvOffset);\n#ifdef AOSTOREINMETALMAPRED\nvec3 aoStoreInMetalMap=vec3(surfaceMetallicColorMap.r,surfaceMetallicColorMap.r,surfaceMetallicColorMap.r);\nambientOcclusionColor=mix(ambientOcclusionColor,aoStoreInMetalMap,vReflectivityInfos.z);\n#endif\n#ifdef METALLNESSSTOREINMETALMAPBLUE\nmetallicRoughness.r*=surfaceMetallicColorMap.b;\n#else\nmetallicRoughness.r*=surfaceMetallicColorMap.r;\n#endif\n#ifdef ROUGHNESSSTOREINMETALMAPALPHA\nmetallicRoughness.g*=surfaceMetallicColorMap.a;\n#else\n#ifdef ROUGHNESSSTOREINMETALMAPGREEN\nmetallicRoughness.g*=surfaceMetallicColorMap.g;\n#endif\n#endif\n#endif\n#ifdef MICROSURFACEMAP\nvec4 microSurfaceTexel=texture2D(microSurfaceSampler,vMicroSurfaceSamplerUV+uvOffset)*vMicroSurfaceSamplerInfos.y;\nmetallicRoughness.g*=microSurfaceTexel.r;\n#endif\n\nmicroSurface=1.0-metallicRoughness.g;\n\nvec3 baseColor=surfaceAlbedo;\n\n\nconst vec3 DefaultSpecularReflectanceDielectric=vec3(0.04,0.04,0.04);\n\nsurfaceAlbedo=mix(baseColor.rgb*(1.0-DefaultSpecularReflectanceDielectric.r),vec3(0.,0.,0.),metallicRoughness.r);\n\nsurfaceReflectivityColor=mix(DefaultSpecularReflectanceDielectric,baseColor,metallicRoughness.r);\n#else\n#ifdef REFLECTIVITY\nvec4 surfaceReflectivityColorMap=texture2D(reflectivitySampler,vReflectivityUV+uvOffset);\nsurfaceReflectivityColor*=toLinearSpace(surfaceReflectivityColorMap.rgb);\nsurfaceReflectivityColor*=vReflectivityInfos.y;\n#ifdef MICROSURFACEFROMREFLECTIVITYMAP\nmicroSurface*=surfaceReflectivityColorMap.a;\nmicroSurface*=vReflectivityInfos.z;\n#else\n#ifdef MICROSURFACEAUTOMATIC\nmicroSurface*=computeDefaultMicroSurface(microSurface,surfaceReflectivityColor);\n#endif\n#ifdef MICROSURFACEMAP\nvec4 microSurfaceTexel=texture2D(microSurfaceSampler,vMicroSurfaceSamplerUV+uvOffset)*vMicroSurfaceSamplerInfos.y;\nmicroSurface*=microSurfaceTexel.r;\n#endif\n#endif\n#endif\n#endif\n\nmicroSurface=clamp(microSurface,0.,1.);\n\nfloat roughness=1.-microSurface;\n\n#ifdef ALPHAFRESNEL\n#if defined(ALPHATEST) || defined(ALPHABLEND)\n\n\n\nfloat opacityPerceptual=alpha;\n#ifdef LINEARALPHAFRESNEL\nfloat opacity0=opacityPerceptual;\n#else\nfloat opacity0=opacityPerceptual*opacityPerceptual;\n#endif\nfloat opacity90=fresnelGrazingReflectance(opacity0);\nvec3 normalForward=faceforward(normalW,-viewDirectionW,normalW);\n\nalpha=fresnelSchlickEnvironmentGGX(clamp(dot(viewDirectionW,normalForward),0.0,1.0),vec3(opacity0),vec3(opacity90),sqrt(microSurface)).x;\n#ifdef ALPHATEST\nif (alpha<ALPHATESTVALUE)\ndiscard;\n#ifndef ALPHABLEND\n\nalpha=1.0;\n#endif\n#endif\n#endif\n#endif\n\n\nfloat NdotVUnclamped=dot(normalW,viewDirectionW);\nfloat NdotV=clamp(NdotVUnclamped,0.,1.)+0.00001;\nfloat alphaG=convertRoughnessToAverageSlope(roughness);\n#ifdef SPECULARAA\n\n\nalphaG+=(0.75*geometricAlphaGFactor);\n#endif\n\n#ifdef REFRACTION\nvec4 environmentRefraction=vec4(0.,0.,0.,0.);\nvec3 refractionVector=refract(-viewDirectionW,normalW,vRefractionInfos.y);\n#ifdef REFRACTIONMAP_OPPOSITEZ\nrefractionVector.z*=-1.0;\n#endif\n\n#ifdef REFRACTIONMAP_3D\nrefractionVector.y=refractionVector.y*vRefractionInfos.w;\nvec3 refractionCoords=refractionVector;\nrefractionCoords=vec3(refractionMatrix*vec4(refractionCoords,0));\n#else\nvec3 vRefractionUVW=vec3(refractionMatrix*(view*vec4(vPositionW+refractionVector*vRefractionInfos.z,1.0)));\nvec2 refractionCoords=vRefractionUVW.xy/vRefractionUVW.z;\nrefractionCoords.y=1.0-refractionCoords.y;\n#endif\n#ifdef LODINREFRACTIONALPHA\nfloat refractionLOD=getLodFromAlphaG(vRefractionMicrosurfaceInfos.x,alphaG,NdotVUnclamped);\n#else\nfloat refractionLOD=getLodFromAlphaG(vRefractionMicrosurfaceInfos.x,alphaG,1.0);\n#endif\n#ifdef LODBASEDMICROSFURACE\n\nrefractionLOD=refractionLOD*vRefractionMicrosurfaceInfos.y+vRefractionMicrosurfaceInfos.z;\n#ifdef LODINREFRACTIONALPHA\n\n\n\n\n\n\n\n\n\nfloat automaticRefractionLOD=UNPACK_LOD(sampleRefraction(refractionSampler,refractionCoords).a);\nfloat requestedRefractionLOD=max(automaticRefractionLOD,refractionLOD);\n#else\nfloat requestedRefractionLOD=refractionLOD;\n#endif\nenvironmentRefraction=sampleRefractionLod(refractionSampler,refractionCoords,requestedRefractionLOD);\n#else\nfloat lodRefractionNormalized=clamp(refractionLOD/log2(vRefractionMicrosurfaceInfos.x),0.,1.);\nfloat lodRefractionNormalizedDoubled=lodRefractionNormalized*2.0;\nvec4 environmentRefractionMid=sampleRefraction(refractionSampler,refractionCoords);\nif(lodRefractionNormalizedDoubled<1.0){\nenvironmentRefraction=mix(\nsampleRefraction(refractionSamplerHigh,refractionCoords),\nenvironmentRefractionMid,\nlodRefractionNormalizedDoubled\n);\n}else{\nenvironmentRefraction=mix(\nenvironmentRefractionMid,\nsampleRefraction(refractionSamplerLow,refractionCoords),\nlodRefractionNormalizedDoubled-1.0\n);\n}\n#endif\n#ifdef RGBDREFRACTION\nenvironmentRefraction.rgb=fromRGBD(environmentRefraction);\n#endif\n#ifdef GAMMAREFRACTION\nenvironmentRefraction.rgb=toLinearSpace(environmentRefraction.rgb);\n#endif\n\nenvironmentRefraction.rgb*=vRefractionInfos.x;\n#endif\n\n#ifdef REFLECTION\nvec4 environmentRadiance=vec4(0.,0.,0.,0.);\nvec3 environmentIrradiance=vec3(0.,0.,0.);\nvec3 reflectionVector=computeReflectionCoords(vec4(vPositionW,1.0),normalW);\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\n\n#ifdef REFLECTIONMAP_3D\nvec3 reflectionCoords=reflectionVector;\n#else\nvec2 reflectionCoords=reflectionVector.xy;\n#ifdef REFLECTIONMAP_PROJECTION\nreflectionCoords/=reflectionVector.z;\n#endif\nreflectionCoords.y=1.0-reflectionCoords.y;\n#endif\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nfloat reflectionLOD=getLodFromAlphaG(vReflectionMicrosurfaceInfos.x,alphaG,NdotVUnclamped);\n#else\nfloat reflectionLOD=getLodFromAlphaG(vReflectionMicrosurfaceInfos.x,alphaG,1.);\n#endif\n#ifdef LODBASEDMICROSFURACE\n\nreflectionLOD=reflectionLOD*vReflectionMicrosurfaceInfos.y+vReflectionMicrosurfaceInfos.z;\n#ifdef LODINREFLECTIONALPHA\n\n\n\n\n\n\n\n\n\nfloat automaticReflectionLOD=UNPACK_LOD(sampleReflection(reflectionSampler,reflectionCoords).a);\nfloat requestedReflectionLOD=max(automaticReflectionLOD,reflectionLOD);\n#else\nfloat requestedReflectionLOD=reflectionLOD;\n#endif\nenvironmentRadiance=sampleReflectionLod(reflectionSampler,reflectionCoords,requestedReflectionLOD);\n#else\nfloat lodReflectionNormalized=clamp(reflectionLOD/log2(vReflectionMicrosurfaceInfos.x),0.,1.);\nfloat lodReflectionNormalizedDoubled=lodReflectionNormalized*2.0;\nvec4 environmentSpecularMid=sampleReflection(reflectionSampler,reflectionCoords);\nif(lodReflectionNormalizedDoubled<1.0){\nenvironmentRadiance=mix(\nsampleReflection(reflectionSamplerHigh,reflectionCoords),\nenvironmentSpecularMid,\nlodReflectionNormalizedDoubled\n);\n}else{\nenvironmentRadiance=mix(\nenvironmentSpecularMid,\nsampleReflection(reflectionSamplerLow,reflectionCoords),\nlodReflectionNormalizedDoubled-1.0\n);\n}\n#endif\n#ifdef RGBDREFLECTION\nenvironmentRadiance.rgb=fromRGBD(environmentRadiance);\n#endif\n#ifdef GAMMAREFLECTION\nenvironmentRadiance.rgb=toLinearSpace(environmentRadiance.rgb);\n#endif\n\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\nenvironmentIrradiance=vEnvironmentIrradiance;\n#else\nvec3 irradianceVector=vec3(reflectionMatrix*vec4(normalW,0)).xyz;\n#ifdef REFLECTIONMAP_OPPOSITEZ\nirradianceVector.z*=-1.0;\n#endif\nenvironmentIrradiance=environmentIrradianceJones(irradianceVector);\n#endif\n#endif\n\nenvironmentRadiance.rgb*=vReflectionInfos.x;\nenvironmentRadiance.rgb*=vReflectionColor.rgb;\nenvironmentIrradiance*=vReflectionColor.rgb;\n#endif\n\n\n\nfloat reflectance=max(max(surfaceReflectivityColor.r,surfaceReflectivityColor.g),surfaceReflectivityColor.b);\nfloat reflectance90=fresnelGrazingReflectance(reflectance);\nvec3 specularEnvironmentR0=surfaceReflectivityColor.rgb;\nvec3 specularEnvironmentR90=vec3(1.0,1.0,1.0)*reflectance90;\n\nvec3 diffuseBase=vec3(0.,0.,0.);\n#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\n#endif\n#ifdef LIGHTMAP\nvec3 lightmapColor=texture2D(lightmapSampler,vLightmapUV+uvOffset).rgb;\n#ifdef GAMMALIGHTMAP\nlightmapColor=toLinearSpace(lightmapColor);\n#endif\nlightmapColor*=vLightmapInfos.y;\n#endif\nlightingInfo info;\npointLightingInfo pointInfo;\nspotLightingInfo spotInfo;\nfloat shadow=1.; \nfloat NdotL=-1.;\n#include<lightFragment>[0..maxSimultaneousLights]\n\n#if defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\n\nvec2 brdfSamplerUV=vec2(NdotV,roughness);\n\nvec4 environmentBrdf=texture2D(environmentBrdfSampler,brdfSamplerUV);\nvec3 specularEnvironmentReflectance=specularEnvironmentR0*environmentBrdf.x+environmentBrdf.y;\n#ifdef RADIANCEOCCLUSION\n#ifdef AMBIENTINGRAYSCALE\nfloat ambientMonochrome=ambientOcclusionColor.r;\n#else\nfloat ambientMonochrome=getLuminance(ambientOcclusionColor);\n#endif\nfloat seo=environmentRadianceOcclusion(ambientMonochrome,NdotVUnclamped);\nspecularEnvironmentReflectance*=seo;\n#endif\n#ifdef HORIZONOCCLUSION\n#ifdef BUMP\n#ifdef REFLECTIONMAP_3D\nfloat eho=environmentHorizonOcclusion(-viewDirectionW,normalW);\nspecularEnvironmentReflectance*=eho;\n#endif\n#endif\n#endif\n#else\n\nvec3 specularEnvironmentReflectance=fresnelSchlickEnvironmentGGX(NdotV,specularEnvironmentR0,specularEnvironmentR90,sqrt(microSurface));\n#endif\n\n#ifdef REFRACTION\nvec3 refractance=vec3(0.0,0.0,0.0);\nvec3 transmission=vec3(1.0,1.0,1.0);\n#ifdef LINKREFRACTIONTOTRANSPARENCY\n\ntransmission*=(1.0-alpha);\n\n\nvec3 mixedAlbedo=surfaceAlbedo;\nfloat maxChannel=max(max(mixedAlbedo.r,mixedAlbedo.g),mixedAlbedo.b);\nvec3 tint=clamp(maxChannel*mixedAlbedo,0.0,1.0);\n\nsurfaceAlbedo*=alpha;\n\nenvironmentIrradiance*=alpha;\n\nenvironmentRefraction.rgb*=tint;\n\nalpha=1.0;\n#endif\n\nvec3 bounceSpecularEnvironmentReflectance=(2.0*specularEnvironmentReflectance)/(1.0+specularEnvironmentReflectance);\nspecularEnvironmentReflectance=mix(bounceSpecularEnvironmentReflectance,specularEnvironmentReflectance,alpha);\n\ntransmission*=1.0-specularEnvironmentReflectance;\n\nrefractance=transmission;\n#endif\n\n\n\n\nsurfaceAlbedo.rgb=(1.-reflectance)*surfaceAlbedo.rgb;\n\n#ifdef REFLECTION\nvec3 finalIrradiance=environmentIrradiance;\nfinalIrradiance*=surfaceAlbedo.rgb;\n#endif\n\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase;\nfinalSpecular=max(finalSpecular,0.0);\n\nvec3 finalSpecularScaled=finalSpecular*vLightingIntensity.x*vLightingIntensity.w;\n#endif\n\n#ifdef REFLECTION\nvec3 finalRadiance=environmentRadiance.rgb;\nfinalRadiance*=specularEnvironmentReflectance;\n\nvec3 finalRadianceScaled=finalRadiance*vLightingIntensity.z;\n#endif\n\n#ifdef REFRACTION\nvec3 finalRefraction=environmentRefraction.rgb;\nfinalRefraction*=refractance;\n#endif\n\n#ifdef ALPHABLEND\nfloat luminanceOverAlpha=0.0;\n#if defined(REFLECTION) && defined(RADIANCEOVERALPHA)\nluminanceOverAlpha+=getLuminance(finalRadianceScaled);\n#endif\n#if defined(SPECULARTERM) && defined(SPECULAROVERALPHA)\nluminanceOverAlpha+=getLuminance(finalSpecularScaled);\n#endif\n#if defined(RADIANCEOVERALPHA) || defined(SPECULAROVERALPHA)\nalpha=clamp(alpha+luminanceOverAlpha*luminanceOverAlpha,0.,1.);\n#endif\n#endif\n#endif\n\nvec3 finalDiffuse=diffuseBase;\nfinalDiffuse.rgb+=vAmbientColor;\nfinalDiffuse*=surfaceAlbedo.rgb;\nfinalDiffuse=max(finalDiffuse,0.0);\n\nvec3 finalEmissive=vEmissiveColor;\n#ifdef EMISSIVE\nvec3 emissiveColorTex=texture2D(emissiveSampler,vEmissiveUV+uvOffset).rgb;\nfinalEmissive*=toLinearSpace(emissiveColorTex.rgb);\nfinalEmissive*=vEmissiveInfos.y;\n#endif\n\n#ifdef AMBIENT\nvec3 ambientOcclusionForDirectDiffuse=mix(vec3(1.),ambientOcclusionColor,vAmbientInfos.w);\n#else\nvec3 ambientOcclusionForDirectDiffuse=ambientOcclusionColor;\n#endif\n\n\n\nvec4 finalColor=vec4(\nfinalDiffuse*ambientOcclusionForDirectDiffuse*vLightingIntensity.x +\n#ifndef UNLIT\n#ifdef REFLECTION\nfinalIrradiance*ambientOcclusionColor*vLightingIntensity.z +\n#endif\n#ifdef SPECULARTERM\n\n\nfinalSpecularScaled +\n#endif\n#ifdef REFLECTION\n\n\nfinalRadianceScaled +\n#endif\n#ifdef REFRACTION\nfinalRefraction*vLightingIntensity.z +\n#endif\n#endif\nfinalEmissive*vLightingIntensity.y,\nalpha);\n\n#ifdef LIGHTMAP\n#ifndef LIGHTMAPEXCLUDED\n#ifdef USELIGHTMAPASSHADOWMAP\nfinalColor.rgb*=lightmapColor;\n#else\nfinalColor.rgb+=lightmapColor;\n#endif\n#endif\n#endif\n\nfinalColor=max(finalColor,0.0);\n#include<logDepthFragment>\n#include<fogFragment>(color,finalColor)\n#ifdef IMAGEPROCESSINGPOSTPROCESS\n\n\nfinalColor.rgb=clamp(finalColor.rgb,0.,30.0);\n#else\n\nfinalColor=applyImageProcessing(finalColor);\n#endif\n#ifdef PREMULTIPLYALPHA\n\nfinalColor.rgb*=finalColor.a;\n#endif\ngl_FragColor=finalColor;\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n}\n","rgbdEncodePixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n#include<helperFunctions>\nvoid main(void) \n{\ngl_FragColor=toRGBD(texture2D(textureSampler,vUV).rgb);\n}","rgbdDecodePixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n#include<helperFunctions>\nvoid main(void) \n{\ngl_FragColor=vec4(fromRGBD(texture2D(textureSampler,vUV)),1.0);\n}","spritesVertexShader":"\nattribute vec4 position;\nattribute vec4 options;\nattribute vec4 cellInfo;\nattribute vec4 color;\n\nuniform vec2 textureInfos;\nuniform mat4 view;\nuniform mat4 projection;\n\nvarying vec2 vUV;\nvarying vec4 vColor;\n#include<fogVertexDeclaration>\nvoid main(void) { \nvec3 viewPos=(view*vec4(position.xyz,1.0)).xyz; \nvec2 cornerPos;\nfloat angle=position.w;\nvec2 size=vec2(options.x,options.y);\nvec2 offset=options.zw;\nvec2 uvScale=textureInfos.xy;\ncornerPos=vec2(offset.x-0.5,offset.y-0.5)*size;\n\nvec3 rotatedCorner;\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.z=0.;\n\nviewPos+=rotatedCorner;\ngl_Position=projection*vec4(viewPos,1.0); \n\nvColor=color;\n\nvec2 uvOffset=vec2(abs(offset.x-cellInfo.x),1.0-abs(offset.y-cellInfo.y));\nvUV=(uvOffset+cellInfo.zw)*uvScale;\n\n#ifdef FOG\nvFogDistance=viewPos;\n#endif\n}","spritesPixelShader":"uniform bool alphaTest;\nvarying vec4 vColor;\n\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n\n#include<fogFragmentDeclaration>\nvoid main(void) {\nvec4 color=texture2D(diffuseSampler,vUV);\nif (alphaTest) \n{\nif (color.a<0.95)\ndiscard;\n}\ncolor*=vColor;\n#include<fogFragment>\ngl_FragColor=color;\n}","particlesVertexShader":"\nattribute vec3 position;\nattribute vec4 color;\nattribute float angle;\nattribute vec2 size;\n#ifdef ANIMATESHEET \nattribute float cellIndex;\n#endif\n#ifndef BILLBOARD \nattribute vec3 direction;\n#endif\n#ifdef BILLBOARDSTRETCHED\nattribute vec3 direction; \n#endif\n#ifdef RAMPGRADIENT\nattribute vec4 remapData;\n#endif\nattribute vec2 offset;\n\nuniform mat4 view;\nuniform mat4 projection;\nuniform vec2 translationPivot;\n#ifdef ANIMATESHEET \nuniform vec3 particlesInfos; \n#endif\n\nvarying vec2 vUV;\nvarying vec4 vColor;\n#ifdef RAMPGRADIENT\nvarying vec4 remapRanges;\n#endif\n#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4)\nuniform mat4 invView;\n#endif\n#include<clipPlaneVertexDeclaration>\n#ifdef BILLBOARD\nuniform vec3 eyePosition; \n#endif\nvec3 rotate(vec3 yaxis,vec3 rotatedCorner) {\nvec3 xaxis=normalize(cross(vec3(0.,1.0,0.),yaxis));\nvec3 zaxis=normalize(cross(yaxis,xaxis));\nvec3 row0=vec3(xaxis.x,xaxis.y,xaxis.z);\nvec3 row1=vec3(yaxis.x,yaxis.y,yaxis.z);\nvec3 row2=vec3(zaxis.x,zaxis.y,zaxis.z);\nmat3 rotMatrix=mat3(row0,row1,row2);\nvec3 alignedCorner=rotMatrix*rotatedCorner;\nreturn position+alignedCorner; \n}\n#ifdef BILLBOARDSTRETCHED\nvec3 rotateAlign(vec3 toCamera,vec3 rotatedCorner) {\nvec3 normalizedToCamera=normalize(toCamera);\nvec3 normalizedCrossDirToCamera=normalize(cross(normalize(direction),normalizedToCamera));\nvec3 crossProduct=normalize(cross(normalizedToCamera,normalizedCrossDirToCamera));\nvec3 row0=vec3(normalizedCrossDirToCamera.x,normalizedCrossDirToCamera.y,normalizedCrossDirToCamera.z);\nvec3 row1=vec3(crossProduct.x,crossProduct.y,crossProduct.z);\nvec3 row2=vec3(normalizedToCamera.x,normalizedToCamera.y,normalizedToCamera.z);\nmat3 rotMatrix=mat3(row0,row1,row2);\nvec3 alignedCorner=rotMatrix*rotatedCorner;\nreturn position+alignedCorner; \n}\n#endif\nvoid main(void) { \nvec2 cornerPos;\ncornerPos=(vec2(offset.x-0.5,offset.y-0.5)-translationPivot)*size+translationPivot;\n#ifdef BILLBOARD \n\nvec3 rotatedCorner;\n#ifdef BILLBOARDY \nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.y=0.;\nvec3 yaxis=position-eyePosition;\nyaxis.y=0.;\nvec3 worldPos=rotate(normalize(yaxis),rotatedCorner);\nvec3 viewPos=(view*vec4(worldPos,1.0)).xyz; \n#elif defined(BILLBOARDSTRETCHED)\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.z=0.;\nvec3 toCamera=position-eyePosition; \nvec3 worldPos=rotateAlign(toCamera,rotatedCorner);\nvec3 viewPos=(view*vec4(worldPos,1.0)).xyz; \n#else\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.z=0.;\nvec3 viewPos=(view*vec4(position,1.0)).xyz+rotatedCorner; \n#endif\n#ifdef RAMPGRADIENT\nremapRanges=remapData;\n#endif\n\ngl_Position=projection*vec4(viewPos,1.0); \n#else\n\nvec3 rotatedCorner;\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.y=0.;\nvec3 yaxis=normalize(direction);\nvec3 worldPos=rotate(yaxis,rotatedCorner);\ngl_Position=projection*view*vec4(worldPos,1.0); \n#endif \nvColor=color;\n#ifdef ANIMATESHEET\nfloat rowOffset=floor(cellIndex/particlesInfos.z);\nfloat columnOffset=cellIndex-rowOffset*particlesInfos.z;\nvec2 uvScale=particlesInfos.xy;\nvec2 uvOffset=vec2(offset.x ,1.0-offset.y);\nvUV=(uvOffset+vec2(columnOffset,rowOffset))*uvScale;\n#else\nvUV=offset;\n#endif\n\n#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4)\nvec4 worldPos=invView*vec4(viewPos,1.0);\n#endif\n#include<clipPlaneVertex>\n}","particlesPixelShader":"\nvarying vec2 vUV;\nvarying vec4 vColor;\nuniform vec4 textureMask;\nuniform sampler2D diffuseSampler;\n#include<clipPlaneFragmentDeclaration>\n#include<imageProcessingDeclaration>\n#include<helperFunctions>\n#include<imageProcessingFunctions>\n#ifdef RAMPGRADIENT\nvarying vec4 remapRanges;\nuniform sampler2D rampSampler;\n#endif\nvoid main(void) {\n#include<clipPlaneFragment>\nvec4 textureColor=texture2D(diffuseSampler,vUV);\nvec4 baseColor=(textureColor*textureMask+(vec4(1.,1.,1.,1.)-textureMask))*vColor;\n#ifdef RAMPGRADIENT\nfloat alpha=baseColor.a;\nfloat remappedColorIndex=clamp((alpha-remapRanges.x)/remapRanges.y,0.0,1.0);\nvec4 rampColor=texture2D(rampSampler,vec2(1.0-remappedColorIndex,0.));\nbaseColor.rgb*=rampColor.rgb;\n\nfloat finalAlpha=baseColor.a;\nbaseColor.a=clamp((alpha*rampColor.a-remapRanges.z)/remapRanges.w,0.0,1.0);\n#endif\n#ifdef BLENDMULTIPLYMODE\nfloat sourceAlpha=vColor.a*textureColor.a;\nbaseColor.rgb=baseColor.rgb*sourceAlpha+vec3(1.0)*(1.0-sourceAlpha);\n#endif\n\n\n#ifdef IMAGEPROCESSINGPOSTPROCESS\nbaseColor.rgb=toLinearSpace(baseColor.rgb);\n#else\n#ifdef IMAGEPROCESSING\nbaseColor.rgb=toLinearSpace(baseColor.rgb);\nbaseColor=applyImageProcessing(baseColor);\n#endif\n#endif\ngl_FragColor=baseColor;\n}","colorVertexShader":"\nattribute vec3 position;\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<bonesDeclaration>\n\n#include<instancesDeclaration>\nuniform mat4 viewProjection;\n\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\nvoid main(void) {\n#include<instancesVertex>\n#include<bonesVertex>\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\n#ifdef VERTEXCOLOR\n\nvColor=color;\n#endif\n}","colorPixelShader":"#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#else\nuniform vec4 color;\n#endif\nvoid main(void) {\n#ifdef VERTEXCOLOR\ngl_FragColor=vColor;\n#else\ngl_FragColor=color;\n#endif\n}","gpuRenderParticlesVertexShader":"#version 300 es\nuniform mat4 view;\nuniform mat4 projection;\nuniform vec2 translationPivot;\n\nin vec3 position;\nin float age;\nin float life;\nin vec3 size;\n#ifndef BILLBOARD\nin vec3 initialDirection;\n#endif\n#ifdef BILLBOARDSTRETCHED\nin vec3 direction;\n#endif\nin float angle;\n#ifdef ANIMATESHEET\nin float cellIndex;\n#endif\nin vec2 offset;\nin vec2 uv;\nout vec2 vUV;\nout vec4 vColor;\n#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4)\nuniform mat4 invView;\n#endif\n#include<clipPlaneVertexDeclaration2>\n#ifdef COLORGRADIENTS\nuniform sampler2D colorGradientSampler;\n#else\nuniform vec4 colorDead;\nin vec4 color;\n#endif\n#ifdef ANIMATESHEET\nuniform vec3 sheetInfos;\n#endif\n#ifdef BILLBOARD\nuniform vec3 eyePosition; \n#endif\nvec3 rotate(vec3 yaxis,vec3 rotatedCorner) {\nvec3 xaxis=normalize(cross(vec3(0.,1.0,0.),yaxis));\nvec3 zaxis=normalize(cross(yaxis,xaxis));\nvec3 row0=vec3(xaxis.x,xaxis.y,xaxis.z);\nvec3 row1=vec3(yaxis.x,yaxis.y,yaxis.z);\nvec3 row2=vec3(zaxis.x,zaxis.y,zaxis.z);\nmat3 rotMatrix=mat3(row0,row1,row2);\nvec3 alignedCorner=rotMatrix*rotatedCorner;\nreturn position+alignedCorner;\n}\n#ifdef BILLBOARDSTRETCHED\nvec3 rotateAlign(vec3 toCamera,vec3 rotatedCorner) {\nvec3 normalizedToCamera=normalize(toCamera);\nvec3 normalizedCrossDirToCamera=normalize(cross(normalize(direction),normalizedToCamera));\nvec3 crossProduct=normalize(cross(normalizedToCamera,normalizedCrossDirToCamera));\nvec3 row0=vec3(normalizedCrossDirToCamera.x,normalizedCrossDirToCamera.y,normalizedCrossDirToCamera.z);\nvec3 row1=vec3(crossProduct.x,crossProduct.y,crossProduct.z);\nvec3 row2=vec3(normalizedToCamera.x,normalizedToCamera.y,normalizedToCamera.z);\nmat3 rotMatrix=mat3(row0,row1,row2);\nvec3 alignedCorner=rotMatrix*rotatedCorner;\nreturn position+alignedCorner; \n}\n#endif\nvoid main() {\n#ifdef ANIMATESHEET\nfloat rowOffset=floor(cellIndex/sheetInfos.z);\nfloat columnOffset=cellIndex-rowOffset*sheetInfos.z;\nvec2 uvScale=sheetInfos.xy;\nvec2 uvOffset=vec2(uv.x ,1.0-uv.y);\nvUV=(uvOffset+vec2(columnOffset,rowOffset))*uvScale;\n#else \nvUV=uv;\n#endif\nfloat ratio=age/life;\n#ifdef COLORGRADIENTS\nvColor=texture(colorGradientSampler,vec2(ratio,0));\n#else\nvColor=color*vec4(1.0-ratio)+colorDead*vec4(ratio);\n#endif\nvec2 cornerPos=(offset-translationPivot)*size.yz*size.x+translationPivot;\n#ifdef BILLBOARD\nvec4 rotatedCorner;\nrotatedCorner.w=0.;\n#ifdef BILLBOARDY \nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.y=0.;\nvec3 yaxis=position-eyePosition;\nyaxis.y=0.;\nvec3 worldPos=rotate(normalize(yaxis),rotatedCorner.xyz);\nvec4 viewPosition=(view*vec4(worldPos,1.0)); \n#elif defined(BILLBOARDSTRETCHED)\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.z=0.;\nvec3 toCamera=position-eyePosition; \nvec3 worldPos=rotateAlign(toCamera,rotatedCorner.xyz);\nvec4 viewPosition=(view*vec4(worldPos,1.0)); \n#else\n\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.z=0.;\n\nvec4 viewPosition=view*vec4(position,1.0)+rotatedCorner;\n#endif\n#else\n\nvec3 rotatedCorner;\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.y=0.;\nrotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nvec3 yaxis=normalize(initialDirection);\nvec3 worldPos=rotate(yaxis,rotatedCorner);\n\nvec4 viewPosition=view*vec4(worldPos,1.0); \n#endif\ngl_Position=projection*viewPosition;\n\n#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4)\nvec4 worldPos=invView*viewPosition;\n#endif \n#include<clipPlaneVertex>\n}","gpuRenderParticlesPixelShader":"#version 300 es\nuniform sampler2D textureSampler;\nin vec2 vUV;\nin vec4 vColor;\nout vec4 outFragColor;\n#include<clipPlaneFragmentDeclaration2> \n#include<imageProcessingDeclaration>\n#include<helperFunctions>\n#include<imageProcessingFunctions>\nvoid main() {\n#include<clipPlaneFragment> \nvec4 textureColor=texture(textureSampler,vUV);\noutFragColor=textureColor*vColor;\n#ifdef BLENDMULTIPLYMODE\nfloat alpha=vColor.a*textureColor.a;\noutFragColor.rgb=outFragColor.rgb*alpha+vec3(1.0)*(1.0-alpha); \n#endif \n\n\n#ifdef IMAGEPROCESSINGPOSTPROCESS\noutFragColor.rgb=toLinearSpace(outFragColor.rgb);\n#else\n#ifdef IMAGEPROCESSING\noutFragColor.rgb=toLinearSpace(outFragColor.rgb);\noutFragColor=applyImageProcessing(outFragColor);\n#endif\n#endif\n}\n","gpuUpdateParticlesVertexShader":"#version 300 es\n#define PI 3.14159\nuniform float currentCount;\nuniform float timeDelta;\nuniform float stopFactor;\nuniform mat4 emitterWM;\nuniform vec2 lifeTime;\nuniform vec2 emitPower;\nuniform vec2 sizeRange;\nuniform vec4 scaleRange;\n#ifndef COLORGRADIENTS\nuniform vec4 color1;\nuniform vec4 color2;\n#endif\nuniform vec3 gravity;\nuniform sampler2D randomSampler;\nuniform sampler2D randomSampler2;\nuniform vec4 angleRange;\n#ifdef BOXEMITTER\nuniform vec3 direction1;\nuniform vec3 direction2;\nuniform vec3 minEmitBox;\nuniform vec3 maxEmitBox;\n#endif\n#ifdef POINTEMITTER\nuniform vec3 direction1;\nuniform vec3 direction2;\n#endif\n#ifdef HEMISPHERICEMITTER\nuniform float radius;\nuniform float radiusRange;\nuniform float directionRandomizer;\n#endif\n#ifdef SPHEREEMITTER\nuniform float radius;\nuniform float radiusRange;\n#ifdef DIRECTEDSPHEREEMITTER\nuniform vec3 direction1;\nuniform vec3 direction2;\n#else\nuniform float directionRandomizer;\n#endif\n#endif\n#ifdef CYLINDEREMITTER\nuniform float radius;\nuniform float height;\nuniform float radiusRange;\n#ifdef DIRECTEDCYLINDEREMITTER\nuniform vec3 direction1;\nuniform vec3 direction2;\n#else\nuniform float directionRandomizer;\n#endif\n#endif\n#ifdef CONEEMITTER\nuniform vec2 radius;\nuniform float coneAngle;\nuniform vec2 height;\nuniform float directionRandomizer;\n#endif\n\nin vec3 position;\nin float age;\nin float life;\nin vec4 seed;\nin vec3 size;\n#ifndef COLORGRADIENTS\nin vec4 color;\n#endif\nin vec3 direction;\n#ifndef BILLBOARD\nin vec3 initialDirection;\n#endif\n#ifdef ANGULARSPEEDGRADIENTS\nin float angle;\n#else\nin vec2 angle;\n#endif\n#ifdef ANIMATESHEET\nin float cellIndex;\n#ifdef ANIMATESHEETRANDOMSTART\nin float cellStartOffset;\n#endif\n#endif\n#ifdef NOISE\nin vec3 noiseCoordinates1;\nin vec3 noiseCoordinates2;\n#endif\n\nout vec3 outPosition;\nout float outAge;\nout float outLife;\nout vec4 outSeed;\nout vec3 outSize;\n#ifndef COLORGRADIENTS\nout vec4 outColor;\n#endif\nout vec3 outDirection;\n#ifndef BILLBOARD\nout vec3 outInitialDirection;\n#endif\n#ifdef ANGULARSPEEDGRADIENTS\nout float outAngle;\n#else\nout vec2 outAngle;\n#endif\n#ifdef ANIMATESHEET\nout float outCellIndex;\n#ifdef ANIMATESHEETRANDOMSTART\nout float outCellStartOffset;\n#endif\n#endif\n#ifdef NOISE\nout vec3 outNoiseCoordinates1;\nout vec3 outNoiseCoordinates2;\n#endif\n#ifdef SIZEGRADIENTS\nuniform sampler2D sizeGradientSampler;\n#endif \n#ifdef ANGULARSPEEDGRADIENTS\nuniform sampler2D angularSpeedGradientSampler;\n#endif \n#ifdef VELOCITYGRADIENTS\nuniform sampler2D velocityGradientSampler;\n#endif\n#ifdef LIMITVELOCITYGRADIENTS\nuniform sampler2D limitVelocityGradientSampler;\nuniform float limitVelocityDamping;\n#endif\n#ifdef DRAGGRADIENTS\nuniform sampler2D dragGradientSampler;\n#endif\n#ifdef NOISE\nuniform vec3 noiseStrength;\nuniform sampler2D noiseSampler;\n#endif\n#ifdef ANIMATESHEET\nuniform vec3 cellInfos;\n#endif\nvec3 getRandomVec3(float offset) {\nreturn texture(randomSampler2,vec2(float(gl_VertexID)*offset/currentCount,0)).rgb;\n}\nvec4 getRandomVec4(float offset) {\nreturn texture(randomSampler,vec2(float(gl_VertexID)*offset/currentCount,0));\n}\nvoid main() {\nfloat newAge=age+timeDelta; \n\nif (newAge>=life && stopFactor != 0.) {\nvec3 position;\nvec3 direction;\n\nvec4 randoms=getRandomVec4(seed.x);\n\noutLife=lifeTime.x+(lifeTime.y-lifeTime.x)*randoms.r;\noutAge=mod(newAge,outLife);\n\noutSeed=seed;\n\n#ifdef SIZEGRADIENTS \noutSize.x=texture(sizeGradientSampler,vec2(0,0)).r;\n#else\noutSize.x=sizeRange.x+(sizeRange.y-sizeRange.x)*randoms.g;\n#endif\noutSize.y=scaleRange.x+(scaleRange.y-scaleRange.x)*randoms.b;\noutSize.z=scaleRange.z+(scaleRange.w-scaleRange.z)*randoms.a; \n#ifndef COLORGRADIENTS\n\noutColor=color1+(color2-color1)*randoms.b;\n#endif\n\n#ifndef ANGULARSPEEDGRADIENTS \noutAngle.y=angleRange.x+(angleRange.y-angleRange.x)*randoms.a;\noutAngle.x=angleRange.z+(angleRange.w-angleRange.z)*randoms.r;\n#else\noutAngle=angleRange.z+(angleRange.w-angleRange.z)*randoms.r;\n#endif \n\n#ifdef POINTEMITTER\nvec3 randoms2=getRandomVec3(seed.y);\nvec3 randoms3=getRandomVec3(seed.z);\nposition=vec3(0,0,0);\ndirection=direction1+(direction2-direction1)*randoms3;\n#elif defined(BOXEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);\nvec3 randoms3=getRandomVec3(seed.z);\nposition=minEmitBox+(maxEmitBox-minEmitBox)*randoms2;\ndirection=direction1+(direction2-direction1)*randoms3; \n#elif defined(HEMISPHERICEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);\nvec3 randoms3=getRandomVec3(seed.z);\n\nfloat phi=2.0*PI*randoms2.x;\nfloat theta=acos(2.0*randoms2.y-1.0);\nfloat randX=cos(phi)*sin(theta);\nfloat randY=cos(theta);\nfloat randZ=sin(phi)*sin(theta);\nposition=(radius-(radius*radiusRange*randoms2.z))*vec3(randX,abs(randY),randZ);\ndirection=position+directionRandomizer*randoms3; \n#elif defined(SPHEREEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);\nvec3 randoms3=getRandomVec3(seed.z);\n\nfloat phi=2.0*PI*randoms2.x;\nfloat theta=acos(2.0*randoms2.y-1.0);\nfloat randX=cos(phi)*sin(theta);\nfloat randY=cos(theta);\nfloat randZ=sin(phi)*sin(theta);\nposition=(radius-(radius*radiusRange*randoms2.z))*vec3(randX,randY,randZ);\n#ifdef DIRECTEDSPHEREEMITTER\ndirection=direction1+(direction2-direction1)*randoms3;\n#else\n\ndirection=position+directionRandomizer*randoms3;\n#endif\n#elif defined(CYLINDEREMITTER)\nvec3 randoms2=getRandomVec3(seed.y);\nvec3 randoms3=getRandomVec3(seed.z);\n\nfloat yPos=(randoms2.x-0.5)*height;\nfloat angle=randoms2.y*PI*2.;\nfloat inverseRadiusRangeSquared=((1.-radiusRange)*(1.-radiusRange));\nfloat positionRadius=radius*sqrt(inverseRadiusRangeSquared+(randoms2.z*(1.-inverseRadiusRangeSquared)));\nfloat xPos=positionRadius*cos(angle);\nfloat zPos=positionRadius*sin(angle);\nposition=vec3(xPos,yPos,zPos);\n#ifdef DIRECTEDCYLINDEREMITTER\ndirection=direction1+(direction2-direction1)*randoms3;\n#else\n\nangle=angle+((randoms3.x-0.5)*PI);\ndirection=vec3(cos(angle),randoms3.y-0.5,sin(angle));\ndirection=normalize(direction);\n#endif\n#elif defined(CONEEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);\nfloat s=2.0*PI*randoms2.x;\n#ifdef CONEEMITTERSPAWNPOINT\nfloat h=0.00001;\n#else\nfloat h=randoms2.y*height.y;\n\nh=1.-h*h; \n#endif\nfloat lRadius=radius.x-radius.x*randoms2.z*radius.y;\nlRadius=lRadius*h;\nfloat randX=lRadius*sin(s);\nfloat randZ=lRadius*cos(s);\nfloat randY=h*height.x;\nposition=vec3(randX,randY,randZ); \n\nif (abs(cos(coneAngle)) == 1.0) {\ndirection=vec3(0.,1.0,0.);\n} else {\nvec3 randoms3=getRandomVec3(seed.z);\ndirection=position+directionRandomizer*randoms3;\n}\n#else \n\nposition=vec3(0.,0.,0.);\n\ndirection=2.0*(getRandomVec3(seed.w)-vec3(0.5,0.5,0.5));\n#endif\nfloat power=emitPower.x+(emitPower.y-emitPower.x)*randoms.a;\noutPosition=(emitterWM*vec4(position,1.)).xyz;\nvec3 initial=(emitterWM*vec4(direction,0.)).xyz;\noutDirection=initial*power;\n#ifndef BILLBOARD \noutInitialDirection=initial;\n#endif\n#ifdef ANIMATESHEET \noutCellIndex=cellInfos.x;\n#ifdef ANIMATESHEETRANDOMSTART\noutCellStartOffset=randoms.a*outLife;\n#endif \n#endif\n#ifdef NOISE\noutNoiseCoordinates1=noiseCoordinates1;\noutNoiseCoordinates2=noiseCoordinates2;\n#endif\n} else {\nfloat directionScale=timeDelta;\noutAge=newAge;\nfloat ageGradient=newAge/life;\n#ifdef VELOCITYGRADIENTS\ndirectionScale*=texture(velocityGradientSampler,vec2(ageGradient,0)).r;\n#endif\n#ifdef DRAGGRADIENTS\ndirectionScale*=1.0-texture(dragGradientSampler,vec2(ageGradient,0)).r;\n#endif\noutPosition=position+direction*directionScale;\noutLife=life;\noutSeed=seed;\n#ifndef COLORGRADIENTS \noutColor=color;\n#endif\n#ifdef SIZEGRADIENTS\noutSize.x=texture(sizeGradientSampler,vec2(ageGradient,0)).r;\noutSize.yz=size.yz;\n#else\noutSize=size;\n#endif \n#ifndef BILLBOARD \noutInitialDirection=initialDirection;\n#endif\nvec3 updatedDirection=direction+gravity*timeDelta;\n#ifdef LIMITVELOCITYGRADIENTS\nfloat limitVelocity=texture(limitVelocityGradientSampler,vec2(ageGradient,0)).r;\nfloat currentVelocity=length(updatedDirection);\nif (currentVelocity>limitVelocity) {\nupdatedDirection=updatedDirection*limitVelocityDamping;\n}\n#endif\noutDirection=updatedDirection;\n#ifdef NOISE\nvec3 localPosition=outPosition-emitterWM[3].xyz;\nfloat fetchedR=texture(noiseSampler,vec2(noiseCoordinates1.x,noiseCoordinates1.y)*vec2(0.5)+vec2(0.5)).r;\nfloat fetchedG=texture(noiseSampler,vec2(noiseCoordinates1.z,noiseCoordinates2.x)*vec2(0.5)+vec2(0.5)).r;\nfloat fetchedB=texture(noiseSampler,vec2(noiseCoordinates2.y,noiseCoordinates2.z)*vec2(0.5)+vec2(0.5)).r;\nvec3 force=vec3(2.*fetchedR-1.,2.*fetchedG-1.,2.*fetchedB-1.)*noiseStrength;\noutDirection=outDirection+force*timeDelta;\noutNoiseCoordinates1=noiseCoordinates1;\noutNoiseCoordinates2=noiseCoordinates2;\n#endif \n#ifdef ANGULARSPEEDGRADIENTS\nfloat angularSpeed=texture(angularSpeedGradientSampler,vec2(ageGradient,0)).r;\noutAngle=angle+angularSpeed*timeDelta;\n#else\noutAngle=vec2(angle.x+angle.y*timeDelta,angle.y);\n#endif\n#ifdef ANIMATESHEET \nfloat offsetAge=outAge;\nfloat dist=cellInfos.y-cellInfos.x;\n#ifdef ANIMATESHEETRANDOMSTART\noutCellStartOffset=cellStartOffset;\noffsetAge+=cellStartOffset;\n#endif \nfloat ratio=clamp(mod(offsetAge*cellInfos.z,life)/life,0.,1.0);\noutCellIndex=float(int(cellInfos.x+ratio*dist));\n#endif\n}\n}","gpuUpdateParticlesPixelShader":"#version 300 es\nvoid main() {\ndiscard;\n}\n","postprocessVertexShader":"\nattribute vec2 position;\nuniform vec2 scale;\n\nvarying vec2 vUV;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) { \nvUV=(position*madd+madd)*scale;\ngl_Position=vec4(position,0.0,1.0);\n}","passPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nvoid main(void) \n{\ngl_FragColor=texture2D(textureSampler,vUV);\n}","passCubePixelShader":"\nvarying vec2 vUV;\nuniform samplerCube textureSampler;\nvoid main(void) \n{\nvec2 uv=vUV*2.0-1.0;\n#ifdef POSITIVEX\ngl_FragColor=textureCube(textureSampler,vec3(1.001,uv.y,uv.x));\n#endif\n#ifdef NEGATIVEX\ngl_FragColor=textureCube(textureSampler,vec3(-1.001,uv.y,uv.x));\n#endif\n#ifdef POSITIVEY\ngl_FragColor=textureCube(textureSampler,vec3(uv.y,1.001,uv.x));\n#endif\n#ifdef NEGATIVEY\ngl_FragColor=textureCube(textureSampler,vec3(uv.y,-1.001,uv.x));\n#endif\n#ifdef POSITIVEZ\ngl_FragColor=textureCube(textureSampler,vec3(uv,1.001));\n#endif\n#ifdef NEGATIVEZ\ngl_FragColor=textureCube(textureSampler,vec3(uv,-1.001));\n#endif\n}","shadowMapVertexShader":"\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\nuniform vec3 lightData;\n#endif\n#include<bonesDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n\n#include<instancesDeclaration>\n#include<helperFunctions>\nuniform mat4 viewProjection;\nuniform vec3 biasAndScale;\nuniform vec2 depthValues;\nvarying float vDepthMetric;\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform mat4 diffuseMatrix;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#endif\nvoid main(void)\n{\nvec3 positionUpdated=position;\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\n\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvec3 worldNor=normalize(normalWorld*normal);\n#ifdef DIRECTIONINLIGHTDATA\nvec3 worldLightDir=normalize(-lightData.xyz);\n#else\nvec3 directionToLight=lightData.xyz-worldPos.xyz;\nvec3 worldLightDir=normalize(directionToLight);\n#endif\nfloat ndl=dot(worldNor,worldLightDir);\nfloat sinNL=sqrt(1.0-ndl*ndl);\nfloat normalBias=biasAndScale.y*sinNL;\nworldPos.xyz-=worldNor*normalBias;\n#endif\n\ngl_Position=viewProjection*worldPos;\n#ifdef DEPTHTEXTURE\n\ngl_Position.z+=biasAndScale.x*gl_Position.w;\n#endif\n\nvDepthMetric=((gl_Position.z+depthValues.x)/(depthValues.y))+biasAndScale.x;\n#ifdef ALPHATEST\n#ifdef UV1\nvUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n#endif\n#ifdef UV2\nvUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n}","shadowMapPixelShader":"#ifndef FLOAT\nvec4 pack(float depth)\n{\nconst vec4 bit_shift=vec4(255.0*255.0*255.0,255.0*255.0,255.0,1.0);\nconst vec4 bit_mask=vec4(0.0,1.0/255.0,1.0/255.0,1.0/255.0);\nvec4 res=fract(depth*bit_shift);\nres-=res.xxyz*bit_mask;\nreturn res;\n}\n#endif\nvarying float vDepthMetric;\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\nuniform vec3 biasAndScale;\nuniform vec2 depthValues;\nvoid main(void)\n{\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\ndiscard;\n#endif\nfloat depth=vDepthMetric;\n#ifdef ESM\ndepth=clamp(exp(-min(87.,biasAndScale.z*depth)),0.,1.);\n#endif\n#ifdef FLOAT\ngl_FragColor=vec4(depth,1.0,1.0,1.0);\n#else\ngl_FragColor=pack(depth);\n#endif\n}","depthBoxBlurPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform vec2 screenSize;\nvoid main(void)\n{\nvec4 colorDepth=vec4(0.0);\nfor (int x=-OFFSET; x<=OFFSET; x++)\nfor (int y=-OFFSET; y<=OFFSET; y++)\ncolorDepth+=texture2D(textureSampler,vUV+vec2(x,y)/screenSize);\ngl_FragColor=(colorDepth/float((OFFSET*2+1)*(OFFSET*2+1)));\n}","proceduralVertexShader":"\nattribute vec2 position;\n\nvarying vec2 vPosition;\nvarying vec2 vUV;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) { \nvPosition=position;\nvUV=position*madd+madd;\ngl_Position=vec4(position,0.0,1.0);\n}","depthVertexShader":"\nattribute vec3 position;\n#include<bonesDeclaration>\n\n#include<instancesDeclaration>\nuniform mat4 viewProjection;\nuniform vec2 depthValues;\n#if defined(ALPHATEST) || defined(NEED_UV)\nvarying vec2 vUV;\nuniform mat4 diffuseMatrix;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#endif\nvarying float vDepthMetric;\nvoid main(void)\n{\n#include<instancesVertex>\n#include<bonesVertex>\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\nvDepthMetric=((gl_Position.z+depthValues.x)/(depthValues.y));\n#if defined(ALPHATEST) || defined(BASIC_RENDER)\n#ifdef UV1\nvUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n#endif\n#ifdef UV2\nvUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n}","depthPixelShader":"#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\nvarying float vDepthMetric;\nvoid main(void)\n{\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\ndiscard;\n#endif\ngl_FragColor=vec4(vDepthMetric,vDepthMetric*vDepthMetric,0.0,1.0);\n}","geometryVertexShader":"precision highp float;\nprecision highp int;\n#include<bonesDeclaration>\n#include<instancesDeclaration>\nattribute vec3 position;\nattribute vec3 normal;\n#if defined(ALPHATEST) || defined(NEED_UV)\nvarying vec2 vUV;\nuniform mat4 diffuseMatrix;\n#ifdef UV1\nvarying vec2 uv;\n#endif\n#ifdef UV2\nvarying vec2 uv2;\n#endif\n#endif\n\nuniform mat4 viewProjection;\nuniform mat4 view;\nvarying vec3 vNormalV;\nvarying vec4 vViewPos;\n#ifdef POSITION\nvarying vec3 vPosition;\n#endif\n#ifdef VELOCITY\nuniform mat4 previousWorldViewProjection;\nvarying vec4 vCurrentPosition;\nvarying vec4 vPreviousPosition;\n#endif\nvoid main(void)\n{\n#include<instancesVertex>\n#include<bonesVertex>\nvec4 pos=vec4(finalWorld*vec4(position,1.0));\nvNormalV=normalize(vec3((view*finalWorld)*vec4(normal,0.0)));\nvViewPos=view*pos;\n#ifdef POSITION\nvPosition=pos.xyz/pos.w;\n#endif\n#ifdef VELOCITY\nvCurrentPosition=viewProjection*finalWorld*vec4(position,1.0);\nvPreviousPosition=previousWorldViewProjection*vec4(position,1.0);\n#endif\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\n#if defined(ALPHATEST) || defined(BASIC_RENDER)\n#ifdef UV1\nvUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n#endif\n#ifdef UV2\nvUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n}","geometryPixelShader":"#extension GL_EXT_draw_buffers : require\nprecision highp float;\nprecision highp int;\nvarying vec3 vNormalV;\nvarying vec4 vViewPos;\n#ifdef POSITION\nvarying vec3 vPosition;\n#endif\n#ifdef VELOCITY\nvarying vec4 vCurrentPosition;\nvarying vec4 vPreviousPosition;\n#endif\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\n#include<mrtFragmentDeclaration>[RENDER_TARGET_COUNT]\nvoid main() {\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\ndiscard;\n#endif\ngl_FragData[0]=vec4(vViewPos.z/vViewPos.w,0.0,0.0,1.0);\n\ngl_FragData[1]=vec4(normalize(vNormalV),1.0);\n\n#ifdef POSITION\ngl_FragData[POSITION_INDEX]=vec4(vPosition,1.0);\n#endif\n#ifdef VELOCITY\nvec2 a=(vCurrentPosition.xy/vCurrentPosition.w)*0.5+0.5;\nvec2 b=(vPreviousPosition.xy/vPreviousPosition.w)*0.5+0.5;\nvec2 velocity=(a-b)*0.5+0.5;\nvelocity*=0.5+0.5;\nvelocity=vec2(pow(velocity.x,3.0),pow(velocity.y,3.0));\ngl_FragData[VELOCITY_INDEX]=vec4(velocity,0.0,1.0);\n#endif\n}","ssaoPixelShader":"\nuniform sampler2D textureSampler;\nvarying vec2 vUV;\n#ifdef SSAO\nuniform sampler2D randomSampler;\nuniform float randTextureTiles;\nuniform float samplesFactor;\nuniform vec3 sampleSphere[SAMPLES];\nuniform float totalStrength;\nuniform float radius;\nuniform float area;\nuniform float fallOff;\nuniform float base;\nvec3 normalFromDepth(float depth,vec2 coords)\n{\nvec2 offset1=vec2(0.0,radius);\nvec2 offset2=vec2(radius,0.0);\nfloat depth1=texture2D(textureSampler,coords+offset1).r;\nfloat depth2=texture2D(textureSampler,coords+offset2).r;\nvec3 p1=vec3(offset1,depth1-depth);\nvec3 p2=vec3(offset2,depth2-depth);\nvec3 normal=cross(p1,p2);\nnormal.z=-normal.z;\nreturn normalize(normal);\n}\nvoid main()\n{\nvec3 random=normalize(texture2D(randomSampler,vUV*randTextureTiles).rgb);\nfloat depth=texture2D(textureSampler,vUV).r;\nvec3 position=vec3(vUV,depth);\nvec3 normal=normalFromDepth(depth,vUV);\nfloat radiusDepth=radius/depth;\nfloat occlusion=0.0;\nvec3 ray;\nvec3 hemiRay;\nfloat occlusionDepth;\nfloat difference;\nfor (int i=0; i<SAMPLES; i++)\n{\nray=radiusDepth*reflect(sampleSphere[i],random);\nhemiRay=position+sign(dot(ray,normal))*ray;\nocclusionDepth=texture2D(textureSampler,clamp(hemiRay.xy,vec2(0.001,0.001),vec2(0.999,0.999))).r;\ndifference=depth-occlusionDepth;\nocclusion+=step(fallOff,difference)*(1.0-smoothstep(fallOff,area,difference));\n}\nfloat ao=1.0-totalStrength*occlusion*samplesFactor;\nfloat result=clamp(ao+base,0.0,1.0);\ngl_FragColor.r=result;\ngl_FragColor.g=result;\ngl_FragColor.b=result;\ngl_FragColor.a=1.0;\n}\n#endif\n","ssao2PixelShader":"\nprecision highp float;\nuniform sampler2D textureSampler;\nuniform float near;\nuniform float far;\nuniform float radius;\nfloat scales[16]=float[16](\n0.1,\n0.11406250000000001,\n0.131640625,\n0.15625,\n0.187890625,\n0.2265625,\n0.272265625,\n0.325,\n0.384765625,\n0.4515625,\n0.525390625,\n0.60625,\n0.694140625,\n0.7890625,\n0.891015625,\n1.0\n);\nvarying vec2 vUV;\nfloat perspectiveDepthToViewZ( const in float invClipZ,const in float near,const in float far ) {\nreturn ( near*far )/( ( far-near )*invClipZ-far );\n}\nfloat viewZToPerspectiveDepth( const in float viewZ,const in float near,const in float far ) {\nreturn ( near*far/viewZ+far)/( far-near );\n}\nfloat viewZToOrthographicDepth( const in float viewZ,const in float near,const in float far ) {\nreturn ( viewZ+near )/( near-far );\n}\n#ifdef SSAO\nuniform sampler2D randomSampler;\nuniform sampler2D normalSampler;\nuniform float randTextureTiles;\nuniform float samplesFactor;\nuniform vec3 sampleSphere[SAMPLES];\nuniform float totalStrength;\nuniform float base;\nuniform float xViewport;\nuniform float yViewport;\nuniform float maxZ;\nuniform float minZAspect;\nuniform vec2 texelSize;\nuniform mat4 projection;\nvoid main()\n{\nvec3 random=texture2D(randomSampler,vUV*randTextureTiles).rgb;\nfloat depth=texture2D(textureSampler,vUV).r;\nfloat depthSign=depth/abs(depth);\ndepth=depth*depthSign;\nvec3 normal=texture2D(normalSampler,vUV).rgb; \nfloat occlusion=0.0;\nfloat correctedRadius=min(radius,minZAspect*depth/near);\nvec3 vViewRay=vec3((vUV.x*2.0-1.0)*xViewport,(vUV.y*2.0-1.0)*yViewport,depthSign);\nvec3 origin=vViewRay*depth;\nvec3 rvec=random*2.0-1.0;\nrvec.z=0.0;\n\nfloat dotProduct=dot(rvec,normal);\nrvec=1.0-abs(dotProduct)>1e-2 ? rvec : vec3(-rvec.y,0.0,rvec.x);\nvec3 tangent=normalize(rvec-normal*dot(rvec,normal));\nvec3 bitangent=cross(normal,tangent);\nmat3 tbn=mat3(tangent,bitangent,normal);\nfloat difference;\nfor (int i=0; i<SAMPLES; ++i) {\n\nvec3 samplePosition=scales[(i+int(random.x*16.0)) % 16]*tbn*sampleSphere[(i+int(random.y*16.0)) % 16];\nsamplePosition=samplePosition*correctedRadius+origin;\n\nvec4 offset=vec4(samplePosition,1.0);\noffset=projection*offset;\noffset.xyz/=offset.w;\noffset.xy=offset.xy*0.5+0.5;\nif (offset.x<0.0 || offset.y<0.0 || offset.x>1.0 || offset.y>1.0) {\ncontinue;\n}\n\nfloat sampleDepth=abs(texture2D(textureSampler,offset.xy).r);\n\ndifference=depthSign*samplePosition.z-sampleDepth;\nfloat rangeCheck=1.0-smoothstep(correctedRadius*0.5,correctedRadius,difference);\nocclusion+=(difference>=0.0 ? 1.0 : 0.0)*rangeCheck;\n}\nocclusion=occlusion*(1.0-smoothstep(maxZ*0.75,maxZ,depth));\nfloat ao=1.0-totalStrength*occlusion*samplesFactor;\nfloat result=clamp(ao+base,0.0,1.0);\ngl_FragColor=vec4(vec3(result),1.0);\n}\n#endif\n#ifdef BILATERAL_BLUR\nuniform sampler2D depthSampler;\nuniform float outSize;\nuniform float samplerOffsets[SAMPLES];\nvec4 blur9(sampler2D image,vec2 uv,float resolution,vec2 direction) {\nvec4 color=vec4(0.0);\nvec2 off1=vec2(1.3846153846)*direction;\nvec2 off2=vec2(3.2307692308)*direction;\ncolor+=texture2D(image,uv)*0.2270270270;\ncolor+=texture2D(image,uv+(off1/resolution))*0.3162162162;\ncolor+=texture2D(image,uv-(off1/resolution))*0.3162162162;\ncolor+=texture2D(image,uv+(off2/resolution))*0.0702702703;\ncolor+=texture2D(image,uv-(off2/resolution))*0.0702702703;\nreturn color;\n}\nvec4 blur13(sampler2D image,vec2 uv,float resolution,vec2 direction) {\nvec4 color=vec4(0.0);\nvec2 off1=vec2(1.411764705882353)*direction;\nvec2 off2=vec2(3.2941176470588234)*direction;\nvec2 off3=vec2(5.176470588235294)*direction;\ncolor+=texture2D(image,uv)*0.1964825501511404;\ncolor+=texture2D(image,uv+(off1/resolution))*0.2969069646728344;\ncolor+=texture2D(image,uv-(off1/resolution))*0.2969069646728344;\ncolor+=texture2D(image,uv+(off2/resolution))*0.09447039785044732;\ncolor+=texture2D(image,uv-(off2/resolution))*0.09447039785044732;\ncolor+=texture2D(image,uv+(off3/resolution))*0.010381362401148057;\ncolor+=texture2D(image,uv-(off3/resolution))*0.010381362401148057;\nreturn color;\n}\nvec4 blur13Bilateral(sampler2D image,vec2 uv,float resolution,vec2 direction) {\nvec4 color=vec4(0.0);\nvec2 off1=vec2(1.411764705882353)*direction;\nvec2 off2=vec2(3.2941176470588234)*direction;\nvec2 off3=vec2(5.176470588235294)*direction;\nfloat compareDepth=abs(texture2D(depthSampler,uv).r);\nfloat sampleDepth;\nfloat weight;\nfloat weightSum=30.0;\ncolor+=texture2D(image,uv)*30.0;\nsampleDepth=abs(texture2D(depthSampler,uv+(off1/resolution)).r);\nweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\nweightSum+=weight;\ncolor+=texture2D(image,uv+(off1/resolution))*weight;\nsampleDepth=abs(texture2D(depthSampler,uv-(off1/resolution)).r);\nweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\nweightSum+=weight;\ncolor+=texture2D(image,uv-(off1/resolution))*weight;\nsampleDepth=abs(texture2D(depthSampler,uv+(off2/resolution)).r);\nweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\nweightSum+=weight;\ncolor+=texture2D(image,uv+(off2/resolution))*weight;\nsampleDepth=abs(texture2D(depthSampler,uv-(off2/resolution)).r);\nweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\nweightSum+=weight;\ncolor+=texture2D(image,uv-(off2/resolution))*weight;\nsampleDepth=abs(texture2D(depthSampler,uv+(off3/resolution)).r);\nweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\nweightSum+=weight;\ncolor+=texture2D(image,uv+(off3/resolution))*weight;\nsampleDepth=abs(texture2D(depthSampler,uv-(off3/resolution)).r);\nweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\nweightSum+=weight;\ncolor+=texture2D(image,uv-(off3/resolution))*weight;\nreturn color/weightSum;\n}\nvoid main()\n{\n#if EXPENSIVE\nfloat compareDepth=abs(texture2D(depthSampler,vUV).r);\nfloat texelsize=1.0/outSize;\nfloat result=0.0;\nfloat weightSum=0.0;\nfor (int i=0; i<SAMPLES; ++i)\n{\n#ifdef BILATERAL_BLUR_H\nvec2 direction=vec2(1.0,0.0);\nvec2 sampleOffset=vec2(texelsize*samplerOffsets[i],0.0);\n#else\nvec2 direction=vec2(0.0,1.0);\nvec2 sampleOffset=vec2(0.0,texelsize*samplerOffsets[i]);\n#endif\nvec2 samplePos=vUV+sampleOffset;\nfloat sampleDepth=abs(texture2D(depthSampler,samplePos).r);\nfloat weight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30000.0);\nresult+=texture2D(textureSampler,samplePos).r*weight;\nweightSum+=weight;\n}\nresult/=weightSum;\ngl_FragColor.rgb=vec3(result);\ngl_FragColor.a=1.0;\n#else\nvec4 color;\n#ifdef BILATERAL_BLUR_H\nvec2 direction=vec2(1.0,0.0);\ncolor=blur13Bilateral(textureSampler,vUV,outSize,direction);\n#else\nvec2 direction=vec2(0.0,1.0);\ncolor=blur13Bilateral(textureSampler,vUV,outSize,direction);\n#endif\ngl_FragColor.rgb=vec3(color.r);\ngl_FragColor.a=1.0;\n#endif\n}\n#endif\n","ssaoCombinePixelShader":"uniform sampler2D textureSampler;\nuniform sampler2D originalColor;\nuniform vec4 viewport;\nvarying vec2 vUV;\nvoid main(void) {\nvec4 ssaoColor=texture2D(textureSampler,viewport.xy+vUV*viewport.zw);\nvec4 sceneColor=texture2D(originalColor,vUV);\ngl_FragColor=sceneColor*ssaoColor;\n}\n","lensHighlightsPixelShader":"\nuniform sampler2D textureSampler; \n\nuniform float gain;\nuniform float threshold;\nuniform float screen_width;\nuniform float screen_height;\n\nvarying vec2 vUV;\n\nvec4 highlightColor(vec4 color) {\nvec4 highlight=color;\nfloat luminance=dot(highlight.rgb,vec3(0.2125,0.7154,0.0721));\nfloat lum_threshold;\nif (threshold>1.0) { lum_threshold=0.94+0.01*threshold; }\nelse { lum_threshold=0.5+0.44*threshold; }\nluminance=clamp((luminance-lum_threshold)*(1.0/(1.0-lum_threshold)),0.0,1.0);\nhighlight*=luminance*gain;\nhighlight.a=1.0;\nreturn highlight;\n}\nvoid main(void)\n{\nvec4 original=texture2D(textureSampler,vUV);\n\nif (gain == -1.0) {\ngl_FragColor=vec4(0.0,0.0,0.0,1.0);\nreturn;\n}\nfloat w=2.0/screen_width;\nfloat h=2.0/screen_height;\nfloat weight=1.0;\n\nvec4 blurred=vec4(0.0,0.0,0.0,0.0);\n#ifdef PENTAGON\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.84*w,0.43*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.48*w,-1.29*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.61*w,1.51*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.55*w,-0.74*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.71*w,-0.52*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.94*w,1.59*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.40*w,-1.87*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.62*w,1.16*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.09*w,0.25*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.46*w,-1.71*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.08*w,2.42*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.85*w,-1.89*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.89*w,0.16*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.29*w,1.88*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.40*w,-2.81*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.54*w,2.26*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.60*w,-0.61*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.31*w,-1.30*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.83*w,2.53*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.12*w,-2.48*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.60*w,1.11*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.82*w,0.99*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.50*w,-2.81*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.85*w,3.33*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.94*w,-1.92*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.27*w,-0.53*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.95*w,2.48*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.23*w,-3.04*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.17*w,2.05*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.97*w,-0.04*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.25*w,-2.00*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.31*w,3.08*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.94*w,-2.59*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.37*w,0.64*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-3.13*w,1.93*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.03*w,-3.65*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.60*w,3.17*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-3.14*w,-1.19*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.00*w,-1.19*h)));\n#else\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.85*w,0.36*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.52*w,-1.14*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.46*w,1.42*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.46*w,-0.83*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.79*w,-0.42*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.11*w,1.62*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.29*w,-2.07*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.69*w,1.39*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.28*w,0.12*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.65*w,-1.69*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.08*w,2.44*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.63*w,-1.90*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.55*w,0.31*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.13*w,1.52*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.56*w,-2.61*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.38*w,2.34*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.64*w,-0.81*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.53*w,-1.21*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.06*w,2.63*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.00*w,-2.69*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.59*w,1.32*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.82*w,0.78*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.57*w,-2.50*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.54*w,2.93*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.39*w,-1.81*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.01*w,-0.28*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.04*w,2.25*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.02*w,-3.05*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.09*w,2.25*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-3.07*w,-0.25*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.44*w,-1.90*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.52*w,3.05*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.68*w,-2.61*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.01*w,0.79*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.76*w,1.46*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.05*w,-2.94*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.21*w,2.88*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.84*w,-1.30*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.98*w,-0.96*h)));\n#endif\nblurred/=39.0;\ngl_FragColor=blurred;\n\n}","depthOfFieldPixelShader":"\n\n\n\n\nuniform sampler2D textureSampler;\nuniform sampler2D highlightsSampler;\nuniform sampler2D depthSampler;\nuniform sampler2D grainSampler;\n\nuniform float grain_amount;\nuniform bool blur_noise;\nuniform float screen_width;\nuniform float screen_height;\nuniform float distortion;\nuniform bool dof_enabled;\n\nuniform float screen_distance; \nuniform float aperture;\nuniform float darken;\nuniform float edge_blur;\nuniform bool highlights;\n\nuniform float near;\nuniform float far;\n\nvarying vec2 vUV;\n\n#define PI 3.14159265\n#define TWOPI 6.28318530\n#define inverse_focal_length 0.1 \n\nvec2 centered_screen_pos;\nvec2 distorted_coords;\nfloat radius2;\nfloat radius;\n\nvec2 rand(vec2 co)\n{\nfloat noise1=(fract(sin(dot(co,vec2(12.9898,78.233)))*43758.5453));\nfloat noise2=(fract(sin(dot(co,vec2(12.9898,78.233)*2.0))*43758.5453));\nreturn clamp(vec2(noise1,noise2),0.0,1.0);\n}\n\nvec2 getDistortedCoords(vec2 coords) {\nif (distortion == 0.0) { return coords; }\nvec2 direction=1.0*normalize(centered_screen_pos);\nvec2 dist_coords=vec2(0.5,0.5);\ndist_coords.x=0.5+direction.x*radius2*1.0;\ndist_coords.y=0.5+direction.y*radius2*1.0;\nfloat dist_amount=clamp(distortion*0.23,0.0,1.0);\ndist_coords=mix(coords,dist_coords,dist_amount);\nreturn dist_coords;\n}\n\nfloat sampleScreen(inout vec4 color,const in vec2 offset,const in float weight) {\n\nvec2 coords=distorted_coords;\nfloat angle=rand(coords*100.0).x*TWOPI;\ncoords+=vec2(offset.x*cos(angle)-offset.y*sin(angle),offset.x*sin(angle)+offset.y*cos(angle));\ncolor+=texture2D(textureSampler,coords)*weight;\nreturn weight;\n}\n\nfloat getBlurLevel(float size) {\nreturn min(3.0,ceil(size/1.0));\n}\n\nvec4 getBlurColor(float size) {\nvec4 col=texture2D(textureSampler,distorted_coords);\nif (size == 0.0) { return col; }\n\n\nfloat blur_level=getBlurLevel(size);\nfloat w=(size/screen_width);\nfloat h=(size/screen_height);\nfloat total_weight=1.0;\nvec2 sample_coords;\ntotal_weight+=sampleScreen(col,vec2(-0.50*w,0.24*h),0.93);\ntotal_weight+=sampleScreen(col,vec2(0.30*w,-0.75*h),0.90);\ntotal_weight+=sampleScreen(col,vec2(0.36*w,0.96*h),0.87);\ntotal_weight+=sampleScreen(col,vec2(-1.08*w,-0.55*h),0.85);\ntotal_weight+=sampleScreen(col,vec2(1.33*w,-0.37*h),0.83);\ntotal_weight+=sampleScreen(col,vec2(-0.82*w,1.31*h),0.80);\ntotal_weight+=sampleScreen(col,vec2(-0.31*w,-1.67*h),0.78);\ntotal_weight+=sampleScreen(col,vec2(1.47*w,1.11*h),0.76);\ntotal_weight+=sampleScreen(col,vec2(-1.97*w,0.19*h),0.74);\ntotal_weight+=sampleScreen(col,vec2(1.42*w,-1.57*h),0.72);\nif (blur_level>1.0) {\ntotal_weight+=sampleScreen(col,vec2(0.01*w,2.25*h),0.70);\ntotal_weight+=sampleScreen(col,vec2(-1.62*w,-1.74*h),0.67);\ntotal_weight+=sampleScreen(col,vec2(2.49*w,0.20*h),0.65);\ntotal_weight+=sampleScreen(col,vec2(-2.07*w,1.61*h),0.63);\ntotal_weight+=sampleScreen(col,vec2(0.46*w,-2.70*h),0.61);\ntotal_weight+=sampleScreen(col,vec2(1.55*w,2.40*h),0.59);\ntotal_weight+=sampleScreen(col,vec2(-2.88*w,-0.75*h),0.56);\ntotal_weight+=sampleScreen(col,vec2(2.73*w,-1.44*h),0.54);\ntotal_weight+=sampleScreen(col,vec2(-1.08*w,3.02*h),0.52);\ntotal_weight+=sampleScreen(col,vec2(-1.28*w,-3.05*h),0.49);\n}\nif (blur_level>2.0) {\ntotal_weight+=sampleScreen(col,vec2(3.11*w,1.43*h),0.46);\ntotal_weight+=sampleScreen(col,vec2(-3.36*w,1.08*h),0.44);\ntotal_weight+=sampleScreen(col,vec2(1.80*w,-3.16*h),0.41);\ntotal_weight+=sampleScreen(col,vec2(0.83*w,3.65*h),0.38);\ntotal_weight+=sampleScreen(col,vec2(-3.16*w,-2.19*h),0.34);\ntotal_weight+=sampleScreen(col,vec2(3.92*w,-0.53*h),0.31);\ntotal_weight+=sampleScreen(col,vec2(-2.59*w,3.12*h),0.26);\ntotal_weight+=sampleScreen(col,vec2(-0.20*w,-4.15*h),0.22);\ntotal_weight+=sampleScreen(col,vec2(3.02*w,3.00*h),0.15);\n}\ncol/=total_weight; \n\nif (darken>0.0) {\ncol.rgb*=clamp(0.3,1.0,1.05-size*0.5*darken);\n}\n\n\n\n\nreturn col;\n}\nvoid main(void)\n{\n\ncentered_screen_pos=vec2(vUV.x-0.5,vUV.y-0.5);\nradius2=centered_screen_pos.x*centered_screen_pos.x+centered_screen_pos.y*centered_screen_pos.y;\nradius=sqrt(radius2);\ndistorted_coords=getDistortedCoords(vUV); \nvec2 texels_coords=vec2(vUV.x*screen_width,vUV.y*screen_height); \nfloat depth=texture2D(depthSampler,distorted_coords).r; \nfloat distance=near+(far-near)*depth; \nvec4 color=texture2D(textureSampler,vUV); \n\n\nfloat coc=abs(aperture*(screen_distance*(inverse_focal_length-1.0/distance)-1.0));\n\nif (dof_enabled == false || coc<0.07) { coc=0.0; }\n\nfloat edge_blur_amount=0.0;\nif (edge_blur>0.0) {\nedge_blur_amount=clamp((radius*2.0-1.0+0.15*edge_blur)*1.5,0.0,1.0)*1.3;\n}\n\nfloat blur_amount=max(edge_blur_amount,coc);\n\nif (blur_amount == 0.0) {\ngl_FragColor=texture2D(textureSampler,distorted_coords);\n}\nelse {\n\ngl_FragColor=getBlurColor(blur_amount*1.7);\n\nif (highlights) {\ngl_FragColor.rgb+=clamp(coc,0.0,1.0)*texture2D(highlightsSampler,distorted_coords).rgb;\n}\nif (blur_noise) {\n\nvec2 noise=rand(distorted_coords)*0.01*blur_amount;\nvec2 blurred_coord=vec2(distorted_coords.x+noise.x,distorted_coords.y+noise.y);\ngl_FragColor=0.04*texture2D(textureSampler,blurred_coord)+0.96*gl_FragColor;\n}\n}\n\nif (grain_amount>0.0) {\nvec4 grain_color=texture2D(grainSampler,texels_coords*0.003);\ngl_FragColor.rgb+=(-0.5+grain_color.rgb)*0.30*grain_amount;\n}\n}\n","standardPixelShader":"uniform sampler2D textureSampler;\nvarying vec2 vUV;\n#if defined(PASS_POST_PROCESS)\nvoid main(void)\n{\nvec4 color=texture2D(textureSampler,vUV);\ngl_FragColor=color;\n}\n#endif\n#if defined(DOWN_SAMPLE_X4)\nuniform vec2 dsOffsets[16];\nvoid main(void)\n{\nvec4 average=vec4(0.0,0.0,0.0,0.0);\naverage=texture2D(textureSampler,vUV+dsOffsets[0]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[1]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[2]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[3]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[4]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[5]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[6]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[7]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[8]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[9]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[10]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[11]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[12]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[13]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[14]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[15]);\naverage/=16.0;\ngl_FragColor=average;\n}\n#endif\n#if defined(BRIGHT_PASS)\nuniform vec2 dsOffsets[4];\nuniform float brightThreshold;\nvoid main(void)\n{\nvec4 average=vec4(0.0,0.0,0.0,0.0);\naverage=texture2D(textureSampler,vUV+vec2(dsOffsets[0].x,dsOffsets[0].y));\naverage+=texture2D(textureSampler,vUV+vec2(dsOffsets[1].x,dsOffsets[1].y));\naverage+=texture2D(textureSampler,vUV+vec2(dsOffsets[2].x,dsOffsets[2].y));\naverage+=texture2D(textureSampler,vUV+vec2(dsOffsets[3].x,dsOffsets[3].y));\naverage*=0.25;\nfloat luminance=length(average.rgb);\nif (luminance<brightThreshold) {\naverage=vec4(0.0,0.0,0.0,1.0);\n}\ngl_FragColor=average;\n}\n#endif\n#if defined(TEXTURE_ADDER)\nuniform sampler2D otherSampler;\nuniform sampler2D lensSampler;\nuniform float exposure;\nvoid main(void)\n{\nvec3 colour=texture2D(textureSampler,vUV).rgb;\ncolour*=exposure;\nvec3 X=max(vec3(0.0,0.0,0.0),colour-0.004);\nvec3 retColor=(X*(6.2*X+0.5))/(X*(6.2*X+1.7)+0.06);\ncolour=retColor*retColor;\ncolour+=colour*texture2D(lensSampler,vUV).rgb;\nvec4 finalColor=vec4(colour.rgb,1.0)+texture2D(otherSampler,vUV);\ngl_FragColor=finalColor;\n}\n#endif\n#if defined(VLS)\n#define PI 3.1415926535897932384626433832795\nuniform mat4 shadowViewProjection;\nuniform mat4 lightWorld;\nuniform vec3 cameraPosition;\nuniform vec3 sunDirection;\nuniform vec3 sunColor;\nuniform vec2 depthValues;\nuniform float scatteringCoefficient;\nuniform float scatteringPower;\nuniform sampler2D shadowMapSampler;\nuniform sampler2D positionSampler;\nfloat computeScattering(float lightDotView)\n{\nfloat result=1.0-scatteringCoefficient*scatteringCoefficient;\nresult/=(4.0*PI*pow(1.0+scatteringCoefficient*scatteringCoefficient-(2.0*scatteringCoefficient)*lightDotView,1.5));\nreturn result;\n}\nvoid main(void)\n{\n\nvec3 worldPos=texture2D(positionSampler,vUV).rgb;\nvec3 startPosition=cameraPosition;\nvec3 rayVector=worldPos-startPosition;\nfloat rayLength=length(rayVector);\nvec3 rayDirection=rayVector/rayLength;\nfloat stepLength=rayLength/NB_STEPS;\nvec3 stepL=rayDirection*stepLength;\nvec3 currentPosition=startPosition;\nvec3 accumFog=vec3(0.0);\nfor (int i=0; i<int(NB_STEPS); i++)\n{\nvec4 worldInShadowCameraSpace=shadowViewProjection*vec4(currentPosition,1.0);\nfloat depthMetric=(worldInShadowCameraSpace.z+depthValues.x)/(depthValues.y);\nfloat shadowPixelDepth=clamp(depthMetric,0.0,1.0);\nworldInShadowCameraSpace.xyz/=worldInShadowCameraSpace.w;\nworldInShadowCameraSpace.xyz=0.5*worldInShadowCameraSpace.xyz+vec3(0.5);\nfloat shadowMapValue=texture2D(shadowMapSampler,worldInShadowCameraSpace.xy).r;\nif (shadowMapValue>shadowPixelDepth)\naccumFog+=sunColor*computeScattering(dot(rayDirection,sunDirection));\ncurrentPosition+=stepL;\n}\naccumFog/=NB_STEPS;\nvec3 color=accumFog*scatteringPower;\ngl_FragColor=vec4(color*exp(color) ,1.0);\n}\n#endif\n#if defined(VLSMERGE)\nuniform sampler2D originalSampler;\nvoid main(void)\n{\ngl_FragColor=texture2D(originalSampler,vUV)+texture2D(textureSampler,vUV);\n}\n#endif\n#if defined(LUMINANCE)\nuniform vec2 lumOffsets[4];\nvoid main()\n{\nfloat average=0.0;\nvec4 color=vec4(0.0);\nfloat maximum=-1e20;\nvec3 weight=vec3(0.299,0.587,0.114);\nfor (int i=0; i<4; i++)\n{\ncolor=texture2D(textureSampler,vUV+ lumOffsets[i]);\n\nfloat GreyValue=dot(color.rgb,vec3(0.33,0.33,0.33));\n\n#ifdef WEIGHTED_AVERAGE\nfloat GreyValue=dot(color.rgb,weight);\n#endif\n#ifdef BRIGHTNESS\nfloat GreyValue=max(color.r,max(color.g,color.b));\n#endif\n#ifdef HSL_COMPONENT\nfloat GreyValue=0.5*(max(color.r,max(color.g,color.b))+min(color.r,min(color.g,color.b)));\n#endif\n#ifdef MAGNITUDE\nfloat GreyValue=length(color.rgb);\n#endif\nmaximum=max(maximum,GreyValue);\naverage+=(0.25*log(1e-5+GreyValue));\n}\naverage=exp(average);\ngl_FragColor=vec4(average,maximum,0.0,1.0);\n}\n#endif\n#if defined(LUMINANCE_DOWN_SAMPLE)\nuniform vec2 dsOffsets[9];\nuniform float halfDestPixelSize;\n#ifdef FINAL_DOWN_SAMPLER\nvec4 pack(float value) {\nconst vec4 bit_shift=vec4(255.0*255.0*255.0,255.0*255.0,255.0,1.0);\nconst vec4 bit_mask=vec4(0.0,1.0/255.0,1.0/255.0,1.0/255.0);\nvec4 res=fract(value*bit_shift);\nres-=res.xxyz*bit_mask;\nreturn res;\n}\n#endif\nvoid main()\n{\nvec4 color=vec4(0.0);\nfloat average=0.0;\nfor (int i=0; i<9; i++)\n{\ncolor=texture2D(textureSampler,vUV+vec2(halfDestPixelSize,halfDestPixelSize)+dsOffsets[i]);\naverage+=color.r;\n}\naverage/=9.0;\n#ifdef FINAL_DOWN_SAMPLER\ngl_FragColor=pack(average);\n#else\ngl_FragColor=vec4(average,average,0.0,1.0);\n#endif\n}\n#endif\n#if defined(HDR)\nuniform sampler2D textureAdderSampler;\nuniform float averageLuminance;\nvoid main()\n{\nvec4 color=texture2D(textureAdderSampler,vUV);\nvec4 adjustedColor=color/averageLuminance;\ncolor=adjustedColor;\ncolor.a=1.0;\ngl_FragColor=color;\n}\n#endif\n#if defined(LENS_FLARE)\n#define GHOSTS 3\nuniform sampler2D lensColorSampler;\nuniform float strength;\nuniform float ghostDispersal;\nuniform float haloWidth;\nuniform vec2 resolution;\nuniform float distortionStrength;\nfloat hash(vec2 p)\n{\nfloat h=dot(p,vec2(127.1,311.7));\nreturn -1.0+2.0*fract(sin(h)*43758.5453123);\n}\nfloat noise(in vec2 p)\n{\nvec2 i=floor(p);\nvec2 f=fract(p);\nvec2 u=f*f*(3.0-2.0*f);\nreturn mix(mix(hash(i+vec2(0.0,0.0)),\nhash(i+vec2(1.0,0.0)),u.x),\nmix(hash(i+vec2(0.0,1.0)),\nhash(i+vec2(1.0,1.0)),u.x),u.y);\n}\nfloat fbm(vec2 p)\n{\nfloat f=0.0;\nf+=0.5000*noise(p); p*=2.02;\nf+=0.2500*noise(p); p*=2.03;\nf+=0.1250*noise(p); p*=2.01;\nf+=0.0625*noise(p); p*=2.04;\nf/=0.9375;\nreturn f;\n}\nvec3 pattern(vec2 uv)\n{\nvec2 p=-1.0+2.0*uv;\nfloat p2=dot(p,p);\nfloat f=fbm(vec2(15.0*p2))/2.0;\nfloat r=0.2+0.6*sin(12.5*length(uv-vec2(0.5)));\nfloat g=0.2+0.6*sin(20.5*length(uv-vec2(0.5)));\nfloat b=0.2+0.6*sin(17.2*length(uv-vec2(0.5)));\nreturn (1.0-f)*vec3(r,g,b);\n}\nfloat luminance(vec3 color)\n{\nreturn dot(color.rgb,vec3(0.2126,0.7152,0.0722));\n}\nvec4 textureDistorted(sampler2D tex,vec2 texcoord,vec2 direction,vec3 distortion)\n{\nreturn vec4(\ntexture2D(tex,texcoord+direction*distortion.r).r,\ntexture2D(tex,texcoord+direction*distortion.g).g,\ntexture2D(tex,texcoord+direction*distortion.b).b,\n1.0\n);\n}\nvoid main(void)\n{\nvec2 uv=-vUV+vec2(1.0);\nvec2 ghostDir=(vec2(0.5)-uv)*ghostDispersal;\nvec2 texelSize=1.0/resolution;\nvec3 distortion=vec3(-texelSize.x*distortionStrength,0.0,texelSize.x*distortionStrength);\nvec4 result=vec4(0.0);\nfloat ghostIndice=1.0;\nfor (int i=0; i<GHOSTS; ++i)\n{\nvec2 offset=fract(uv+ghostDir*ghostIndice);\nfloat weight=length(vec2(0.5)-offset)/length(vec2(0.5));\nweight=pow(1.0-weight,10.0);\nresult+=textureDistorted(textureSampler,offset,normalize(ghostDir),distortion)*weight*strength;\nghostIndice+=1.0;\n}\nvec2 haloVec=normalize(ghostDir)*haloWidth;\nfloat weight=length(vec2(0.5)-fract(uv+haloVec))/length(vec2(0.5));\nweight=pow(1.0-weight,10.0);\nresult+=textureDistorted(textureSampler,fract(uv+haloVec),normalize(ghostDir),distortion)*weight*strength;\nresult*=texture2D(lensColorSampler,vec2(length(vec2(0.5)-uv)/length(vec2(0.5))));\ngl_FragColor=result;\n}\n#endif\n#if defined(LENS_FLARE_COMPOSE)\nuniform sampler2D otherSampler;\nuniform sampler2D lensDirtSampler;\nuniform sampler2D lensStarSampler;\nuniform mat4 lensStarMatrix;\nvoid main(void)\n{\nvec2 lensFlareCoords=(lensStarMatrix*vec4(vUV,1.0,1.0)).xy;\nvec4 lensMod=texture2D(lensDirtSampler,vUV);\nlensMod+=texture2D(lensStarSampler,vUV);\nvec4 result=texture2D(textureSampler,vUV)*lensMod;\ngl_FragColor=texture2D(otherSampler,vUV)+result;\n}\n#endif\n#if defined(DEPTH_OF_FIELD)\nuniform sampler2D otherSampler;\nuniform sampler2D depthSampler;\nuniform float distance;\nvoid main(void)\n{\nvec4 sharp=texture2D(otherSampler,vUV);\nvec4 blur=texture2D(textureSampler,vUV);\nfloat dist=clamp(texture2D(depthSampler,vUV).r*distance,0.0,1.0);\nfloat factor=0.0;\nif (dist<0.05)\nfactor=1.0;\nelse if (dist<0.1)\nfactor=20.0*(0.1-dist);\nelse if (dist<0.5)\nfactor=0.0;\nelse\nfactor=2.0*(dist-0.5);\nfactor=clamp(factor,0.0,0.90);\ngl_FragColor=mix(sharp,blur,factor);\n}\n#endif\n#if defined(MOTION_BLUR)\nuniform mat4 inverseViewProjection;\nuniform mat4 prevViewProjection;\nuniform vec2 screenSize;\nuniform float motionScale;\nuniform float motionStrength;\nuniform sampler2D depthSampler;\nvoid main(void)\n{\nvec2 texelSize=1.0/screenSize;\nfloat depth=texture2D(depthSampler,vUV).r;\nvec4 cpos=vec4(vUV*2.0-1.0,depth,1.0);\ncpos=cpos*inverseViewProjection;\nvec4 ppos=cpos*prevViewProjection;\nppos.xyz/=ppos.w;\nppos.xy=ppos.xy*0.5+0.5;\nvec2 velocity=(ppos.xy-vUV)*motionScale*motionStrength;\nfloat speed=length(velocity/texelSize);\nint nSamples=int(clamp(speed,1.0,MAX_MOTION_SAMPLES));\nvec4 result=texture2D(textureSampler,vUV);\nfor (int i=1; i<int(MAX_MOTION_SAMPLES); ++i) {\nif (i>=nSamples)\nbreak;\nvec2 offset1=vUV+velocity*(float(i)/float(nSamples-1)-0.5);\nresult+=texture2D(textureSampler,offset1);\n}\ngl_FragColor=result/float(nSamples);\n}\n#endif\n","fxaaVertexShader":"\nattribute vec2 position;\nuniform vec2 texelSize;\n\nvarying vec2 vUV;\nvarying vec2 sampleCoordS;\nvarying vec2 sampleCoordE;\nvarying vec2 sampleCoordN;\nvarying vec2 sampleCoordW;\nvarying vec2 sampleCoordNW;\nvarying vec2 sampleCoordSE;\nvarying vec2 sampleCoordNE;\nvarying vec2 sampleCoordSW;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) { \nvUV=(position*madd+madd);\nsampleCoordS=vUV+vec2( 0.0,1.0)*texelSize;\nsampleCoordE=vUV+vec2( 1.0,0.0)*texelSize;\nsampleCoordN=vUV+vec2( 0.0,-1.0)*texelSize;\nsampleCoordW=vUV+vec2(-1.0,0.0)*texelSize;\nsampleCoordNW=vUV+vec2(-1.0,-1.0)*texelSize;\nsampleCoordSE=vUV+vec2( 1.0,1.0)*texelSize;\nsampleCoordNE=vUV+vec2( 1.0,-1.0)*texelSize;\nsampleCoordSW=vUV+vec2(-1.0,1.0)*texelSize;\ngl_Position=vec4(position,0.0,1.0);\n}","fxaaPixelShader":"uniform sampler2D textureSampler;\nuniform vec2 texelSize;\nvarying vec2 vUV;\nvarying vec2 sampleCoordS;\nvarying vec2 sampleCoordE;\nvarying vec2 sampleCoordN;\nvarying vec2 sampleCoordW;\nvarying vec2 sampleCoordNW;\nvarying vec2 sampleCoordSE;\nvarying vec2 sampleCoordNE;\nvarying vec2 sampleCoordSW;\nconst float fxaaQualitySubpix=1.0;\nconst float fxaaQualityEdgeThreshold=0.166;\nconst float fxaaQualityEdgeThresholdMin=0.0833;\nconst vec3 kLumaCoefficients=vec3(0.2126,0.7152,0.0722);\n#define FxaaLuma(rgba) dot(rgba.rgb,kLumaCoefficients)\nvoid main(){\nvec2 posM;\nposM.x=vUV.x;\nposM.y=vUV.y;\nvec4 rgbyM=texture2D(textureSampler,vUV,0.0);\nfloat lumaM=FxaaLuma(rgbyM);\nfloat lumaS=FxaaLuma(texture2D(textureSampler,sampleCoordS,0.0));\nfloat lumaE=FxaaLuma(texture2D(textureSampler,sampleCoordE,0.0));\nfloat lumaN=FxaaLuma(texture2D(textureSampler,sampleCoordN,0.0));\nfloat lumaW=FxaaLuma(texture2D(textureSampler,sampleCoordW,0.0));\nfloat maxSM=max(lumaS,lumaM);\nfloat minSM=min(lumaS,lumaM);\nfloat maxESM=max(lumaE,maxSM);\nfloat minESM=min(lumaE,minSM);\nfloat maxWN=max(lumaN,lumaW);\nfloat minWN=min(lumaN,lumaW);\nfloat rangeMax=max(maxWN,maxESM);\nfloat rangeMin=min(minWN,minESM);\nfloat rangeMaxScaled=rangeMax*fxaaQualityEdgeThreshold;\nfloat range=rangeMax-rangeMin;\nfloat rangeMaxClamped=max(fxaaQualityEdgeThresholdMin,rangeMaxScaled);\n#ifndef MALI\nif(range<rangeMaxClamped) \n{\ngl_FragColor=rgbyM;\nreturn;\n}\n#endif\nfloat lumaNW=FxaaLuma(texture2D(textureSampler,sampleCoordNW,0.0));\nfloat lumaSE=FxaaLuma(texture2D(textureSampler,sampleCoordSE,0.0));\nfloat lumaNE=FxaaLuma(texture2D(textureSampler,sampleCoordNE,0.0));\nfloat lumaSW=FxaaLuma(texture2D(textureSampler,sampleCoordSW,0.0));\nfloat lumaNS=lumaN+lumaS;\nfloat lumaWE=lumaW+lumaE;\nfloat subpixRcpRange=1.0/range;\nfloat subpixNSWE=lumaNS+lumaWE;\nfloat edgeHorz1=(-2.0*lumaM)+lumaNS;\nfloat edgeVert1=(-2.0*lumaM)+lumaWE;\nfloat lumaNESE=lumaNE+lumaSE;\nfloat lumaNWNE=lumaNW+lumaNE;\nfloat edgeHorz2=(-2.0*lumaE)+lumaNESE;\nfloat edgeVert2=(-2.0*lumaN)+lumaNWNE;\nfloat lumaNWSW=lumaNW+lumaSW;\nfloat lumaSWSE=lumaSW+lumaSE;\nfloat edgeHorz4=(abs(edgeHorz1)*2.0)+abs(edgeHorz2);\nfloat edgeVert4=(abs(edgeVert1)*2.0)+abs(edgeVert2);\nfloat edgeHorz3=(-2.0*lumaW)+lumaNWSW;\nfloat edgeVert3=(-2.0*lumaS)+lumaSWSE;\nfloat edgeHorz=abs(edgeHorz3)+edgeHorz4;\nfloat edgeVert=abs(edgeVert3)+edgeVert4;\nfloat subpixNWSWNESE=lumaNWSW+lumaNESE;\nfloat lengthSign=texelSize.x;\nbool horzSpan=edgeHorz>=edgeVert;\nfloat subpixA=subpixNSWE*2.0+subpixNWSWNESE;\nif (!horzSpan)\n{\nlumaN=lumaW;\n}\nif (!horzSpan) \n{\nlumaS=lumaE;\n}\nif (horzSpan) \n{\nlengthSign=texelSize.y;\n}\nfloat subpixB=(subpixA*(1.0/12.0))-lumaM;\nfloat gradientN=lumaN-lumaM;\nfloat gradientS=lumaS-lumaM;\nfloat lumaNN=lumaN+lumaM;\nfloat lumaSS=lumaS+lumaM;\nbool pairN=abs(gradientN)>=abs(gradientS);\nfloat gradient=max(abs(gradientN),abs(gradientS));\nif (pairN)\n{\nlengthSign=-lengthSign;\n}\nfloat subpixC=clamp(abs(subpixB)*subpixRcpRange,0.0,1.0);\nvec2 posB;\nposB.x=posM.x;\nposB.y=posM.y;\nvec2 offNP;\noffNP.x=(!horzSpan) ? 0.0 : texelSize.x;\noffNP.y=(horzSpan) ? 0.0 : texelSize.y;\nif (!horzSpan) \n{\nposB.x+=lengthSign*0.5;\n}\nif (horzSpan)\n{\nposB.y+=lengthSign*0.5;\n}\nvec2 posN;\nposN.x=posB.x-offNP.x*1.5;\nposN.y=posB.y-offNP.y*1.5;\nvec2 posP;\nposP.x=posB.x+offNP.x*1.5;\nposP.y=posB.y+offNP.y*1.5;\nfloat subpixD=((-2.0)*subpixC)+3.0;\nfloat lumaEndN=FxaaLuma(texture2D(textureSampler,posN,0.0));\nfloat subpixE=subpixC*subpixC;\nfloat lumaEndP=FxaaLuma(texture2D(textureSampler,posP,0.0));\nif (!pairN) \n{\nlumaNN=lumaSS;\n}\nfloat gradientScaled=gradient*1.0/4.0;\nfloat lumaMM=lumaM-lumaNN*0.5;\nfloat subpixF=subpixD*subpixE;\nbool lumaMLTZero=lumaMM<0.0;\nlumaEndN-=lumaNN*0.5;\nlumaEndP-=lumaNN*0.5;\nbool doneN=abs(lumaEndN)>=gradientScaled;\nbool doneP=abs(lumaEndP)>=gradientScaled;\nif (!doneN) \n{\nposN.x-=offNP.x*3.0;\n}\nif (!doneN) \n{\nposN.y-=offNP.y*3.0;\n}\nbool doneNP=(!doneN) || (!doneP);\nif (!doneP) \n{\nposP.x+=offNP.x*3.0;\n}\nif (!doneP)\n{\nposP.y+=offNP.y*3.0;\n}\nif (doneNP)\n{\nif (!doneN) lumaEndN=FxaaLuma(texture2D(textureSampler,posN.xy,0.0));\nif (!doneP) lumaEndP=FxaaLuma(texture2D(textureSampler,posP.xy,0.0));\nif (!doneN) lumaEndN=lumaEndN-lumaNN*0.5;\nif (!doneP) lumaEndP=lumaEndP-lumaNN*0.5;\ndoneN=abs(lumaEndN)>=gradientScaled;\ndoneP=abs(lumaEndP)>=gradientScaled;\nif (!doneN) posN.x-=offNP.x*12.0;\nif (!doneN) posN.y-=offNP.y*12.0;\ndoneNP=(!doneN) || (!doneP);\nif (!doneP) posP.x+=offNP.x*12.0;\nif (!doneP) posP.y+=offNP.y*12.0;\n}\nfloat dstN=posM.x-posN.x;\nfloat dstP=posP.x-posM.x;\nif (!horzSpan)\n{\ndstN=posM.y-posN.y;\n}\nif (!horzSpan) \n{\ndstP=posP.y-posM.y;\n}\nbool goodSpanN=(lumaEndN<0.0) != lumaMLTZero;\nfloat spanLength=(dstP+dstN);\nbool goodSpanP=(lumaEndP<0.0) != lumaMLTZero;\nfloat spanLengthRcp=1.0/spanLength;\nbool directionN=dstN<dstP;\nfloat dst=min(dstN,dstP);\nbool goodSpan=directionN ? goodSpanN : goodSpanP;\nfloat subpixG=subpixF*subpixF;\nfloat pixelOffset=(dst*(-spanLengthRcp))+0.5;\nfloat subpixH=subpixG*fxaaQualitySubpix;\nfloat pixelOffsetGood=goodSpan ? pixelOffset : 0.0;\nfloat pixelOffsetSubpix=max(pixelOffsetGood,subpixH);\nif (!horzSpan)\n{\nposM.x+=pixelOffsetSubpix*lengthSign;\n}\nif (horzSpan)\n{\nposM.y+=pixelOffsetSubpix*lengthSign;\n}\n#ifdef MALI\nif(range<rangeMaxClamped) \n{\ngl_FragColor=rgbyM;\n}\nelse\n{\ngl_FragColor=texture2D(textureSampler,posM,0.0);\n}\n#else\ngl_FragColor=texture2D(textureSampler,posM,0.0);\n#endif\n}","chromaticAberrationPixelShader":"\nuniform sampler2D textureSampler; \n\nuniform float chromatic_aberration;\nuniform float radialIntensity;\nuniform vec2 direction;\nuniform vec2 centerPosition;\nuniform float screen_width;\nuniform float screen_height;\n\nvarying vec2 vUV;\nvoid main(void)\n{\nvec2 centered_screen_pos=vec2(vUV.x-centerPosition.x,vUV.y-centerPosition.y);\nvec2 directionOfEffect=direction;\nif(directionOfEffect.x == 0. && directionOfEffect.y == 0.){\ndirectionOfEffect=normalize(centered_screen_pos);\n}\nfloat radius2=centered_screen_pos.x*centered_screen_pos.x\n+centered_screen_pos.y*centered_screen_pos.y;\nfloat radius=sqrt(radius2);\nvec4 original=texture2D(textureSampler,vUV);\n\nvec3 ref_indices=vec3(-0.3,0.0,0.3);\nfloat ref_shiftX=chromatic_aberration*pow(radius,radialIntensity)*directionOfEffect.x/screen_width;\nfloat ref_shiftY=chromatic_aberration*pow(radius,radialIntensity)*directionOfEffect.y/screen_height;\n\nvec2 ref_coords_r=vec2(vUV.x+ref_indices.r*ref_shiftX,vUV.y+ref_indices.r*ref_shiftY*0.5);\nvec2 ref_coords_g=vec2(vUV.x+ref_indices.g*ref_shiftX,vUV.y+ref_indices.g*ref_shiftY*0.5);\nvec2 ref_coords_b=vec2(vUV.x+ref_indices.b*ref_shiftX,vUV.y+ref_indices.b*ref_shiftY*0.5);\noriginal.r=texture2D(textureSampler,ref_coords_r).r;\noriginal.g=texture2D(textureSampler,ref_coords_g).g;\noriginal.b=texture2D(textureSampler,ref_coords_b).b;\noriginal.a=clamp(texture2D(textureSampler,ref_coords_r).a+texture2D(textureSampler,ref_coords_g).a+texture2D(textureSampler,ref_coords_b).a,0.,1.);\ngl_FragColor=original;\n}","grainPixelShader":"#include<helperFunctions>\n\nuniform sampler2D textureSampler; \n\nuniform float intensity;\nuniform float animatedSeed;\n\nvarying vec2 vUV;\nvoid main(void)\n{\ngl_FragColor=texture2D(textureSampler,vUV);\nvec2 seed=vUV*(animatedSeed);\nfloat grain=dither(seed,intensity);\n\nfloat lum=getLuminance(gl_FragColor.rgb);\nfloat grainAmount=(cos(-PI+(lum*PI*2.))+1.)/2.;\ngl_FragColor.rgb+=grain*grainAmount;\ngl_FragColor.rgb=max(gl_FragColor.rgb,0.0);\n}","sharpenPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform vec2 screenSize;\nuniform vec2 sharpnessAmounts;\nvoid main(void)\n{\nvec2 onePixel=vec2(1.0,1.0)/screenSize;\nvec4 color=texture2D(textureSampler,vUV);\nvec4 edgeDetection=texture2D(textureSampler,vUV+onePixel*vec2(0,-1)) +\ntexture2D(textureSampler,vUV+onePixel*vec2(-1,0)) +\ntexture2D(textureSampler,vUV+onePixel*vec2(1,0)) +\ntexture2D(textureSampler,vUV+onePixel*vec2(0,1)) -\ncolor*4.0;\ngl_FragColor=max(vec4(color.rgb*sharpnessAmounts.y,color.a)-(sharpnessAmounts.x*vec4(edgeDetection.rgb,0)),0.);\n}","kernelBlurVertexShader":"\nattribute vec2 position;\n\nuniform vec2 delta;\n\nvarying vec2 sampleCenter;\n#include<kernelBlurVaryingDeclaration>[0..varyingCount]\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) { \nsampleCenter=(position*madd+madd);\n#include<kernelBlurVertex>[0..varyingCount]\ngl_Position=vec4(position,0.0,1.0);\n}","kernelBlurPixelShader":"\nuniform sampler2D textureSampler;\nuniform vec2 delta;\n\nvarying vec2 sampleCenter;\n#ifdef DOF\nuniform sampler2D circleOfConfusionSampler;\nuniform vec2 cameraMinMaxZ;\nfloat sampleDistance(const in vec2 offset) {\nfloat depth=texture2D(circleOfConfusionSampler,offset).g; \nreturn cameraMinMaxZ.x+(cameraMinMaxZ.y-cameraMinMaxZ.x)*depth; \n}\nfloat sampleCoC(const in vec2 offset) {\nfloat coc=texture2D(circleOfConfusionSampler,offset).r; \nreturn coc; \n}\n#endif\n#include<kernelBlurVaryingDeclaration>[0..varyingCount]\n#ifdef PACKEDFLOAT\nvec4 pack(float depth)\n{\nconst vec4 bit_shift=vec4(255.0*255.0*255.0,255.0*255.0,255.0,1.0);\nconst vec4 bit_mask=vec4(0.0,1.0/255.0,1.0/255.0,1.0/255.0);\nvec4 res=fract(depth*bit_shift);\nres-=res.xxyz*bit_mask;\nreturn res;\n}\nfloat unpack(vec4 color)\n{\nconst vec4 bit_shift=vec4(1.0/(255.0*255.0*255.0),1.0/(255.0*255.0),1.0/255.0,1.0);\nreturn dot(color,bit_shift);\n}\n#endif\nvoid main(void)\n{\nfloat computedWeight=0.0;\n#ifdef PACKEDFLOAT \nfloat blend=0.;\n#else\nvec4 blend=vec4(0.);\n#endif\n#ifdef DOF\nfloat sumOfWeights=CENTER_WEIGHT; \nfloat factor=0.0;\n\n#ifdef PACKEDFLOAT\nblend+=unpack(texture2D(textureSampler,sampleCenter))*CENTER_WEIGHT;\n#else\nblend+=texture2D(textureSampler,sampleCenter)*CENTER_WEIGHT;\n#endif\n#endif\n#include<kernelBlurFragment>[0..varyingCount]\n#include<kernelBlurFragment2>[0..depCount]\n#ifdef PACKEDFLOAT\ngl_FragColor=pack(blend);\n#else\ngl_FragColor=blend;\n#endif\n#ifdef DOF\ngl_FragColor/=sumOfWeights;\n#endif\n}","depthOfFieldMergePixelShader":"uniform sampler2D textureSampler;\nvarying vec2 vUV;\nuniform sampler2D circleOfConfusionSampler;\nuniform sampler2D blurStep0;\n#if BLUR_LEVEL>0\nuniform sampler2D blurStep1;\n#endif\n#if BLUR_LEVEL>1\nuniform sampler2D blurStep2;\n#endif\nvoid main(void)\n{\nfloat coc=texture2D(circleOfConfusionSampler,vUV).r;\n#if BLUR_LEVEL == 0\nvec4 original=texture2D(textureSampler,vUV);\nvec4 blurred0=texture2D(blurStep0,vUV);\ngl_FragColor=mix(original,blurred0,coc);\n#endif\n#if BLUR_LEVEL == 1\nif(coc<0.5){\nvec4 original=texture2D(textureSampler,vUV);\nvec4 blurred1=texture2D(blurStep1,vUV);\ngl_FragColor=mix(original,blurred1,coc/0.5);\n}else{\nvec4 blurred0=texture2D(blurStep0,vUV); \nvec4 blurred1=texture2D(blurStep1,vUV);\ngl_FragColor=mix(blurred1,blurred0,(coc-0.5)/0.5);\n}\n#endif\n#if BLUR_LEVEL == 2\nif(coc<0.33){\nvec4 original=texture2D(textureSampler,vUV);\nvec4 blurred2=texture2D(blurStep2,vUV);\ngl_FragColor=mix(original,blurred2,coc/0.33);\n}else if(coc<0.66){\nvec4 blurred1=texture2D(blurStep1,vUV);\nvec4 blurred2=texture2D(blurStep2,vUV);\ngl_FragColor=mix(blurred2,blurred1,(coc-0.33)/0.33);\n}else{\nvec4 blurred0=texture2D(blurStep0,vUV);\nvec4 blurred1=texture2D(blurStep1,vUV);\ngl_FragColor=mix(blurred1,blurred0,(coc-0.66)/0.34);\n}\n#endif\n}\n","circleOfConfusionPixelShader":"\nuniform sampler2D depthSampler;\n\nvarying vec2 vUV;\n\nuniform vec2 cameraMinMaxZ;\n\nuniform float focusDistance;\nuniform float cocPrecalculation;\nvoid main(void)\n{\nfloat depth=texture2D(depthSampler,vUV).r;\nfloat pixelDistance=(cameraMinMaxZ.x+(cameraMinMaxZ.y-cameraMinMaxZ.x)*depth)*1000.0; \nfloat coc=abs(cocPrecalculation* ((focusDistance-pixelDistance)/pixelDistance));\ncoc=clamp(coc,0.0,1.0);\ngl_FragColor=vec4(coc,depth,coc,1.0);\n}\n","bloomMergePixelShader":"uniform sampler2D textureSampler;\nuniform sampler2D bloomBlur;\nvarying vec2 vUV;\nuniform float bloomWeight;\nvoid main(void)\n{\ngl_FragColor=texture2D(textureSampler,vUV);\nvec3 blurred=texture2D(bloomBlur,vUV).rgb;\ngl_FragColor.rgb=gl_FragColor.rgb+(blurred.rgb*bloomWeight); \n}\n","extractHighlightsPixelShader":"#include<helperFunctions>\n\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform float threshold;\nuniform float exposure;\nvoid main(void) \n{\ngl_FragColor=texture2D(textureSampler,vUV);\nfloat luma=getLuminance(gl_FragColor.rgb*exposure);\ngl_FragColor.rgb=step(threshold,luma)*gl_FragColor.rgb;\n}","refractionPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D refractionSampler;\n\nuniform vec3 baseColor;\nuniform float depth;\nuniform float colorLevel;\nvoid main() {\nfloat ref=1.0-texture2D(refractionSampler,vUV).r;\nvec2 uv=vUV-vec2(0.5);\nvec2 offset=uv*depth*ref;\nvec3 sourceColor=texture2D(textureSampler,vUV-offset).rgb;\ngl_FragColor=vec4(sourceColor+sourceColor*ref*colorLevel,1.0);\n}","blackAndWhitePixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform float degree;\nvoid main(void) \n{\nvec3 color=texture2D(textureSampler,vUV).rgb;\nfloat luminance=dot(color,vec3(0.3,0.59,0.11)); \nvec3 blackAndWhite=vec3(luminance,luminance,luminance);\ngl_FragColor=vec4(color-((color-blackAndWhite)*degree),1.0);\n}","convolutionPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform vec2 screenSize;\nuniform float kernel[9];\nvoid main(void)\n{\nvec2 onePixel=vec2(1.0,1.0)/screenSize;\nvec4 colorSum =\ntexture2D(textureSampler,vUV+onePixel*vec2(-1,-1))*kernel[0] +\ntexture2D(textureSampler,vUV+onePixel*vec2(0,-1))*kernel[1] +\ntexture2D(textureSampler,vUV+onePixel*vec2(1,-1))*kernel[2] +\ntexture2D(textureSampler,vUV+onePixel*vec2(-1,0))*kernel[3] +\ntexture2D(textureSampler,vUV+onePixel*vec2(0,0))*kernel[4] +\ntexture2D(textureSampler,vUV+onePixel*vec2(1,0))*kernel[5] +\ntexture2D(textureSampler,vUV+onePixel*vec2(-1,1))*kernel[6] +\ntexture2D(textureSampler,vUV+onePixel*vec2(0,1))*kernel[7] +\ntexture2D(textureSampler,vUV+onePixel*vec2(1,1))*kernel[8];\nfloat kernelWeight =\nkernel[0] +\nkernel[1] +\nkernel[2] +\nkernel[3] +\nkernel[4] +\nkernel[5] +\nkernel[6] +\nkernel[7] +\nkernel[8];\nif (kernelWeight<=0.0) {\nkernelWeight=1.0;\n}\ngl_FragColor=vec4((colorSum/kernelWeight).rgb,1);\n}","filterPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform mat4 kernelMatrix;\nvoid main(void)\n{\nvec3 baseColor=texture2D(textureSampler,vUV).rgb;\nvec3 updatedColor=(kernelMatrix*vec4(baseColor,1.0)).rgb;\ngl_FragColor=vec4(updatedColor,1.0);\n}","volumetricLightScatteringPixelShader":"uniform sampler2D textureSampler;\nuniform sampler2D lightScatteringSampler;\nuniform float decay;\nuniform float exposure;\nuniform float weight;\nuniform float density;\nuniform vec2 meshPositionOnScreen;\nvarying vec2 vUV;\nvoid main(void) {\nvec2 tc=vUV;\nvec2 deltaTexCoord=(tc-meshPositionOnScreen.xy);\ndeltaTexCoord*=1.0/float(NUM_SAMPLES)*density;\nfloat illuminationDecay=1.0;\nvec4 color=texture2D(lightScatteringSampler,tc)*0.4;\nfor(int i=0; i<NUM_SAMPLES; i++) {\ntc-=deltaTexCoord;\nvec4 dataSample=texture2D(lightScatteringSampler,tc)*0.4;\ndataSample*=illuminationDecay*weight;\ncolor+=dataSample;\nilluminationDecay*=decay;\n}\nvec4 realColor=texture2D(textureSampler,vUV);\ngl_FragColor=((vec4((vec3(color.r,color.g,color.b)*exposure),1))+(realColor*(1.5-0.4)));\n}\n","volumetricLightScatteringPassPixelShader":"#if defined(ALPHATEST) || defined(NEED_UV)\nvarying vec2 vUV;\n#endif\n#if defined(ALPHATEST)\nuniform sampler2D diffuseSampler;\n#endif\nvoid main(void)\n{\n#if defined(ALPHATEST)\nvec4 diffuseColor=texture2D(diffuseSampler,vUV);\nif (diffuseColor.a<0.4)\ndiscard;\n#endif\ngl_FragColor=vec4(0.0,0.0,0.0,1.0);\n}\n","colorCorrectionPixelShader":"\nuniform sampler2D textureSampler; \nuniform sampler2D colorTable; \n\nvarying vec2 vUV;\n\nconst float SLICE_COUNT=16.0; \n\nvec4 sampleAs3DTexture(sampler2D textureSampler,vec3 uv,float width) {\nfloat sliceSize=1.0/width; \nfloat slicePixelSize=sliceSize/width; \nfloat sliceInnerSize=slicePixelSize*(width-1.0); \nfloat zSlice0=min(floor(uv.z*width),width-1.0);\nfloat zSlice1=min(zSlice0+1.0,width-1.0);\nfloat xOffset=slicePixelSize*0.5+uv.x*sliceInnerSize;\nfloat s0=xOffset+(zSlice0*sliceSize);\nfloat s1=xOffset+(zSlice1*sliceSize);\nvec4 slice0Color=texture2D(textureSampler,vec2(s0,uv.y));\nvec4 slice1Color=texture2D(textureSampler,vec2(s1,uv.y));\nfloat zOffset=mod(uv.z*width,1.0);\nvec4 result=mix(slice0Color,slice1Color,zOffset);\nreturn result;\n}\nvoid main(void)\n{\nvec4 screen_color=texture2D(textureSampler,vUV);\ngl_FragColor=sampleAs3DTexture(colorTable,screen_color.rgb,SLICE_COUNT);\n}","tonemapPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform float _ExposureAdjustment;\n#if defined(HABLE_TONEMAPPING)\nconst float A=0.15;\nconst float B=0.50;\nconst float C=0.10;\nconst float D=0.20;\nconst float E=0.02;\nconst float F=0.30;\nconst float W=11.2;\n#endif\nfloat Luminance(vec3 c)\n{\nreturn dot(c,vec3(0.22,0.707,0.071));\n}\nvoid main(void) \n{\nvec3 colour=texture2D(textureSampler,vUV).rgb;\n#if defined(REINHARD_TONEMAPPING)\nfloat lum=Luminance(colour.rgb); \nfloat lumTm=lum*_ExposureAdjustment;\nfloat scale=lumTm/(1.0+lumTm); \ncolour*=scale/lum;\n#elif defined(HABLE_TONEMAPPING)\ncolour*=_ExposureAdjustment;\nconst float ExposureBias=2.0;\nvec3 x=ExposureBias*colour;\nvec3 curr=((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F;\nx=vec3(W,W,W);\nvec3 whiteScale=1.0/(((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F);\ncolour=curr*whiteScale;\n#elif defined(OPTIMIZED_HEJIDAWSON_TONEMAPPING)\ncolour*=_ExposureAdjustment;\nvec3 X=max(vec3(0.0,0.0,0.0),colour-0.004);\nvec3 retColor=(X*(6.2*X+0.5))/(X*(6.2*X+1.7)+0.06);\ncolour=retColor*retColor;\n#elif defined(PHOTOGRAPHIC_TONEMAPPING)\ncolour=vec3(1.0,1.0,1.0)-exp2(-_ExposureAdjustment*colour);\n#endif\ngl_FragColor=vec4(colour.rgb,1.0);\n}","displayPassPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D passSampler;\nvoid main(void)\n{\ngl_FragColor=texture2D(passSampler,vUV);\n}","highlightsPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nconst vec3 RGBLuminanceCoefficients=vec3(0.2126,0.7152,0.0722);\nvoid main(void) \n{\nvec4 tex=texture2D(textureSampler,vUV);\nvec3 c=tex.rgb;\nfloat luma=dot(c.rgb,RGBLuminanceCoefficients);\n\n\ngl_FragColor=vec4(pow(c,vec3(25.0-luma*15.0)),tex.a); \n}","imageProcessingPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n#include<imageProcessingDeclaration>\n#include<helperFunctions>\n#include<imageProcessingFunctions>\nvoid main(void)\n{\nvec4 result=texture2D(textureSampler,vUV);\n#ifdef IMAGEPROCESSING\n#ifndef FROMLINEARSPACE\n\nresult.rgb=toLinearSpace(result.rgb);\n#endif\nresult=applyImageProcessing(result);\n#else\n\n#ifdef FROMLINEARSPACE\nresult=applyImageProcessing(result);\n#endif\n#endif\ngl_FragColor=result;\n}","motionBlurPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D velocitySampler;\nuniform float motionStrength;\nuniform float motionScale;\nuniform vec2 screenSize;\nvoid main(void)\n{\n#ifdef GEOMETRY_SUPPORTED\nvec2 texelSize=1.0/screenSize;\nvec2 velocityColor=texture2D(velocitySampler,vUV).rg;\nvec2 velocity=vec2(pow(velocityColor.r,1.0/3.0),pow(velocityColor.g,1.0/3.0))*2.0-1.0;\nvelocity*=motionScale*motionStrength;\nfloat speed=length(velocity/texelSize);\nint samplesCount=int(clamp(speed,1.0,SAMPLES));\nvelocity=normalize(velocity)*texelSize;\nfloat hlim=float(-samplesCount)*0.5+0.5;\nvec4 result=texture2D(textureSampler,vUV);\nfor (int i=1; i<int(SAMPLES); ++i)\n{\nif (i>=samplesCount)\nbreak;\nvec2 offset=vUV+velocity*(hlim+float(i));\nresult+=texture2D(textureSampler,offset);\n}\ngl_FragColor=result/float(samplesCount);\n#else\ngl_FragColor=texture2D(textureSampler,vUV);\n#endif\n}\n","lensFlareVertexShader":"\nattribute vec2 position;\n\nuniform mat4 viewportMatrix;\n\nvarying vec2 vUV;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) { \nvUV=position*madd+madd;\ngl_Position=viewportMatrix*vec4(position,0.0,1.0);\n}","lensFlarePixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform vec4 color;\nvoid main(void) {\nvec4 baseColor=texture2D(textureSampler,vUV);\ngl_FragColor=baseColor*color;\n}","anaglyphPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D leftSampler;\nvoid main(void)\n{\nvec4 leftFrag=texture2D(leftSampler,vUV);\nleftFrag=vec4(1.0,leftFrag.g,leftFrag.b,1.0);\nvec4 rightFrag=texture2D(textureSampler,vUV);\nrightFrag=vec4(rightFrag.r,1.0,1.0,1.0);\ngl_FragColor=vec4(rightFrag.rgb*leftFrag.rgb,1.0);\n}","stereoscopicInterlacePixelShader":"const vec3 TWO=vec3(2.0,2.0,2.0);\nvarying vec2 vUV;\nuniform sampler2D camASampler;\nuniform sampler2D textureSampler;\nuniform vec2 stepSize;\nvoid main(void)\n{\nbool useCamB;\nvec2 texCoord1;\nvec2 texCoord2;\nvec3 frag1;\nvec3 frag2;\n#ifdef IS_STEREOSCOPIC_HORIZ\nuseCamB=vUV.x>0.5;\ntexCoord1=vec2(useCamB ? (vUV.x-0.5)*2.0 : vUV.x*2.0,vUV.y);\ntexCoord2=vec2(texCoord1.x+stepSize.x,vUV.y);\n#else\nuseCamB=vUV.y>0.5;\ntexCoord1=vec2(vUV.x,useCamB ? (vUV.y-0.5)*2.0 : vUV.y*2.0);\ntexCoord2=vec2(vUV.x,texCoord1.y+stepSize.y);\n#endif\n\nif (useCamB){\nfrag1=texture2D(textureSampler,texCoord1).rgb;\nfrag2=texture2D(textureSampler,texCoord2).rgb;\n}else{\nfrag1=texture2D(camASampler ,texCoord1).rgb;\nfrag2=texture2D(camASampler ,texCoord2).rgb;\n}\ngl_FragColor=vec4((frag1+frag2)/TWO,1.0);\n}","vrDistortionCorrectionPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform vec2 LensCenter;\nuniform vec2 Scale;\nuniform vec2 ScaleIn;\nuniform vec4 HmdWarpParam;\nvec2 HmdWarp(vec2 in01) {\nvec2 theta=(in01-LensCenter)*ScaleIn; \nfloat rSq=theta.x*theta.x+theta.y*theta.y;\nvec2 rvector=theta*(HmdWarpParam.x+HmdWarpParam.y*rSq+HmdWarpParam.z*rSq*rSq+HmdWarpParam.w*rSq*rSq*rSq);\nreturn LensCenter+Scale*rvector;\n}\nvoid main(void)\n{\nvec2 tc=HmdWarp(vUV);\nif (tc.x <0.0 || tc.x>1.0 || tc.y<0.0 || tc.y>1.0)\ngl_FragColor=vec4(0.0,0.0,0.0,0.0);\nelse{\ngl_FragColor=texture2D(textureSampler,tc);\n}\n}","glowBlurPostProcessPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform vec2 screenSize;\nuniform vec2 direction;\nuniform float blurWidth;\n\nfloat getLuminance(vec3 color)\n{\nreturn dot(color,vec3(0.2126,0.7152,0.0722));\n}\nvoid main(void)\n{\nfloat weights[7];\nweights[0]=0.05;\nweights[1]=0.1;\nweights[2]=0.2;\nweights[3]=0.3;\nweights[4]=0.2;\nweights[5]=0.1;\nweights[6]=0.05;\nvec2 texelSize=vec2(1.0/screenSize.x,1.0/screenSize.y);\nvec2 texelStep=texelSize*direction*blurWidth;\nvec2 start=vUV-3.0*texelStep;\nvec4 baseColor=vec4(0.,0.,0.,0.);\nvec2 texelOffset=vec2(0.,0.);\nfor (int i=0; i<7; i++)\n{\n\nvec4 texel=texture2D(textureSampler,start+texelOffset);\nbaseColor.a+=texel.a*weights[i];\n\nfloat luminance=getLuminance(baseColor.rgb);\nfloat luminanceTexel=getLuminance(texel.rgb);\nfloat choice=step(luminanceTexel,luminance);\nbaseColor.rgb=choice*baseColor.rgb+(1.0-choice)*texel.rgb;\ntexelOffset+=texelStep;\n}\ngl_FragColor=baseColor;\n}","glowMapGenerationPixelShader":"#ifdef ALPHATEST\nvarying vec2 vUVDiffuse;\nuniform sampler2D diffuseSampler;\n#endif\n#ifdef EMISSIVE\nvarying vec2 vUVEmissive;\nuniform sampler2D emissiveSampler;\n#endif\nuniform vec4 color;\nvoid main(void)\n{\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUVDiffuse).a<0.4)\ndiscard;\n#endif\n#ifdef EMISSIVE\ngl_FragColor=texture2D(emissiveSampler,vUVEmissive)*color;\n#else\ngl_FragColor=color;\n#endif\n}","glowMapGenerationVertexShader":"\nattribute vec3 position;\n#include<bonesDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n\n#include<instancesDeclaration>\nuniform mat4 viewProjection;\nvarying vec4 vPosition;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef ALPHATEST\nvarying vec2 vUVDiffuse;\nuniform mat4 diffuseMatrix;\n#endif\n#ifdef EMISSIVE\nvarying vec2 vUVEmissive;\nuniform mat4 emissiveMatrix;\n#endif\nvoid main(void)\n{\nvec3 positionUpdated=position;\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\n#ifdef CUBEMAP\nvPosition=finalWorld*vec4(positionUpdated,1.0);\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\n#else\nvPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);\ngl_Position=vPosition;\n#endif\n#ifdef ALPHATEST\n#ifdef DIFFUSEUV1\nvUVDiffuse=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n#endif\n#ifdef DIFFUSEUV2\nvUVDiffuse=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n#ifdef EMISSIVE\n#ifdef EMISSIVEUV1\nvUVEmissive=vec2(emissiveMatrix*vec4(uv,1.0,0.0));\n#endif\n#ifdef EMISSIVEUV2\nvUVEmissive=vec2(emissiveMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n}","glowMapMergePixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n#ifdef EMISSIVE\nuniform sampler2D textureSampler2;\n#endif\n\nuniform float offset;\nvoid main(void) {\nvec4 baseColor=texture2D(textureSampler,vUV);\n#ifdef EMISSIVE\nbaseColor+=texture2D(textureSampler2,vUV);\nbaseColor*=offset;\n#else\nbaseColor.a=abs(offset-baseColor.a);\n#ifdef STROKE\nfloat alpha=smoothstep(.0,.1,baseColor.a);\nbaseColor.a=alpha;\nbaseColor.rgb=baseColor.rgb*alpha;\n#endif\n#endif\ngl_FragColor=baseColor;\n}","glowMapMergeVertexShader":"\nattribute vec2 position;\n\nvarying vec2 vUV;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) {\nvUV=position*madd+madd;\ngl_Position=vec4(position,0.0,1.0);\n}","lineVertexShader":"\nattribute vec3 position;\nattribute vec4 normal;\n\nuniform mat4 worldViewProjection;\nuniform float width;\nuniform float aspectRatio;\nvoid main(void) {\nvec4 viewPosition=worldViewProjection*vec4(position,1.0);\nvec4 viewPositionNext=worldViewProjection*vec4(normal.xyz,1.0);\nvec2 currentScreen=viewPosition.xy/viewPosition.w;\nvec2 nextScreen=viewPositionNext.xy/viewPositionNext.w;\ncurrentScreen.x*=aspectRatio;\nnextScreen.x*=aspectRatio;\nvec2 dir=normalize(nextScreen-currentScreen);\nvec2 normalDir=vec2(-dir.y,dir.x);\nnormalDir*=width/2.0;\nnormalDir.x/=aspectRatio;\nvec4 offset=vec4(normalDir*normal.w,0.0,0.0);\ngl_Position=viewPosition+offset;\n}","linePixelShader":"uniform vec4 color;\nvoid main(void) {\ngl_FragColor=color;\n}","outlineVertexShader":"\nattribute vec3 position;\nattribute vec3 normal;\n#include<bonesDeclaration>\n\nuniform float offset;\n#include<instancesDeclaration>\nuniform mat4 viewProjection;\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform mat4 diffuseMatrix;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#endif\n#include<logDepthDeclaration>\nvoid main(void)\n{\nvec3 offsetPosition=position+normal*offset;\n#include<instancesVertex>\n#include<bonesVertex>\ngl_Position=viewProjection*finalWorld*vec4(offsetPosition,1.0);\n#ifdef ALPHATEST\n#ifdef UV1\nvUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n#endif\n#ifdef UV2\nvUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n#include<logDepthVertex>\n}\n","outlinePixelShader":"#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\nuniform vec4 color;\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\n#include<logDepthDeclaration>\nvoid main(void) {\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\ndiscard;\n#endif\n#include<logDepthFragment>\ngl_FragColor=color;\n}","layerVertexShader":"\nattribute vec2 position;\n\nuniform vec2 scale;\nuniform vec2 offset;\nuniform mat4 textureMatrix;\n\nvarying vec2 vUV;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) { \nvec2 shiftedPosition=position*scale+offset;\nvUV=vec2(textureMatrix*vec4(shiftedPosition*madd+madd,1.0,0.0));\ngl_Position=vec4(shiftedPosition,0.0,1.0);\n}","layerPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform vec4 color;\nvoid main(void) {\nvec4 baseColor=texture2D(textureSampler,vUV);\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\ngl_FragColor=baseColor*color;\n}","backgroundVertexShader":"precision highp float;\n#include<__decl__backgroundVertex>\n#include<helperFunctions>\n\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#include<bonesDeclaration>\n\n#include<instancesDeclaration>\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif\n#ifdef MAINUV2\nvarying vec2 vMainUV2; \n#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV == 0\nvarying vec2 vDiffuseUV;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\nvoid main(void) {\n#ifdef REFLECTIONMAP_SKYBOX\n#ifdef REFLECTIONMAP_SKYBOX_TRANSFORMED\nvPositionUVW=(reflectionMatrix*vec4(position,1.0)).xyz;\n#else\nvPositionUVW=position;\n#endif\n#endif \n#include<instancesVertex>\n#include<bonesVertex>\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\nvec4 worldPos=finalWorld*vec4(position,1.0);\nvPositionW=vec3(worldPos);\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvNormalW=normalize(normalWorld*normal);\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(position,0.0)));\n#ifdef EQUIRECTANGULAR_RELFECTION_FOV\nmat3 screenToWorld=inverseMat3(mat3(finalWorld*viewProjection));\nvec3 segment=mix(vDirectionW,screenToWorld*vec3(0.0,0.0,1.0),abs(fFovMultiplier-1.0));\nif (fFovMultiplier<=1.0) {\nvDirectionW=normalize(segment);\n} else {\nvDirectionW=normalize(vDirectionW+(vDirectionW-segment));\n}\n#endif\n#endif\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef MAINUV1\nvMainUV1=uv;\n#endif \n#ifdef MAINUV2\nvMainUV2=uv2;\n#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV == 0 \nif (vDiffuseInfos.x == 0.)\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n\n#include<clipPlaneVertex>\n\n#include<fogVertex>\n\n#include<shadowsVertex>[0..maxSimultaneousLights]\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#endif\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n}\n","backgroundPixelShader":"#ifdef TEXTURELODSUPPORT\n#extension GL_EXT_shader_texture_lod : enable\n#endif\nprecision highp float;\n#include<__decl__backgroundFragment>\n#define RECIPROCAL_PI2 0.15915494\n\nuniform vec3 vEyePosition;\n\nvarying vec3 vPositionW;\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif \n#ifdef MAINUV2 \nvarying vec2 vMainUV2; \n#endif \n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef DIFFUSE\n#if DIFFUSEDIRECTUV == 1\n#define vDiffuseUV vMainUV1\n#elif DIFFUSEDIRECTUV == 2\n#define vDiffuseUV vMainUV2\n#else\nvarying vec2 vDiffuseUV;\n#endif\nuniform sampler2D diffuseSampler;\n#endif\n\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\n#define sampleReflection(s,c) textureCube(s,c)\nuniform samplerCube reflectionSampler;\n#ifdef TEXTURELODSUPPORT\n#define sampleReflectionLod(s,c,l) textureCubeLodEXT(s,c,l)\n#else\nuniform samplerCube reflectionSamplerLow;\nuniform samplerCube reflectionSamplerHigh;\n#endif\n#else\n#define sampleReflection(s,c) texture2D(s,c)\nuniform sampler2D reflectionSampler;\n#ifdef TEXTURELODSUPPORT\n#define sampleReflectionLod(s,c,l) texture2DLodEXT(s,c,l)\n#else\nuniform samplerCube reflectionSamplerLow;\nuniform samplerCube reflectionSamplerHigh;\n#endif\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#endif\n#include<reflectionFunction>\n#endif\n\n#ifndef FROMLINEARSPACE\n#define FROMLINEARSPACE;\n#endif\n\n#ifndef SHADOWONLY\n#define SHADOWONLY;\n#endif\n#include<imageProcessingDeclaration>\n\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<helperFunctions>\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<imageProcessingFunctions>\n#include<clipPlaneFragmentDeclaration>\n\n#include<fogFragmentDeclaration>\n#ifdef REFLECTIONFRESNEL\n#define FRESNEL_MAXIMUM_ON_ROUGH 0.25\nvec3 fresnelSchlickEnvironmentGGX(float VdotN,vec3 reflectance0,vec3 reflectance90,float smoothness)\n{\n\nfloat weight=mix(FRESNEL_MAXIMUM_ON_ROUGH,1.0,smoothness);\nreturn reflectance0+weight*(reflectance90-reflectance0)*pow(clamp(1.0-VdotN,0.,1.),5.0);\n}\n#endif\nvoid main(void) {\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition-vPositionW);\n\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(0.0,1.0,0.0);\n#endif\n\nfloat shadow=1.;\nfloat globalShadow=0.;\nfloat shadowLightCount=0.;\n#include<lightFragment>[0..maxSimultaneousLights]\n#ifdef SHADOWINUSE\nglobalShadow/=shadowLightCount;\n#else\nglobalShadow=1.0;\n#endif\n\nvec4 reflectionColor=vec4(1.,1.,1.,1.);\n#ifdef REFLECTION\nvec3 reflectionVector=computeReflectionCoords(vec4(vPositionW,1.0),normalW);\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\n\n#ifdef REFLECTIONMAP_3D\nvec3 reflectionCoords=reflectionVector;\n#else\nvec2 reflectionCoords=reflectionVector.xy;\n#ifdef REFLECTIONMAP_PROJECTION\nreflectionCoords/=reflectionVector.z;\n#endif\nreflectionCoords.y=1.0-reflectionCoords.y;\n#endif\n#ifdef REFLECTIONBLUR\nfloat reflectionLOD=vReflectionInfos.y;\n#ifdef TEXTURELODSUPPORT\n\nreflectionLOD=reflectionLOD*log2(vReflectionMicrosurfaceInfos.x)*vReflectionMicrosurfaceInfos.y+vReflectionMicrosurfaceInfos.z;\nreflectionColor=sampleReflectionLod(reflectionSampler,reflectionCoords,reflectionLOD);\n#else\nfloat lodReflectionNormalized=clamp(reflectionLOD,0.,1.);\nfloat lodReflectionNormalizedDoubled=lodReflectionNormalized*2.0;\nvec4 reflectionSpecularMid=sampleReflection(reflectionSampler,reflectionCoords);\nif(lodReflectionNormalizedDoubled<1.0){\nreflectionColor=mix(\nsampleReflection(reflectionSamplerHigh,reflectionCoords),\nreflectionSpecularMid,\nlodReflectionNormalizedDoubled\n);\n} else {\nreflectionColor=mix(\nreflectionSpecularMid,\nsampleReflection(reflectionSamplerLow,reflectionCoords),\nlodReflectionNormalizedDoubled-1.0\n);\n}\n#endif\n#else\nvec4 reflectionSample=sampleReflection(reflectionSampler,reflectionCoords);\nreflectionColor=reflectionSample;\n#endif\n#ifdef RGBDREFLECTION\nreflectionColor.rgb=fromRGBD(reflectionColor);\n#endif\n#ifdef GAMMAREFLECTION\nreflectionColor.rgb=toLinearSpace(reflectionColor.rgb);\n#endif\n#ifdef REFLECTIONBGR\nreflectionColor.rgb=reflectionColor.bgr;\n#endif\n\nreflectionColor.rgb*=vReflectionInfos.x;\n#endif\n\nvec3 diffuseColor=vec3(1.,1.,1.);\nfloat finalAlpha=alpha;\n#ifdef DIFFUSE\nvec4 diffuseMap=texture2D(diffuseSampler,vDiffuseUV);\n#ifdef GAMMADIFFUSE\ndiffuseMap.rgb=toLinearSpace(diffuseMap.rgb);\n#endif\n\ndiffuseMap.rgb*=vDiffuseInfos.y;\n#ifdef DIFFUSEHASALPHA\nfinalAlpha*=diffuseMap.a;\n#endif\ndiffuseColor=diffuseMap.rgb;\n#endif\n\n#ifdef REFLECTIONFRESNEL\nvec3 colorBase=diffuseColor;\n#else\nvec3 colorBase=reflectionColor.rgb*diffuseColor;\n#endif\ncolorBase=max(colorBase,0.0);\n\n#ifdef USERGBCOLOR\nvec3 finalColor=colorBase;\n#else\n#ifdef USEHIGHLIGHTANDSHADOWCOLORS\nvec3 mainColor=mix(vPrimaryColorShadow.rgb,vPrimaryColor.rgb,colorBase);\n#else\nvec3 mainColor=vPrimaryColor.rgb;\n#endif\nvec3 finalColor=colorBase*mainColor;\n#endif\n\n#ifdef REFLECTIONFRESNEL\nvec3 reflectionAmount=vReflectionControl.xxx;\nvec3 reflectionReflectance0=vReflectionControl.yyy;\nvec3 reflectionReflectance90=vReflectionControl.zzz;\nfloat VdotN=dot(normalize(vEyePosition),normalW);\nvec3 planarReflectionFresnel=fresnelSchlickEnvironmentGGX(clamp(VdotN,0.0,1.0),reflectionReflectance0,reflectionReflectance90,1.0);\nreflectionAmount*=planarReflectionFresnel;\n#ifdef REFLECTIONFALLOFF\nfloat reflectionDistanceFalloff=1.0-clamp(length(vPositionW.xyz-vBackgroundCenter)*vReflectionControl.w,0.0,1.0);\nreflectionDistanceFalloff*=reflectionDistanceFalloff;\nreflectionAmount*=reflectionDistanceFalloff;\n#endif\nfinalColor=mix(finalColor,reflectionColor.rgb,clamp(reflectionAmount,0.,1.));\n#endif\n#ifdef OPACITYFRESNEL\nfloat viewAngleToFloor=dot(normalW,normalize(vEyePosition-vBackgroundCenter));\n\nconst float startAngle=0.1;\nfloat fadeFactor=clamp(viewAngleToFloor/startAngle,0.0,1.0);\nfinalAlpha*=fadeFactor*fadeFactor;\n#endif\n\n#ifdef SHADOWINUSE\nfinalColor=mix(finalColor*shadowLevel,finalColor,globalShadow);\n#endif\n\nvec4 color=vec4(finalColor,finalAlpha);\n#include<fogFragment>\n#ifdef IMAGEPROCESSINGPOSTPROCESS\n\n\ncolor.rgb=clamp(color.rgb,0.,30.0);\n#else\n\ncolor=applyImageProcessing(color);\n#endif\n#ifdef PREMULTIPLYALPHA\n\ncolor.rgb*=color.a;\n#endif\n#ifdef NOISE\ncolor.rgb+=dither(vPositionW.xy,0.5);\ncolor=max(color,0.0);\n#endif\ngl_FragColor=color;\n}\n","noisePixelShader":"\n\nuniform float brightness;\nuniform float persistence;\nuniform float timeScale;\n\nvarying vec2 vUV;\n\nvec2 hash22(vec2 p)\n{\np=p*mat2(127.1,311.7,269.5,183.3);\np=-1.0+2.0*fract(sin(p)*43758.5453123);\nreturn sin(p*6.283+timeScale);\n}\nfloat interpolationNoise(vec2 p)\n{\nvec2 pi=floor(p);\nvec2 pf=p-pi;\nvec2 w=pf*pf*(3.-2.*pf);\nfloat f00=dot(hash22(pi+vec2(.0,.0)),pf-vec2(.0,.0));\nfloat f01=dot(hash22(pi+vec2(.0,1.)),pf-vec2(.0,1.));\nfloat f10=dot(hash22(pi+vec2(1.0,0.)),pf-vec2(1.0,0.));\nfloat f11=dot(hash22(pi+vec2(1.0,1.)),pf-vec2(1.0,1.));\nfloat xm1=mix(f00,f10,w.x);\nfloat xm2=mix(f01,f11,w.x);\nfloat ym=mix(xm1,xm2,w.y); \nreturn ym;\n}\nfloat perlinNoise2D(float x,float y)\n{\nfloat sum=0.0;\nfloat frequency=0.0;\nfloat amplitude=0.0;\nfor(int i=0; i<OCTAVES; i++)\n{\nfrequency=pow(2.0,float(i));\namplitude=pow(persistence,float(i));\nsum=sum+interpolationNoise(vec2(x*frequency,y*frequency))*amplitude;\n}\nreturn sum;\n}\n\nvoid main(void)\n{\nfloat x=abs(vUV.x);\nfloat y=abs(vUV.y);\nfloat noise=brightness+(1.0-brightness)*perlinNoise2D(x,y);\ngl_FragColor=vec4(noise,noise,noise,1.0);\n}\n"};
  119790. BABYLON.Effect.IncludesShadersStore={"depthPrePass":"#ifdef DEPTHPREPASS\ngl_FragColor=vec4(0.,0.,0.,1.0);\nreturn;\n#endif","bonesDeclaration":"#if NUM_BONE_INFLUENCERS>0\n#ifdef BONETEXTURE\nuniform sampler2D boneSampler;\nuniform float boneTextureWidth;\n#else\nuniform mat4 mBones[BonesPerMesh];\n#endif \nattribute vec4 matricesIndices;\nattribute vec4 matricesWeights;\n#if NUM_BONE_INFLUENCERS>4\nattribute vec4 matricesIndicesExtra;\nattribute vec4 matricesWeightsExtra;\n#endif\n#ifdef BONETEXTURE\nmat4 readMatrixFromRawSampler(sampler2D smp,float index)\n{\nfloat offset=index*4.0; \nfloat dx=1.0/boneTextureWidth;\nvec4 m0=texture2D(smp,vec2(dx*(offset+0.5),0.));\nvec4 m1=texture2D(smp,vec2(dx*(offset+1.5),0.));\nvec4 m2=texture2D(smp,vec2(dx*(offset+2.5),0.));\nvec4 m3=texture2D(smp,vec2(dx*(offset+3.5),0.));\nreturn mat4(m0,m1,m2,m3);\n}\n#endif\n#endif","instancesDeclaration":"#ifdef INSTANCES\nattribute vec4 world0;\nattribute vec4 world1;\nattribute vec4 world2;\nattribute vec4 world3;\n#else\nuniform mat4 world;\n#endif","pointCloudVertexDeclaration":"#ifdef POINTSIZE\nuniform float pointSize;\n#endif","bumpVertexDeclaration":"#if defined(BUMP) || defined(PARALLAX)\n#if defined(TANGENT) && defined(NORMAL) \nvarying mat3 vTBN;\n#endif\n#endif\n","clipPlaneVertexDeclaration":"#ifdef CLIPPLANE\nuniform vec4 vClipPlane;\nvarying float fClipDistance;\n#endif\n#ifdef CLIPPLANE2\nuniform vec4 vClipPlane2;\nvarying float fClipDistance2;\n#endif\n#ifdef CLIPPLANE3\nuniform vec4 vClipPlane3;\nvarying float fClipDistance3;\n#endif\n#ifdef CLIPPLANE4\nuniform vec4 vClipPlane4;\nvarying float fClipDistance4;\n#endif","fogVertexDeclaration":"#ifdef FOG\nvarying vec3 vFogDistance;\n#endif","morphTargetsVertexGlobalDeclaration":"#ifdef MORPHTARGETS\nuniform float morphTargetInfluences[NUM_MORPH_INFLUENCERS];\n#endif","morphTargetsVertexDeclaration":"#ifdef MORPHTARGETS\nattribute vec3 position{X};\n#ifdef MORPHTARGETS_NORMAL\nattribute vec3 normal{X};\n#endif\n#ifdef MORPHTARGETS_TANGENT\nattribute vec3 tangent{X};\n#endif\n#endif","logDepthDeclaration":"#ifdef LOGARITHMICDEPTH\nuniform float logarithmicDepthConstant;\nvarying float vFragmentDepth;\n#endif","morphTargetsVertex":"#ifdef MORPHTARGETS\npositionUpdated+=(position{X}-position)*morphTargetInfluences[{X}];\n#ifdef MORPHTARGETS_NORMAL\nnormalUpdated+=(normal{X}-normal)*morphTargetInfluences[{X}];\n#endif\n#ifdef MORPHTARGETS_TANGENT\ntangentUpdated.xyz+=(tangent{X}-tangent.xyz)*morphTargetInfluences[{X}];\n#endif\n#endif","instancesVertex":"#ifdef INSTANCES\nmat4 finalWorld=mat4(world0,world1,world2,world3);\n#else\nmat4 finalWorld=world;\n#endif","bonesVertex":"#if NUM_BONE_INFLUENCERS>0\nmat4 influence;\n#ifdef BONETEXTURE\ninfluence=readMatrixFromRawSampler(boneSampler,matricesIndices[0])*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndices[1])*matricesWeights[1];\n#endif \n#if NUM_BONE_INFLUENCERS>2\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndices[2])*matricesWeights[2];\n#endif \n#if NUM_BONE_INFLUENCERS>3\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndices[3])*matricesWeights[3];\n#endif \n#if NUM_BONE_INFLUENCERS>4\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[0])*matricesWeightsExtra[0];\n#endif \n#if NUM_BONE_INFLUENCERS>5\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[1])*matricesWeightsExtra[1];\n#endif \n#if NUM_BONE_INFLUENCERS>6\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[2])*matricesWeightsExtra[2];\n#endif \n#if NUM_BONE_INFLUENCERS>7\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[3])*matricesWeightsExtra[3];\n#endif \n#else \ninfluence=mBones[int(matricesIndices[0])]*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\ninfluence+=mBones[int(matricesIndices[1])]*matricesWeights[1];\n#endif \n#if NUM_BONE_INFLUENCERS>2\ninfluence+=mBones[int(matricesIndices[2])]*matricesWeights[2];\n#endif \n#if NUM_BONE_INFLUENCERS>3\ninfluence+=mBones[int(matricesIndices[3])]*matricesWeights[3];\n#endif \n#if NUM_BONE_INFLUENCERS>4\ninfluence+=mBones[int(matricesIndicesExtra[0])]*matricesWeightsExtra[0];\n#endif \n#if NUM_BONE_INFLUENCERS>5\ninfluence+=mBones[int(matricesIndicesExtra[1])]*matricesWeightsExtra[1];\n#endif \n#if NUM_BONE_INFLUENCERS>6\ninfluence+=mBones[int(matricesIndicesExtra[2])]*matricesWeightsExtra[2];\n#endif \n#if NUM_BONE_INFLUENCERS>7\ninfluence+=mBones[int(matricesIndicesExtra[3])]*matricesWeightsExtra[3];\n#endif \n#endif\nfinalWorld=finalWorld*influence;\n#endif","bumpVertex":"#if defined(BUMP) || defined(PARALLAX)\n#if defined(TANGENT) && defined(NORMAL)\nvec3 tbnNormal=normalize(normalUpdated);\nvec3 tbnTangent=normalize(tangentUpdated.xyz);\nvec3 tbnBitangent=cross(tbnNormal,tbnTangent)*tangentUpdated.w;\nvTBN=mat3(finalWorld)*mat3(tbnTangent,tbnBitangent,tbnNormal);\n#endif\n#endif","clipPlaneVertex":"#ifdef CLIPPLANE\nfClipDistance=dot(worldPos,vClipPlane);\n#endif\n#ifdef CLIPPLANE2\nfClipDistance2=dot(worldPos,vClipPlane2);\n#endif\n#ifdef CLIPPLANE3\nfClipDistance3=dot(worldPos,vClipPlane3);\n#endif\n#ifdef CLIPPLANE4\nfClipDistance4=dot(worldPos,vClipPlane4);\n#endif","fogVertex":"#ifdef FOG\nvFogDistance=(view*worldPos).xyz;\n#endif","shadowsVertex":"#ifdef SHADOWS\n#if defined(SHADOW{X}) && !defined(SHADOWCUBE{X})\nvPositionFromLight{X}=lightMatrix{X}*worldPos;\nvDepthMetric{X}=((vPositionFromLight{X}.z+light{X}.depthValues.x)/(light{X}.depthValues.y));\n#endif\n#endif","pointCloudVertex":"#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif","logDepthVertex":"#ifdef LOGARITHMICDEPTH\nvFragmentDepth=1.0+gl_Position.w;\ngl_Position.z=log2(max(0.000001,vFragmentDepth))*logarithmicDepthConstant;\n#endif","helperFunctions":"const float PI=3.1415926535897932384626433832795;\nconst float LinearEncodePowerApprox=2.2;\nconst float GammaEncodePowerApprox=1.0/LinearEncodePowerApprox;\nconst vec3 LuminanceEncodeApprox=vec3(0.2126,0.7152,0.0722);\nmat3 transposeMat3(mat3 inMatrix) {\nvec3 i0=inMatrix[0];\nvec3 i1=inMatrix[1];\nvec3 i2=inMatrix[2];\nmat3 outMatrix=mat3(\nvec3(i0.x,i1.x,i2.x),\nvec3(i0.y,i1.y,i2.y),\nvec3(i0.z,i1.z,i2.z)\n);\nreturn outMatrix;\n}\n\nmat3 inverseMat3(mat3 inMatrix) {\nfloat a00=inMatrix[0][0],a01=inMatrix[0][1],a02=inMatrix[0][2];\nfloat a10=inMatrix[1][0],a11=inMatrix[1][1],a12=inMatrix[1][2];\nfloat a20=inMatrix[2][0],a21=inMatrix[2][1],a22=inMatrix[2][2];\nfloat b01=a22*a11-a12*a21;\nfloat b11=-a22*a10+a12*a20;\nfloat b21=a21*a10-a11*a20;\nfloat det=a00*b01+a01*b11+a02*b21;\nreturn mat3(b01,(-a22*a01+a02*a21),(a12*a01-a02*a11),\nb11,(a22*a00-a02*a20),(-a12*a00+a02*a10),\nb21,(-a21*a00+a01*a20),(a11*a00-a01*a10))/det;\n}\nfloat computeFallOff(float value,vec2 clipSpace,float frustumEdgeFalloff)\n{\nfloat mask=smoothstep(1.0-frustumEdgeFalloff,1.0,clamp(dot(clipSpace,clipSpace),0.,1.));\nreturn mix(value,1.0,mask);\n}\nvec3 applyEaseInOut(vec3 x){\nreturn x*x*(3.0-2.0*x);\n}\nvec3 toLinearSpace(vec3 color)\n{\nreturn pow(color,vec3(LinearEncodePowerApprox));\n}\nvec3 toGammaSpace(vec3 color)\n{\nreturn pow(color,vec3(GammaEncodePowerApprox));\n}\nfloat square(float value)\n{\nreturn value*value;\n}\nfloat getLuminance(vec3 color)\n{\nreturn clamp(dot(color,LuminanceEncodeApprox),0.,1.);\n}\n\nfloat getRand(vec2 seed) {\nreturn fract(sin(dot(seed.xy ,vec2(12.9898,78.233)))*43758.5453);\n}\nfloat dither(vec2 seed,float varianceAmount) {\nfloat rand=getRand(seed);\nfloat dither=mix(-varianceAmount/255.0,varianceAmount/255.0,rand);\nreturn dither;\n}\n\nconst float rgbdMaxRange=255.0;\nvec4 toRGBD(vec3 color) {\nfloat maxRGB=max(0.0000001,max(color.r,max(color.g,color.b)));\nfloat D=max(rgbdMaxRange/maxRGB,1.);\nD=clamp(floor(D)/255.0,0.,1.);\n\nvec3 rgb=color.rgb*D;\n\nrgb=toGammaSpace(rgb);\nreturn vec4(rgb,D); \n}\nvec3 fromRGBD(vec4 rgbd) {\n\nrgbd.rgb=toLinearSpace(rgbd.rgb);\n\nreturn rgbd.rgb/rgbd.a;\n}","lightFragmentDeclaration":"#ifdef LIGHT{X}\nuniform vec4 vLightData{X};\nuniform vec4 vLightDiffuse{X};\n#ifdef SPECULARTERM\nuniform vec3 vLightSpecular{X};\n#else\nvec3 vLightSpecular{X}=vec3(0.);\n#endif\n#ifdef SHADOW{X}\n#if defined(SHADOWCUBE{X})\nuniform samplerCube shadowSampler{X};\n#else\nvarying vec4 vPositionFromLight{X};\nvarying float vDepthMetric{X};\n#if defined(SHADOWPCSS{X})\nuniform highp sampler2DShadow shadowSampler{X};\nuniform highp sampler2D depthSampler{X};\n#elif defined(SHADOWPCF{X})\nuniform highp sampler2DShadow shadowSampler{X};\n#else\nuniform sampler2D shadowSampler{X};\n#endif\nuniform mat4 lightMatrix{X};\n#endif\nuniform vec4 shadowsInfo{X};\nuniform vec2 depthValues{X};\n#endif\n#ifdef SPOTLIGHT{X}\nuniform vec4 vLightDirection{X};\nuniform vec4 vLightFalloff{X};\n#elif defined(POINTLIGHT{X})\nuniform vec4 vLightFalloff{X};\n#elif defined(HEMILIGHT{X})\nuniform vec3 vLightGround{X};\n#endif\n#ifdef PROJECTEDLIGHTTEXTURE{X}\nuniform mat4 textureProjectionMatrix{X};\nuniform sampler2D projectionLightSampler{X};\n#endif\n#endif","lightsFragmentFunctions":"\nstruct lightingInfo\n{\nvec3 diffuse;\n#ifdef SPECULARTERM\nvec3 specular;\n#endif\n#ifdef NDOTL\nfloat ndl;\n#endif\n};\nlightingInfo computeLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec3 diffuseColor,vec3 specularColor,float range,float glossiness) {\nlightingInfo result;\nvec3 lightVectorW;\nfloat attenuation=1.0;\nif (lightData.w == 0.)\n{\nvec3 direction=lightData.xyz-vPositionW;\nattenuation=max(0.,1.0-length(direction)/range);\nlightVectorW=normalize(direction);\n}\nelse\n{\nlightVectorW=normalize(-lightData.xyz);\n}\n\nfloat ndl=max(0.,dot(vNormal,lightVectorW));\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=ndl*diffuseColor*attenuation;\n#ifdef SPECULARTERM\n\nvec3 angleW=normalize(viewDirectionW+lightVectorW);\nfloat specComp=max(0.,dot(vNormal,angleW));\nspecComp=pow(specComp,max(1.,glossiness));\nresult.specular=specComp*specularColor*attenuation;\n#endif\nreturn result;\n}\nlightingInfo computeSpotLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec4 lightDirection,vec3 diffuseColor,vec3 specularColor,float range,float glossiness) {\nlightingInfo result;\nvec3 direction=lightData.xyz-vPositionW;\nvec3 lightVectorW=normalize(direction);\nfloat attenuation=max(0.,1.0-length(direction)/range);\n\nfloat cosAngle=max(0.,dot(lightDirection.xyz,-lightVectorW));\nif (cosAngle>=lightDirection.w)\n{\ncosAngle=max(0.,pow(cosAngle,lightData.w));\nattenuation*=cosAngle;\n\nfloat ndl=max(0.,dot(vNormal,lightVectorW));\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=ndl*diffuseColor*attenuation;\n#ifdef SPECULARTERM\n\nvec3 angleW=normalize(viewDirectionW+lightVectorW);\nfloat specComp=max(0.,dot(vNormal,angleW));\nspecComp=pow(specComp,max(1.,glossiness));\nresult.specular=specComp*specularColor*attenuation;\n#endif\nreturn result;\n}\nresult.diffuse=vec3(0.);\n#ifdef SPECULARTERM\nresult.specular=vec3(0.);\n#endif\n#ifdef NDOTL\nresult.ndl=0.;\n#endif\nreturn result;\n}\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec3 diffuseColor,vec3 specularColor,vec3 groundColor,float glossiness) {\nlightingInfo result;\n\nfloat ndl=dot(vNormal,lightData.xyz)*0.5+0.5;\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=mix(groundColor,diffuseColor,ndl);\n#ifdef SPECULARTERM\n\nvec3 angleW=normalize(viewDirectionW+lightData.xyz);\nfloat specComp=max(0.,dot(vNormal,angleW));\nspecComp=pow(specComp,max(1.,glossiness));\nresult.specular=specComp*specularColor;\n#endif\nreturn result;\n}\nvec3 computeProjectionTextureDiffuseLighting(sampler2D projectionLightSampler,mat4 textureProjectionMatrix){\nvec4 strq=textureProjectionMatrix*vec4(vPositionW,1.0);\nstrq/=strq.w;\nvec3 textureColor=texture2D(projectionLightSampler,strq.xy).rgb;\nreturn textureColor;\n}","lightUboDeclaration":"#ifdef LIGHT{X}\nuniform Light{X}\n{\nvec4 vLightData;\nvec4 vLightDiffuse;\nvec3 vLightSpecular;\n#ifdef SPOTLIGHT{X}\nvec4 vLightDirection;\nvec4 vLightFalloff;\n#elif defined(POINTLIGHT{X})\nvec4 vLightFalloff;\n#elif defined(HEMILIGHT{X})\nvec3 vLightGround;\n#endif\nvec4 shadowsInfo;\nvec2 depthValues;\n} light{X};\n#ifdef PROJECTEDLIGHTTEXTURE{X}\nuniform mat4 textureProjectionMatrix{X};\nuniform sampler2D projectionLightSampler{X};\n#endif\n#ifdef SHADOW{X}\n#if defined(SHADOWCUBE{X})\nuniform samplerCube shadowSampler{X}; \n#else\nvarying vec4 vPositionFromLight{X};\nvarying float vDepthMetric{X};\n#if defined(SHADOWPCSS{X})\nuniform highp sampler2DShadow shadowSampler{X};\nuniform highp sampler2D depthSampler{X};\n#elif defined(SHADOWPCF{X})\nuniform highp sampler2DShadow shadowSampler{X};\n#else\nuniform sampler2D shadowSampler{X};\n#endif\nuniform mat4 lightMatrix{X};\n#endif\n#endif\n#endif","defaultVertexDeclaration":"\nuniform mat4 viewProjection;\nuniform mat4 view;\n#ifdef DIFFUSE\nuniform mat4 diffuseMatrix;\nuniform vec2 vDiffuseInfos;\n#endif\n#ifdef AMBIENT\nuniform mat4 ambientMatrix;\nuniform vec2 vAmbientInfos;\n#endif\n#ifdef OPACITY\nuniform mat4 opacityMatrix;\nuniform vec2 vOpacityInfos;\n#endif\n#ifdef EMISSIVE\nuniform vec2 vEmissiveInfos;\nuniform mat4 emissiveMatrix;\n#endif\n#ifdef LIGHTMAP\nuniform vec2 vLightmapInfos;\nuniform mat4 lightmapMatrix;\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM)\nuniform vec2 vSpecularInfos;\nuniform mat4 specularMatrix;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;\nuniform mat4 bumpMatrix;\n#endif\n#ifdef REFLECTION\nuniform mat4 reflectionMatrix;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n","defaultFragmentDeclaration":"uniform vec4 vDiffuseColor;\n#ifdef SPECULARTERM\nuniform vec4 vSpecularColor;\n#endif\nuniform vec3 vEmissiveColor;\n\n#ifdef DIFFUSE\nuniform vec2 vDiffuseInfos;\n#endif\n#ifdef AMBIENT\nuniform vec2 vAmbientInfos;\n#endif\n#ifdef OPACITY \nuniform vec2 vOpacityInfos;\n#endif\n#ifdef EMISSIVE\nuniform vec2 vEmissiveInfos;\n#endif\n#ifdef LIGHTMAP\nuniform vec2 vLightmapInfos;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;\nuniform vec2 vTangentSpaceParams;\n#endif\n#if defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_PROJECTION) || defined(REFRACTION)\nuniform mat4 view;\n#endif\n#ifdef REFRACTION\nuniform vec4 vRefractionInfos;\n#ifndef REFRACTIONMAP_3D\nuniform mat4 refractionMatrix;\n#endif\n#ifdef REFRACTIONFRESNEL\nuniform vec4 refractionLeftColor;\nuniform vec4 refractionRightColor;\n#endif\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM)\nuniform vec2 vSpecularInfos;\n#endif\n#ifdef DIFFUSEFRESNEL\nuniform vec4 diffuseLeftColor;\nuniform vec4 diffuseRightColor;\n#endif\n#ifdef OPACITYFRESNEL\nuniform vec4 opacityParts;\n#endif\n#ifdef EMISSIVEFRESNEL\nuniform vec4 emissiveLeftColor;\nuniform vec4 emissiveRightColor;\n#endif\n\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;\n#ifdef REFLECTIONMAP_SKYBOX\n#else\n#if defined(REFLECTIONMAP_PLANAR) || defined(REFLECTIONMAP_CUBIC) || defined(REFLECTIONMAP_PROJECTION)\nuniform mat4 reflectionMatrix;\n#endif\n#if defined(USE_LOCAL_REFLECTIONMAP_CUBIC) && defined(REFLECTIONMAP_CUBIC)\nuniform vec3 vReflectionPosition;\nuniform vec3 vReflectionSize; \n#endif\n#endif\n#ifdef REFLECTIONFRESNEL\nuniform vec4 reflectionLeftColor;\nuniform vec4 reflectionRightColor;\n#endif\n#endif","defaultUboDeclaration":"layout(std140,column_major) uniform;\nuniform Material\n{\nvec4 diffuseLeftColor;\nvec4 diffuseRightColor;\nvec4 opacityParts;\nvec4 reflectionLeftColor;\nvec4 reflectionRightColor;\nvec4 refractionLeftColor;\nvec4 refractionRightColor;\nvec4 emissiveLeftColor; \nvec4 emissiveRightColor;\nvec2 vDiffuseInfos;\nvec2 vAmbientInfos;\nvec2 vOpacityInfos;\nvec2 vReflectionInfos;\nvec3 vReflectionPosition;\nvec3 vReflectionSize;\nvec2 vEmissiveInfos;\nvec2 vLightmapInfos;\nvec2 vSpecularInfos;\nvec3 vBumpInfos;\nmat4 diffuseMatrix;\nmat4 ambientMatrix;\nmat4 opacityMatrix;\nmat4 reflectionMatrix;\nmat4 emissiveMatrix;\nmat4 lightmapMatrix;\nmat4 specularMatrix;\nmat4 bumpMatrix; \nvec4 vTangentSpaceParams;\nmat4 refractionMatrix;\nvec4 vRefractionInfos;\nvec4 vSpecularColor;\nvec3 vEmissiveColor;\nvec4 vDiffuseColor;\nfloat pointSize; \n};\nuniform Scene {\nmat4 viewProjection;\nmat4 view;\n};","shadowsFragmentFunctions":"#ifdef SHADOWS\n#ifndef SHADOWFLOAT\nfloat unpack(vec4 color)\n{\nconst vec4 bit_shift=vec4(1.0/(255.0*255.0*255.0),1.0/(255.0*255.0),1.0/255.0,1.0);\nreturn dot(color,bit_shift);\n}\n#endif\nfloat computeShadowCube(vec3 lightPosition,samplerCube shadowSampler,float darkness,vec2 depthValues)\n{\nvec3 directionToLight=vPositionW-lightPosition;\nfloat depth=length(directionToLight);\ndepth=(depth+depthValues.x)/(depthValues.y);\ndepth=clamp(depth,0.,1.0);\ndirectionToLight=normalize(directionToLight);\ndirectionToLight.y=-directionToLight.y;\n#ifndef SHADOWFLOAT\nfloat shadow=unpack(textureCube(shadowSampler,directionToLight));\n#else\nfloat shadow=textureCube(shadowSampler,directionToLight).x;\n#endif\nif (depth>shadow)\n{\nreturn darkness;\n}\nreturn 1.0;\n}\nfloat computeShadowWithPoissonSamplingCube(vec3 lightPosition,samplerCube shadowSampler,float mapSize,float darkness,vec2 depthValues)\n{\nvec3 directionToLight=vPositionW-lightPosition;\nfloat depth=length(directionToLight);\ndepth=(depth+depthValues.x)/(depthValues.y);\ndepth=clamp(depth,0.,1.0);\ndirectionToLight=normalize(directionToLight);\ndirectionToLight.y=-directionToLight.y;\nfloat visibility=1.;\nvec3 poissonDisk[4];\npoissonDisk[0]=vec3(-1.0,1.0,-1.0);\npoissonDisk[1]=vec3(1.0,-1.0,-1.0);\npoissonDisk[2]=vec3(-1.0,-1.0,-1.0);\npoissonDisk[3]=vec3(1.0,-1.0,1.0);\n\n#ifndef SHADOWFLOAT\nif (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[0]*mapSize))<depth) visibility-=0.25;\nif (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[1]*mapSize))<depth) visibility-=0.25;\nif (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[2]*mapSize))<depth) visibility-=0.25;\nif (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[3]*mapSize))<depth) visibility-=0.25;\n#else\nif (textureCube(shadowSampler,directionToLight+poissonDisk[0]*mapSize).x<depth) visibility-=0.25;\nif (textureCube(shadowSampler,directionToLight+poissonDisk[1]*mapSize).x<depth) visibility-=0.25;\nif (textureCube(shadowSampler,directionToLight+poissonDisk[2]*mapSize).x<depth) visibility-=0.25;\nif (textureCube(shadowSampler,directionToLight+poissonDisk[3]*mapSize).x<depth) visibility-=0.25;\n#endif\nreturn min(1.0,visibility+darkness);\n}\nfloat computeShadowWithESMCube(vec3 lightPosition,samplerCube shadowSampler,float darkness,float depthScale,vec2 depthValues)\n{\nvec3 directionToLight=vPositionW-lightPosition;\nfloat depth=length(directionToLight);\ndepth=(depth+depthValues.x)/(depthValues.y);\nfloat shadowPixelDepth=clamp(depth,0.,1.0);\ndirectionToLight=normalize(directionToLight);\ndirectionToLight.y=-directionToLight.y;\n#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(textureCube(shadowSampler,directionToLight));\n#else\nfloat shadowMapSample=textureCube(shadowSampler,directionToLight).x;\n#endif\nfloat esm=1.0-clamp(exp(min(87.,depthScale*shadowPixelDepth))*shadowMapSample,0.,1.-darkness); \nreturn esm;\n}\nfloat computeShadowWithCloseESMCube(vec3 lightPosition,samplerCube shadowSampler,float darkness,float depthScale,vec2 depthValues)\n{\nvec3 directionToLight=vPositionW-lightPosition;\nfloat depth=length(directionToLight);\ndepth=(depth+depthValues.x)/(depthValues.y);\nfloat shadowPixelDepth=clamp(depth,0.,1.0);\ndirectionToLight=normalize(directionToLight);\ndirectionToLight.y=-directionToLight.y;\n#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(textureCube(shadowSampler,directionToLight));\n#else\nfloat shadowMapSample=textureCube(shadowSampler,directionToLight).x;\n#endif\nfloat esm=clamp(exp(min(87.,-depthScale*(shadowPixelDepth-shadowMapSample))),darkness,1.);\nreturn esm;\n}\nfloat computeShadow(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float darkness,float frustumEdgeFalloff)\n{\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec2 uv=0.5*clipSpace.xy+vec2(0.5);\nif (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{\nreturn 1.0;\n}\nfloat shadowPixelDepth=clamp(depthMetric,0.,1.0);\n#ifndef SHADOWFLOAT\nfloat shadow=unpack(texture2D(shadowSampler,uv));\n#else\nfloat shadow=texture2D(shadowSampler,uv).x;\n#endif\nif (shadowPixelDepth>shadow)\n{\nreturn computeFallOff(darkness,clipSpace.xy,frustumEdgeFalloff);\n}\nreturn 1.;\n}\nfloat computeShadowWithPoissonSampling(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float mapSize,float darkness,float frustumEdgeFalloff)\n{\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec2 uv=0.5*clipSpace.xy+vec2(0.5);\nif (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{\nreturn 1.0;\n}\nfloat shadowPixelDepth=clamp(depthMetric,0.,1.0);\nfloat visibility=1.;\nvec2 poissonDisk[4];\npoissonDisk[0]=vec2(-0.94201624,-0.39906216);\npoissonDisk[1]=vec2(0.94558609,-0.76890725);\npoissonDisk[2]=vec2(-0.094184101,-0.92938870);\npoissonDisk[3]=vec2(0.34495938,0.29387760);\n\n#ifndef SHADOWFLOAT\nif (unpack(texture2D(shadowSampler,uv+poissonDisk[0]*mapSize))<shadowPixelDepth) visibility-=0.25;\nif (unpack(texture2D(shadowSampler,uv+poissonDisk[1]*mapSize))<shadowPixelDepth) visibility-=0.25;\nif (unpack(texture2D(shadowSampler,uv+poissonDisk[2]*mapSize))<shadowPixelDepth) visibility-=0.25;\nif (unpack(texture2D(shadowSampler,uv+poissonDisk[3]*mapSize))<shadowPixelDepth) visibility-=0.25;\n#else\nif (texture2D(shadowSampler,uv+poissonDisk[0]*mapSize).x<shadowPixelDepth) visibility-=0.25;\nif (texture2D(shadowSampler,uv+poissonDisk[1]*mapSize).x<shadowPixelDepth) visibility-=0.25;\nif (texture2D(shadowSampler,uv+poissonDisk[2]*mapSize).x<shadowPixelDepth) visibility-=0.25;\nif (texture2D(shadowSampler,uv+poissonDisk[3]*mapSize).x<shadowPixelDepth) visibility-=0.25;\n#endif\nreturn computeFallOff(min(1.0,visibility+darkness),clipSpace.xy,frustumEdgeFalloff);\n}\nfloat computeShadowWithESM(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float darkness,float depthScale,float frustumEdgeFalloff)\n{\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec2 uv=0.5*clipSpace.xy+vec2(0.5);\nif (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{\nreturn 1.0;\n}\nfloat shadowPixelDepth=clamp(depthMetric,0.,1.0);\n#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(texture2D(shadowSampler,uv));\n#else\nfloat shadowMapSample=texture2D(shadowSampler,uv).x;\n#endif\nfloat esm=1.0-clamp(exp(min(87.,depthScale*shadowPixelDepth))*shadowMapSample,0.,1.-darkness);\nreturn computeFallOff(esm,clipSpace.xy,frustumEdgeFalloff);\n}\nfloat computeShadowWithCloseESM(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float darkness,float depthScale,float frustumEdgeFalloff)\n{\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec2 uv=0.5*clipSpace.xy+vec2(0.5);\nif (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{\nreturn 1.0;\n}\nfloat shadowPixelDepth=clamp(depthMetric,0.,1.0); \n#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(texture2D(shadowSampler,uv));\n#else\nfloat shadowMapSample=texture2D(shadowSampler,uv).x;\n#endif\nfloat esm=clamp(exp(min(87.,-depthScale*(shadowPixelDepth-shadowMapSample))),darkness,1.);\nreturn computeFallOff(esm,clipSpace.xy,frustumEdgeFalloff);\n}\n#ifdef WEBGL2\n\nfloat computeShadowWithPCF1(vec4 vPositionFromLight,float depthMetric,sampler2DShadow shadowSampler,float darkness,float frustumEdgeFalloff)\n{\nif (depthMetric>1.0 || depthMetric<0.0) {\nreturn 1.0;\n}\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\nfloat shadow=texture2D(shadowSampler,uvDepth);\nshadow=mix(darkness,1.,shadow);\nreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\n}\n\n\n\nfloat computeShadowWithPCF3(vec4 vPositionFromLight,float depthMetric,sampler2DShadow shadowSampler,vec2 shadowMapSizeAndInverse,float darkness,float frustumEdgeFalloff)\n{\nif (depthMetric>1.0 || depthMetric<0.0) {\nreturn 1.0;\n}\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\nvec2 uv=uvDepth.xy*shadowMapSizeAndInverse.x; \nuv+=0.5; \nvec2 st=fract(uv); \nvec2 base_uv=floor(uv)-0.5; \nbase_uv*=shadowMapSizeAndInverse.y; \n\n\n\n\nvec2 uvw0=3.-2.*st;\nvec2 uvw1=1.+2.*st;\nvec2 u=vec2((2.-st.x)/uvw0.x-1.,st.x/uvw1.x+1.)*shadowMapSizeAndInverse.y;\nvec2 v=vec2((2.-st.y)/uvw0.y-1.,st.y/uvw1.y+1.)*shadowMapSizeAndInverse.y;\nfloat shadow=0.;\nshadow+=uvw0.x*uvw0.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[0]),uvDepth.z));\nshadow+=uvw1.x*uvw0.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[0]),uvDepth.z));\nshadow+=uvw0.x*uvw1.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[1]),uvDepth.z));\nshadow+=uvw1.x*uvw1.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[1]),uvDepth.z));\nshadow=shadow/16.;\nshadow=mix(darkness,1.,shadow);\nreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\n}\n\n\n\nfloat computeShadowWithPCF5(vec4 vPositionFromLight,float depthMetric,sampler2DShadow shadowSampler,vec2 shadowMapSizeAndInverse,float darkness,float frustumEdgeFalloff)\n{\nif (depthMetric>1.0 || depthMetric<0.0) {\nreturn 1.0;\n}\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\nvec2 uv=uvDepth.xy*shadowMapSizeAndInverse.x; \nuv+=0.5; \nvec2 st=fract(uv); \nvec2 base_uv=floor(uv)-0.5; \nbase_uv*=shadowMapSizeAndInverse.y; \n\n\nvec2 uvw0=4.-3.*st;\nvec2 uvw1=vec2(7.);\nvec2 uvw2=1.+3.*st;\nvec3 u=vec3((3.-2.*st.x)/uvw0.x-2.,(3.+st.x)/uvw1.x,st.x/uvw2.x+2.)*shadowMapSizeAndInverse.y;\nvec3 v=vec3((3.-2.*st.y)/uvw0.y-2.,(3.+st.y)/uvw1.y,st.y/uvw2.y+2.)*shadowMapSizeAndInverse.y;\nfloat shadow=0.;\nshadow+=uvw0.x*uvw0.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[0]),uvDepth.z));\nshadow+=uvw1.x*uvw0.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[0]),uvDepth.z));\nshadow+=uvw2.x*uvw0.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[2],v[0]),uvDepth.z));\nshadow+=uvw0.x*uvw1.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[1]),uvDepth.z));\nshadow+=uvw1.x*uvw1.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[1]),uvDepth.z));\nshadow+=uvw2.x*uvw1.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[2],v[1]),uvDepth.z));\nshadow+=uvw0.x*uvw2.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[2]),uvDepth.z));\nshadow+=uvw1.x*uvw2.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[2]),uvDepth.z));\nshadow+=uvw2.x*uvw2.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[2],v[2]),uvDepth.z));\nshadow=shadow/144.;\nshadow=mix(darkness,1.,shadow);\nreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\n}\nconst vec3 PoissonSamplers32[64]=vec3[64](\nvec3(0.06407013,0.05409927,0.),\nvec3(0.7366577,0.5789394,0.),\nvec3(-0.6270542,-0.5320278,0.),\nvec3(-0.4096107,0.8411095,0.),\nvec3(0.6849564,-0.4990818,0.),\nvec3(-0.874181,-0.04579735,0.),\nvec3(0.9989998,0.0009880066,0.),\nvec3(-0.004920578,-0.9151649,0.),\nvec3(0.1805763,0.9747483,0.),\nvec3(-0.2138451,0.2635818,0.),\nvec3(0.109845,0.3884785,0.),\nvec3(0.06876755,-0.3581074,0.),\nvec3(0.374073,-0.7661266,0.),\nvec3(0.3079132,-0.1216763,0.),\nvec3(-0.3794335,-0.8271583,0.),\nvec3(-0.203878,-0.07715034,0.),\nvec3(0.5912697,0.1469799,0.),\nvec3(-0.88069,0.3031784,0.),\nvec3(0.5040108,0.8283722,0.),\nvec3(-0.5844124,0.5494877,0.),\nvec3(0.6017799,-0.1726654,0.),\nvec3(-0.5554981,0.1559997,0.),\nvec3(-0.3016369,-0.3900928,0.),\nvec3(-0.5550632,-0.1723762,0.),\nvec3(0.925029,0.2995041,0.),\nvec3(-0.2473137,0.5538505,0.),\nvec3(0.9183037,-0.2862392,0.),\nvec3(0.2469421,0.6718712,0.),\nvec3(0.3916397,-0.4328209,0.),\nvec3(-0.03576927,-0.6220032,0.),\nvec3(-0.04661255,0.7995201,0.),\nvec3(0.4402924,0.3640312,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.)\n);\nconst vec3 PoissonSamplers64[64]=vec3[64](\nvec3(-0.613392,0.617481,0.),\nvec3(0.170019,-0.040254,0.),\nvec3(-0.299417,0.791925,0.),\nvec3(0.645680,0.493210,0.),\nvec3(-0.651784,0.717887,0.),\nvec3(0.421003,0.027070,0.),\nvec3(-0.817194,-0.271096,0.),\nvec3(-0.705374,-0.668203,0.),\nvec3(0.977050,-0.108615,0.),\nvec3(0.063326,0.142369,0.),\nvec3(0.203528,0.214331,0.),\nvec3(-0.667531,0.326090,0.),\nvec3(-0.098422,-0.295755,0.),\nvec3(-0.885922,0.215369,0.),\nvec3(0.566637,0.605213,0.),\nvec3(0.039766,-0.396100,0.),\nvec3(0.751946,0.453352,0.),\nvec3(0.078707,-0.715323,0.),\nvec3(-0.075838,-0.529344,0.),\nvec3(0.724479,-0.580798,0.),\nvec3(0.222999,-0.215125,0.),\nvec3(-0.467574,-0.405438,0.),\nvec3(-0.248268,-0.814753,0.),\nvec3(0.354411,-0.887570,0.),\nvec3(0.175817,0.382366,0.),\nvec3(0.487472,-0.063082,0.),\nvec3(-0.084078,0.898312,0.),\nvec3(0.488876,-0.783441,0.),\nvec3(0.470016,0.217933,0.),\nvec3(-0.696890,-0.549791,0.),\nvec3(-0.149693,0.605762,0.),\nvec3(0.034211,0.979980,0.),\nvec3(0.503098,-0.308878,0.),\nvec3(-0.016205,-0.872921,0.),\nvec3(0.385784,-0.393902,0.),\nvec3(-0.146886,-0.859249,0.),\nvec3(0.643361,0.164098,0.),\nvec3(0.634388,-0.049471,0.),\nvec3(-0.688894,0.007843,0.),\nvec3(0.464034,-0.188818,0.),\nvec3(-0.440840,0.137486,0.),\nvec3(0.364483,0.511704,0.),\nvec3(0.034028,0.325968,0.),\nvec3(0.099094,-0.308023,0.),\nvec3(0.693960,-0.366253,0.),\nvec3(0.678884,-0.204688,0.),\nvec3(0.001801,0.780328,0.),\nvec3(0.145177,-0.898984,0.),\nvec3(0.062655,-0.611866,0.),\nvec3(0.315226,-0.604297,0.),\nvec3(-0.780145,0.486251,0.),\nvec3(-0.371868,0.882138,0.),\nvec3(0.200476,0.494430,0.),\nvec3(-0.494552,-0.711051,0.),\nvec3(0.612476,0.705252,0.),\nvec3(-0.578845,-0.768792,0.),\nvec3(-0.772454,-0.090976,0.),\nvec3(0.504440,0.372295,0.),\nvec3(0.155736,0.065157,0.),\nvec3(0.391522,0.849605,0.),\nvec3(-0.620106,-0.328104,0.),\nvec3(0.789239,-0.419965,0.),\nvec3(-0.545396,0.538133,0.),\nvec3(-0.178564,-0.596057,0.)\n);\n\n\n\n\n\nfloat computeShadowWithPCSS(vec4 vPositionFromLight,float depthMetric,sampler2D depthSampler,sampler2DShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff,int searchTapCount,int pcfTapCount,vec3[64] poissonSamplers)\n{\nif (depthMetric>1.0 || depthMetric<0.0) {\nreturn 1.0;\n}\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\nfloat blockerDepth=0.0;\nfloat sumBlockerDepth=0.0;\nfloat numBlocker=0.0;\nfor (int i=0; i<searchTapCount; i ++) {\nblockerDepth=texture(depthSampler,uvDepth.xy+(lightSizeUV*shadowMapSizeInverse*PoissonSamplers32[i].xy)).r;\nif (blockerDepth<depthMetric) {\nsumBlockerDepth+=blockerDepth;\nnumBlocker++;\n}\n}\nif (numBlocker<1.0) {\nreturn 1.0;\n}\nfloat avgBlockerDepth=sumBlockerDepth/numBlocker;\n\nfloat AAOffset=shadowMapSizeInverse*10.;\n\n\nfloat penumbraRatio=((depthMetric-avgBlockerDepth)+AAOffset);\nfloat filterRadius=penumbraRatio*lightSizeUV*shadowMapSizeInverse;\nfloat random=getRand(vPositionFromLight.xy);\nfloat rotationAngle=random*3.1415926;\nvec2 rotationVector=vec2(cos(rotationAngle),sin(rotationAngle));\nfloat shadow=0.;\nfor (int i=0; i<pcfTapCount; i++) {\nvec3 offset=poissonSamplers[i];\n\noffset=vec3(offset.x*rotationVector.x-offset.y*rotationVector.y,offset.y*rotationVector.x+offset.x*rotationVector.y,0.);\nshadow+=texture2D(shadowSampler,uvDepth+offset*filterRadius);\n}\nshadow/=float(pcfTapCount);\n\nshadow=mix(shadow,1.,depthMetric-avgBlockerDepth);\n\nshadow=mix(darkness,1.,shadow);\n\nreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\n}\nfloat computeShadowWithPCSS16(vec4 vPositionFromLight,float depthMetric,sampler2D depthSampler,sampler2DShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff)\n{\nreturn computeShadowWithPCSS(vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,16,PoissonSamplers32);\n}\nfloat computeShadowWithPCSS32(vec4 vPositionFromLight,float depthMetric,sampler2D depthSampler,sampler2DShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff)\n{\nreturn computeShadowWithPCSS(vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,32,PoissonSamplers32);\n}\nfloat computeShadowWithPCSS64(vec4 vPositionFromLight,float depthMetric,sampler2D depthSampler,sampler2DShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff)\n{\nreturn computeShadowWithPCSS(vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,32,64,PoissonSamplers64);\n}\n#endif\n#endif\n","fresnelFunction":"#ifdef FRESNEL\nfloat computeFresnelTerm(vec3 viewDirection,vec3 worldNormal,float bias,float power)\n{\nfloat fresnelTerm=pow(bias+abs(dot(viewDirection,worldNormal)),power);\nreturn clamp(fresnelTerm,0.,1.);\n}\n#endif","reflectionFunction":"#ifdef USE_LOCAL_REFLECTIONMAP_CUBIC\nvec3 parallaxCorrectNormal( vec3 vertexPos,vec3 origVec,vec3 cubeSize,vec3 cubePos ) {\n\nvec3 invOrigVec=vec3(1.0,1.0,1.0)/origVec;\nvec3 halfSize=cubeSize*0.5;\nvec3 intersecAtMaxPlane=(cubePos+halfSize-vertexPos)*invOrigVec;\nvec3 intersecAtMinPlane=(cubePos-halfSize-vertexPos)*invOrigVec;\n\nvec3 largestIntersec=max(intersecAtMaxPlane,intersecAtMinPlane);\n\nfloat distance=min(min(largestIntersec.x,largestIntersec.y),largestIntersec.z);\n\nvec3 intersectPositionWS=vertexPos+origVec*distance;\n\nreturn intersectPositionWS-cubePos;\n}\n#endif\nvec3 computeReflectionCoords(vec4 worldPos,vec3 worldNormal)\n{\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvec3 direction=normalize(vDirectionW);\nfloat lon=atan(direction.z,direction.x);\nfloat lat=acos(direction.y);\nvec2 sphereCoords=vec2(lon,lat)*RECIPROCAL_PI2*2.0;\nfloat s=sphereCoords.x*0.5+0.5;\nfloat t=sphereCoords.y; \n#ifdef REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED\nreturn vec3(1.0-s,t,0);\n#else\nreturn vec3(s,t,0);\n#endif\n#endif\n#ifdef REFLECTIONMAP_EQUIRECTANGULAR\nvec3 cameraToVertex=normalize(worldPos.xyz-vEyePosition.xyz);\nvec3 r=normalize(reflect(cameraToVertex,worldNormal));\nfloat lon=atan(r.z,r.x);\nfloat lat=acos(r.y);\nvec2 sphereCoords=vec2(lon,lat)*RECIPROCAL_PI2*2.0;\nfloat s=sphereCoords.x*0.5+0.5;\nfloat t=sphereCoords.y; \nreturn vec3(s,t,0);\n#endif\n#ifdef REFLECTIONMAP_SPHERICAL\nvec3 viewDir=normalize(vec3(view*worldPos));\nvec3 viewNormal=normalize(vec3(view*vec4(worldNormal,0.0)));\nvec3 r=reflect(viewDir,viewNormal);\nr.z=r.z-1.0;\nfloat m=2.0*length(r);\nreturn vec3(r.x/m+0.5,1.0-r.y/m-0.5,0);\n#endif\n#ifdef REFLECTIONMAP_PLANAR\nvec3 viewDir=worldPos.xyz-vEyePosition.xyz;\nvec3 coords=normalize(reflect(viewDir,worldNormal));\nreturn vec3(reflectionMatrix*vec4(coords,1));\n#endif\n#ifdef REFLECTIONMAP_CUBIC\nvec3 viewDir=normalize(worldPos.xyz-vEyePosition.xyz);\n\nvec3 coords=reflect(viewDir,worldNormal);\n#ifdef USE_LOCAL_REFLECTIONMAP_CUBIC\ncoords=parallaxCorrectNormal(worldPos.xyz,coords,vReflectionSize,vReflectionPosition);\n#endif\ncoords=vec3(reflectionMatrix*vec4(coords,0));\n#ifdef INVERTCUBICMAP\ncoords.y*=-1.0;\n#endif\nreturn coords;\n#endif\n#ifdef REFLECTIONMAP_PROJECTION\nreturn vec3(reflectionMatrix*(view*worldPos));\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nreturn vPositionUVW;\n#endif\n#ifdef REFLECTIONMAP_EXPLICIT\nreturn vec3(0,0,0);\n#endif\n}","imageProcessingDeclaration":"#ifdef EXPOSURE\nuniform float exposureLinear;\n#endif\n#ifdef CONTRAST\nuniform float contrast;\n#endif\n#ifdef VIGNETTE\nuniform vec2 vInverseScreenSize;\nuniform vec4 vignetteSettings1;\nuniform vec4 vignetteSettings2;\n#endif\n#ifdef COLORCURVES\nuniform vec4 vCameraColorCurveNegative;\nuniform vec4 vCameraColorCurveNeutral;\nuniform vec4 vCameraColorCurvePositive;\n#endif\n#ifdef COLORGRADING\n#ifdef COLORGRADING3D\nuniform highp sampler3D txColorTransform;\n#else\nuniform sampler2D txColorTransform;\n#endif\nuniform vec4 colorTransformSettings;\n#endif","imageProcessingFunctions":"#if defined(COLORGRADING) && !defined(COLORGRADING3D)\n\nvec3 sampleTexture3D(sampler2D colorTransform,vec3 color,vec2 sampler3dSetting)\n{\nfloat sliceSize=2.0*sampler3dSetting.x; \n#ifdef SAMPLER3DGREENDEPTH\nfloat sliceContinuous=(color.g-sampler3dSetting.x)*sampler3dSetting.y;\n#else\nfloat sliceContinuous=(color.b-sampler3dSetting.x)*sampler3dSetting.y;\n#endif\nfloat sliceInteger=floor(sliceContinuous);\n\n\nfloat sliceFraction=sliceContinuous-sliceInteger;\n#ifdef SAMPLER3DGREENDEPTH\nvec2 sliceUV=color.rb;\n#else\nvec2 sliceUV=color.rg;\n#endif\nsliceUV.x*=sliceSize;\nsliceUV.x+=sliceInteger*sliceSize;\nsliceUV=clamp(sliceUV,0.,1.);\nvec4 slice0Color=texture2D(colorTransform,sliceUV);\nsliceUV.x+=sliceSize;\nsliceUV=clamp(sliceUV,0.,1.);\nvec4 slice1Color=texture2D(colorTransform,sliceUV);\nvec3 result=mix(slice0Color.rgb,slice1Color.rgb,sliceFraction);\n#ifdef SAMPLER3DBGRMAP\ncolor.rgb=result.rgb;\n#else\ncolor.rgb=result.bgr;\n#endif\nreturn color;\n}\n#endif\n#ifdef TONEMAPPING_ACES\n\n\n\n\n\nconst mat3 ACESInputMat=mat3(\nvec3(0.59719,0.07600,0.02840),\nvec3(0.35458,0.90834,0.13383),\nvec3(0.04823,0.01566,0.83777)\n);\n\nconst mat3 ACESOutputMat=mat3(\nvec3( 1.60475,-0.10208,-0.00327),\nvec3(-0.53108,1.10813,-0.07276),\nvec3(-0.07367,-0.00605,1.07602)\n);\nvec3 RRTAndODTFit(vec3 v)\n{\nvec3 a=v*(v+0.0245786)-0.000090537;\nvec3 b=v*(0.983729*v+0.4329510)+0.238081;\nreturn a/b;\n}\nvec3 ACESFitted(vec3 color)\n{\ncolor=ACESInputMat*color;\n\ncolor=RRTAndODTFit(color);\ncolor=ACESOutputMat*color;\n\ncolor=clamp(color,0.0,1.0);\nreturn color;\n}\n#endif\nvec4 applyImageProcessing(vec4 result) {\n#ifdef EXPOSURE\nresult.rgb*=exposureLinear;\n#endif\n#ifdef VIGNETTE\n\nvec2 viewportXY=gl_FragCoord.xy*vInverseScreenSize;\nviewportXY=viewportXY*2.0-1.0;\nvec3 vignetteXY1=vec3(viewportXY*vignetteSettings1.xy+vignetteSettings1.zw,1.0);\nfloat vignetteTerm=dot(vignetteXY1,vignetteXY1);\nfloat vignette=pow(vignetteTerm,vignetteSettings2.w);\n\nvec3 vignetteColor=vignetteSettings2.rgb;\n#ifdef VIGNETTEBLENDMODEMULTIPLY\nvec3 vignetteColorMultiplier=mix(vignetteColor,vec3(1,1,1),vignette);\nresult.rgb*=vignetteColorMultiplier;\n#endif\n#ifdef VIGNETTEBLENDMODEOPAQUE\nresult.rgb=mix(vignetteColor,result.rgb,vignette);\n#endif\n#endif\n#ifdef TONEMAPPING\n#ifdef TONEMAPPING_ACES\nresult.rgb=ACESFitted(result.rgb);\n#else\nconst float tonemappingCalibration=1.590579;\nresult.rgb=1.0-exp2(-tonemappingCalibration*result.rgb);\n#endif\n#endif\n\nresult.rgb=toGammaSpace(result.rgb);\nresult.rgb=clamp(result.rgb,0.0,1.0);\n#ifdef CONTRAST\n\nvec3 resultHighContrast=applyEaseInOut(result.rgb);\nif (contrast<1.0) {\n\nresult.rgb=mix(vec3(0.5,0.5,0.5),result.rgb,contrast);\n} else {\n\nresult.rgb=mix(result.rgb,resultHighContrast,contrast-1.0);\n}\n#endif\n\n#ifdef COLORGRADING\nvec3 colorTransformInput=result.rgb*colorTransformSettings.xxx+colorTransformSettings.yyy;\n#ifdef COLORGRADING3D\nvec3 colorTransformOutput=texture(txColorTransform,colorTransformInput).rgb;\n#else\nvec3 colorTransformOutput=sampleTexture3D(txColorTransform,colorTransformInput,colorTransformSettings.yz).rgb;\n#endif\nresult.rgb=mix(result.rgb,colorTransformOutput,colorTransformSettings.www);\n#endif\n#ifdef COLORCURVES\n\nfloat luma=getLuminance(result.rgb);\nvec2 curveMix=clamp(vec2(luma*3.0-1.5,luma*-3.0+1.5),vec2(0.0),vec2(1.0));\nvec4 colorCurve=vCameraColorCurveNeutral+curveMix.x*vCameraColorCurvePositive-curveMix.y*vCameraColorCurveNegative;\nresult.rgb*=colorCurve.rgb;\nresult.rgb=mix(vec3(luma),result.rgb,colorCurve.a);\n#endif\nreturn result;\n}","bumpFragmentFunctions":"#ifdef BUMP\n#if BUMPDIRECTUV == 1\n#define vBumpUV vMainUV1\n#elif BUMPDIRECTUV == 2\n#define vBumpUV vMainUV2\n#else\nvarying vec2 vBumpUV;\n#endif\nuniform sampler2D bumpSampler;\n#if defined(TANGENT) && defined(NORMAL) \nvarying mat3 vTBN;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\nuniform mat4 normalMatrix;\n#endif\n\nmat3 cotangent_frame(vec3 normal,vec3 p,vec2 uv)\n{\n\nuv=gl_FrontFacing ? uv : -uv;\n\nvec3 dp1=dFdx(p);\nvec3 dp2=dFdy(p);\nvec2 duv1=dFdx(uv);\nvec2 duv2=dFdy(uv);\n\nvec3 dp2perp=cross(dp2,normal);\nvec3 dp1perp=cross(normal,dp1);\nvec3 tangent=dp2perp*duv1.x+dp1perp*duv2.x;\nvec3 bitangent=dp2perp*duv1.y+dp1perp*duv2.y;\n\ntangent*=vTangentSpaceParams.x;\nbitangent*=vTangentSpaceParams.y;\n\nfloat invmax=inversesqrt(max(dot(tangent,tangent),dot(bitangent,bitangent)));\nreturn mat3(tangent*invmax,bitangent*invmax,normal);\n}\nvec3 perturbNormal(mat3 cotangentFrame,vec2 uv)\n{\nvec3 map=texture2D(bumpSampler,uv).xyz;\nmap=map*2.0-1.0;\n#ifdef NORMALXYSCALE\nmap=normalize(map*vec3(vBumpInfos.y,vBumpInfos.y,1.0));\n#endif\nreturn normalize(cotangentFrame*map);\n}\n#ifdef PARALLAX\nconst float minSamples=4.;\nconst float maxSamples=15.;\nconst int iMaxSamples=15;\n\nvec2 parallaxOcclusion(vec3 vViewDirCoT,vec3 vNormalCoT,vec2 texCoord,float parallaxScale) {\nfloat parallaxLimit=length(vViewDirCoT.xy)/vViewDirCoT.z;\nparallaxLimit*=parallaxScale;\nvec2 vOffsetDir=normalize(vViewDirCoT.xy);\nvec2 vMaxOffset=vOffsetDir*parallaxLimit;\nfloat numSamples=maxSamples+(dot(vViewDirCoT,vNormalCoT)*(minSamples-maxSamples));\nfloat stepSize=1.0/numSamples;\n\nfloat currRayHeight=1.0;\nvec2 vCurrOffset=vec2(0,0);\nvec2 vLastOffset=vec2(0,0);\nfloat lastSampledHeight=1.0;\nfloat currSampledHeight=1.0;\nfor (int i=0; i<iMaxSamples; i++)\n{\ncurrSampledHeight=texture2D(bumpSampler,vBumpUV+vCurrOffset).w;\n\nif (currSampledHeight>currRayHeight)\n{\nfloat delta1=currSampledHeight-currRayHeight;\nfloat delta2=(currRayHeight+stepSize)-lastSampledHeight;\nfloat ratio=delta1/(delta1+delta2);\nvCurrOffset=(ratio)* vLastOffset+(1.0-ratio)*vCurrOffset;\n\nbreak;\n}\nelse\n{\ncurrRayHeight-=stepSize;\nvLastOffset=vCurrOffset;\nvCurrOffset+=stepSize*vMaxOffset;\nlastSampledHeight=currSampledHeight;\n}\n}\nreturn vCurrOffset;\n}\nvec2 parallaxOffset(vec3 viewDir,float heightScale)\n{\n\nfloat height=texture2D(bumpSampler,vBumpUV).w;\nvec2 texCoordOffset=heightScale*viewDir.xy*height;\nreturn -texCoordOffset;\n}\n#endif\n#endif","clipPlaneFragmentDeclaration":"#ifdef CLIPPLANE\nvarying float fClipDistance;\n#endif\n#ifdef CLIPPLANE2\nvarying float fClipDistance2;\n#endif\n#ifdef CLIPPLANE3\nvarying float fClipDistance3;\n#endif\n#ifdef CLIPPLANE4\nvarying float fClipDistance4;\n#endif","fogFragmentDeclaration":"#ifdef FOG\n#define FOGMODE_NONE 0.\n#define FOGMODE_EXP 1.\n#define FOGMODE_EXP2 2.\n#define FOGMODE_LINEAR 3.\n#define E 2.71828\nuniform vec4 vFogInfos;\nuniform vec3 vFogColor;\nvarying vec3 vFogDistance;\nfloat CalcFogFactor()\n{\nfloat fogCoeff=1.0;\nfloat fogStart=vFogInfos.y;\nfloat fogEnd=vFogInfos.z;\nfloat fogDensity=vFogInfos.w;\nfloat fogDistance=length(vFogDistance);\nif (FOGMODE_LINEAR == vFogInfos.x)\n{\nfogCoeff=(fogEnd-fogDistance)/(fogEnd-fogStart);\n}\nelse if (FOGMODE_EXP == vFogInfos.x)\n{\nfogCoeff=1.0/pow(E,fogDistance*fogDensity);\n}\nelse if (FOGMODE_EXP2 == vFogInfos.x)\n{\nfogCoeff=1.0/pow(E,fogDistance*fogDistance*fogDensity*fogDensity);\n}\nreturn clamp(fogCoeff,0.0,1.0);\n}\n#endif","clipPlaneFragment":"#ifdef CLIPPLANE\nif (fClipDistance>0.0)\n{\ndiscard;\n}\n#endif\n#ifdef CLIPPLANE2\nif (fClipDistance2>0.0)\n{\ndiscard;\n}\n#endif\n#ifdef CLIPPLANE3\nif (fClipDistance3>0.0)\n{\ndiscard;\n}\n#endif\n#ifdef CLIPPLANE4\nif (fClipDistance4>0.0)\n{\ndiscard;\n}\n#endif","bumpFragment":"vec2 uvOffset=vec2(0.0,0.0);\n#if defined(BUMP) || defined(PARALLAX)\n#ifdef NORMALXYSCALE\nfloat normalScale=1.0;\n#else \nfloat normalScale=vBumpInfos.y;\n#endif\n#if defined(TANGENT) && defined(NORMAL)\nmat3 TBN=vTBN;\n#else\nmat3 TBN=cotangent_frame(normalW*normalScale,vPositionW,vBumpUV);\n#endif\n#endif\n#ifdef PARALLAX\nmat3 invTBN=transposeMat3(TBN);\n#ifdef PARALLAXOCCLUSION\nuvOffset=parallaxOcclusion(invTBN*-viewDirectionW,invTBN*normalW,vBumpUV,vBumpInfos.z);\n#else\nuvOffset=parallaxOffset(invTBN*viewDirectionW,vBumpInfos.z);\n#endif\n#endif\n#ifdef BUMP\n#ifdef OBJECTSPACE_NORMALMAP\nnormalW=normalize(texture2D(bumpSampler,vBumpUV).xyz*2.0-1.0);\nnormalW=normalize(mat3(normalMatrix)*normalW); \n#else\nnormalW=perturbNormal(TBN,vBumpUV+uvOffset);\n#endif\n#endif","lightFragment":"#ifdef LIGHT{X}\n#if defined(SHADOWONLY) || (defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X}) && defined(LIGHTMAPNOSPECULAR{X}))\n\n#else\n#ifdef PBR\n#ifdef SPOTLIGHT{X}\nspotInfo=computeSpotLightingInfo(light{X}.vLightData);\n#ifdef LIGHT_FALLOFF_GLTF{X}\nspotInfo.attenuation=computeDistanceLightFalloff_GLTF(spotInfo.lightDistanceSquared,light{X}.vLightFalloff.y);\nspotInfo.attenuation*=computeDirectionalLightFalloff_GLTF(light{X}.vLightDirection.xyz,spotInfo.directionToLightCenterW,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\n#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\nspotInfo.attenuation=computeDistanceLightFalloff_Physical(spotInfo.lightDistanceSquared);\nspotInfo.attenuation*=computeDirectionalLightFalloff_Physical(light{X}.vLightDirection.xyz,spotInfo.directionToLightCenterW,light{X}.vLightDirection.w);\n#elif defined(LIGHT_FALLOFF_STANDARD{X})\nspotInfo.attenuation=computeDistanceLightFalloff_Standard(spotInfo.lightOffset,light{X}.vLightFalloff.x);\nspotInfo.attenuation*=computeDirectionalLightFalloff_Standard(light{X}.vLightDirection.xyz,spotInfo.directionToLightCenterW,light{X}.vLightDirection.w,light{X}.vLightData.w);\n#else\nspotInfo.attenuation=computeDistanceLightFalloff(spotInfo.lightOffset,spotInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);\nspotInfo.attenuation*=computeDirectionalLightFalloff(light{X}.vLightDirection.xyz,spotInfo.directionToLightCenterW,light{X}.vLightDirection.w,light{X}.vLightData.w,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\n#endif\ninfo=computeSpotLighting(spotInfo,viewDirectionW,normalW,light{X}.vLightDirection,light{X}.vLightDiffuse.rgb,light{X}.vLightDiffuse.a,roughness,NdotV,specularEnvironmentR0,specularEnvironmentR90,geometricRoughnessFactor,NdotL);\n#elif defined(POINTLIGHT{X})\npointInfo=computePointLightingInfo(light{X}.vLightData);\n#ifdef LIGHT_FALLOFF_GLTF{X}\npointInfo.attenuation=computeDistanceLightFalloff_GLTF(pointInfo.lightDistanceSquared,light{X}.vLightFalloff.y);\n#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\npointInfo.attenuation=computeDistanceLightFalloff_Physical(pointInfo.lightDistanceSquared);\n#elif defined(LIGHT_FALLOFF_STANDARD{X})\npointInfo.attenuation=computeDistanceLightFalloff_Standard(pointInfo.lightOffset,light{X}.vLightFalloff.x);\n#else\npointInfo.attenuation=computeDistanceLightFalloff(pointInfo.lightOffset,pointInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);\n#endif\ninfo=computePointLighting(pointInfo,viewDirectionW,normalW,light{X}.vLightDiffuse.rgb,light{X}.vLightDiffuse.a,roughness,NdotV,specularEnvironmentR0,specularEnvironmentR90,geometricRoughnessFactor,NdotL);\n#elif defined(HEMILIGHT{X})\ninfo=computeHemisphericLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular,light{X}.vLightGround,roughness,NdotV,specularEnvironmentR0,specularEnvironmentR90,geometricRoughnessFactor,NdotL);\n#elif defined(DIRLIGHT{X})\ninfo=computeDirectionalLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular,light{X}.vLightDiffuse.a,roughness,NdotV,specularEnvironmentR0,specularEnvironmentR90,geometricRoughnessFactor,NdotL);\n#endif\n#else\n#ifdef SPOTLIGHT{X}\ninfo=computeSpotLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDirection,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular,light{X}.vLightDiffuse.a,glossiness);\n#elif defined(HEMILIGHT{X})\ninfo=computeHemisphericLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular,light{X}.vLightGround,glossiness);\n#elif defined(POINTLIGHT{X}) || defined(DIRLIGHT{X})\ninfo=computeLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular,light{X}.vLightDiffuse.a,glossiness);\n#endif\n#endif\n#ifdef PROJECTEDLIGHTTEXTURE{X}\ninfo.diffuse*=computeProjectionTextureDiffuseLighting(projectionLightSampler{X},textureProjectionMatrix{X});\n#endif\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCLOSEESM{X}\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithCloseESMCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithCloseESM(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWESM{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithESMCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithESM(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPOISSON{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithPoissonSamplingCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadowWithPoissonSampling(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithPCF1(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCF3(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithPCF5(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithPCSS16(vPositionFromLight{X},vDepthMetric{X},depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCSS32(vPositionFromLight{X},vDepthMetric{X},depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithPCSS64(vPositionFromLight{X},vDepthMetric{X},depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#else\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadow(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#endif\n#ifdef SHADOWONLY\n#ifndef SHADOWINUSE\n#define SHADOWINUSE\n#endif\nglobalShadow+=shadow;\nshadowLightCount+=1.0;\n#endif\n#else\nshadow=1.;\n#endif\n#ifndef SHADOWONLY\n#ifdef CUSTOMUSERLIGHTING\ndiffuseBase+=computeCustomDiffuseLighting(info,diffuseBase,shadow);\n#ifdef SPECULARTERM\nspecularBase+=computeCustomSpecularLighting(info,specularBase,shadow);\n#endif\n#elif defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X})\ndiffuseBase+=lightmapColor*shadow;\n#ifdef SPECULARTERM\n#ifndef LIGHTMAPNOSPECULAR{X}\nspecularBase+=info.specular*shadow*lightmapColor;\n#endif\n#endif\n#else\ndiffuseBase+=info.diffuse*shadow;\n#ifdef SPECULARTERM\nspecularBase+=info.specular*shadow;\n#endif\n#endif\n#endif\n#endif","logDepthFragment":"#ifdef LOGARITHMICDEPTH\ngl_FragDepthEXT=log2(vFragmentDepth)*logarithmicDepthConstant*0.5;\n#endif","fogFragment":"#ifdef FOG\nfloat fog=CalcFogFactor();\ncolor.rgb=fog*color.rgb+(1.0-fog)*vFogColor;\n#endif","pbrVertexDeclaration":"uniform mat4 view;\nuniform mat4 viewProjection;\n#ifdef ALBEDO\nuniform mat4 albedoMatrix;\nuniform vec2 vAlbedoInfos;\n#endif\n#ifdef AMBIENT\nuniform mat4 ambientMatrix;\nuniform vec4 vAmbientInfos;\n#endif\n#ifdef OPACITY\nuniform mat4 opacityMatrix;\nuniform vec2 vOpacityInfos;\n#endif\n#ifdef EMISSIVE\nuniform vec2 vEmissiveInfos;\nuniform mat4 emissiveMatrix;\n#endif\n#ifdef LIGHTMAP\nuniform vec2 vLightmapInfos;\nuniform mat4 lightmapMatrix;\n#endif\n#ifdef REFLECTIVITY \nuniform vec3 vReflectivityInfos;\nuniform mat4 reflectivityMatrix;\n#endif\n#ifdef MICROSURFACEMAP\nuniform vec2 vMicroSurfaceSamplerInfos;\nuniform mat4 microSurfaceSamplerMatrix;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;\nuniform mat4 bumpMatrix;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n\n#ifdef REFRACTION\nuniform vec4 vRefractionInfos;\nuniform mat4 refractionMatrix;\nuniform vec3 vRefractionMicrosurfaceInfos;\n#endif\n\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;\nuniform mat4 reflectionMatrix;\nuniform vec3 vReflectionMicrosurfaceInfos;\n#endif\n","pbrFragmentDeclaration":"uniform vec3 vReflectionColor;\nuniform vec4 vAlbedoColor;\n\nuniform vec4 vLightingIntensity;\nuniform vec4 vReflectivityColor;\nuniform vec3 vEmissiveColor;\n\n#ifdef ALBEDO\nuniform vec2 vAlbedoInfos;\n#endif\n#ifdef AMBIENT\nuniform vec4 vAmbientInfos;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;\nuniform vec2 vTangentSpaceParams;\n#endif\n#ifdef OPACITY \nuniform vec2 vOpacityInfos;\n#endif\n#ifdef EMISSIVE\nuniform vec2 vEmissiveInfos;\n#endif\n#ifdef LIGHTMAP\nuniform vec2 vLightmapInfos;\n#endif\n#ifdef REFLECTIVITY\nuniform vec3 vReflectivityInfos;\n#endif\n#ifdef MICROSURFACEMAP\nuniform vec2 vMicroSurfaceSamplerInfos;\n#endif\n\n#if defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_PROJECTION) || defined(REFRACTION)\nuniform mat4 view;\n#endif\n\n#ifdef REFRACTION\nuniform vec4 vRefractionInfos;\nuniform mat4 refractionMatrix;\nuniform vec3 vRefractionMicrosurfaceInfos;\n#endif\n\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;\nuniform mat4 reflectionMatrix;\nuniform vec3 vReflectionMicrosurfaceInfos;\n#if defined(USE_LOCAL_REFLECTIONMAP_CUBIC) && defined(REFLECTIONMAP_CUBIC)\nuniform vec3 vReflectionPosition;\nuniform vec3 vReflectionSize; \n#endif\n#endif","pbrUboDeclaration":"layout(std140,column_major) uniform;\nuniform Material\n{\nuniform vec2 vAlbedoInfos;\nuniform vec4 vAmbientInfos;\nuniform vec2 vOpacityInfos;\nuniform vec2 vEmissiveInfos;\nuniform vec2 vLightmapInfos;\nuniform vec3 vReflectivityInfos;\nuniform vec2 vMicroSurfaceSamplerInfos;\nuniform vec4 vRefractionInfos;\nuniform vec2 vReflectionInfos;\nuniform vec3 vReflectionPosition;\nuniform vec3 vReflectionSize; \nuniform vec3 vBumpInfos;\nuniform mat4 albedoMatrix;\nuniform mat4 ambientMatrix;\nuniform mat4 opacityMatrix;\nuniform mat4 emissiveMatrix;\nuniform mat4 lightmapMatrix;\nuniform mat4 reflectivityMatrix;\nuniform mat4 microSurfaceSamplerMatrix;\nuniform mat4 bumpMatrix;\nuniform vec2 vTangentSpaceParams;\nuniform mat4 refractionMatrix;\nuniform mat4 reflectionMatrix;\nuniform vec3 vReflectionColor;\nuniform vec4 vAlbedoColor;\nuniform vec4 vLightingIntensity;\nuniform vec3 vRefractionMicrosurfaceInfos;\nuniform vec3 vReflectionMicrosurfaceInfos;\nuniform vec4 vReflectivityColor;\nuniform vec3 vEmissiveColor;\nuniform float pointSize;\n};\nuniform Scene {\nmat4 viewProjection;\nmat4 view;\n};","pbrFunctions":"\n#define RECIPROCAL_PI2 0.15915494\n#define FRESNEL_MAXIMUM_ON_ROUGH 0.25\n\nconst float kRougnhessToAlphaScale=0.1;\nconst float kRougnhessToAlphaOffset=0.29248125;\nfloat convertRoughnessToAverageSlope(float roughness)\n{\n\nconst float kMinimumVariance=0.0005;\nfloat alphaG=square(roughness)+kMinimumVariance;\nreturn alphaG;\n}\n\nfloat smithVisibilityG1_TrowbridgeReitzGGX(float dot,float alphaG)\n{\nfloat tanSquared=(1.0-dot*dot)/(dot*dot);\nreturn 2.0/(1.0+sqrt(1.0+alphaG*alphaG*tanSquared));\n}\nfloat smithVisibilityG_TrowbridgeReitzGGX_Walter(float NdotL,float NdotV,float alphaG)\n{\nreturn smithVisibilityG1_TrowbridgeReitzGGX(NdotL,alphaG)*smithVisibilityG1_TrowbridgeReitzGGX(NdotV,alphaG);\n}\n\n\nfloat normalDistributionFunction_TrowbridgeReitzGGX(float NdotH,float alphaG)\n{\n\n\n\nfloat a2=square(alphaG);\nfloat d=NdotH*NdotH*(a2-1.0)+1.0;\nreturn a2/(PI*d*d);\n}\nvec3 fresnelSchlickGGX(float VdotH,vec3 reflectance0,vec3 reflectance90)\n{\nreturn reflectance0+(reflectance90-reflectance0)*pow(clamp(1.0-VdotH,0.,1.),5.0);\n}\nvec3 fresnelSchlickEnvironmentGGX(float VdotN,vec3 reflectance0,vec3 reflectance90,float smoothness)\n{\n\nfloat weight=mix(FRESNEL_MAXIMUM_ON_ROUGH,1.0,smoothness);\nreturn reflectance0+weight*(reflectance90-reflectance0)*pow(clamp(1.0-VdotN,0.,1.),5.0);\n}\n\nvec3 computeSpecularTerm(float NdotH,float NdotL,float NdotV,float VdotH,float roughness,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor)\n{\nroughness=max(roughness,geometricRoughnessFactor);\nfloat alphaG=convertRoughnessToAverageSlope(roughness);\nfloat distribution=normalDistributionFunction_TrowbridgeReitzGGX(NdotH,alphaG);\nfloat visibility=smithVisibilityG_TrowbridgeReitzGGX_Walter(NdotL,NdotV,alphaG);\nvisibility/=(4.0*NdotL*NdotV); \nfloat specTerm=max(0.,visibility*distribution)*NdotL;\nvec3 fresnel=fresnelSchlickGGX(VdotH,reflectance0,reflectance90);\nreturn fresnel*specTerm;\n}\nfloat computeDiffuseTerm(float NdotL,float NdotV,float VdotH,float roughness)\n{\n\n\nfloat diffuseFresnelNV=pow(clamp(1.0-NdotL,0.000001,1.),5.0);\nfloat diffuseFresnelNL=pow(clamp(1.0-NdotV,0.000001,1.),5.0);\nfloat diffuseFresnel90=0.5+2.0*VdotH*VdotH*roughness;\nfloat fresnel =\n(1.0+(diffuseFresnel90-1.0)*diffuseFresnelNL) *\n(1.0+(diffuseFresnel90-1.0)*diffuseFresnelNV);\nreturn fresnel*NdotL/PI;\n}\nfloat adjustRoughnessFromLightProperties(float roughness,float lightRadius,float lightDistance)\n{\n#if defined(USEPHYSICALLIGHTFALLOFF) || defined(USEGLTFLIGHTFALLOFF)\n\nfloat lightRoughness=lightRadius/lightDistance;\n\nfloat totalRoughness=clamp(lightRoughness+roughness,0.,1.);\nreturn totalRoughness;\n#else\nreturn roughness;\n#endif\n}\nfloat computeDefaultMicroSurface(float microSurface,vec3 reflectivityColor)\n{\nconst float kReflectivityNoAlphaWorkflow_SmoothnessMax=0.95;\nfloat reflectivityLuminance=getLuminance(reflectivityColor);\nfloat reflectivityLuma=sqrt(reflectivityLuminance);\nmicroSurface=reflectivityLuma*kReflectivityNoAlphaWorkflow_SmoothnessMax;\nreturn microSurface;\n}\n\n\nfloat fresnelGrazingReflectance(float reflectance0) {\nfloat reflectance90=clamp(reflectance0*25.0,0.0,1.0);\nreturn reflectance90;\n}\n\n\n#define UNPACK_LOD(x) (1.0-x)*255.0\nfloat getLodFromAlphaG(float cubeMapDimensionPixels,float alphaG,float NdotV) {\nfloat microsurfaceAverageSlope=alphaG;\n\n\n\n\n\n\nmicrosurfaceAverageSlope*=sqrt(abs(NdotV));\nfloat microsurfaceAverageSlopeTexels=microsurfaceAverageSlope*cubeMapDimensionPixels;\nfloat lod=log2(microsurfaceAverageSlopeTexels);\nreturn lod;\n}\nfloat environmentRadianceOcclusion(float ambientOcclusion,float NdotVUnclamped) {\n\n\nfloat temp=NdotVUnclamped+ambientOcclusion;\nreturn clamp(square(temp)-1.0+ambientOcclusion,0.0,1.0);\n}\nfloat environmentHorizonOcclusion(vec3 view,vec3 normal) {\n\nvec3 reflection=reflect(view,normal);\nfloat temp=clamp( 1.0+1.1*dot(reflection,normal),0.0,1.0);\nreturn square(temp);\n}","harmonicsFunctions":"#ifdef USESPHERICALFROMREFLECTIONMAP\nuniform vec3 vSphericalX;\nuniform vec3 vSphericalY;\nuniform vec3 vSphericalZ;\nuniform vec3 vSphericalXX_ZZ;\nuniform vec3 vSphericalYY_ZZ;\nuniform vec3 vSphericalZZ;\nuniform vec3 vSphericalXY;\nuniform vec3 vSphericalYZ;\nuniform vec3 vSphericalZX;\nvec3 quaternionVectorRotation_ScaledSqrtTwo(vec4 Q,vec3 V){\nvec3 T=cross(Q.xyz,V);\nT+=Q.www*V;\nreturn cross(Q.xyz,T)+V;\n}\nvec3 environmentIrradianceJones(vec3 normal)\n{\n\n\n\n\n\n\n\n\n\nfloat Nx=normal.x;\nfloat Ny=normal.y;\nfloat Nz=normal.z;\nvec3 C1=vSphericalZZ.rgb;\nvec3 Cx=vSphericalX.rgb;\nvec3 Cy=vSphericalY.rgb;\nvec3 Cz=vSphericalZ.rgb;\nvec3 Cxx_zz=vSphericalXX_ZZ.rgb;\nvec3 Cyy_zz=vSphericalYY_ZZ.rgb;\nvec3 Cxy=vSphericalXY.rgb;\nvec3 Cyz=vSphericalYZ.rgb;\nvec3 Czx=vSphericalZX.rgb;\nvec3 a1=Cyy_zz*Ny+Cy;\nvec3 a2=Cyz*Nz+a1;\nvec3 b1=Czx*Nz+Cx;\nvec3 b2=Cxy*Ny+b1;\nvec3 b3=Cxx_zz*Nx+b2;\nvec3 t1=Cz*Nz+C1;\nvec3 t2=a2*Ny+t1;\nvec3 t3=b3*Nx+t2;\nreturn t3;\n}\n#endif","pbrLightFunctions":"\nstruct lightingInfo\n{\nvec3 diffuse;\n#ifdef SPECULARTERM\nvec3 specular;\n#endif\n};\nstruct pointLightingInfo\n{\nvec3 lightOffset;\nfloat lightDistanceSquared;\nfloat attenuation;\n};\nstruct spotLightingInfo\n{\nvec3 lightOffset;\nfloat lightDistanceSquared;\nvec3 directionToLightCenterW;\nfloat attenuation;\n};\nfloat computeDistanceLightFalloff_Standard(vec3 lightOffset,float range)\n{\nreturn max(0.,1.0-length(lightOffset)/range);\n}\nfloat computeDistanceLightFalloff_Physical(float lightDistanceSquared)\n{\nreturn 1.0/((lightDistanceSquared+0.001));\n}\nfloat computeDistanceLightFalloff_GLTF(float lightDistanceSquared,float inverseSquaredRange)\n{\nconst float minDistanceSquared=0.01*0.01;\nfloat lightDistanceFalloff=1.0/(max(lightDistanceSquared,minDistanceSquared));\nfloat factor=lightDistanceSquared*inverseSquaredRange;\nfloat attenuation=clamp(1.0-factor*factor,0.,1.);\nattenuation*=attenuation;\n\nlightDistanceFalloff*=attenuation;\nreturn lightDistanceFalloff;\n}\nfloat computeDistanceLightFalloff(vec3 lightOffset,float lightDistanceSquared,float range,float inverseSquaredRange)\n{ \n#ifdef USEPHYSICALLIGHTFALLOFF\nreturn computeDistanceLightFalloff_Physical(lightDistanceSquared);\n#elif defined(USEGLTFLIGHTFALLOFF)\nreturn computeDistanceLightFalloff_GLTF(lightDistanceSquared,inverseSquaredRange);\n#else\nreturn computeDistanceLightFalloff_Standard(lightOffset,range);\n#endif\n}\nfloat computeDirectionalLightFalloff_Standard(vec3 lightDirection,vec3 directionToLightCenterW,float cosHalfAngle,float exponent)\n{\nfloat falloff=0.0;\nfloat cosAngle=max(0.000000000000001,dot(-lightDirection,directionToLightCenterW));\nif (cosAngle>=cosHalfAngle)\n{\nfalloff=max(0.,pow(cosAngle,exponent));\n}\nreturn falloff;\n}\nfloat computeDirectionalLightFalloff_Physical(vec3 lightDirection,vec3 directionToLightCenterW,float cosHalfAngle)\n{\nconst float kMinusLog2ConeAngleIntensityRatio=6.64385618977; \n\n\n\n\n\nfloat concentrationKappa=kMinusLog2ConeAngleIntensityRatio/(1.0-cosHalfAngle);\n\n\nvec4 lightDirectionSpreadSG=vec4(-lightDirection*concentrationKappa,-concentrationKappa);\nfloat falloff=exp2(dot(vec4(directionToLightCenterW,1.0),lightDirectionSpreadSG));\nreturn falloff;\n}\nfloat computeDirectionalLightFalloff_GLTF(vec3 lightDirection,vec3 directionToLightCenterW,float lightAngleScale,float lightAngleOffset)\n{\n\n\n\nfloat cd=dot(-lightDirection,directionToLightCenterW);\nfloat falloff=clamp(cd*lightAngleScale+lightAngleOffset,0.,1.);\n\nfalloff*=falloff;\nreturn falloff;\n}\nfloat computeDirectionalLightFalloff(vec3 lightDirection,vec3 directionToLightCenterW,float cosHalfAngle,float exponent,float lightAngleScale,float lightAngleOffset)\n{\n#ifdef USEPHYSICALLIGHTFALLOFF\nreturn computeDirectionalLightFalloff_Physical(lightDirection,directionToLightCenterW,cosHalfAngle);\n#elif defined(USEGLTFLIGHTFALLOFF)\nreturn computeDirectionalLightFalloff_GLTF(lightDirection,directionToLightCenterW,lightAngleScale,lightAngleOffset);\n#else\nreturn computeDirectionalLightFalloff_Standard(lightDirection,directionToLightCenterW,cosHalfAngle,exponent);\n#endif\n}\npointLightingInfo computePointLightingInfo(vec4 lightData) {\npointLightingInfo result;\nresult.lightOffset=lightData.xyz-vPositionW;\nresult.lightDistanceSquared=dot(result.lightOffset,result.lightOffset);\nreturn result;\n}\nspotLightingInfo computeSpotLightingInfo(vec4 lightData) {\nspotLightingInfo result;\nresult.lightOffset=lightData.xyz-vPositionW;\nresult.directionToLightCenterW=normalize(result.lightOffset);\nresult.lightDistanceSquared=dot(result.lightOffset,result.lightOffset);\nreturn result;\n}\nlightingInfo computePointLighting(pointLightingInfo info,vec3 viewDirectionW,vec3 vNormal,vec3 diffuseColor,float lightRadius,float roughness,float NdotV,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,out float NdotL) {\nlightingInfo result;\nfloat lightDistance=sqrt(info.lightDistanceSquared);\nvec3 lightDirection=normalize(info.lightOffset);\n\nroughness=adjustRoughnessFromLightProperties(roughness,lightRadius,lightDistance);\n\nvec3 H=normalize(viewDirectionW+lightDirection);\nNdotL=clamp(dot(vNormal,lightDirection),0.00000000001,1.0);\nfloat VdotH=clamp(dot(viewDirectionW,H),0.0,1.0);\nfloat diffuseTerm=computeDiffuseTerm(NdotL,NdotV,VdotH,roughness);\nresult.diffuse=diffuseTerm*diffuseColor*info.attenuation;\n#ifdef SPECULARTERM\n\nfloat NdotH=clamp(dot(vNormal,H),0.000000000001,1.0);\nvec3 specTerm=computeSpecularTerm(NdotH,NdotL,NdotV,VdotH,roughness,reflectance0,reflectance90,geometricRoughnessFactor);\nresult.specular=specTerm*diffuseColor*info.attenuation;\n#endif\nreturn result;\n}\nlightingInfo computeSpotLighting(spotLightingInfo info,vec3 viewDirectionW,vec3 vNormal,vec4 lightDirection,vec3 diffuseColor,float lightRadius,float roughness,float NdotV,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,out float NdotL) {\nlightingInfo result;\n\nfloat lightDistance=sqrt(info.lightDistanceSquared);\nroughness=adjustRoughnessFromLightProperties(roughness,lightRadius,lightDistance);\n\nvec3 H=normalize(viewDirectionW+info.directionToLightCenterW);\nNdotL=clamp(dot(vNormal,info.directionToLightCenterW),0.000000000001,1.0);\nfloat VdotH=clamp(dot(viewDirectionW,H),0.0,1.0);\nfloat diffuseTerm=computeDiffuseTerm(NdotL,NdotV,VdotH,roughness);\nresult.diffuse=diffuseTerm*diffuseColor*info.attenuation;\n#ifdef SPECULARTERM\n\nfloat NdotH=clamp(dot(vNormal,H),0.000000000001,1.0);\nvec3 specTerm=computeSpecularTerm(NdotH,NdotL,NdotV,VdotH,roughness,reflectance0,reflectance90,geometricRoughnessFactor);\nresult.specular=specTerm*diffuseColor*info.attenuation;\n#endif\nreturn result;\n}\nlightingInfo computeDirectionalLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec3 diffuseColor,vec3 specularColor,float lightRadius,float roughness,float NdotV,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,out float NdotL) {\nlightingInfo result;\nfloat lightDistance=length(-lightData.xyz);\nvec3 lightDirection=normalize(-lightData.xyz);\n\nroughness=adjustRoughnessFromLightProperties(roughness,lightRadius,lightDistance);\n\nvec3 H=normalize(viewDirectionW+lightDirection);\nNdotL=clamp(dot(vNormal,lightDirection),0.00000000001,1.0);\nfloat VdotH=clamp(dot(viewDirectionW,H),0.0,1.0);\nfloat diffuseTerm=computeDiffuseTerm(NdotL,NdotV,VdotH,roughness);\nresult.diffuse=diffuseTerm*diffuseColor;\n#ifdef SPECULARTERM\n\nfloat NdotH=clamp(dot(vNormal,H),0.000000000001,1.0);\nvec3 specTerm=computeSpecularTerm(NdotH,NdotL,NdotV,VdotH,roughness,reflectance0,reflectance90,geometricRoughnessFactor);\nresult.specular=specTerm*diffuseColor;\n#endif\nreturn result;\n}\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec3 diffuseColor,vec3 specularColor,vec3 groundColor,float roughness,float NdotV,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,out float NdotL) {\nlightingInfo result;\n\n\n\nNdotL=dot(vNormal,lightData.xyz)*0.5+0.5;\nresult.diffuse=mix(groundColor,diffuseColor,NdotL);\n#ifdef SPECULARTERM\n\nvec3 lightVectorW=normalize(lightData.xyz);\nvec3 H=normalize(viewDirectionW+lightVectorW);\nfloat NdotH=clamp(dot(vNormal,H),0.000000000001,1.0);\nNdotL=clamp(NdotL,0.000000000001,1.0);\nfloat VdotH=clamp(dot(viewDirectionW,H),0.0,1.0);\nvec3 specTerm=computeSpecularTerm(NdotH,NdotL,NdotV,VdotH,roughness,reflectance0,reflectance90,geometricRoughnessFactor);\nresult.specular=specTerm*diffuseColor;\n#endif\nreturn result;\n}\nvec3 computeProjectionTextureDiffuseLighting(sampler2D projectionLightSampler,mat4 textureProjectionMatrix){\nvec4 strq=textureProjectionMatrix*vec4(vPositionW,1.0);\nstrq/=strq.w;\nvec3 textureColor=texture2D(projectionLightSampler,strq.xy).rgb;\nreturn toLinearSpace(textureColor);\n}","clipPlaneVertexDeclaration2":"#ifdef CLIPPLANE\nuniform vec4 vClipPlane;\nout float fClipDistance;\n#endif\n#ifdef CLIPPLANE2\nuniform vec4 vClipPlane2;\nout float fClipDistance2;\n#endif\n#ifdef CLIPPLANE3\nuniform vec4 vClipPlane3;\nout float fClipDistance3;\n#endif\n#ifdef CLIPPLANE4\nuniform vec4 vClipPlane4;\nout float fClipDistance4;\n#endif","clipPlaneFragmentDeclaration2":"#ifdef CLIPPLANE\nin float fClipDistance;\n#endif\n#ifdef CLIPPLANE2\nin float fClipDistance2;\n#endif\n#ifdef CLIPPLANE3\nin float fClipDistance3;\n#endif\n#ifdef CLIPPLANE4\nin float fClipDistance4;\n#endif","mrtFragmentDeclaration":"#if __VERSION__>=200\nlayout(location=0) out vec4 glFragData[{X}];\n#endif\n","bones300Declaration":"#if NUM_BONE_INFLUENCERS>0\n#ifdef BONETEXTURE\nuniform sampler2D boneSampler;\n#else\nuniform mat4 mBones[BonesPerMesh];\n#endif \nin vec4 matricesIndices;\nin vec4 matricesWeights;\n#if NUM_BONE_INFLUENCERS>4\nin vec4 matricesIndicesExtra;\nin vec4 matricesWeightsExtra;\n#endif\n#ifdef BONETEXTURE\nmat4 readMatrixFromRawSampler(sampler2D smp,float index)\n{\nmat4 result;\nfloat offset=index*4.0; \nfloat dx=1.0/boneTextureWidth;\nresult[0]=texture(smp,vec2(dx*(offset+0.5),0.));\nresult[1]=texture(smp,vec2(dx*(offset+1.5),0.));\nresult[2]=texture(smp,vec2(dx*(offset+2.5),0.));\nresult[3]=texture(smp,vec2(dx*(offset+3.5),0.));\nreturn result;\n}\n#endif\n#endif","instances300Declaration":"#ifdef INSTANCES\nin vec4 world0;\nin vec4 world1;\nin vec4 world2;\nin vec4 world3;\n#else\nuniform mat4 world;\n#endif","kernelBlurFragment":"#ifdef DOF\nfactor=sampleCoC(sampleCoord{X}); \ncomputedWeight=KERNEL_WEIGHT{X}*factor;\nsumOfWeights+=computedWeight;\n#else\ncomputedWeight=KERNEL_WEIGHT{X};\n#endif\n#ifdef PACKEDFLOAT\nblend+=unpack(texture2D(textureSampler,sampleCoord{X}))*computedWeight;\n#else\nblend+=texture2D(textureSampler,sampleCoord{X})*computedWeight;\n#endif","kernelBlurFragment2":"#ifdef DOF\nfactor=sampleCoC(sampleCenter+delta*KERNEL_DEP_OFFSET{X});\ncomputedWeight=KERNEL_DEP_WEIGHT{X}*factor;\nsumOfWeights+=computedWeight;\n#else\ncomputedWeight=KERNEL_DEP_WEIGHT{X};\n#endif\n#ifdef PACKEDFLOAT\nblend+=unpack(texture2D(textureSampler,sampleCenter+delta*KERNEL_DEP_OFFSET{X}))*computedWeight;\n#else\nblend+=texture2D(textureSampler,sampleCenter+delta*KERNEL_DEP_OFFSET{X})*computedWeight;\n#endif","kernelBlurVaryingDeclaration":"varying vec2 sampleCoord{X};","kernelBlurVertex":"sampleCoord{X}=sampleCenter+delta*KERNEL_OFFSET{X};","backgroundVertexDeclaration":"uniform mat4 view;\nuniform mat4 viewProjection;\nuniform float shadowLevel;\n#ifdef DIFFUSE\nuniform mat4 diffuseMatrix;\nuniform vec2 vDiffuseInfos;\n#endif\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;\nuniform mat4 reflectionMatrix;\nuniform vec3 vReflectionMicrosurfaceInfos;\nuniform float fFovMultiplier;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif","backgroundFragmentDeclaration":" uniform vec4 vPrimaryColor;\n#ifdef USEHIGHLIGHTANDSHADOWCOLORS\nuniform vec4 vPrimaryColorShadow;\n#endif\nuniform float shadowLevel;\nuniform float alpha;\n#ifdef DIFFUSE\nuniform vec2 vDiffuseInfos;\n#endif\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;\nuniform mat4 reflectionMatrix;\nuniform vec3 vReflectionMicrosurfaceInfos;\n#endif\n#if defined(REFLECTIONFRESNEL) || defined(OPACITYFRESNEL)\nuniform vec3 vBackgroundCenter;\n#endif\n#ifdef REFLECTIONFRESNEL\nuniform vec4 vReflectionControl;\n#endif\n#if defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_PROJECTION) || defined(REFRACTION)\nuniform mat4 view;\n#endif","backgroundUboDeclaration":"layout(std140,column_major) uniform;\nuniform Material\n{\nuniform vec4 vPrimaryColor;\nuniform vec4 vPrimaryColorShadow;\nuniform vec2 vDiffuseInfos;\nuniform vec2 vReflectionInfos;\nuniform mat4 diffuseMatrix;\nuniform mat4 reflectionMatrix;\nuniform vec3 vReflectionMicrosurfaceInfos;\nuniform float fFovMultiplier;\nuniform float pointSize;\nuniform float shadowLevel;\nuniform float alpha;\n#if defined(REFLECTIONFRESNEL) || defined(OPACITYFRESNEL)\nuniform vec3 vBackgroundCenter;\n#endif\n#ifdef REFLECTIONFRESNEL\nuniform vec4 vReflectionControl;\n#endif\n};\nuniform Scene {\nmat4 viewProjection;\nmat4 view;\n};"};var globalObject = (typeof global !== 'undefined') ? global : ((typeof window !== 'undefined') ? window : this);
  119791. globalObject["BABYLON"] = BABYLON;
  119792. var EffectFallbacks = BABYLON.EffectFallbacks;var EffectCreationOptions = BABYLON.EffectCreationOptions;var Effect = BABYLON.Effect;var KeyboardEventTypes = BABYLON.KeyboardEventTypes;var KeyboardInfo = BABYLON.KeyboardInfo;var KeyboardInfoPre = BABYLON.KeyboardInfoPre;var PointerEventTypes = BABYLON.PointerEventTypes;var PointerInfoBase = BABYLON.PointerInfoBase;var PointerInfoPre = BABYLON.PointerInfoPre;var PointerInfo = BABYLON.PointerInfo;var ClipboardEventTypes = BABYLON.ClipboardEventTypes;var ClipboardInfo = BABYLON.ClipboardInfo;var ColorGradient = BABYLON.ColorGradient;var Color3Gradient = BABYLON.Color3Gradient;var FactorGradient = BABYLON.FactorGradient;var LoadFileError = BABYLON.LoadFileError;var RetryStrategy = BABYLON.RetryStrategy;var Tools = BABYLON.Tools;var PerfCounter = BABYLON.PerfCounter;var className = BABYLON.className;var AsyncLoop = BABYLON.AsyncLoop;var Color3 = BABYLON.Color3;var Color4 = BABYLON.Color4;var Vector2 = BABYLON.Vector2;var Vector3 = BABYLON.Vector3;var Vector4 = BABYLON.Vector4;var Size = BABYLON.Size;var Quaternion = BABYLON.Quaternion;var Matrix = BABYLON.Matrix;var Plane = BABYLON.Plane;var Viewport = BABYLON.Viewport;var Frustum = BABYLON.Frustum;var Axis = BABYLON.Axis;var BezierCurve = BABYLON.BezierCurve;var Angle = BABYLON.Angle;var Arc2 = BABYLON.Arc2;var Path2 = BABYLON.Path2;var Path3D = BABYLON.Path3D;var Curve3 = BABYLON.Curve3;var PositionNormalVertex = BABYLON.PositionNormalVertex;var PositionNormalTextureVertex = BABYLON.PositionNormalTextureVertex;var Tmp = BABYLON.Tmp;var Scalar = BABYLON.Scalar;var expandToProperty = BABYLON.expandToProperty;var serialize = BABYLON.serialize;var serializeAsTexture = BABYLON.serializeAsTexture;var serializeAsColor3 = BABYLON.serializeAsColor3;var serializeAsFresnelParameters = BABYLON.serializeAsFresnelParameters;var serializeAsVector2 = BABYLON.serializeAsVector2;var serializeAsVector3 = BABYLON.serializeAsVector3;var serializeAsMeshReference = BABYLON.serializeAsMeshReference;var serializeAsColorCurves = BABYLON.serializeAsColorCurves;var serializeAsColor4 = BABYLON.serializeAsColor4;var serializeAsImageProcessingConfiguration = BABYLON.serializeAsImageProcessingConfiguration;var serializeAsQuaternion = BABYLON.serializeAsQuaternion;var serializeAsCameraReference = BABYLON.serializeAsCameraReference;var SerializationHelper = BABYLON.SerializationHelper;var Deferred = BABYLON.Deferred;var EventState = BABYLON.EventState;var Observer = BABYLON.Observer;var MultiObserver = BABYLON.MultiObserver;var Observable = BABYLON.Observable;var SmartArray = BABYLON.SmartArray;var SmartArrayNoDuplicate = BABYLON.SmartArrayNoDuplicate;var PromisePolyfill = BABYLON.PromisePolyfill;var WorkerPool = BABYLON.WorkerPool;var _AlphaState = BABYLON._AlphaState;var _DepthCullingState = BABYLON._DepthCullingState;var _StencilState = BABYLON._StencilState;var InstancingAttributeInfo = BABYLON.InstancingAttributeInfo;var RenderTargetCreationOptions = BABYLON.RenderTargetCreationOptions;var DepthTextureCreationOptions = BABYLON.DepthTextureCreationOptions;var EngineCapabilities = BABYLON.EngineCapabilities;var Engine = BABYLON.Engine;var Node = BABYLON.Node;var BoundingSphere = BABYLON.BoundingSphere;var BoundingBox = BABYLON.BoundingBox;var BoundingInfo = BABYLON.BoundingInfo;var TransformNode = BABYLON.TransformNode;var AbstractMesh = BABYLON.AbstractMesh;var Light = BABYLON.Light;var Camera = BABYLON.Camera;var RenderingManager = BABYLON.RenderingManager;var RenderingGroup = BABYLON.RenderingGroup;var SceneComponentConstants = BABYLON.SceneComponentConstants;var Stage = BABYLON.Stage;var AbstractScene = BABYLON.AbstractScene;var RenderingGroupInfo = BABYLON.RenderingGroupInfo;var Scene = BABYLON.Scene;var KeepAssets = BABYLON.KeepAssets;var AssetContainer = BABYLON.AssetContainer;var Buffer = BABYLON.Buffer;var VertexBuffer = BABYLON.VertexBuffer;var DummyInternalTextureTracker = BABYLON.DummyInternalTextureTracker;var InternalTexture = BABYLON.InternalTexture;var BaseTexture = BABYLON.BaseTexture;var Texture = BABYLON.Texture;var _CreationDataStorage = BABYLON._CreationDataStorage;var _InstancesBatch = BABYLON._InstancesBatch;var Mesh = BABYLON.Mesh;var BaseSubMesh = BABYLON.BaseSubMesh;var SubMesh = BABYLON.SubMesh;var MaterialDefines = BABYLON.MaterialDefines;var Material = BABYLON.Material;var UniformBuffer = BABYLON.UniformBuffer;var VertexData = BABYLON.VertexData;var Geometry = BABYLON.Geometry;var _PrimitiveGeometry = BABYLON._PrimitiveGeometry;var RibbonGeometry = BABYLON.RibbonGeometry;var BoxGeometry = BABYLON.BoxGeometry;var SphereGeometry = BABYLON.SphereGeometry;var DiscGeometry = BABYLON.DiscGeometry;var CylinderGeometry = BABYLON.CylinderGeometry;var TorusGeometry = BABYLON.TorusGeometry;var GroundGeometry = BABYLON.GroundGeometry;var TiledGroundGeometry = BABYLON.TiledGroundGeometry;var PlaneGeometry = BABYLON.PlaneGeometry;var TorusKnotGeometry = BABYLON.TorusKnotGeometry;var PerformanceMonitor = BABYLON.PerformanceMonitor;var RollingAverage = BABYLON.RollingAverage;var MaterialHelper = BABYLON.MaterialHelper;var PushMaterial = BABYLON.PushMaterial;var StandardMaterialDefines = BABYLON.StandardMaterialDefines;var StandardMaterial = BABYLON.StandardMaterial;var SphericalPolynomial = BABYLON.SphericalPolynomial;var SphericalHarmonics = BABYLON.SphericalHarmonics;var CubeMapToSphericalPolynomialTools = BABYLON.CubeMapToSphericalPolynomialTools;var PBRBaseMaterial = BABYLON.PBRBaseMaterial;var PBRBaseSimpleMaterial = BABYLON.PBRBaseSimpleMaterial;var PBRMaterial = BABYLON.PBRMaterial;var PBRMetallicRoughnessMaterial = BABYLON.PBRMetallicRoughnessMaterial;var PBRSpecularGlossinessMaterial = BABYLON.PBRSpecularGlossinessMaterial;var CameraInputsManager = BABYLON.CameraInputsManager;var TargetCamera = BABYLON.TargetCamera;var FreeCameraMouseInput = BABYLON.FreeCameraMouseInput;var FreeCameraKeyboardMoveInput = BABYLON.FreeCameraKeyboardMoveInput;var FreeCameraInputsManager = BABYLON.FreeCameraInputsManager;var FreeCamera = BABYLON.FreeCamera;var FlyCameraMouseInput = BABYLON.FlyCameraMouseInput;var FlyCameraKeyboardInput = BABYLON.FlyCameraKeyboardInput;var FlyCameraInputsManager = BABYLON.FlyCameraInputsManager;var FlyCamera = BABYLON.FlyCamera;var ArcRotateCameraKeyboardMoveInput = BABYLON.ArcRotateCameraKeyboardMoveInput;var ArcRotateCameraMouseWheelInput = BABYLON.ArcRotateCameraMouseWheelInput;var ArcRotateCameraPointersInput = BABYLON.ArcRotateCameraPointersInput;var ArcRotateCameraInputsManager = BABYLON.ArcRotateCameraInputsManager;var ArcRotateCamera = BABYLON.ArcRotateCamera;var HemisphericLight = BABYLON.HemisphericLight;var ShadowLight = BABYLON.ShadowLight;var PointLight = BABYLON.PointLight;var DirectionalLight = BABYLON.DirectionalLight;var SpotLight = BABYLON.SpotLight;var AnimationPropertiesOverride = BABYLON.AnimationPropertiesOverride;var AnimationRange = BABYLON.AnimationRange;var AnimationEvent = BABYLON.AnimationEvent;var PathCursor = BABYLON.PathCursor;var Animation = BABYLON.Animation;var TargetedAnimation = BABYLON.TargetedAnimation;var AnimationGroup = BABYLON.AnimationGroup;var RuntimeAnimation = BABYLON.RuntimeAnimation;var Animatable = BABYLON.Animatable;var EasingFunction = BABYLON.EasingFunction;var CircleEase = BABYLON.CircleEase;var BackEase = BABYLON.BackEase;var BounceEase = BABYLON.BounceEase;var CubicEase = BABYLON.CubicEase;var ElasticEase = BABYLON.ElasticEase;var ExponentialEase = BABYLON.ExponentialEase;var PowerEase = BABYLON.PowerEase;var QuadraticEase = BABYLON.QuadraticEase;var QuarticEase = BABYLON.QuarticEase;var QuinticEase = BABYLON.QuinticEase;var SineEase = BABYLON.SineEase;var BezierCurveEase = BABYLON.BezierCurveEase;var Condition = BABYLON.Condition;var ValueCondition = BABYLON.ValueCondition;var PredicateCondition = BABYLON.PredicateCondition;var StateCondition = BABYLON.StateCondition;var Action = BABYLON.Action;var ActionEvent = BABYLON.ActionEvent;var ActionManager = BABYLON.ActionManager;var InterpolateValueAction = BABYLON.InterpolateValueAction;var SwitchBooleanAction = BABYLON.SwitchBooleanAction;var SetStateAction = BABYLON.SetStateAction;var SetValueAction = BABYLON.SetValueAction;var IncrementValueAction = BABYLON.IncrementValueAction;var PlayAnimationAction = BABYLON.PlayAnimationAction;var StopAnimationAction = BABYLON.StopAnimationAction;var DoNothingAction = BABYLON.DoNothingAction;var CombineAction = BABYLON.CombineAction;var ExecuteCodeAction = BABYLON.ExecuteCodeAction;var SetParentAction = BABYLON.SetParentAction;var SpriteManager = BABYLON.SpriteManager;var Sprite = BABYLON.Sprite;var SpriteSceneComponent = BABYLON.SpriteSceneComponent;var IntersectionInfo = BABYLON.IntersectionInfo;var PickingInfo = BABYLON.PickingInfo;var Ray = BABYLON.Ray;var Collider = BABYLON.Collider;var CollisionCoordinatorWorker = BABYLON.CollisionCoordinatorWorker;var CollisionCoordinatorLegacy = BABYLON.CollisionCoordinatorLegacy;var Particle = BABYLON.Particle;var BaseParticleSystem = BABYLON.BaseParticleSystem;var ParticleSystem = BABYLON.ParticleSystem;var BoxParticleEmitter = BABYLON.BoxParticleEmitter;var CylinderParticleEmitter = BABYLON.CylinderParticleEmitter;var CylinderDirectedParticleEmitter = BABYLON.CylinderDirectedParticleEmitter;var ConeParticleEmitter = BABYLON.ConeParticleEmitter;var SphereParticleEmitter = BABYLON.SphereParticleEmitter;var SphereDirectedParticleEmitter = BABYLON.SphereDirectedParticleEmitter;var HemisphericParticleEmitter = BABYLON.HemisphericParticleEmitter;var PointParticleEmitter = BABYLON.PointParticleEmitter;var SubEmitter = BABYLON.SubEmitter;var ShaderMaterial = BABYLON.ShaderMaterial;var GroundMesh = BABYLON.GroundMesh;var InstancedMesh = BABYLON.InstancedMesh;var LinesMesh = BABYLON.LinesMesh;var InstancedLinesMesh = BABYLON.InstancedLinesMesh;var StringDictionary = BABYLON.StringDictionary;var RayHelper = BABYLON.RayHelper;var DebugLayer = BABYLON.DebugLayer;var BoundingBoxRenderer = BABYLON.BoundingBoxRenderer;var GPUParticleSystem = BABYLON.GPUParticleSystem;var SolidParticle = BABYLON.SolidParticle;var ModelShape = BABYLON.ModelShape;var DepthSortedParticle = BABYLON.DepthSortedParticle;var SolidParticleSystem = BABYLON.SolidParticleSystem;var MeshBuilder = BABYLON.MeshBuilder;var DracoCompression = BABYLON.DracoCompression;var AudioEngine = BABYLON.AudioEngine;var Sound = BABYLON.Sound;var SoundTrack = BABYLON.SoundTrack;var Analyser = BABYLON.Analyser;var WeightedSound = BABYLON.WeightedSound;var AudioSceneComponent = BABYLON.AudioSceneComponent;var PlaySoundAction = BABYLON.PlaySoundAction;var StopSoundAction = BABYLON.StopSoundAction;var CubeTexture = BABYLON.CubeTexture;var RawCubeTexture = BABYLON.RawCubeTexture;var RenderTargetTexture = BABYLON.RenderTargetTexture;var MultiRenderTarget = BABYLON.MultiRenderTarget;var MirrorTexture = BABYLON.MirrorTexture;var RefractionTexture = BABYLON.RefractionTexture;var DynamicTexture = BABYLON.DynamicTexture;var VideoTexture = BABYLON.VideoTexture;var RawTexture = BABYLON.RawTexture;var RawTexture3D = BABYLON.RawTexture3D;var PostProcessManager = BABYLON.PostProcessManager;var PostProcess = BABYLON.PostProcess;var PassPostProcess = BABYLON.PassPostProcess;var PassCubePostProcess = BABYLON.PassCubePostProcess;var ShadowGenerator = BABYLON.ShadowGenerator;var ShadowGeneratorSceneComponent = BABYLON.ShadowGeneratorSceneComponent;var DefaultLoadingScreen = BABYLON.DefaultLoadingScreen;var SceneLoaderProgressEvent = BABYLON.SceneLoaderProgressEvent;var SceneLoader = BABYLON.SceneLoader;var FilesInput = BABYLON.FilesInput;var Tags = BABYLON.Tags;var AndOrNotEvaluator = BABYLON.AndOrNotEvaluator;var Database = BABYLON.Database;var FresnelParameters = BABYLON.FresnelParameters;var MultiMaterial = BABYLON.MultiMaterial;var FreeCameraTouchInput = BABYLON.FreeCameraTouchInput;var TouchCamera = BABYLON.TouchCamera;var ProceduralTexture = BABYLON.ProceduralTexture;var ProceduralTextureSceneComponent = BABYLON.ProceduralTextureSceneComponent;var CustomProceduralTexture = BABYLON.CustomProceduralTexture;var FreeCameraGamepadInput = BABYLON.FreeCameraGamepadInput;var ArcRotateCameraGamepadInput = BABYLON.ArcRotateCameraGamepadInput;var GamepadManager = BABYLON.GamepadManager;var StickValues = BABYLON.StickValues;var Gamepad = BABYLON.Gamepad;var GenericPad = BABYLON.GenericPad;var Xbox360Pad = BABYLON.Xbox360Pad;var PoseEnabledControllerHelper = BABYLON.PoseEnabledControllerHelper;var PoseEnabledController = BABYLON.PoseEnabledController;var WebVRController = BABYLON.WebVRController;var OculusTouchController = BABYLON.OculusTouchController;var ViveController = BABYLON.ViveController;var GenericController = BABYLON.GenericController;var WindowsMotionController = BABYLON.WindowsMotionController;var GearVRController = BABYLON.GearVRController;var DaydreamController = BABYLON.DaydreamController;var GamepadSystemSceneComponent = BABYLON.GamepadSystemSceneComponent;var FollowCamera = BABYLON.FollowCamera;var ArcFollowCamera = BABYLON.ArcFollowCamera;var UniversalCamera = BABYLON.UniversalCamera;var GamepadCamera = BABYLON.GamepadCamera;var PostProcessRenderPipelineManager = BABYLON.PostProcessRenderPipelineManager;var PostProcessRenderPipelineManagerSceneComponent = BABYLON.PostProcessRenderPipelineManagerSceneComponent;var PostProcessRenderEffect = BABYLON.PostProcessRenderEffect;var PostProcessRenderPipeline = BABYLON.PostProcessRenderPipeline;var DepthRenderer = BABYLON.DepthRenderer;var DepthRendererSceneComponent = BABYLON.DepthRendererSceneComponent;var GeometryBufferRenderer = BABYLON.GeometryBufferRenderer;var GeometryBufferRendererSceneComponent = BABYLON.GeometryBufferRendererSceneComponent;var SSAORenderingPipeline = BABYLON.SSAORenderingPipeline;var SSAO2RenderingPipeline = BABYLON.SSAO2RenderingPipeline;var LensRenderingPipeline = BABYLON.LensRenderingPipeline;var StandardRenderingPipeline = BABYLON.StandardRenderingPipeline;var FxaaPostProcess = BABYLON.FxaaPostProcess;var ChromaticAberrationPostProcess = BABYLON.ChromaticAberrationPostProcess;var GrainPostProcess = BABYLON.GrainPostProcess;var SharpenPostProcess = BABYLON.SharpenPostProcess;var BlurPostProcess = BABYLON.BlurPostProcess;var DepthOfFieldBlurPostProcess = BABYLON.DepthOfFieldBlurPostProcess;var DepthOfFieldMergePostProcessOptions = BABYLON.DepthOfFieldMergePostProcessOptions;var DepthOfFieldMergePostProcess = BABYLON.DepthOfFieldMergePostProcess;var CircleOfConfusionPostProcess = BABYLON.CircleOfConfusionPostProcess;var DepthOfFieldEffect = BABYLON.DepthOfFieldEffect;var BloomMergePostProcess = BABYLON.BloomMergePostProcess;var ExtractHighlightsPostProcess = BABYLON.ExtractHighlightsPostProcess;var BloomEffect = BABYLON.BloomEffect;var DefaultRenderingPipeline = BABYLON.DefaultRenderingPipeline;var ImageProcessingConfigurationDefines = BABYLON.ImageProcessingConfigurationDefines;var ImageProcessingConfiguration = BABYLON.ImageProcessingConfiguration;var ColorGradingTexture = BABYLON.ColorGradingTexture;var ColorCurves = BABYLON.ColorCurves;var RefractionPostProcess = BABYLON.RefractionPostProcess;var BlackAndWhitePostProcess = BABYLON.BlackAndWhitePostProcess;var ConvolutionPostProcess = BABYLON.ConvolutionPostProcess;var FilterPostProcess = BABYLON.FilterPostProcess;var VolumetricLightScatteringPostProcess = BABYLON.VolumetricLightScatteringPostProcess;var ColorCorrectionPostProcess = BABYLON.ColorCorrectionPostProcess;var TonemapPostProcess = BABYLON.TonemapPostProcess;var DisplayPassPostProcess = BABYLON.DisplayPassPostProcess;var HighlightsPostProcess = BABYLON.HighlightsPostProcess;var ImageProcessingPostProcess = BABYLON.ImageProcessingPostProcess;var MotionBlurPostProcess = BABYLON.MotionBlurPostProcess;var Bone = BABYLON.Bone;var BoneIKController = BABYLON.BoneIKController;var BoneLookController = BABYLON.BoneLookController;var Skeleton = BABYLON.Skeleton;var HDRTools = BABYLON.HDRTools;var HDRCubeTexture = BABYLON.HDRCubeTexture;var PanoramaToCubeMapTools = BABYLON.PanoramaToCubeMapTools;var Polygon = BABYLON.Polygon;var PolygonMeshBuilder = BABYLON.PolygonMeshBuilder;var CSG = BABYLON.CSG;var LensFlare = BABYLON.LensFlare;var LensFlareSystemSceneComponent = BABYLON.LensFlareSystemSceneComponent;var LensFlareSystem = BABYLON.LensFlareSystem;var PhysicsJoint = BABYLON.PhysicsJoint;var DistanceJoint = BABYLON.DistanceJoint;var MotorEnabledJoint = BABYLON.MotorEnabledJoint;var HingeJoint = BABYLON.HingeJoint;var Hinge2Joint = BABYLON.Hinge2Joint;var PhysicsImpostor = BABYLON.PhysicsImpostor;var PhysicsEngine = BABYLON.PhysicsEngine;var PhysicsHelper = BABYLON.PhysicsHelper;var PhysicsRadialExplosionEvent = BABYLON.PhysicsRadialExplosionEvent;var PhysicsGravitationalFieldEvent = BABYLON.PhysicsGravitationalFieldEvent;var PhysicsUpdraftEvent = BABYLON.PhysicsUpdraftEvent;var PhysicsVortexEvent = BABYLON.PhysicsVortexEvent;var CannonJSPlugin = BABYLON.CannonJSPlugin;var OimoJSPlugin = BABYLON.OimoJSPlugin;var PhysicsEngineSceneComponent = BABYLON.PhysicsEngineSceneComponent;var DDSTools = BABYLON.DDSTools;var TGATools = BABYLON.TGATools;var KhronosTextureContainer = BABYLON.KhronosTextureContainer;var EnvironmentTextureTools = BABYLON.EnvironmentTextureTools;var UtilityLayerRenderer = BABYLON.UtilityLayerRenderer;var PointerDragBehavior = BABYLON.PointerDragBehavior;var MultiPointerScaleBehavior = BABYLON.MultiPointerScaleBehavior;var SixDofDragBehavior = BABYLON.SixDofDragBehavior;var AttachToBoxBehavior = BABYLON.AttachToBoxBehavior;var FadeInOutBehavior = BABYLON.FadeInOutBehavior;var Gizmo = BABYLON.Gizmo;var AxisDragGizmo = BABYLON.AxisDragGizmo;var AxisScaleGizmo = BABYLON.AxisScaleGizmo;var PlaneRotationGizmo = BABYLON.PlaneRotationGizmo;var PositionGizmo = BABYLON.PositionGizmo;var RotationGizmo = BABYLON.RotationGizmo;var ScaleGizmo = BABYLON.ScaleGizmo;var BoundingBoxGizmo = BABYLON.BoundingBoxGizmo;var GizmoManager = BABYLON.GizmoManager;var MorphTarget = BABYLON.MorphTarget;var MorphTargetManager = BABYLON.MorphTargetManager;var Octree = BABYLON.Octree;var OctreeBlock = BABYLON.OctreeBlock;var OctreeSceneComponent = BABYLON.OctreeSceneComponent;var AnaglyphPostProcess = BABYLON.AnaglyphPostProcess;var AnaglyphArcRotateCamera = BABYLON.AnaglyphArcRotateCamera;var AnaglyphFreeCamera = BABYLON.AnaglyphFreeCamera;var AnaglyphGamepadCamera = BABYLON.AnaglyphGamepadCamera;var AnaglyphUniversalCamera = BABYLON.AnaglyphUniversalCamera;var StereoscopicInterlacePostProcess = BABYLON.StereoscopicInterlacePostProcess;var StereoscopicArcRotateCamera = BABYLON.StereoscopicArcRotateCamera;var StereoscopicFreeCamera = BABYLON.StereoscopicFreeCamera;var StereoscopicGamepadCamera = BABYLON.StereoscopicGamepadCamera;var StereoscopicUniversalCamera = BABYLON.StereoscopicUniversalCamera;var VRDistortionCorrectionPostProcess = BABYLON.VRDistortionCorrectionPostProcess;var FreeCameraDeviceOrientationInput = BABYLON.FreeCameraDeviceOrientationInput;var ArcRotateCameraVRDeviceOrientationInput = BABYLON.ArcRotateCameraVRDeviceOrientationInput;var VRCameraMetrics = BABYLON.VRCameraMetrics;var WebVRFreeCamera = BABYLON.WebVRFreeCamera;var DeviceOrientationCamera = BABYLON.DeviceOrientationCamera;var VRDeviceOrientationFreeCamera = BABYLON.VRDeviceOrientationFreeCamera;var VRDeviceOrientationArcRotateCamera = BABYLON.VRDeviceOrientationArcRotateCamera;var VRDeviceOrientationGamepadCamera = BABYLON.VRDeviceOrientationGamepadCamera;var VRExperienceHelper = BABYLON.VRExperienceHelper;var WebXRCamera = BABYLON.WebXRCamera;var WebXRSessionManager = BABYLON.WebXRSessionManager;var WebXRExperienceHelper = BABYLON.WebXRExperienceHelper;var WebXREnterExitUIButton = BABYLON.WebXREnterExitUIButton;var WebXREnterExitUIOptions = BABYLON.WebXREnterExitUIOptions;var WebXREnterExitUI = BABYLON.WebXREnterExitUI;var WebXRManagedOutputCanvas = BABYLON.WebXRManagedOutputCanvas;var WebXRController = BABYLON.WebXRController;var WebXRInput = BABYLON.WebXRInput;var VirtualJoystick = BABYLON.VirtualJoystick;var VirtualJoysticksCamera = BABYLON.VirtualJoysticksCamera;var FreeCameraVirtualJoystickInput = BABYLON.FreeCameraVirtualJoystickInput;var SimplificationSettings = BABYLON.SimplificationSettings;var SimplificationQueue = BABYLON.SimplificationQueue;var SimplicationQueueSceneComponent = BABYLON.SimplicationQueueSceneComponent;var MeshLODLevel = BABYLON.MeshLODLevel;var SceneOptimization = BABYLON.SceneOptimization;var TextureOptimization = BABYLON.TextureOptimization;var HardwareScalingOptimization = BABYLON.HardwareScalingOptimization;var ShadowsOptimization = BABYLON.ShadowsOptimization;var PostProcessesOptimization = BABYLON.PostProcessesOptimization;var LensFlaresOptimization = BABYLON.LensFlaresOptimization;var CustomOptimization = BABYLON.CustomOptimization;var ParticlesOptimization = BABYLON.ParticlesOptimization;var RenderTargetsOptimization = BABYLON.RenderTargetsOptimization;var MergeMeshesOptimization = BABYLON.MergeMeshesOptimization;var SceneOptimizerOptions = BABYLON.SceneOptimizerOptions;var SceneOptimizer = BABYLON.SceneOptimizer;var OutlineRenderer = BABYLON.OutlineRenderer;var EdgesRenderer = BABYLON.EdgesRenderer;var LineEdgesRenderer = BABYLON.LineEdgesRenderer;var EffectLayerSceneComponent = BABYLON.EffectLayerSceneComponent;var EffectLayer = BABYLON.EffectLayer;var HighlightLayer = BABYLON.HighlightLayer;var GlowLayer = BABYLON.GlowLayer;var AbstractAssetTask = BABYLON.AbstractAssetTask;var AssetsProgressEvent = BABYLON.AssetsProgressEvent;var MeshAssetTask = BABYLON.MeshAssetTask;var TextFileAssetTask = BABYLON.TextFileAssetTask;var BinaryFileAssetTask = BABYLON.BinaryFileAssetTask;var ImageAssetTask = BABYLON.ImageAssetTask;var TextureAssetTask = BABYLON.TextureAssetTask;var CubeTextureAssetTask = BABYLON.CubeTextureAssetTask;var HDRCubeTextureAssetTask = BABYLON.HDRCubeTextureAssetTask;var AssetsManager = BABYLON.AssetsManager;var SceneSerializer = BABYLON.SceneSerializer;var ReflectionProbe = BABYLON.ReflectionProbe;var LayerSceneComponent = BABYLON.LayerSceneComponent;var Layer = BABYLON.Layer;var TextureTools = BABYLON.TextureTools;var FramingBehavior = BABYLON.FramingBehavior;var BouncingBehavior = BABYLON.BouncingBehavior;var AutoRotationBehavior = BABYLON.AutoRotationBehavior;var NullEngineOptions = BABYLON.NullEngineOptions;var NullEngine = BABYLON.NullEngine;var EngineInstrumentation = BABYLON.EngineInstrumentation;var SceneInstrumentation = BABYLON.SceneInstrumentation;var _TimeToken = BABYLON._TimeToken;var BackgroundMaterial = BABYLON.BackgroundMaterial;var EnvironmentHelper = BABYLON.EnvironmentHelper;var ParticleSystemSet = BABYLON.ParticleSystemSet;var ParticleHelper = BABYLON.ParticleHelper;var VideoDome = BABYLON.VideoDome;var PhotoDome = BABYLON.PhotoDome;var NoiseProceduralTexture = BABYLON.NoiseProceduralTexture;var VideoRecorder = BABYLON.VideoRecorder;var Space = BABYLON.Space ;var Orientation = BABYLON.Orientation ;var AnimationKeyInterpolation = BABYLON.AnimationKeyInterpolation ;var WorkerTaskType = BABYLON.WorkerTaskType ;var WorkerReplyType = BABYLON.WorkerReplyType ;var SubEmitterType = BABYLON.SubEmitterType ;var Debug = BABYLON.Debug ;var Xbox360Button = BABYLON.Xbox360Button ;var Xbox360Dpad = BABYLON.Xbox360Dpad ;var PoseEnabledControllerType = BABYLON.PoseEnabledControllerType ;var DepthOfFieldEffectBlurLevel = BABYLON.DepthOfFieldEffectBlurLevel ;var TonemappingOperator = BABYLON.TonemappingOperator ;var PhysicsRadialImpulseFalloff = BABYLON.PhysicsRadialImpulseFalloff ;var PhysicsUpdraftMode = BABYLON.PhysicsUpdraftMode ;var WebXRState = BABYLON.WebXRState ;var JoystickAxis = BABYLON.JoystickAxis ;var SimplificationType = BABYLON.SimplificationType ;var AssetTaskState = BABYLON.AssetTaskState ;
  119793. export { EffectFallbacks,EffectCreationOptions,Effect,KeyboardEventTypes,KeyboardInfo,KeyboardInfoPre,PointerEventTypes,PointerInfoBase,PointerInfoPre,PointerInfo,ClipboardEventTypes,ClipboardInfo,ColorGradient,Color3Gradient,FactorGradient,LoadFileError,RetryStrategy,Tools,PerfCounter,className,AsyncLoop,Color3,Color4,Vector2,Vector3,Vector4,Size,Quaternion,Matrix,Plane,Viewport,Frustum,Axis,BezierCurve,Angle,Arc2,Path2,Path3D,Curve3,PositionNormalVertex,PositionNormalTextureVertex,Tmp,Scalar,expandToProperty,serialize,serializeAsTexture,serializeAsColor3,serializeAsFresnelParameters,serializeAsVector2,serializeAsVector3,serializeAsMeshReference,serializeAsColorCurves,serializeAsColor4,serializeAsImageProcessingConfiguration,serializeAsQuaternion,serializeAsCameraReference,SerializationHelper,Deferred,EventState,Observer,MultiObserver,Observable,SmartArray,SmartArrayNoDuplicate,PromisePolyfill,WorkerPool,_AlphaState,_DepthCullingState,_StencilState,InstancingAttributeInfo,RenderTargetCreationOptions,DepthTextureCreationOptions,EngineCapabilities,Engine,Node,BoundingSphere,BoundingBox,BoundingInfo,TransformNode,AbstractMesh,Light,Camera,RenderingManager,RenderingGroup,SceneComponentConstants,Stage,AbstractScene,RenderingGroupInfo,Scene,KeepAssets,AssetContainer,Buffer,VertexBuffer,DummyInternalTextureTracker,InternalTexture,BaseTexture,Texture,_CreationDataStorage,_InstancesBatch,Mesh,BaseSubMesh,SubMesh,MaterialDefines,Material,UniformBuffer,VertexData,Geometry,_PrimitiveGeometry,RibbonGeometry,BoxGeometry,SphereGeometry,DiscGeometry,CylinderGeometry,TorusGeometry,GroundGeometry,TiledGroundGeometry,PlaneGeometry,TorusKnotGeometry,PerformanceMonitor,RollingAverage,MaterialHelper,PushMaterial,StandardMaterialDefines,StandardMaterial,SphericalPolynomial,SphericalHarmonics,CubeMapToSphericalPolynomialTools,PBRBaseMaterial,PBRBaseSimpleMaterial,PBRMaterial,PBRMetallicRoughnessMaterial,PBRSpecularGlossinessMaterial,CameraInputsManager,TargetCamera,FreeCameraMouseInput,FreeCameraKeyboardMoveInput,FreeCameraInputsManager,FreeCamera,FlyCameraMouseInput,FlyCameraKeyboardInput,FlyCameraInputsManager,FlyCamera,ArcRotateCameraKeyboardMoveInput,ArcRotateCameraMouseWheelInput,ArcRotateCameraPointersInput,ArcRotateCameraInputsManager,ArcRotateCamera,HemisphericLight,ShadowLight,PointLight,DirectionalLight,SpotLight,AnimationPropertiesOverride,AnimationRange,AnimationEvent,PathCursor,Animation,TargetedAnimation,AnimationGroup,RuntimeAnimation,Animatable,EasingFunction,CircleEase,BackEase,BounceEase,CubicEase,ElasticEase,ExponentialEase,PowerEase,QuadraticEase,QuarticEase,QuinticEase,SineEase,BezierCurveEase,Condition,ValueCondition,PredicateCondition,StateCondition,Action,ActionEvent,ActionManager,InterpolateValueAction,SwitchBooleanAction,SetStateAction,SetValueAction,IncrementValueAction,PlayAnimationAction,StopAnimationAction,DoNothingAction,CombineAction,ExecuteCodeAction,SetParentAction,SpriteManager,Sprite,SpriteSceneComponent,IntersectionInfo,PickingInfo,Ray,Collider,CollisionCoordinatorWorker,CollisionCoordinatorLegacy,Particle,BaseParticleSystem,ParticleSystem,BoxParticleEmitter,CylinderParticleEmitter,CylinderDirectedParticleEmitter,ConeParticleEmitter,SphereParticleEmitter,SphereDirectedParticleEmitter,HemisphericParticleEmitter,PointParticleEmitter,SubEmitter,ShaderMaterial,GroundMesh,InstancedMesh,LinesMesh,InstancedLinesMesh,StringDictionary,RayHelper,DebugLayer,BoundingBoxRenderer,GPUParticleSystem,SolidParticle,ModelShape,DepthSortedParticle,SolidParticleSystem,MeshBuilder,DracoCompression,AudioEngine,Sound,SoundTrack,Analyser,WeightedSound,AudioSceneComponent,PlaySoundAction,StopSoundAction,CubeTexture,RawCubeTexture,RenderTargetTexture,MultiRenderTarget,MirrorTexture,RefractionTexture,DynamicTexture,VideoTexture,RawTexture,RawTexture3D,PostProcessManager,PostProcess,PassPostProcess,PassCubePostProcess,ShadowGenerator,ShadowGeneratorSceneComponent,DefaultLoadingScreen,SceneLoaderProgressEvent,SceneLoader,FilesInput,Tags,AndOrNotEvaluator,Database,FresnelParameters,MultiMaterial,FreeCameraTouchInput,TouchCamera,ProceduralTexture,ProceduralTextureSceneComponent,CustomProceduralTexture,FreeCameraGamepadInput,ArcRotateCameraGamepadInput,GamepadManager,StickValues,Gamepad,GenericPad,Xbox360Pad,PoseEnabledControllerHelper,PoseEnabledController,WebVRController,OculusTouchController,ViveController,GenericController,WindowsMotionController,GearVRController,DaydreamController,GamepadSystemSceneComponent,FollowCamera,ArcFollowCamera,UniversalCamera,GamepadCamera,PostProcessRenderPipelineManager,PostProcessRenderPipelineManagerSceneComponent,PostProcessRenderEffect,PostProcessRenderPipeline,DepthRenderer,DepthRendererSceneComponent,GeometryBufferRenderer,GeometryBufferRendererSceneComponent,SSAORenderingPipeline,SSAO2RenderingPipeline,LensRenderingPipeline,StandardRenderingPipeline,FxaaPostProcess,ChromaticAberrationPostProcess,GrainPostProcess,SharpenPostProcess,BlurPostProcess,DepthOfFieldBlurPostProcess,DepthOfFieldMergePostProcessOptions,DepthOfFieldMergePostProcess,CircleOfConfusionPostProcess,DepthOfFieldEffect,BloomMergePostProcess,ExtractHighlightsPostProcess,BloomEffect,DefaultRenderingPipeline,ImageProcessingConfigurationDefines,ImageProcessingConfiguration,ColorGradingTexture,ColorCurves,RefractionPostProcess,BlackAndWhitePostProcess,ConvolutionPostProcess,FilterPostProcess,VolumetricLightScatteringPostProcess,ColorCorrectionPostProcess,TonemapPostProcess,DisplayPassPostProcess,HighlightsPostProcess,ImageProcessingPostProcess,MotionBlurPostProcess,Bone,BoneIKController,BoneLookController,Skeleton,HDRTools,HDRCubeTexture,PanoramaToCubeMapTools,Polygon,PolygonMeshBuilder,CSG,LensFlare,LensFlareSystemSceneComponent,LensFlareSystem,PhysicsJoint,DistanceJoint,MotorEnabledJoint,HingeJoint,Hinge2Joint,PhysicsImpostor,PhysicsEngine,PhysicsHelper,PhysicsRadialExplosionEvent,PhysicsGravitationalFieldEvent,PhysicsUpdraftEvent,PhysicsVortexEvent,CannonJSPlugin,OimoJSPlugin,PhysicsEngineSceneComponent,DDSTools,TGATools,KhronosTextureContainer,EnvironmentTextureTools,UtilityLayerRenderer,PointerDragBehavior,MultiPointerScaleBehavior,SixDofDragBehavior,AttachToBoxBehavior,FadeInOutBehavior,Gizmo,AxisDragGizmo,AxisScaleGizmo,PlaneRotationGizmo,PositionGizmo,RotationGizmo,ScaleGizmo,BoundingBoxGizmo,GizmoManager,MorphTarget,MorphTargetManager,Octree,OctreeBlock,OctreeSceneComponent,AnaglyphPostProcess,AnaglyphArcRotateCamera,AnaglyphFreeCamera,AnaglyphGamepadCamera,AnaglyphUniversalCamera,StereoscopicInterlacePostProcess,StereoscopicArcRotateCamera,StereoscopicFreeCamera,StereoscopicGamepadCamera,StereoscopicUniversalCamera,VRDistortionCorrectionPostProcess,FreeCameraDeviceOrientationInput,ArcRotateCameraVRDeviceOrientationInput,VRCameraMetrics,WebVRFreeCamera,DeviceOrientationCamera,VRDeviceOrientationFreeCamera,VRDeviceOrientationArcRotateCamera,VRDeviceOrientationGamepadCamera,VRExperienceHelper,WebXRCamera,WebXRSessionManager,WebXRExperienceHelper,WebXREnterExitUIButton,WebXREnterExitUIOptions,WebXREnterExitUI,WebXRManagedOutputCanvas,WebXRController,WebXRInput,VirtualJoystick,VirtualJoysticksCamera,FreeCameraVirtualJoystickInput,SimplificationSettings,SimplificationQueue,SimplicationQueueSceneComponent,MeshLODLevel,SceneOptimization,TextureOptimization,HardwareScalingOptimization,ShadowsOptimization,PostProcessesOptimization,LensFlaresOptimization,CustomOptimization,ParticlesOptimization,RenderTargetsOptimization,MergeMeshesOptimization,SceneOptimizerOptions,SceneOptimizer,OutlineRenderer,EdgesRenderer,LineEdgesRenderer,EffectLayerSceneComponent,EffectLayer,HighlightLayer,GlowLayer,AbstractAssetTask,AssetsProgressEvent,MeshAssetTask,TextFileAssetTask,BinaryFileAssetTask,ImageAssetTask,TextureAssetTask,CubeTextureAssetTask,HDRCubeTextureAssetTask,AssetsManager,SceneSerializer,ReflectionProbe,LayerSceneComponent,Layer,TextureTools,FramingBehavior,BouncingBehavior,AutoRotationBehavior,NullEngineOptions,NullEngine,EngineInstrumentation,SceneInstrumentation,_TimeToken,BackgroundMaterial,EnvironmentHelper,ParticleSystemSet,ParticleHelper,VideoDome,PhotoDome,NoiseProceduralTexture,VideoRecorder,Space ,Orientation ,AnimationKeyInterpolation ,WorkerTaskType ,WorkerReplyType ,SubEmitterType ,Debug ,Xbox360Button ,Xbox360Dpad ,PoseEnabledControllerType ,DepthOfFieldEffectBlurLevel ,TonemappingOperator ,PhysicsRadialImpulseFalloff ,PhysicsUpdraftMode ,WebXRState ,JoystickAxis ,SimplificationType ,AssetTaskState };